TEXT: 1
  
  2
   BLOODLINES & BLACK MAGIC
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  INTERIOR ILLUSTRATION 
  PLAYTESTERS
  CONVENTION THANKS
  SPECIAL THANKS
  SOCIAL MEDIA MADNESS
  SECRET ROYALTY
  Henriette Boldt, Blackie Carbon, Juan Diego Dianderas, Jeremy 
  Hart, Herma Dolph, Erik Frankhouse, David Guyll, JeShields, 
  Tommy Kelly, Bree Orlock @Stardust Publication, Dio Mahesa, 
  Kæti McNeil, Migual Santos, Shaman’s Stockart, Todd Westcot, 
  C.E. Zacherl Illustrations. Some artwork © 2015 Dean Spencer, 
  used with permission. All rights reserved. Some artwork © 2015 
  Earl Geier, used with permission. All rights reserved. Some 
  artwork © 2015 John Nixon, used with permission. All rights 
  reserved. Publisher’s Choice Quality Stock Art © Rick Hershey 
  / Fat Goblin Games. Some art copyright DwD Studios and Bill 
  Logan, used with permission.
  Clinton Boomer & Jaye Sonia
  Tommie Kelly
  Matt Banach, Dr. Michael Davis, Nerine Dorman, & Jaye Sonia
  Matt Banach, Stephen M. DiPesa, Erik Frankhouse, Tim 
  Hitchcock, Ben McFarland, Justin Sluder, Jaye Sonia, & Brian 
  Suskind
  Bri A., Mark R. Lesniewski
  BY
  DEVELOPMENT & DESIGN
  FICTION BY
  ADDITIONAL DESIGN
  COVER ILLUSTRATIONS
   STORM BUNNY STUDIOS WOULD LIKE 
  TO THANK TIM HITCHCOCK AND THE 
  AWESOME KIDS AT PS 288 
  (CONEY ISLAND) FOR PLAY TESTING 
  BLOODLINES & BLACK MAGIC.
   
  Over the course of 2016-17, Storm Bunny Studios 
  playtested Bloodlines & Black Magic at several conventions, 
  including:
   
  GameHole 
  Gary Con
  Midwinter Gaming Convention
  Sheboygan NonCon
  & SkålCon
   
  If you’re in or around the Midwest (and especially 
  Wisconsin), we recommend you check them out!
   Aaron Malone, Aaron Milligan, Bill Sharrock, Brian Berg, 
  Cari Harris, Cat Crowns, Caylon Gorell, Chris Mowthorpe, 
  Chris Rathunde, Corey Koebernick, Gabriel Rodriguez, John 
  Amos, John Dehning, Jonathan Spader, Kelly Dawson, Kurt 
  Jensen, Lauren Sindt, Laurie “Shut Up Zack” Jenkins, Lily 
  Mansfield, Matthew Bank, Meredith McLinn, Michael Azzolino, 
  Michael Dunning, Monica Gonzales, Nicholas Mork, Nick 
  Soben, Sean Falvey, Shane Cordes, Paul Riggs, Paul Seymour, 
  Roman Draughon, Steve Cibarich, Todd Westcot, Weasalcreature 
  Mansfield, and William Paprocki.
  Benjamin Kluge, Bri, David Headquist, 
  Kurt Jensen, and Steve D Cole, Esq. 
  
  3
  THE 212
  OUR AMAZING BACKERS 
  Aaron DeChant, Aaron Pothecary, Adam Bennington, Adam Daigle, Adam Guzkowski, Adam Roy, Alan Paron, Alberto Zanini, 
  Alcethenecromancer, Allison Tsatsa, Amir Quesada, Andreas Loeckher, Andrew “Ungalor” McFearghas, Andrew Christian, Andrew 
  Lotton,  Andrew Shumate, Andy King, Andy Kwong, Annette Beatwell, Anthony Markesino, Ariock, Battlefield Press, Inc.,  Beau 
  Barnett, Benjamin, Benjamin Kluge, Bilwar, Brad Andrew, Brandon Steggerda, Brandon Urey, Brent Strom, Bri, Brian Berg, Brian 
  Summers, Burttd2010, Caio Viel, Candace England, Caribet, Carl Gilchrist, Carlos Ovalle, Casey Matteson, Chad Justice, Chance 
  Phillips, Chris Mowthorpe, Chris Nehring, Chris Volcheck, Chris Zank, Christen N. Sowards, Christopher Chung, Christopher 
  Woldridge, Chuck Dee, Colin Wilson, Contesse, Cory Welch, Craig, Craig Bishell, Dalmieres, Dan Cassar, Dan Derby, Dani Jang, 
  Daniel Ley, Daniel Vroman, Dark White, Dave Harrison, Dave McGraw, David A. Nolan, David Benevides, David Headquist, David 
  Margowsky, David Paul, David Paul, Devon Ronald MacInnis, Donald A. Turner, Doug Daulton, Doug Grimes, Duncan Parker 
  Newton-Gaines, Ed Kowalczewski, Elventremere, Furstenberger, Garbelion, Grant Dahling, Guido ‘Maicol’ Campanini, Hadschi 
  Halef Omar, Hubnutzen, Ian de Planque, Ivan Erickson, Jack Gulick, Jacob Pinkos, James H. Lewis, James Patrick Parks, James 
  Porter, Jason, Jason H, Jason Hellenberg, Jason Leisemann, Jason Schneiderman, Javalien, Jeremiah Reynolds, Jeremy Kear, Jesse 
  Butz, Jesse J. Salens, Jill A., Jim Rittenhouse, Joe Medica, Joel, John, John “King” Roberts, John A W Phillips, Jon, Jon Stein, 
  Jonathan Spader, Joseph Evenson, Joshua Archer, JP Patterson, Justin Andrew Mason, K. Neil Shackleton, Kate, Keil Hubert, Keith 
  Apperson, Kelly Dawson, Kendall Thrapp, Kevin Purtell, Kfir Mazuz, KG, Kielo Maria Maja, Knitdeer, Kurt Jensen, Landon 
  Bellavia, Larry Behrendt, Laura F Jenkins - Phoenix Rising, Scribe, Laura Lundy, Linda Ballance, Lisa Padol, Louis Agresta, Luca, 
  Luthorne, Lynda Beattie Boomer, Marcus Smith, Mark Magagna, Mary Ryan, Mat Morton, Matthew Paluch, Matthew Stanton, 
  Matthias Platzer, Max Vanderheyden, Michael Azzolino, Michael Buikus, Michael Finigan, Michael Lefavor, Michael Schell, Mike 
  Bischoff, Mike Myler, Mike Poland, Mike Polka, Mike Speck, Mikey NooDieZ, Mikhail Rekun, Monica Marlowe, NecroNuke9, Neil 
  Andrews, Nicholas Mork, Nick Esposito, Nicola McBlane, Niki Carlson, Oliver D. Dickerson III, Oliver von Spreckelsen, Paprockiw, 
  Patrice Mermoud, Patrick Curtin, Patrick Ryan Swann, Paul Ryan, Peter Paralikas, Phillip McGee, Raf Bressel, Raymond Chan, Reg 
  McReynolds, Richard Rittenhouse, Rick Cox, Robert H. Nichols, Robert J. Schwalb, Roberto Mandrioli, Roger Haxton, Rolland 
  Therrien, Ronni, Ryan Dughman, Saajan 9000, Sarah, Sarah Dorey, Sasha Hall, Savannah Broadway, Schaeffer Tolliver, Scott Kelley 
  Earnest, SeeleyOne, Shad, Shane C, Shari M. Bogenreif, Speedknob, Spellhawks Press, Stephen Radney-MacFarland, Steven D. Cole, 
  Esq., Steven Warble, Stormraider, Taiga Brenerman, Thom Evans, Todd Stephens, Todd Westcot, Tommie Kelly, Tyler D. Martin, 
  Wendall Roy, Willian Andrew Michels, William Walters, & Willj. 
   When I think about what is now possible for so many creative people through platforms like Kickstarter and Patreon, it warms my 
  bones a little, especially in a world that (at times) feels a little frigid.
   Kickstarter, and platforms like it, empower creative people of all kinds to connect, to work within a much broader (and occasionally 
  global) community, and to build audiences that support their visions. For gamers, this time can be especially challenging, but in turn 
  equally rewarding – especially for those of us willing to take a chance on newer products, systems, and ideas. And in a way, that’s 
  precisely what we’re trying to do with Bloodlines & Black Magic - we want to change how we play games. We want to create fun, 
  immersive games that capitalize on our modern world, but more importantly, on our modern assumptions. We also decided to explore 
  and occasionally twist those assumptions a bit, mixing them with ancient myths and modern or urban legends. But, we still wanted to 
  challenge your assumptions about how we approach gaming from the very start. Whether by changing character creation, how we design 
  a mechanic, or by creating unique tokens or practices that improve gameplay, our goals have always been to make Bloodlines & Black 
  Magic the very best game we could. I think – at least with our first approach – we’ve gotten pretty darn close to the mark, even if we did 
  go a little over page count (again). 
   But we couldn’t have done any of this if it hadn’t been because of you. And for that, we’d like to thank each of you. If it hadn’t been for 
  each one of you, this book would never have been possible.
  Thank you.
  Cheers,
  Jaye 
  
  4
  TABLE OF CONTENTS
  CHAPTER 1
  THW WAITING ROOM
  CHAPTER 2
  THE O7 RULES
  CHAPTER 3
  CREATING CHARACTERS
  CHAPTER 4
  THE SECRET ROYALTY
  CHAPTER 5 
  CHARACTER CLASSES
  CHAPTER 6
  SKILLS
  CHAPTER 7
  CAREERS & LIFESTYLES
  CHAPTER 8 
  FEATS & TRAITS
  CHAPTER 9 
  EQUIPMENT & GEAR
  CHAPTER 10 
  MAGIC BEHIND THE TV
  CHAPTER 11;11 
  THE HOUSE OF WATER
  CHAPTER 12 
  THE TOWER
  CHAPTER 13
  THE LUCKY ONES
  SEVEN SECRETS
  ARCHONS & GOETIC SPIRITS
  PIERCING THE VEIL
  THE SEVEN
  THE ASTRAL
  THE CELESTIAL
  THE MUNDANE
  THE SECRET WORLD
  THE INVISIBLE WORLD
  THE BLOODLINES
  THE INFERNAL
  PLAYING 07: SOME DISTINCTIONS
  WHY ONLY 7 LEVELS?
  BRINGING IN THE OLDER CLASSES
  THE BASIC BREAKDOWN
  BEYOND 7TH LEVEL: LEGENDS
  BUILDING YOUR CHARACTER!
  CAREERS IN BLOODLINES
  BENEFITS OF A CAREER
  CHANGING CAREERS
  INCOME CHART
  MEASURES & DEMANDS OF SUCCESS
  CAREER PATHS
  FEATS IN O7
  FEATS
  CAREER PATHS
  LIFESTYLE
  THE CHARACTER SHEET WALK THRU
  THE ARCANA
  PARADIGM SHIFTS
  THRESHOLD & ODDITIES
  FAMILIAR BLOODLINES, STRANGE AGENTS
  BORN INTO THE BLOOD
  THE DRAGON BLOODED
  THE FEY BLOODED
  THE INFERNAL BLOODED
  THE JINN BLOODED
  PIERCE THE VEIL, PYSCHIC WEAPON
  THE BRAWLER
  THE INVESTIGATOR
  THE MESMERIST
  THE OCCULTIST
  THE PSYCHIC
  SKILL ADAPTATIONS
  CHASE RULES
  FIGHTING STYLE FEATS
  FIGHTING MANEUVERS
  TRAITS
  PROFESSIONAL EQUIPMENT
  FIREARMS
  DAYS & PLACES OF POWER
  MAGIC & THE SEVEN OCCULT SCHOOLS
  FEAR OF MAGIC
  JOINING TRADERE
  NEW SPELLS
  RITES & RITUALS
  BLOODLINE ESSENTIALS
  BUILDING A MODERN CAMPAIGN
  THE MAGICAL ECONOMY
  USING DOSH
  THE ARCHONS
  WHAT WE DON'T KNOW
  CHAOS VS ORDER
  CULTS & COLLECTIVES
  NO GODS IN HEAVEN
  PERSONALITIES
  ADJUSTING MONSTERS
  HALF-SUMMONED MONSTERS
  THE BLOODCRAZED
  SUPERNATURAL EVENTS
  NPCS
  LEARNING INCANTATIONS
  HEDGE MAGIC
  ADDING OCCULT COMPONENTS
  OCCULT CONNECTIONS
  SHIFTING SANDS OF FATE
  ARMOR
  FIREARM PROFICIENCY
  MODES OF FIRE
  PISTOLS
  RIFLES
  ADVANCED FIREARMS
  EXOTIC FIREARMS
  THIS IS NOT 
  GUNS AGAINST 
  THE DARKNESS
  DRAWBACKS & FLAWS
  MODERN LANGUAGES
  THE INTERNET RULE
  USEFUL TABLES
  INFOSEC
  A GENERAL KNOWLEDGE
  EXPLOSIVES
  POISONS
  ELECTRONICS
  TACTICAL SITUATIONS
  SKILL TABLE
  CANTO IV
  THE SLAYER
  THE SPIRITUALIST
  CAPSTONE ABILITIES
  THE SERAPHIC BLOODED
  THE SHADOW BLOODED
  THE SPIRIT BLOODED
  THE ETHEREAL
  
  5
  CHAPTER 1
  THE WAITING ROOM
  
  6
   The groundskeeper’s cottage was the only habitable building 
  attached to the old manor house. I despised it immediately, for 
  it was squat and shuttered, huddled beneath a pair of bedraggled 
  oaks. Moss chinked the fieldstone walls where the limestone wash 
  had gradually chipped off over the years, and creepers choked the 
  chimney and threatened to overwhelm half the structure. Arthur 
  swung the Range Rover up the drive, and I pressed my forehead 
  against the glass. My breath misted up the view and, if I closed 
  my eyes, I could pretend we were pulling up in front of Mum’s 
  redbrick house in Whitby, where, if I stood at the window just so, I 
  could glimpse the sea.
   I could stand at the shore, the wind whipping up the salty tang 
  of the ocean, and breathe in and out of the wildness. Not this 
  sameness of Yorkshire proper, of the undulating green fields and 
  the “quaint”—I couldn’t help but hear that particular description—
  little stone dwellings all in orderly rows, waiting to welcome 
  passing tourists.
   We were half an hour’s cycle from the little town of Bramble 
  Hollow if one could name it as such. So far as I could see as we’d 
  roared through, it was the kind of place that if one blinked, you 
  could miss it.
   “You can come have tea here in the village. It’s only three miles 
  away from home.” Arthur said as if that would make it all right. 
  “Just remember to bring your brolly with you.”
   I’d had nothing to say to that. What could I say? 
  We’d been married last week in the courthouse, and I’d thought 
  we’d be moving to his apartment in Leeds—good riddance 
  to Mum, finally. But now we were here, in the arse end of the 
  countryside, halfway between freak-knows-where and I’d-be-
  screwed-if-I-knew.
   “You’ll be happy here, you’ll see,” said Arthur, as he squeezed 
  my thigh. His smile looked more a grimace—one that I returned 
  with my baring of teeth.
  “Does it ever stop raining?”
   He laughed as if I’d said something incredibly funny, then pulled 
  up the handbrake. “Come, let me show you our new abode.”
   The puddle in which I stepped wet my leg halfway to the knee 
  and instantly soaked my Doc Martens. Half-blinded by the driving 
  rain, I ran around the side of the car to the back, where Arthur had 
  already opened the trunk so we could retrieve our suitcases.
   “I’ll bring the boxes in later,” he said as we dashed to the front 
  porch, where he then fumbled with the lock long enough for the 
  rain to send its insistent, cold fingers all the way down my back. 
   While the exterior, dare I say it, might hold what Arthur would 
  describe as “rustic charm,” sadly the same could not be said of 
  the interior. Whoever had dwelt here previously, had been firmly 
  entrenched in the 1970s, for the color scheme was particularly 
  putrid orange paired with faded lime. The melamine countertops 
  were chipped in places, and a spot near the stove displayed the 
  unmistakable signs that a previous resident had branded it with the 
  base of a hot pot.
   The study—or spare bedroom downstairs—was filled with a 
  conglomeration, bizarrely, of old mannequins, most of which 
  existed in a state of decrepitude in an indistinguishable tangle of 
  dust-coated limbs. I stopped counting at about twenty-three and 
  shuddered at the empty, staring eyes.
   “Those have got to go,” I told Arthur. “I don’t even want to 
  know what they’re doing here.”
   “Film props.” He shrugged, but his dark eyes sparked with 
  mischief. “I guess. They shot a few episodes of The Black Dog 
  here.” 
   “Ugh. That was half a century ago.”
   “Hyperbole does not become you,” he said with a sniff and shut 
  the door.
   The bathroom, if it could be called that in all its slime-hued, 
  paisley-tiled splendor, was downstairs, off the kitchen, the toilet 
  with one of those ancient, high cisterns with a broken chain that 
  squeaked alarmingly when yanked. I suppose I should be grateful 
  that the loo flushed at all, even if the water in the taps was an 
  unbecoming murky shade that smelled strongly of a duck pond and 
  the plumbing rattled.
   “You did bring the bottled water, right?” I called to him.
   Arthur was already traipsing upstairs, each footstep raining down 
  scatterings of dust. He didn’t answer me.
   Nothing for it but to see where we’d be sleeping. I itched all over 
  already, just looking at the dust.
  The attic-to-be-bedroom didn’t inspire much confidence. The two 
  dormer windows were so choked with ivy, we couldn’t even crack 
  open a pane to let in fresh air, and the distinct, musky stench of 
  mouse pervaded everything. An object crunched underfoot, and 
  when I examined it, I discovered a crushed owl pellet. Tiny bones 
  grinned back at me.
   “We can’t sleep here!” I said to Arthur, but he was too busy 
  inspecting old suitcases that had been stacked in the corner.
   “Ugh. Something’s been nesting in here.”
   “Exactly!”
   A slight smile quirked his lips and some of that boyish 
  enthusiasm that had initially swept me off my feet returned. “But 
  think of it, ladybird! This is a chance of a lifetime! How many only 
  dream of this opportunity?”
   “This place is a dump.” I bit off the last syllable with finality and 
  crossed my arms over my chest.
   “I suppose you’d rather be staring at the little wedge of the sea 
  from your bedroom at your mum’s now?” 
   
   His gaze turned to flint.
   “No, I…” My boots became incredibly fascinating. It didn’t take 
  much for me to summon that particular brackish mustiness of my 
  
  7
  mum’s home, a scent that somehow clung to everything, her hair, 
  her clothes, the food she cooked. Hell, even the tea she brewed. A 
  stench that grew limbs and that sat heavily in the corner of my bed 
  and eventually threatened to press down on my chest long enough 
  to steal my very breath until nothing of me remained except for a 
  smoky stain on the yellow wallpaper.
   Don’t you come home pregnant and divorced.
   Mum really had a way with words, yet leaving home at nineteen 
  with your thirty-two-year-old husband you’d met and married 
  within the space of two weeks wasn’t exactly the most brilliant 
  of life choices anyone could make, was it? Then again, this thing 
  with Arthur had seemed like a good idea at the time. I mean, he 
  wasn’t that bad looking, if I didn’t focus too hard on the fact that 
  his hair was already thinning on the top, and if he didn’t cut it often 
  enough, it started resembling a bad comb-over.
   You’ve made your bed; now you lie in it.
  INTRODUcTION
   Welcome to Bloodlines & Black Magic, a whole new, 
  supernatural campaign setting designed around the O7 variant of 
  the Pathfinder Roleplaying Game. This book is divided into three 
  parts across 13 chapters, all of which are designed to take you 
  deeper and deeper into the world we’ve revealed to you. While 
  the first two sections of this book are intended for both the players 
  and the GM, it is important to note that the last part of the book is 
  intended for just the game master. Of course, merely because it’s 
  intended for the GM doesn’t mean that players should not also read 
  it. 
   (Hey GMs!! We’re telling the players to read your section. You 
  can thank us later!)
   Anyways, this book is more than just a set of rules or guidelines; 
  it is an evolving set of variant rules for the Pathfinder Roleplaying 
  Game, designed specifically for a modern world. Instead of 
  bringing forward standard fantasy, we’re doing something a little 
  different; we’re playing with modern myths and urban legends, as 
  well as creating a few of our own. In a way, we’re also dabbling 
  with some new myths, some of which are based on existing occult 
  ideologies, while others are entirely made up. Our attempt, at 
  least as far as the overall narrative is concerned, is to give you a 
  believable, functioning world that feels unique. You should easily 
  see the connective tissue and, with little effort, should readily be 
  able to adjust your world with it.
   In a way, we’re very much creating a whole new mythology, 
  weaving it together from the broken dreams and discarded scraps 
  of our local legends, our favorite conspiracies, our fears, and 
  an army of horror and occult tropes that have been battered and 
  broken on Hollywood’s anvil for a little too long. 
   I should probably warn you now; Bloodlines & Black Magic is 
  not politically correct.
   But it isn’t intentionally divisive, either.
   The fact is, you can’t write about the modern world without also 
  addressing its problems, its stereotypes, and so on. So, while we 
  made every effort to paint the world you’re about to enter through 
  a fair lens while also being mindful of our language, we also made 
  a point to keep it realistic. We’ve made every attempt to be diligent 
  while also being devious, and I think it plays out nicely without 
  being overly vulgar or sophomoric; we think you’re going to like 
  what we’ve done. As for the horror elements, this book is riddled 
  with advice, sidebars, suggestions, story seeds, and fiction, all of it 
  aimed at a singular story that remains the fictional background for 
  all that we do; the secret war between the Goëtic Spirits and the 
  Archons.
   Of course, we’ve left GMs plenty of room to tell their own 
  stories, as well as to address the world’s many monsters, both 
  human and otherwise. Whether you use this book just for the 
  mechanics, or if you’re playing in the world we’ve created, you’re 
  bound to have fun with it.
   As I close this brief introduction, I want to say thank you. What 
  you’re reading now is the combined effort of a whole team of 
  highly talented designers and developers, all of whom have been 
  tinkering with the Pathfinder Roleplaying Game for a long, long 
  time. Each one of them has made my original vision better. 
  
  8
  SEVEN SECRETS
  OF BLOODLINES & 
  BLACK MaGIC
  1. Magic is real.  For most of the world, magic is one of two 
  things: a series of well-crafted illusions designed to entertain, or the 
  unsubstantiated believe in loosely connected, human-driven events. 
  While most people give magic little more than lip (or card) service, 
  the truth is quite simple; magic exists. 
   
  2. There are global elites. Both the occult and conspiracy 
  communities have long pointed to a nameless, global, ruling 
  elite who they believe is holding them back. While most rational 
  humans wave off such conjecture, the truth is stranger still – there 
  are global elites, and they have a vested interest in keeping the 
  masses dumb, fat, and divided.
   
  3. Monsters walk the night. Parents, the world over, tuck their 
  children in with the same reassurances over and over. They open 
  closet doors, look under beds, and click on night-lights to hold 
  back the darkness, all of them repeating the same refrain: there are 
  no monsters, go back to sleep. Those parents, like so much of the 
  world, are wrong.
   
  4. The Power is in the Blood. Beyond the glass towers and exotic 
  retreats of the global elite, a stranger group of people – many 
  of whom occupy thrones in the Invisible – play an even more 
  delicate game with the world; these blooded humans, collected into 
  bloodlines families, are the secret lineages of those who truly rule. 
  Although some have waned in influence, many of these bloodline 
  families still exercise considerable power in the mundane – making 
  kings from fools, changing national borders, and even reorganizing 
  societies to suit their own, personal agendas. 
  5. We are Legion. Made famous in the New Testament, the Goëtic 
  Spirits have long been at odds with the Archons, taking on forms 
  from a wide array of cultures and myths. Some of the spirits could 
  easily be traditionally considered demons or devils, although 
  they are clearly in the minority. The Goëtic Spirits comprise a 
  much more significant, more diverse group than those commonly 
  identified by the various monotheistic faiths.
   
  6. The Veil is real. Occultists, conspirators, refugees, activists, 
  veterans, protestors, magicians, gamers, and weirdos – all of them 
  have their own ideas of what is really going on in the world. Some 
  of them actually have a clue, too. But the truth is, while some of 
  those wild ideas might actually hold a little water, most of them are 
  little more than hyped-up conjecture riding shotgun with a bunch 
  of speculation. Which is exactly what the Archons want. The truth 
  should make you sound crazy. Why? Because that’s how the Veil 
  works...
   
  7. The Archons have a mission. Most people have no idea who or 
  what the Archons are, much less what sort of mission they might 
  have. The truth is, whatever the Archons are trying to do, it’s a 
  slow march toward completion and keeping humanity in the dark is 
  a big part of that mission. The few magicians who have discovered 
  them know little about them, although a single word does keep 
  reoccurring in plenty of conversations – stability. What that word 
  means to them, however, is still a mystery for most.
  WHAT IS THE VEIL?
   Long ago, when the Archons awoke to the threat of the legions 
  of Goetic Spirits posed to their sacred charge they immediately 
  took steps to cement their control over Earth (and, ostensibly, 
  the reality we know). Initially, this control was largely social. 
  Because this was a time of tribal omens, little gods, burning 
  bushes, and miracles, they executed this through a series of divine 
  laws, customs, and traditions. Using this host of developing social 
  controls, the Archons found fertile ground in the minds of the men 
  who would be kings, priests, and prophets; they used these same 
  men to establish religious traditions, which they delivered through 
  the growing patriarchy, to ensure humanity’s progress would 
  follow a pace they deemed ‘safe.’
   This worked well for millennia, when humanity still lived 
  largely in a world of prophets, spirits, and unexplained phenomena. 
  As humanity evolved and the world got smaller, the Archons 
  knew things needed to change. By the end of the Fourth Crusade 
  (approximately 1200 CE), the Archons set a plan in motion that 
  would divide the world of man from the world of spirit, ensuring 
  their enemies among the legions of Goëtic Spirits could find no 
  purchase in any lands. To do this, they established their own, 
  hidden covenants with powerful men, bringing house after house 
  and kingdom after kingdom under their sway. By the end of the 
  12th Century, the Archons established the Secret World – a place for 
  the elite and the powerful, or at least those willing to pledge fidelity 
  to their eternal power, in whatever forms it might take. 
   With these new controls in place, the Archons moved to finalize 
  their plans, partitioning off the prime material plane into three, 
  distinct worlds. To ensure their efforts would not be in vain, 
  the Archons and their trusted servants elected a magical barrier 
  between the Invisible World and the Mundane that only they, their 
  servants, and the most powerful Goëtic Spirits could pierce.
   So, what exactly is the Veil? While several cultures have 
  described this great wall between realities, the Vedas have arguably 
  been the most accurate, describing it as Māyā – a term that 
  translates into illusion or magic, and which they claim hides the 
  actual battle between good and evil.
   In Bloodlines & Black Magic, the Veil is a heavy mantle of 
  magic that hides the true appearance of things, including monsters, 
  spirits, angels, devils, fey, and all manner of secret things. While 
  this barrier does hide certain creatures completely from view, 
  others are cloaked in mundane appearances. For example, a 
  dangerous red cap might appear to be an old man carrying a cane, 
  while a powerful wendigo might appear as a towering, silent 
  lumberjack. As a result of the Veil, the majority of humanity has no 
  idea that the supernatural walks unnoticed or unseen through the 
  crowds.
   But for those with the power to see beyond the Veil, the world is 
  a much stranger place.
  
  9
  We saw the strangest sights. I 
  think they drugged us. Had 
  There's no way any of 
  happened. That's the 
  that Hollywood 
  I still think 
  they 
  YOU SHOULD WRITE IN THIS 
  BOOK. 
  WEAVE SPELLS. 
  SEEK MYSTERIES.
  CHANGE TYPE.
  BECOME.
  
  10
  PIERCInG THE VEIL
   The world that has been fed to you is a lie. 
   The truth is something strange, cruel, inhuman ... and ultimately 
  unknowable.
   Those daylight streets just beyond your door, the place you see 
  every day, the familiar landscape out there in the flashing glitter 
  and the cheap jangle, among the high walls, the cameras and the 
  teeming press of sleep-deprived humanity?
   
   That is the realm painstakingly built and maintained by the 
  Archons, for reasons of their keeping. It is the so-called “Veil”: a 
  false reality of broken cellphones and lousy gas station coffee, past-
  due billing-statements and dental office parking lots, condemned 
  daycares and greasy fast-food wrappers, Twitter-feuding celebrities 
  and 24-hour stock-price updates.
   It is a realm of lingering headaches, constant anxieties, and 
  endless, mindless distractions; all meant to keep you blindly 
  occupied
    The Archons forged it, and they do not love you. 
   Away from the concrete, the neon and the city’s fumes – in 
  the deep woods and the old stone, in wild-tangled places where 
  rust and decay have begun to creep back in – the iron laws of the 
  Archons begin to break down once more. The gods, the devils and 
  the nameless spirit-creatures of an elder age dwell and make their 
  court here, and these Goetic masters are far less sane than the new 
  rulers of the world.
   Between these kingdoms stride the magicians: your people.
   Hidden behind closed doors, ancient rites and layers of cruel lies, 
  even the most subtle of magics are practiced only by the insane 
  and the obsessed; guns and money openly rule the streets, while 
  clever sorcerers of all stripes walk in the half-light that narrow path 
  between an abject terror at the risk of discovery, matched against 
  an overwhelming temptation to capitalize upon a dark monopoly 
  over life, death, madness, power & reality itself.
   By the gifts of bloodline and the study of blackest magic, you 
  can pierce the Veil and make your own way into the echoing dark. 
  WELCOME HOME...
   In Bloodlines & Black Magic, most characters gain the feat 
  pierce the veil at 1st level (although a few gain it at 2nd level, 
  instead), which allows them to see the world and its many 
  inhabitants as it is. Activating pierce the veil is a standard action 
  that does not provoke attacks of opportunity, but it does require 
  concentration. Pierce the veil has a limited range, affecting 
  everything in a 60 ft. cone. Characters who concentrate on this 
  ability learn the following things:
  LOOKING
  AT THE
  VEIL
   When we initially designed pierce the veil, it was a passive, 
  automatic ability. However, we discovered during playtesting 
  Bloodlines & Black Magic that it wasn’t that much fun. 
  Players wanted a character ability they could activate; PCs 
  did not want the GM to tell them where the monsters were. 
  Instead, they wanted to uncover them. So, we redesigned 
  the ability, basing it entirely on the detect spells. It has since 
  evolved into its current form, where it works as a sort of 
  hybrid of the two.
   GMs who wish to treat pierce the veil as a passive ability 
  may continue to do so. In this case, a character with pierce 
  the veil automatically makes rolls to notice supernatural or 
  otherworldly creatures, including haunts, and spirits (but not 
  monsters masked by active illusions). PCs must continue to 
  make Perception checks to discover hidden foes.
   When a character activates pierce the veil, they brighten 
  their auras, radiating like beacons to the supernatural foes 
  that prey on their kind; predators of all sorts hunt the curious, 
  the blooded, and the accidental wanderers who stumble past 
  the Veil, although many take notice of those able to control 
  or manifest their own powers – these individuals are hardier 
  prey, but also much more dangerous prey.
   Generally speaking, GMs should assume that if the player 
  could perceive the monster or foe with pierce the veil, the foe 
  can do so likewise.
   
  Who are the sovereigns?
  USING PIERCE THE VEIL
  
  11
   
  Who are the sovereigns?
   
  Who are the sovereigns?
   
  Who are the sovereigns?
   
  Who are the sovereigns?
  1st Round: Presence of absence of supernatural creatures, 
  individuals, or manifested spirits.
  2nd Round: The number and strength of these creatures.
  3rd Round: The actual appearance of the supernatural creature. 
  If you have line of sight with the creature, you can make a 
  Knowledge (occult) roll for each creature (DC 15 + the creature’s 
  CR). If you succeed, you may make additional Knowledge 
  checks as determined by the GM.
   
  Pierce the veil does not reveal invisible, incorporeal, or 
  creatures that are hidden by magic.
  THE WORLD
  you KNOW..
   Everyone knows the world is an odd, frequently horrible place. 
  The socio-economic gaps are expanding on all fronts (and this is 
  especially true in the Western world), religions have rekindled their 
  ancient crusades, turning their followers against everyone (civilian 
  and military alike), and the media pumps it into everyone’s head, 
  daily, with breaking news updates on the hour. But society isn’t 
  crumbling, not in the way you’d expect. It’s not sitting on the edge 
  of apocalypse, much to the dismay of doomsayers everywhere. 
  No, it’s doing something far worse. It’s decaying from the inside, 
  like so much rotten fruit. It’s growing tired, insensitive, and old. It 
  wants you off its porch, and it damned well will get its shotgun if 
  you don’t comply.
   But the world you know is also a haven of hope, a place where 
  technology is inventing new ways to save as many people as it 
  kills. Medical advancements are rampant, as are robotics. Cars are 
  driving themselves. Satellites offer gigabit connections to sat-
  phones in places few men have even walked. The natural world is 
  shrinking, but it hasn’t be completely replaced by the industrial-
  military complex the 1980s warned us about, nor the divided, 
  crumbling city-states that some feared would come to pass. No, 
  instead it’s carefully groomed, its manicured lawns leading up 
  to the mansions of Internet moguls. It’s still a dark, scary place, 
  but you wouldn’t know that if you were to go for a walk and just 
  smell the air. But as soon as you plug into the flood the constant 
  stream of doom and dream media that sells new electric cars, life 
  insurance policies, and fast food – you can see the decay. It looks 
  like so much half-light spilling under the broken door at midnight, 
  the reminder that something is lurking out there.
   The modern world is one of sharp contrast, and in all irony, one 
  where anyone can succeed, from the lowliest immigrant to the 
  pampered, entitled teen, if they are willing. For most folks, the 
  world changes little. It has the same problems, the same potential, 
  and the same threats. And for 99.995% of the global population, 
  that’s all they’d expect. But the truth is, that’s not the real world, 
  and enough people know it.
  THE WORLD
  YOU DON'T...
   Hamlet had the right of it when he said, “There are more 
  things in heaven and Earth, Horatio, than are dreamt of in your 
  philosophy.”
   The scope of human knowledge and endeavor is woefully 
  limited, compared to the incalculable vastness of the cosmos as 
  it truly is. Worlds – metaphysically speaking – lie atop, beneath, 
  beside, and even within the warp and weft of the one that people 
  take for granted as the truest, and perhaps only, face of reality. 
  These many worlds abut and overlap one another, and, for the most 
  part, those within any given plane of existence only perceive and 
  interact with their own immediate environment. The average spirit 
  in the infernal realm knows as little about what’s taking place in an 
  Addis Ababa apartment as the people living in that apartment know 
  about that spirit’s goings-on.
   The difference, of course, is that those existing firmly beyond the 
  borders of mundanity are aware of the reality of the other worlds 
  and capable of interacting with the denizens of those places – 
  though whether they can do so safely is another matter, entirely. 
  The day-to-day world is a dangerous enough place, in many cases, 
  and these realms beyond are even more so. It’s rare for entities 
  originating in other planes of existence to visit the mundane world 
  for what most humans would consider being benevolent purposes. 
   In truth, there are seven “worlds” that exist within reality, at least 
  as we know it. These worlds are the mundane, the secret worlds, 
  the invisible world, the ethereal plane, the astral plane, the celestial 
  plane, and the infernal plane. These various realms are described at 
  length below.
  23
  10A=100A
  
  12
  
  13
  THE MUNDANE WORLD
   Even in the everyday world of Bloodlines & Black Magic, arcane 
  happenings abound. For the most part, these occurrences are subtle, 
  easily written off as coincidence when they’re noticed, at all. It 
  may just be sleight of hand that the vendor at the 24-hour news 
  stand uses to light his cigarettes without any apparent source of 
  flame. Likewise, the young woman in the ratty clothes who hangs 
  around that one subway stop and always manages to get a can to 
  drop when she pounds her fist once on the soda machine? Maybe 
  she just knows the exact right way to hit it. Such possibilities don’t 
  strain the bounds of credibility so that most people will take them 
  as fact. Then again, maybe these individuals have a little more to 
  them than the ordinary.
   Indeed, a quite a lot of the folks who skirt the line between 
  the mundane and the supernatural are largely unaware of the 
  distinction, themselves. Often, they see themselves as just being 
  lucky (or unlucky!), or having an unusual knack for something. 
  The occult mysteries seeded throughout the world don’t necessarily 
  come with an owner’s manual, after all, and those who are left 
  without guidance are typically no more willing to accept the 
  reality of the paranormal than anyone else. Ultimately, it’s usually 
  far easier just to believe that – for instance – the women of one’s 
  family have always had a good, but natural, sense about people 
  than to open up to the possibility that more… uncanny gifts are at 
  work. Thus, even many of the people who rightly belong in other 
  worlds than this spend their entire lives believing that they are as 
  mundane as everything else transpiring around them.
   The overwhelming majority of the mundane world, however, 
  is just as it seems. People go to work, or to school; they buy 
  groceries, pay their taxes, pick their kids up from practice, and try 
  to keep up with that new diet the doctor recommended. Of course, 
  in other parts of the mundane world, they hide in basements to 
  survive bombings, try not to freeze to death while sleeping in the 
  beat-up old car that’s both home and transportation, flee murderous 
  regimes on foot for countries that won’t welcome them, and have 
  to steal just to survive and hope that they don’t get caught. There’s 
  plenty of horror lurking around in this world that has nothing at all 
  to do with monsters and the designs of entities from other realms of 
  existence.
   Many player characters will spend at least some significant part 
  of their time navigating the mundane world and its challenges 
  – seeking out the arcane mysteries of the universe doesn’t, on 
  its own, typically pay the bills. Likewise, even scions of the 
  most ancient and powerful bloodlines are perfectly capable of 
  being mugged by an ordinary robber while on the way to an 
  internationally acclaimed restaurant, or else having to explain their 
  presence at an uncanny crime scene to the panicky police officers 
  who’ve just shown up with their weapons drawn, demanding 
  answers to questions they don’t even understand. Thus, it’s 
  important for characters – no matter how rarified and esoteric the 
  circles in which they move – never to lose sight of this normal 
  and everyday world that anchors all save the tiniest fraction of the 
  human experience.
   Obviously, because Bloodlines & Black Magic is a game 
  set in a stranger reflection of the world in which all of us 
  already live, it’s important to give more than a passing nod to 
  the realities of that world. However, as a Game Master, you 
  need to tailor the precise balance of mundane to paranormal 
  to the needs of your campaign. It may be that you want the 
  player characters to hold down day jobs, investigating the 
  supernatural on nights and weekends, like some kind of deadly 
  hobby. On the other end of the spectrum, you may prefer a 
  campaign that focuses on bloodline characters whose ancestral 
  fortunes date back to the beginnings of civilization, and to 
  whom the experiences of ordinary humanity are an almost 
  alien thing. In both cases, though – as well as in all those 
  between – the ordinary world presses in, making its demands 
  known.
   You may need to play around with it to find just the right 
  amount of “every day” for your campaign, and there’s no right 
  or wrong answer, as long as you’re telling a story that you and 
  your players can enjoy.
  HOW MUCH MUNDANE IS ENOUGH?
  
  14
  THE SECRET WORLD
   This is not truly its own layer of reality, but it is undoubtedly a 
  world unto itself. The so-called “Secret World” is what lies behind 
  the outer veil of the mundane, and it encompasses the halls of 
  governmental power, the estates of ancient moneyed dynasties, 
  the forbidden chapterhouses of ancient esoteric societies, and the 
  like. The Secret World’s denizens are the people who make the 
  mundane world go’ round, the ones who control it, and who reap 
  most of its benefits. They are the people who sit at the center of the 
  unseen webs of influence that dictate all of our lives, every day. We 
  know only a fraction of them by name – the rest are wise and well 
  connected enough to remain completely hidden from the scrutiny 
  of their lessers.
   The Secret World is where all the money goes, where all the 
  wars are decided before they happen, and where the choices are 
  made as to which people will be permitted to assume the highest 
  political offices. It is in this world that flesh and blood kings are 
  toppled as in games of chess, and new nations are decreed. While 
  this world sometimes exists as close by as literally just behind a 
  velvet rope, it might as well be as distant as the surface of the moon 
  for all those billions of us who will never get so much as a taste 
  of its heady brew of unadulterated temporal power, unrestricted 
  access, and forbidden delights. Most of those who enjoy the fruits 
  of the Secret World were born into it, and they live and die in it, 
  never truly understanding the struggles of those less fortunate 
  than themselves. Of course, the majority of them also don’t care 
  to – the little people are, to them, merely grease for the gears, and 
  their collective existence has meaning only in that it provides the 
  foundation upon which the unimaginable wealth and power of 
  those mortals who believe themselves to be the true masters of the 
  world can stand.
   Naturally, the Secret World also exists in stranger and more 
  exotic locations. Isolated chateaus bristling with security forces 
  provide quiet and contemplative surroundings to the scions of 
  the world’s most powerful dynasties, and private tropical island 
  retreats reserve their decadent pleasures for only those few with 
  the wealth to savor such uncommon delights. And the lords of the 
  Secret World maintain even stranger and more exclusive fastnesses 
  for themselves. For example, powerful generals and secretive 
  heads of state may convene their private councils in city-sized 
  bunkers carved into the very innards of great mountain ranges, 
  even as a cadre of scientists gather with their enigmatic backers 
  to discuss promising new breakthroughs in various fields of 
  internationally outlawed research taking place in a hidden domed 
  research facility a few hundred yards beneath the surface of the 
  Pacific Ocean.
   As might be expected with the private playgrounds of the rulers 
  of humanity, much of what transpires in the Secret World remains 
  just that – secret. Schemes and conspiracies abound, and those who 
  dare to tell of them outside accepted company are almost invariably 
  silenced with the greatest possible prejudice, both because doing 
  so is the most efficient means of muzzling a blabber when one 
  stands above the law (and moral and ethical considerations are of 
  no concern), and also because it is the best way to teach others to 
  fear the consequences of speaking aloud to the masses that which 
  is said in confidence among their betters. In truth, many people 
  would panic or riot if they were to learn the reality of what goes on 
  around them, every day, as determined and implemented by those 
  who walk the world’s halls of power. The truth is, to the masters of 
  the Secret World, simply too perilous a commodity to allow into 
  the hands of the little people.
   News does filter down from the Secret World to the mundane, 
  however, in various ways – people talk of prestigious collegiate 
  secret societies, powerful fraternal orders, hidden cadres of 
  unelected and hereditary powerbrokers, and the like. Some of these 
  rumors are, whether to a greater or lesser degree, true. After all, a 
  secret is only as secure as the biggest loudmouth to know about it, 
  and not everyone who stands astride the Earth can be trusted with 
  sensitive knowledge. Thus, aggressive disinformation campaigns 
  are de rigueur for the real movers and shakers of the Secret 
  World in this modern age of interconnection and instantaneous 
  communication. They create and disseminate such hoaxes as 
  reptilian nobility, ancient astronauts, and alien pyramid builders, 
  to conceal the reality between layers of ludicrous fantasy, quickly 
  dismissed by the overwhelming majority of people, and which 
  serves to mislead most of the remaining few genuinely dedicated 
  seekers. 
   While by no means universal, it is also not uncommon for people 
  who operate within the Secret World to believe that they employ 
  and command supernatural powers, but only a very few of them 
  possess such rarified gifts. Some of the organizations that operate 
  therein structure themselves as cults, mystical orders, and such, 
  and indoctrinate members to attribute their power and success to 
  the favor of gods, devils, or other entities from beyond our plane 
  of existence. In some rare cases, beings hailing from the Invisible 
  World (or even further afield) actually do take an interest in these 
  kinds of groups, using them to advantage personal agendas, 
  or perhaps just personal gain. Such entities can often easily 
  commandeer control of these sorts of cliques through the use of 
  uncanny powers – even the smallest feats of supernatural prowess 
  can be employed to great effect in gaining the loyal obedience of 
  those who wish to believe that they, too, can eventually come to 
  enjoy such extraordinary gifts.
   Certain of the uncommon academes who study the metaphysical 
  underpinnings of the seven realms believe that the existence of 
  the Secret World was in some way effectively “hardwired” into 
  the nature of reality, either by the Archons or by the enigmatic 
  power that created them, forcing a divide between the great 
  masses of the ordinary people, and the handful of mortals who 
  control them. Certainly, by distilling most temporal power down 
  into a relatively small number of hands, the Archons have a much 
  simpler time keeping a leash on the human world. People are, by 
  and large, only given the information that supports the interests of 
  the powerful, whose primary objective is not the truth, but instead 
  the preservation and ever-increasing expansion of their wealth 
  and influence. Thus, most of the mortal world – whether mundane 
  or secret – remains blind to the truth. It’s by no means a perfect 
  strategy on the Archons’ part, but it’s certainly far easier than 
  would be the case in a world of equals.
  
  15
  I WILL REMEMBER TO COVER ALL THE MIRRORS. 
  I WILL REMEMBER TO COVER ALL THE MIRRORS. 
  I WILL REMEMBER TO COVER ALL THE MIRRORS. I 
  WILL REMEMBER TO COVER ALL THE MIRRORS. I WILL 
  REMEMBER TO COVER ALL THE MIRRORS FROM THEM. 
  I WILL REMEMBER TO COVER ALL THE MIRRORS. I 
  WILL REMEMBER TO COVER ALL THE MIRRORS. I WILL 
  REMEMBER TO COVER ALL THE MIRRORS....
  Is this deliberate
  Who ARE you?
  What ARE you?
  
  16
  THE INVISIBLE 
  WORLD
   Turn down the wrong alley, or stray off of a long-overgrown 
  forest path in just the wrong place, and you may find yourself 
  accidentally wandering into the “Invisible World.” In truth, it has 
  no proper name (it may not even be entirely all the same place!), 
  but it is where the occult bleeds over into the ordinary. Creatures 
  both nightmarish and fantastic – and, sometimes, both at once – 
  dwell here, pushed beyond and outside the ragged margins of the 
  mundane by the exploits of heroes, the schemes of villains, and 
  the inscrutable designs of the Archons. They exist just out of sight, 
  ever so slightly beyond the furthest reach of one’s fingertips. And 
  most of them yearn to cross back over, into the world of mortals, 
  whether driven by hunger, hatred, need, or even just to satisfy their 
  curiosity about the people and things of the mundane.
   It’s possible for even a normal human being to enter into the 
  Invisible World, though almost never deliberately, and such is 
  certainly not recommended. It is, after all, where the horrors of our 
  ancient myths and our modern urban legends dwell. For those who 
  dare to enter, however, the rewards can be great. Places pushed 
  out of mundane reality persist in the Invisible World – lost cities 
  glittering with precious metals and jewels; the dusty tombs of 
  forgotten god-kings; even dense urban sprawls of the most modern 
  sort, wherein unnatural people peddle extraordinary things to those 
  with the right currency. Crossings – some permanent and some 
  transitory – connect the everyday world to these locations that exist 
  on no ordinary map. Every so often, when a ragged and bloodied 
  survivor staggers into a police station in the small hours of the 
  morning and wildly claims to have found catacombs under the old 
  abandoned factory, or to have stumbled on an obscene ritual at a 
  glowing pool in the woods, the bewildered night shift officers are 
  actually dealing with someone who blundered into the Invisible 
  World, however briefly.
   For the most part, though, the Invisible World overlaps our own, 
  unseen by the majority of people, as its denizens go about their 
  business. Only when these creatures find ways to breach the walls 
  between layers of reality can they affect the mundane. Sometimes, 
  the cause of those missing hikers is no ordinary killer, but instead 
  something with a hundred eyes and a thirst for souls. While not 
  all creatures of the Invisible World are inherently malevolent 
  (though many certainly are), the majority of them are incapable 
  of passing in the mundane world as anything other than what they 
  are, blatantly supernatural beings that defy the materialistic view of 
  reality pervading much of the developed world.
   And that is how the overwhelming majority of the Invisible 
  World’s interactions with the mundane take place – by way of its 
  denizens intruding into the everyday reality of ordinary people, 
  whose senses are not developed in the right ways to perceive 
  these beings for what they truly are. Instead, they see rabid 
  animals, hulking attackers in shadow, and other fabrications of 
  their perceptions, put into place by the Archons as a smokescreen 
  against the terrible truth that the world is wider and far stranger 
  than anyone has dared to dream. Often, they see nothing, at all, 
  and simply fall prey to horrors that they cannot even sense, let 
  alone understand or fight back against, leaving only ghastly crime 
  scenes that wake the first officers on the scene in cold sweats for 
  the rest of their lives, and leave investigators shaking their heads in 
  puzzlement, even years later.
   Traversing the boundaries between the Invisible World and the 
  mundane is typically very difficult, however, and many of the 
  creatures that dwell on the far side of that divide yearn fruitlessly 
  for some means to make the crossing. Through some unknown 
  mechanism, perhaps even a flaw in the Archons’ designs, the 
  passage is usually easier in locations that people customarily 
  avoid, if possible, as being ominous or frightful – entering into the 
  mundane world is much more easily achieved in the sub-basement 
  morgue of a long-since shuttered hospital, or in a tangle of back 
  alleys infamous for the decades of murders that took place among 
  them, than in a well-lit preschool playground. These entities are, 
  after all, impossibilities made flesh, and their presence in the 
  mundane world (and the mortal attention they can easily garner) is 
  an affront to the Archons’ careful plans.
   Thus, these creatures – no matter how mighty – tend to tread 
  carefully when skirting the edge of the mundane world, if and 
  when they dare to do so, for the Archons are powerful, and their 
  reach is long, indeed. Some such entities, however, are primarily 
  animals and lack the intellect necessary to understand more than 
  hunting, killing, feeding, and reproducing. Basilisks and rat kings, 
  for example, don’t worry about offending the secret protectors of 
  the universe’s order – they just act according to their instincts, as 
  they don’t possess the capacity for higher reasoning necessary to 
  do otherwise. Fortunately, these beasts often end up in desolate, 
  out-of-the-way places, and many of the either starve or else 
  eventually stumble back into the Invisible World, and a few even 
  fall prey to normal animals (which often react violently when 
  confronted with the unnatural) capable of killing them.
  THE ETHEREAL
  PLANE
   First and foremost, the Ethereal is where the souls of mortal 
  humans go when they are unwilling or unable to pass on to their 
  unknown final fate. It is, in that sense, the “home” realm of 
  ghosts (and perhaps a few other, generally unpleasant, things), 
  as well as the occasional disembodied consciousness of a more 
  esoteric nature, who inhabit its misty gray endlessness. This 
  plane is essentially without any sort of lasting substance, though 
  it manifests protean structures in its opaque silvery fog, as the 
  ever-changing architecture of its unreality is made and unmade 
  within. The ghosts of the dead learn over time and out of necessity 
  how to navigate the Ethereal’s never-ending transience, and, over 
  time, some of them have banded together (particularly, in places 
  like battlefields, old hospitals or asylums, or other such locales that 
  have seen a great deal of pain, culminating in – often lingering, or 
  otherwise especially traumatic – death) in numbers sufficient to 
  roughly maintain the integrity of their shared domains with some 
  kind of collective exercise of will.
   By “pushing,” through mental effort, against the metaphysical 
  “border” of the Ethereal, one can also begin to pierce the fog and 
  
  17
  start to perceive a hazy and indistinct image of the material world 
  that corresponds to one’s present position in the plane’s non-space. 
  Ghosts that haunt the people and places of the everyday world 
  do this regularly. While they often seem to be tied to the Ethereal 
  space corresponding to that in the material realm nearest to a 
  handful of the things that were significant to them in life, or else 
  which are closely tied to the circumstances of their deaths, some 
  few can range further afield. Note that distances traveled through 
  the Ethereal do not necessarily conform to those in the material 
  world – indeed, certain experienced inter-planar travelers with the 
  means to move in and out of the Ethereal Plane use this quirk to 
  cover far greater distances than they possibly could through even 
  the swiftest mundane means of travel.
   In haunted areas, the Ethereal Plane forms, of its own accord, 
  a sort of foggy facsimile of the local material realm. A house 
  inhabited by a single ghost may stand alone, a dreary and perhaps 
  somewhat incomplete image of its earthly self, with fleeting 
  glimpses of nearby homes occasionally visible through the 
  swirling mists. Conversely, a prison complex crawling with the 
  restless specters of the agonized dead shows as a somewhat twisted 
  but essentially complete twin to its material counterpart, its very 
  form mutilated by the psychic anguish of its inhabitants. Certain 
  parts of the prison may be missing or radically altered, while new 
  (and, undoubtedly, far more horrific) additions exist in unexpected 
  places, throughout. Further, the pooled resolve and memories of 
  the ghosts that stalk the prison may well “flesh out” the landscape 
  of the Ethereal for miles in every direction, though according to 
  the distorted recollections of the dead, rather than the reality of 
  what presently surrounds their shared haunt.
   If extraordinarily powerful entities (those on the level of the 
  Archons or the dragons of the Astral Plane, for example) dwell 
  within the Ethereal Plane, proper, then they have yet to reveal 
  themselves on any wide scale to the humans who occasionally visit 
  it. It may simply be that the place lacks sufficient metaphysical 
  “substance” to give rise to or sustain such beings. Perhaps they 
  existed, there, long ago, but are now no more. Some of the few 
  ghosts willing and able to converse rationally with the living claim 
  that creatures existing on such scales do, indeed, walk the hidden 
  corners of their dreary plane, but wise travelers remember that 
  the shades of the dead are just as capable of lying (or of being 
  deceived or misinformed) as anyone else. Still, the possibilities 
  that the remnants of dead gods lurk in the hidden corners of the 
  Ethereal Plane – perhaps active, or perhaps locked in ages of 
  lifeless slumber – remains an intriguing one for explorers of this 
  bleak realm.
   Like the world it imperfectly mirrors, the Ethereal Plane appears 
  to be of finite size, though that’s difficult, at best, to determine 
  for certain. Certainly, it defies almost all attempts at mapping, 
  due to its changeable nature. Back in the late 19th century, a band 
  of enterprising planar travelers, representing about a half-dozen 
  prominent bloodlines, once attempted to create a functional globe 
  of the Ethereal by way of using especially famed and long-lasting 
  haunts as landmarks, but the project eventually fell apart on 
  account of funds drying up, a lack of sustained scholarly interest, 
  and a few too many fatalities among the intrepid explorers. Still, 
  the maps compiled from that expedition surely still exist, scattered 
  across the libraries and vaults of the families in question, and 
  perhaps waiting for someone to eventually find them and complete 
  the work.
   It is also possible to “push” in another direction, away from 
  material reality and toward something… else. Those who dare 
  to do so find vistas of terrible and unrelenting darkness, an all-
  devouring gloom that serves as a perverse (yet comparatively very 
  complete) umbral mirror to the earthly plane. There, all things 
  decay endlessly, under an eternally moonless, starless night, amidst 
  swirling banks of fog blacker than shadows. No credible source 
  ever claims to have breached the barrier in that direction, though 
  one must wonder why anyone would even want to, given the 
  lurking shapes that seem to flit at the edges of any glimpse into that 
  horrid, sunless realm. Some blooded scholars, however, speculate 
  that this place is the origin of the long-lost shadow lineages 
  – a place wherein darkness and death utterly usurp the prerogatives 
  of light and life. If this is true, then someone must have somehow 
  breached that seemingly impenetrable barrier, at some point in the 
  past, or else something managed to pass through from the other 
  direction. 
   The latter thought, in particular, is one that keeps scholars of the 
  shadow bloodlines awake at night.
  Notes:
  Order new body armor.
  
  18
  
  19
  THE ASTRAL
  PLANE
   The realm of ideas, perfected concepts, and higher 
  consciousness, the Astral Plane is a reality of thought made 
  manifest. It is in this realm that the dragons of legend – creatures 
  essentially universal across all of human myth – originate, dwelling 
  among the collective dreams of the world, embodying power, 
  majesty, splendor, and terror. The influence of the Astral Plane 
  upon the collective unconscious is so powerful that it is the only 
  otherworld commonly known for what it is by even those without a 
  window into the Invisible World. It is described (though, typically, 
  with inaccurate or incomplete details) in perfectly ordinary books 
  on spiritualism and psychic phenomena, and its existence – much 
  to the consternation of the Archons – resonates even in such media 
  as literary fiction, movies, and comic books.
   If the Astral has boundaries, there is no known credible account 
  of such, and the plane is believed by those who study it to be as 
  endless as the possibility, itself. Still, powerful beings have carved 
  out domains for themselves within its infinitude, perhaps serving 
  as the inspirations behind tales of “ascended masters” dwelling 
  in other dimensions of reality – as well as such mythical locales 
  as Shambhala or El Dorado – disseminating wisdom to worthy 
  seekers, whether through elaborate meditative rituals, the use of 
  sacred entheogens, or even such oddities as talking crystal skulls. 
  Some of these entities were once human (and perhaps the children 
  of supernatural bloodlines), but have transcended their mortality, 
  while others have never so much as set foot in the material realm. 
  At least a handful of dragons transmit their benefices (and their 
  commands) to earthly followers in this manner.
   The diverse and far-flung reaches of the Astral Plane play 
  host to all manner of places, ranging from individual residences 
  afloat in seas of stars, to vast nations of impossible architecture 
  peopled by self-aware thoughts very nearly too alien for proper 
  description in any human tongue. Crystalline pyramid-vessels 
  suffused with golden radiance drift through nebulae comprised of 
  half-remembered dreams, even as natives of the realm haggle with 
  one another over the price of long-lost memories, and entire worlds 
  of magnificent psychedelic chaos serve as the private domains of 
  consciousnesses easily capable of rivaling the entities considered 
  gods by ancient humanity.
   The personal demesnes of the dragons are considered by most 
  truly experienced and well-traveled Astral sojourners to be the 
  grandest of all of the structures within the plane. With the ability 
  to reshape great swathes of the realm to their whims, dragons 
  typically establish luxurious monuments to their magnificence, 
  commonly towering higher than the greatest mountains of Earth, 
  and built to precisely suit each individual dragon’s personality and 
  proclivities. Indeed, some such domains are entire worlds unto 
  themselves. The more sociable sorts of dragons (which is to say, 
  those that don’t devour interlopers on sight) may even permit other 
  residents of the Astral Plane to establish settlements near – or even 
  on – their personal sub-realms.
   Of course, while such ideas as “good” and “evil” exist, and 
  are in various ways embodied, within the Astral Plane, they are 
  no more important (and hold no greater sway) there than, say, 
  the notions of honor, anarchy, or romantic love. The Astral is, 
  fundamentally, an amoral place, holding a metaphysical mirror 
  to all of the thoughts and beliefs ever held or entertained by any 
  being capable of thought, no matter how elevated or crude – an 
  otherwise impossibly flawless mirror that distills these concepts 
  into their purest states. Even the thoughts, hopes, dreams, fears, 
  and imaginings of beings from the Invisible World, and from the 
  Celestial, Infernal, and Ethereal Planes have reflections, here. 
  Indeed, entities native to the Astral, itself, can encounter bits and 
  pieces of their respective inner realities within it, if they are willing 
  to go searching.
   Most visitors to the Astral Plane are easily distinguished from 
  planar natives by the thin, nigh-invulnerable, silver cords that 
  trail behind them, vanishing off into infinity, which connects their 
  
  20
  wandering minds back to their bodies in the material world. These 
  threads are immaterial to most things, including one another, 
  and, for the most part, serve only as visual indicators as to who 
  naturally lives in the Astral Plane and who does not. While rare, 
  however, certain items, magic, and even creatures are capable of 
  inflicting damage on these silver cords. A traveler whose thread is 
  severed is unable to return to corporeal form without resorting to 
  extraordinary means. Without access to such methods, the stranded 
  wanderer’s body will eventually die from thirst, starvation, or 
  neglect, unless placed on mechanical life support or otherwise 
  maintained (whether through means mundane or magical).
  THE CELESTIAL
  PLANE
   Seven tiers, each infinite in its scope, exist within and define the 
  Celestial Plane. The higher one ascends through these metaphysical 
  layers; the closer one gets to the flawless, crystalline magnificence 
  of absolute order, imperfect only to such degree as is necessary 
  to permit the existence of individual distinctness between the 
  Archons, themselves. The Celestial Plane is the very wellspring 
  from which the great lie of mundanity flows, protecting mortals 
  – as the Archons see things – from the unbearable burden of 
  their insignificance and powerlessness in the cosmos, as well as 
  preventing those rare humans with the combination of the will, the 
  ability, and the opportunity to do so from throwing their petty little 
  fistfuls of sand into the gears of the great engine of reality through 
  ignorance, selfishness, or perversity. In that sense, this is the 
  realm wherein the entire overarching design of the seven worlds 
  originates, and within which the war for the ultimate fate of all 
  those worlds began.
   Throughout history, mortal faiths have often interpreted the 
  Realms Celestial as a place of existential goodness, but this 
  belief is not accurate. Instead, the plane is one of law, discipline, 
  hierarchy, and obedience. It is a place of fundamental structure, 
  wherein all things have their place, and know it, and conform to it. 
  It is, in fact, the Platonic Ideal of order, whence all earthly concepts 
  of such originate, filtering down through the descending layers of 
  the Celestial Plane, and from there to the everyday world that we 
  know. Without the conceptually ordered framework encapsulated 
  by this plane, it’s doubtful that humanity would ever have been 
  able to conceive of such ideas as language, mathematics, or 
  governance. Those who obey the strictures laid down for them by 
  the Powers On High are deemed virtuous according to the measure 
  of the Celestial Plane and its rulers. This truism echoes throughout 
  every faith that argues for suborning the will of the individual to 
  the demands of the divine.
   The Archons and their direct servitors dwell in the “higher” tiers 
  of the Celestial Plane, whereas the enigmatic creatures are known, 
  collectively, as the fey originates in its “lower” levels. These latter 
  are not creations of the Archons, and seemingly already existed 
  there when first the Archons explored the furthest reaches of 
  their native plane. What cosmic purpose they serve, the Archons 
  cannot guess, but – while the fey are bound by esoteric codes of 
  behavior, and held to the precise wording of any promise they 
  might make – the denizens of the “upper” reaches of the Celestial 
  Plane typically consider them to be intolerably individualistic and 
  flighty. As a result, interactions between the two groups are, for 
  the most part, strained. Indeed, specific accounts tell of occasional 
  armed conflicts between the armies of the Archons and those of 
  the divine rulers of the fey. These times of struggle seem to grow 
  especially prevalent during periods of massive social unrest in the 
  mortal realm, as the Archons and the fey pursue divergent (and, 
  likely, mutually incompatible) agendas for reestablishing order in 
  the mundane.
   No mortal is precisely sure how the Archons divvy up the 
  Celestial Plane between them, nor even where the divide, if any, 
  is between each faction’s territory, but the differences in the areas 
  controlled by each are, nevertheless, abundantly clear. The fey 
  tend to build in graceful curves and arcs, with sharp edges reserved 
  purely as intermittent aesthetic flourishes, if they are used at all. 
  The mathematical purity and perfection of fey structures is only 
  apparent when such edifices are viewed on either the micro or 
  the macro-scale – to the casual glance, their works often seem 
  disordered and strangely scattered. In contrast, anything built 
  by the Archons or their minions tends to be rife with harshly 
  precise geometries of crisp angles. One account claimed that these 
  constructions would be, save for the fact that they are flawless, 
  preternaturally beautiful, actually quite ugly in their cold and 
  mercilessly logical composition.
   Almost invariably, those rare few people who ever have the 
  opportunity to enter into the Celestial Plane find themselves 
  confined to the bottom few tiers, as human senses and 
  consciousness are not particularly well suited to the perfected 
  harmonies of pattern and meaning to be found in the upper parts of 
  the plane. The mind simply cannot adjust to the myriad layers of 
  conceptually purified order that exists within every vista, moving 
  ever inward and outward to connect to all other things, creatures, 
  and events within the plane (and perhaps even further abroad) 
  in ways that the mind cannot help but to follow. One especially 
  audacious traveler who aspired to ascend quite high within the 
  Celestial Plane spent several years afterward in a semi-comatose 
  state, and later described her perceptions, there, as having been 
  “like a flawless kaleidoscope of fractal sensory deprivation.” She 
  claimed to be able to offer no more accurate assessment than that, 
  as no earthly language contained the right words to describe the 
  experience.
   As difficult as things may be for mortals who end up in the 
  Celestial Plane of their own volition, however, they can be even 
  worse for those who are spirited there by the will of native entities. 
  Such kidnappings are almost invariably the work of the fey – the 
  result of contracts with the unwary humans – and the captured 
  mortals find themselves trapped within arcane webs of rules and 
  social conventions that they can’t understand, let alone navigate. 
  Without comprehending the strictures that govern a given Celestial 
  fey domain, they may hunger and find themselves unable to eat; 
  thirst, and be unable to drink. More terrifying, still, they may end 
  up starving and parched, or perhaps wounded unto death, but 
  unable to die, because they do not have permission to do so. Even 
  time, itself, can pass in unusual ways for captive mortals, for even 
  
  21
  THE INfERNAL
  PLANE
   Those with the knowledge and the daring to ask the celestial 
  servants of the Archons about the origins of the Infernal Plane 
  are told that their masters forged the place as a prison for defiant 
  spirits. The Goëtic Spirits, however – better known as demons – 
  claim that they have always existed and that the Realms Infernal 
  is a haven for those why dare to defy the cold and barren embrace 
  of unthinking law and obedience. For, just as the Celestial Plane 
  is not truly a place of good, but instead of unbending order, so the 
  Infernal Plane is one of discord, strife, and constant change, rather 
  than of evil. If this plane has even a single lasting dictum, it is “Do 
  As Thou Wilt.” 
   Some of the few intrepid sages to delve into such matters believe 
  that the Infernal Plane is stacked into six tiers (the orientation of 
  which is a matter of some contention, and may involve concepts 
  of direction wholly outside of the human experience), while others 
  maintain that the number is nine, or thirteen, or even infinite. It 
  is, in reality, any of these, none, and all of them at once and much 
  more, besides. The Realms Infernal do not adhere to the staid 
  mathematical constraints imposed upon all other planes by the 
  tyranny of the Archons. And, if mortals cannot reconcile those 
  paradoxes while retaining their fragile sanity? Well… that sounds 
  like a mortal problem, not an infernal one.
   The geography of the Infernal Plane, such as it is, is apt to 
  surprise an outsider, for it is not filled with deep pits of flames, 
  full of the wailing souls of the damned – the Goëtic Spirits like to 
  consider that kind of imagery the “bad press” they’ve gotten from 
  the Archons (and trite, to boot). For demons to punish, they would 
  first have to acknowledge the notion of sin, and they reject that 
  concept utterly. They mete out neither reckonings nor rewards, but 
  instead, barter and scheme, bestow pleasure and inflict pain, each 
  according to its capabilities and desires. No, the Infernal is instead 
  a place of wild and arcane geometries, with cities of impossible 
  angles, roads that curve back upon themselves and yet somehow 
  still lead to other destinations, and landmarks that are as much 
  concepts as they are locations.
   Of course, that isn’t to say that the Infernal is devoid of lakes 
  of fire, or rains of burning stones – merely, these are two features 
  among an infinitude of them. There are also endless plains of 
  howling icy winds, deserts of razor-sharp glass, and great churning 
  seas of boiling acid. Beyond that, however, there are idyllic glades, 
  exquisite coastal paradises with golden sand and fragrant breezes, 
  and charming towns nestled amidst ancient woodlands. A plane 
  with the capacity for encompassing absolute chaos necessarily 
  permits for the existence of vistas of great peace and sublime 
  beauty, even as it also allows for places of pain, fear, and abject 
  horror. Indeed, the Infernal Plane contains within it great cities and 
  even nations of Goëtic Spirits, bound together by common cause, 
  happenstance, or even just a lack of any compelling current reason 
  to divide against one another. Some of these locales, whether 
  picturesque or horrific, are transient, while others last for a long 
  time.
   It is also quite important to note that the Infernal Plane is not 
  necessarily a place of unremitting chaos, though it may seem so 
  to the casual observer. Indeed, the denizens of this realm value 
  personal choice above all else, and some portion of the Infernal’s 
  natives choose a modicum of structure for themselves. This is 
  particularly common among the beings collectively known as 
  the djinn, who make extensive use of rules and laws in their 
  interactions with mortals. By contrast, Goëtic Spirits tend to run 
  the full gamut of moral and ethical potentialities, and are only truly 
  unified in their distrust of and distaste for the Archons and their 
  servants – indeed, it is as though some unknown cosmic constant 
  prevents even those Goëtic Spirits which might, according to their 
  proclivities, otherwise find common cause with the Archons from 
  regarding such an idea with anything other than revulsion.
   In contrast to the often solitary Goëtic Spirits, it is considered 
  quite ordinary for djinn to gather in great numbers within the 
  Infernal Plane, assembling into entire city-states and labyrinthine 
  courts of nobility, with rank and title, apportioned according to not 
  just individual power, but also esoteric qualifications ill-understood 
  by even the wisest sages. Their most famed abode is a great city 
  of brass, copper, bronze – easily dwarfing any mortal city, and 
  forever illuminated by braziers filled with smokeless fire –wherein 
  the djinn bargain among themselves for the commodities that 
  each needs or desires. Less well-known are great metropolises 
  boasting lofty towers of pearlescent black stone, grim fortresses 
  of eternally unmelting ice, or sprawling mansions sculpted from 
  clouds harder than steel. Whatever they build, djinn always opt for 
  grandiosity, taking pleasure in structures as visually striking as they 
  are intimidatingly colossal. Those expecting to find only padishahs, 
  sardars, and the like among the djinn are often surprised to discover 
  organizations with titles such as “baron,” “vice-president,” or even 
  “chief executive officer,” depending upon the needs and nature of 
  the court to which a given djinn belongs.
   Perhaps most interesting are those locales in which the territories 
  of djinn and Goëtic Spirits about and even converge upon one 
  another. When these two kinds of beings find sufficient common 
  ground to coexist, they are capable of creating true wonders – 
  and abject horrors – according to their preferences. Such places, 
  whether small trading posts amidst the Infernal, or cyclopean 
  fortress-cities, are bound to be architectural marvels, and places 
  wherein one can acquire the most rarified of commodities… 
  provided, of course, that one possesses the means to meet the 
  prices of such exotic wares. The djinn and the Goëtic Spirits are 
  nothing, if not supremely resourceful, and artifacts from even other 
  planes of existence can be had if one can find and persuade the 
  right dealers to part with their most unusual stock.
  the lengths of seconds and centuries are metered according to 
  esoteric statutes, rather than being immutable constants.
  
  22
  AN OVERVIEW:
  THE ARCHONS & 
  GOETiC SPIRITS
   One of the most important themes in Bloodlines & Black Magic 
  is the ongoing war between the Goëtic Spirits and their ancient, 
  alien foes, the Archons. Although tales of their enmity vary, the 
  general story is frequently nestled into older myths; it is a story of 
  ‘god-like servants’ (who are often mistaken as “angels”) who stand 
  against all who do not bow to their invisible, silent god. In the 
  larger world of Bloodlines & Black Magic, the Archons are truly 
  invaders who, without license or even rightful claim, appeared 
  on Earth and claimed her in the Countless Names of the Creator, 
  destroying or ‘casting down’ anyone that dared to oppose them, 
  or worse, champion the ‘apes’ that mankind eventually became. 
  Of course, the Archons tell a different tale, whispering of the slow 
  and deliberate, predictable evolution of humankind. These Archons 
  swear to have humanity’s best interest at heart, but others debate 
  that; far too much of humanity appears to be reverting a more 
  fundamental, often violent, but easily controlled version of itself. 
  Of course, others whisper this a symptom of a wider world that has 
  embraced perpetual warfare.
   Of course, the Archons do not act without challenge, and the 
  legions upon legions of spirits who do battle under the various 
  Goëtic Spirits’ seals (essentially acting as their agents) are both 
  ready and willing to bring the battle to these so-called “angels,” 
  whose power arises not from the sacred Earth or her children, 
  but rather from some distant, pale light of a forgotten sun. Worse, 
  the Archons’ easy control of the larger globe through various 
  media channels (through a never-ending and constant information 
  war) has brought the very war against the Goëtic Spirits to their 
  doorstep; none dares back down again, less their images be deleted 
  from the larger, ever-evolving matrix that is the Archons’ control 
  over the planet. Cloaked carefully in the mantles of tradition, 
  egalitarianism, and even progress, the Archons have started their 
  final push to take over the globe – crushing any who would oppose 
  them.
   For the Goëtic Spirits, their place in this war is mainly defensive; 
  this is a battle for survival for them. But phantoms and spirits 
  often act from older agendas, fears, and even dreams; any number 
  of them might adopt an agenda that is truly their own, giving no 
  thought to how it plays out in the larger world, or even who it 
  might hurt, provided it meets their needs. That isn’t to suggest that 
  all of the Goëtic Spirits are selfish or shortsighted, but to reinforce 
  something experienced occultists and magicians already know – 
  the World and her spirits are fickle, fickle things.
   This paints the Goëtic Spirits as unreliable and less disciplined 
  than the Archons, but also highlights an important fact that only a 
  few dare whisper; although the Archons’ power is great, it is static. 
  The legions upon legions of Goëtic Spirits, however, continue to 
  watch their power fluctuate, reinforcing an important fact; soon 
  they will have both the power and the numbers to openly oppose 
  the Archons and their choirs of servants. When this does happen, 
  and its likelihood increases with each passing year, the world will 
  surely be covered in blood as the whole of humanity – itself an 
  unthinking gaggle of marionettes playing out celestial roles – jerks 
  awake. 
  
  23
  SO, HOW DOES THIS AFFECT THE 
  PCS?
   It doesn’t unless the GM wants it to. We expect that GMs will 
  customize their games, telling genuinely unique stories that are 
  more or less the ideal versions of all their favorite things. There 
  will be games that follow our storylines closely, while there will 
  also be radical and wild games – whose stories and myths will truly 
  be their own. Of course, if GMs want all of this to impact the PCs, 
  they can (and should) do that.
   While the Archons can easily follow single individuals if they 
  willed it, watching over mere mortals is rarely something they 
  or their servants are willing to do – unless those individuals are 
  very interesting or otherwise play a larger role in the world (you 
  know, like the PCs do). Earning the Archons’ attention is no small 
  feat, but when one succeeds at it, it’s equally difficult to lose. Of 
  course, the Archons have better things to do than to just address 
  human mortals (blooded or not) and frequently send their minions 
  – entities of light, anger, discipline, and fury – to do their bidding.
  ARE THE ARCHONS ANGELS? 
   If you want them to be... Sure. Overall, winged visitor radiating 
  light and arriving from the sky is a pretty old idea, one that predates 
  both the faith of Abraham and even the ancient Egyptians; it’s far 
  more likely that our ideas and images of angels are based off the 
  Archons and their arrival on Earth. Or you can call them angels if 
  it fits your paradigm a little better. Of course, if you do, keep one 
  thing in mind – Hallmark didn’t create these angels.
   Although they radiate an aura of good and law, their alignment 
  to a much larger universe allows them to take actions that many of 
  us would deem insane, evil, selfish, and entirely out of line with the 
  morality of the day. Were enough of their followers to witness these 
  images, they’d no doubt question the term ‘angel,’ although, in all 
  truth, the Archons also know this and take great pains to ensure 
  their image is always pristine. “Were those crushed, still-smoking 
  bodies those angels’ hands? Of course not! Those angels were 
  striking down spirits attacking people! That had to be it…”
  ARE THE GOETIC SPIRITS DEVILS 
  OR DEMONS?
   Again, that’s entirely up to you. In Bloodlines & Black Magic, 
  Goëtic Spirits describes a broader array of spirits who are “not 
  Archons or their servants.” In short, they’re ‘everyone else.’ This 
  includes everything from violent and murderous black gods, to 
  generous animal spirits, to ancient fey, and even to modern spiritual 
  servants, be they egregores or golems. When Goëtic Spirits 
  announce they are legion, they aren’t exaggerating. For the most 
  part, players will soon discover that the various Goëtic Spirits 
  operate just like any sentient entity would; every Goëtic Spirit has 
  an agenda, a secret, and an alignment.
  
  24
  THE SEVEn
   Their names hidden to nearly all of humanity (save those willing 
  to read Chapter 12), the Archons are terrible and majestic, beings 
  of immense power that radiate waves of awe and dread wherever 
  they walk.
   The Archons are the seven most powerful beings that the 
  population of the Earth generally doesn’t know about. Although 
  they claim divine right to rule Earth, there are those who challenge 
  them at every step; they claim the Archons are alien inheritors 
  whose claim of birthright is false, that the Archons are truly 
  invaders taking advantage of a younger, evolving planet. These 
  claims have been challenged and wiped from most of the world’s 
  records, however; when you can control the Internet, it’s not that 
  hard to shape and control what people think. 
   Even without the Internet, or even the millions of groups 
  silently supporting them, the Archons would still be beings of 
  immeasurable power – especially by human standards – that could 
  easily manipulate entire countries into going to war for them, if that 
  supported their own, private agendas for Earth.
  THE SEVEN
   Although very little of the larger world know of their existence, 
  those who are in the know – or at least think they are – know the 
  Archons by the following names and titles. These are: 
  ANZREALA, GRAND ARCHON OF 
  PILLARS & CITIES.
   She is tall and beautiful, cold and hard, classically statuesque; 
  Anzreala is a sculptor of steel, neon and glass who wields the twin 
  instruments of social trust and mortal terror to grow and shape her 
  playthings. 
  LESHIRAEL, GRAND ARCHON OF 
  FLAMES & THE INFERNAL
   Few beings in the universe could be described as more 
  businesslike than Leshiræl: she is taciturn, humorless efficiency 
  carved in icy-cold flesh. She takes great care to maintain an aura of 
  precise and absolute control, as she has focused all of her unique 
  abilities upon the single, impossible task of re-arranging the very 
  Infernal. To this end, she has begun carving a vast city of torment 
  into the plane itself, seeking to pair an appropriate punishment with 
  each sinner.
  HAZILIAH, GRAND ARCHON OF 
  SPIRITS & LIGHTNING
   Usually seen only on the far side of a dim-lit computer monitor 
  or through the dark lens of a cellphone camera, Haziliah is 
  simultaneously everywhere and nowhere. She is the black heart of 
  the Internet, queen of the digital wasteland and sys-admin of the 
  gods, able to arrive at a moment’s notice – like a searing gray bolt 
  from the roiling heavens – anywhere she deems necessary. 
  NANNAREAL, GRAND ARCHON OF 
  WHISPERS & RUMORS
   It is an open secret amongst occult researchers that Nannareal 
  never reveals her interests, nor her presence, to anyone; instead, the 
  Grand Archon of Whispers & Rumors (and of course, Secrets of all 
  sorts) always takes great care to cloak her activities behind several 
  layers of lies, masks, misdirection, and illusions. She often appears 
  in the guise of one of her sisters, although she has been known to 
  assume the form of mortals, Goëtic Spirits, lesser angels and even 
  stranger entities when it suits her.
  YASAZZIEL, GRAND ARCHON OF 
  GLITTERING THINGS & EARTHLY 
  DELIGHTS.
   If any of the Grand Archons could be described as a‘manic pixie 
  dream girl,’ it’s Yasazziel. A chatterbox’s chatterbox, immortal 
  patron of all bright-painted social butterflies, it can be somewhat 
  difficult to separate signal from noise when it comes to Yasazziel 
  and her direct wishes. Considering how much she says, Yasazziel 
  is not particularly clear; her (supposed) motivations have been 
  detailed at elaborate lengths, but it can be difficult to parse exactly 
  what she means by what she says.
  SEHRIAL, GRAND ARCHON OF 
  WATCHMAN & SPIES
   Smiling, friendly to a fault, charming, gracious and beautiful, 
  Sehrial is the only one of the sisters among the Grand Archons 
  who will deign to appear in a mortal guise that is shorter than the 
  humans around her. She has a calm, relaxed grin and often adopts a 
  slight Southern drawl to her speech: always eager to lend an ear.
   
  HATRATHREAL,GRAND ARCHON OF 
  WAR & WEALTH,
   She is the power behind the throne, the church, the Pentagon, the 
  military-industrial complex itself: tall, commanding, professional, 
  rapturous in her beauty and occasionally given to outbursts of 
  eerily-human rage or levity, Hetrathreal is – in many ways – the 
  archetypal Archon: when young occultists first imagine what the 
  Archons are like, it’s her they’re picturing.
  
  25
  THE BLOOdLINES
   In Bloodlines & Black Magic, the various bloodline families 
  run the world. In many ways, they are the agent provocateurs of 
  the hidden, invisible puppeteers ever pulling the world’s strings. 
  Some even claim that on the Astral Plane, the heads of various 
  lineages appear as puppet masters working from shadowy perches, 
  high above the unwashed masses. Working from below and 
  beyond even the Deep State, the bloodline families rule as the true 
  kings and queens of the Invisible World, and by extension, the 
  mundane as well. That said, it is important to keep in mind a few 
  distinctions. Both mechanically and thematically, the bloodlines 
  are the sources of characters’ power – one of the seven types of 
  iconic supernatural beings known to infuse their eldritch influence 
  into the blood of humanity. Mechanically speaking, bloodlines 
  replace “race” in character creation, determining modifications to 
  characters’ starting abilities and what racial (bloodline) traits they 
  may select. There are seven – and only seven – bloodlines.
   Lineages are factions within the bloodlines – individual lines of 
  heredity that may be organized as scattered families, rigid noble 
  houses, secretive occult conspiracies, or other social groupings. 
  Characters may be loyal members of their lineage’s social 
  structures or define themselves as rebels outside the norms of 
  their kin. Bloodlines & Black Magic begins by presenting over a 
  dozen lineages from across the globe – perhaps the most prominent 
  lineages presently known, but by no means the only ones.
   How much impact these lineages have on your game is entirely 
  up to the GM. While we certainly hope you will make good use 
  of the content we create (and especially any cooperative content 
  we create alongside fans participating in the various seasons of 
  Bloodlines & Black Magic), we also understand that many of you 
  will be telling your own stories; whether or not you need it, we’d 
  like to make sure the content we do create is modular and specific. 
  We aim to make anything we create distinct enough so that you 
  can pick it up and drop it into your campaign. In short, we want to 
  make life a little easier for you, the GM.
   With this in mind, we’ve purposefully been vague when 
  describing the bloodline families. We want GMs to be able to 
  adapt them to their games without too much fuss. Where and when 
  possible, we’ve left out specific details about the various bloodline 
  families (the individual lineages), so that GMs can use their own. 
  While there is (and will be) official canon (specific organizations 
  and NPCs active in the campaign world), this will continue to 
  expand as the world itself grows. We hope you’ll join us for this 
  larger adventure into the dark…
  Seven in the shadows,
  Seven in the light.
  Seven hidden heavens,
  Seven dreams, alight!
  The tower falls,
  If built for show.
  
  26
  CHAPTER 2
  THE O7 RULES
  
  27
  PLAYING O7: 
  SOME DISTINCTIONS
   OCCULT 7– shortened to O7 throughout this book - 
  is a variant rules system based on the Pathfinder Roleplaying 
  Game. Like much of the core of the Pathfinder Roleplaying 
  Game, O7 is a game of enigmatic heroes who rise against terrible 
  dangers and overcome powerful, diabolical and earth-shattering 
  foes. However, instead of using Pathfinder’s usual 20 levels of 
  character progression, O7 uses only the first seven levels. This 
  keeps characters in the “sweet spot” of adventuring. They are 
  tough enough to take on the darkness but are still manageable. 
  Adapted from the Epic 6 rules variant, O7 is explicitly designed 
  for Bloodlines & Black Magic and is intended to work with the 
  classes presented in both Pathfinder Occult Adventures and the 
  Pathfinder Advanced Class Guide, both of which are suggested for 
  this setting.
  KEY POINTS OF OCCULT 7
  1. FAST PLAY at every level of the campaign.
  2. FOCUS ON CHARACTER 
  PLANNING means even the strongest O7 heroes will need help, 
  special resources and plenty of information to defeat something 
  like a great black dragon (a CR 11 terror).
  3. LOW MAGIC MODERN SETTING
   that players instinctively recognize. 
  4. NO MEANINGLESS ENCOUNTERS so 
  that players can level by defeating their foes instead of ‘grinding’ 
  for XP; all encounters designed for episodes of Bloodlines & Black 
  Magic are important. 
  5. QUICKER PREP because the power scale is 
  manageable. In fact, with just a handful of 1st-, 3rd-, 5th-, and 6th-
  level NPCs, you have multiple evil cults that can last you through 
  your whole campaign.
  6. CLASSIC MONSTERS STAY 
  SCARY & RELEVANT throughout the campaign: 
  all of the best monsters don’t become redundant. The chimeras, 
  aboleths, vampires, and others can plague the characters throughout 
  the length of the campaign. 
  7. EVEN LEGENDARY HEROES & 
  VILLAINS REMAIN MORTAL so common 
  threats like mobs or NPCs are still threats to both PCs and foes, 
  and even the greatest evil can be defeated.  
  8. YOU ALREADY KNOW THE 
  RULES. It’s hard to recall every 5th through 9th-level spell, 
  high-powered feat and rule combination out there. You see the 
  high-level ones the least, and they are the game elements most 
  likely to upset a campaign’s story, balance and flavor.
  
  28
  9. GREAT FOR ON-THE-FLY GMING 
  - because if you’re reasonably familiar with what a 2nd-level or 
  4th-level threat looks like, power-wise, you can run parts of your 
  campaign without stats handy; this allows you to focus on greater 
  storytelling, narrative, immersion and character development.
  WHY ONLY 7 LEVELS?
   In O7, the stats of an average person – approximately fifty 
  percent of the population – are the stats of a 1st-level expert or 
  commoner, and an additional twenty-five percent are 2nd-level 
  characters with only NPC levels:
  1st-level Commoner
  2nd-level Commoner
  1st-level Expert
  2nd-level Expert
  dual-class 1st-level Commoner/1st-level Expert
   It is further assumed that another ten percent are 3rd level, ten 
  percent more are 4th level, and the final five percent – one out of 
  every twenty people! – are 5th level characters with NPC class-
  levels (these folks are veterans of their career fields). Folks with 
  adventurer-focused, non-NPC levels are rarer still, representing 
  perhaps only one out of every ten members of a given level; maybe 
  one percent of the population apiece could hope to become a 
  3rd-level investigator or a 4th level occultist. All non-player classes 
  are hard-capped at 5th level. Complete rules for creating NPCs for 
  Bloodlines & Black Magic are presented later on.  
   
   Less than a tenth of a tenth of a percent are people so powerful 
  that they can crest into the range of 7th level. By and large, these 
  people truly are legends.
   
   Imagine a 7th level occultist or a 7th level slayer from that average 
  person’s perspective. The occultist could most likely kill everyone 
  you know with a few muttered words and the wave of a palm. 
  The slayer could duel with ten armed guards in a row, expertly 
  defeating every one of them. If you spot a venomous 
  manticore, everyone you know is in terrible, terrible danger; 
  against such a creature, that esoteric dark-magic user or the famed, 
  bloodthirsty combatant may be your only hope.
   
   Within the context of Bloodlines & Black Magic (a modern-era, 
  urban-fantasy action-horror game), O7 accurately describes – as 
  a rule system – the dangers of our modern world, be those from 
  handguns, near-fatal car-crashes, or plummeting from a skyscraper, 
  especially in that many of these real-life dangers are not expected 
  to be particularly survivable; this level of power is both flavorful 
  and appropriate. 
   O7 recognizes that characters of 7th level are still mortal, but 
  provides a universe-appropriate context wherein they are truly rare 
  heroes.
   
   Levels one to seven remain the low-level sweet spot in most 
  games: a period during which a character comes into her own, a 
  crash-course in action and danger transforming her from a low-
  level noob (albeit one with impressive natural stats) into a capable, 
  veteran adventurer … or a corpse.
   Once transformed by her experiences, reaching 7th level 
  and becoming near mythic, a character’s growth is no longer 
  a continuous, linear progression to 20th level. There are still 
  major differences between the master warriors and the day-job 
  mercenaries, of course, but it’s not a change of scale.
  	
  Did	A.C.	find	something	else	in	1904?	
  Sure, he was doing a bunch of drugs and 
  declaring new aeons and all, but surely, he 
  didn’t	find	something	else...
   
  What was on the Stele of Revealing?
  
  29
  thE RULeS
  Characters created specifically for O7 – and used within Bloodlines 
  & Black Magic – use the base progression as presented in both 
  the Pathfinder Advanced Class Guide and Pathfinder Occult 
  Adventures books, but add custom abilities (these are incorporated 
  at 1st or 2nd level for every class specific to this setting). We also 
  award XP based on the number of episodes played, eschewing 
  experience points entirely.
   Otherwise, how each class progresses from levels 1 to 7 remains 
  unchanged, performed as per the core Pathfinder Roleplaying 
  Game rules.
   
   Upon attaining what would normally be their 8th level –
  depending upon the initially agreed-upon rate of character 
  advancement (Bloodlines & Black Magic offers several methods 
  by which to level characters) – characters receive instead a single 
  bonus feat. Characters gain another feat in this way each time they 
  gain enough additional experience to otherwise advance once more 
  to 8th level.
   A player may choose to gain one special class feature from a 
  higher level in lieu of this feat, although a character must take her 
  class features in order. Thus, an occultist could not select binding 
  circles (normally gained at 12th level) until he had taken magic 
  circles, outside contact 1 (both available at 8th level), implements 
  5, and both levels of focus power (once at 9th and once at 11th 
  levels, respectively) in exchange for five bonus feats. Similarly, an 
  alchemist could take bomb 5d6, but only after sacrificing a single 
  feat to take his 8th-level class abilities (discovery, poison resistance 
  +6) beforehand.
   If a character possesses more than one class, she may select class 
  features from any of them; she may not select class features from 
  any class she does not possess, however. Alternatively, a player 
  may choose to further hone her practiced skills: she gains 4 skill 
  points – or a number equal to the amount she would have received 
  upon gaining her 8th level – whichever is higher. She is still limited 
  to a maximum rank of 7 in any skill, as normal (see On Allowing 
  Feats).
   
   Note that a diverse selection of additional feats – specifically 
  for spell-casting classes – should be made available in any O7 
  campaign (again, see On Allowing Feats, below). Feats with 
  unattainable prerequisites, especially high level-requirements, 
  require careful adjudication; some will simply be unavailable 
  within a Bloodlines & Black Magic campaign.
  BRINGING
  IN THE 
  OLDER
  CLASSES...
   GMs or players wishing to incorporate traditional classes 
  like the cleric, druid, sorcerer or another class with a “dead 
  level” between class abilities must spend an empty feat to 
  bridge the gap; thus, it costs a 7th-level cleric two feats to 
  increase her channel energy ability from 4d6 to 5d6 (one 
  to bridge 8th level, one to acquire it at 9th level). A druid, 
  likewise, must spend a feat to increase his daily uses of 
  wild shape to 3/day, and a sorcerer must spend two feats to 
  access his 9th-level bloodline power. Note that most of the 
  classes from the Pathfinder Roleplaying Game do not have 
  such “dead levels”; this is true of all the alternate classes 
  presented herein.
  
  30
   O7 isn’t just a change for the players. Some monsters, magical 
  items, and feats must be presented slightly differently than in a core 
  Pathfinder Roleplaying Game.
   
   Just as parties of 7th level adventurers are not expected to tangle 
  with encounters higher than CR 10, the mighty monsters of O7 
  require special consideration for use in game.
   O7 characters, even those with 10 or more bonus feats, aren’t 
  intended to go up against high-level threats under the same 
  circumstances as other high-level characters; those most truly 
  monstrous of creatures – if they can be defeated at all – require 
  special resources and planning far beyond the typical 
  Pathfinder Roleplaying Game encounter.
   
  Regarding raw rules, monsters inside of the CR 8-12 are the 
  ceiling for what most player characters can handle; although 
  more powerful monsters do exist, without taking special 
  precautions and safeguards, these powerful monsters might 
  surely wipe out a party of adventurers.
   
   As characters rise to the 20-feat range, the types of foes and 
  encounters they can expect to defeat edges closer to 9-12. Beyond 
  that point, a GM should employ monsters in the CR 9-12 range, 
  using both bonus feats and templates. Advancement beyond CR 14 
  – or the use of base monsters above CR 14 – should be avoided as 
  fights.
   
   Of course, not every monstrous encounter is straight-up 
  combat. A balor, jabberwock, shoggoth, or another insane 
  horror called forth from forgotten epochs, and outer realities is a 
  memorable reason to flee, presenting something far more akin to 
  an apocalyptic, world-ending disaster than a “fight.” While these 
  will be rare – even in the darkest of Bloodlines & Black Magic 
  campaigns – they could certainly happen, especially when higher-
  level players begin to explore the celestial or infernal realms that 
  “lie beyond.”
   
   While such a legendary beast may not call for direct and violent 
  confrontation, the use of special resources and the exploitation 
  of plot-centric circumstances might allow PCs to eventually face 
  such foes openly. Finding the proper artifacts and rituals to strip a 
  thanatotic titan of its godlike power – binding it to the mortal realm 
  and temporarily lowering its stats to those of a shadow giant – is a 
  memorable campaign-arc, ending with a truly terrifying final boss-
  fight.
  REMEMBER
  ON MONSTERS
  
  31
   If – as a result of the restrictions on feats and levels – an item 
  cannot be created by the PCs, then it should not be distributed 
  as normal treasure. Like high-level monsters, such items should 
  be placed carefully, built-in to make sense in the context of your 
  game.
   
   Only the greatest of casters could even create a magic weapon, 
  after all, and a gloom blade is truly legendary: that’s a sword that 
  no mortal can make, probably the craftsmanship of a powerful 
  spirit of madness, a godly messenger or a nascent demon lord.
   
   In general, no item worth more than 16,000 gold pieces (which 
  would cost about twenty-one million dollars in modern currency; 
  see Chapter 11 for more details) should be placed within the 
  game; no character – even at the highest of levels – should ever 
  expect to have more than 85,000 to 100,000 gold pieces worth 
  of total magical items. Any ultra-rare exceptions to this should 
  be truly remarkable, usually signifying the swiftly approaching 
  conclusion of the campaign.
   
   At some point, especially near the end of the campaign, 
  you might choose to offer unusual, extraordinary, horrifically 
  overpowered or even Mythic feats, including feats that increase a 
  character’s stats (beyond 21), give them access to the benefits of 
  a Prestige Class, or even allow them access to a single 4th-level 
  spell-slot. What feats you allow is entirely at your discretion, and 
  you should work with your players to decide what is and is not 
  appropriate.
  THE BASIC BREAKDOWN
  1st Level – Class abilities, max hit points (plus 
  double the Constitution modifier), a career, two 
  Feats, an Arcana, and a trait.
  2nd Level – Class abilities and hit points.
  3rd Level – Class abilities, hit points, Feat, +1 to a 
  single ability score.
  4th Level – Class abilities, hit points, and 
  2 bloodline points (gestalt).
  5th Level – Class abilities, hit points, and a Feat.
  6th Level – Class abilities, hit points, and a Feat.
  7th Level – Capstone ability, 2 bloodline points 
  (gestalt), bonus Feat, hit points, and a +2 to a 
  single ability score (max 21).
   The Occult 7 rules variant is still very much the 
  Pathfinder Roleplaying Game you know and love, but with some 
  unique and distinct changes.
  ONLY SEVEN LEVELS OF PLAY
   First, O7 focuses on the first seven levels of play, with each 
  character gaining a capstone ability at level 7. After that, PCs 
  don’t stop leveling in the traditional way, instead choosing one of 
  several universal class packages; this is intended to slow leveling 
  considerably, requiring PCs to play through four times as many 
  episodes (reaching 8th level effectively requires sixteen to twenty 
  additional episodes). That keeps lower-level challenges threatening, 
  and mid- to high-level encounters deadly. 
   These levels of play break down like this:
  NOVICE -“Get out of the way, noob.”
   1st-2nd  level characters in the 07 system are relatively new, but 
  slowly awakening heroes. They enjoy a small hit point boost, an 
  extra trait, and two extra Feats. Most of Season One will play 
  at this level. Noobs need to complete at least 8 episodes before 
  advancing to level 3.
  EXPERT - “Everyone’s an expert these days...”
   3rd-4th level characters in the 07 system are far more resilient, if 
  not cynical at this level of play. They gain a +1 ability score bonus 
  at 3rd level and extra BP (bloodline points) at 4th level, allowing 
  them to unlock bloodline abilities. Experts need to complete at least 
  16 episodes before advancing to level 5.
  VETERAN - “Don’t mess with vets.” 
   5th-6th level characters in the O7 system have seen a lot of action. 
  While not legends, these characters have seen more than most. 
  At both of these levels, these characters gain both a bonus Feat 
  (instead of just at 5th level). Veterans need to complete at least 24 
  episodes before advancing to level 7.
  LEGENDS - “She’s a legend, mate.” 
   7th+ level characters have become legends at this point. No one 
  is quite sure just how powerful these characters truly are, although 
  almost all of them remain mortals. At 7th level, characters gain more 
  BP (bloodline points), a bonus Feat, their capstone ability, and a +2 
  bonus to a single ability score. Each level after this, they gain skill 
  packages. Each time a legend completes 4 additional episodes; she 
  gains one of 
  several universal class packages.
  ON MAGICAL ITEMS
  ON ALLOWING FEATS
  A ROBUST LIST OF FEATS IS 
  INCLUDED IN CHAPTER 8.
  
  32
  BEYOND 7TH LEVEL
  LEVELING A
  LEGEND!
   Once a character has reached 7th level, they no longer gain 
  class levels. Instead, each time they would normally gain a level 
  (starting at 8th level), they instead select a Feat. The core feats used 
  in Bloodlines & Black Magic feats are found in 
  Chapter 8, but players may select feats from any Pathfinder 
  compatible resource they like (with GM approval, of course).
  OPTIONAL RULE:PLAYING GESTALT
   Bloodlines & Black Magic is, in its own way, unique in that it 
  would be the ideal sort of setting in which to run a gestalt-style 
  game, especially if that campaign focused on unlocking one’s 
  bloodline potential parallel to leveling a character class. PCs and 
  GMs wishing to use this gestalt optional rule unlock additional 
  potential at 4th and 7th levels. Both of these are marked in the 
  sidebar on the left (See The Basic Breakdown).
  Iwtn’aa 
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  lxiw. Xu ndj’gt httzxcv 
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  33
  CHAPTER 3
  CREATiNG BLOODLINES
  CHARACTERS
  
  34
    How I survived winter on the moors, I don’t know. We didn’t 
  even have a telly, but I found a pile of old magazines that had 
  crossword puzzles, and also, after a while, a person can go into a 
  sort of trance playing Solitaire. My mum called once a week, at 
  four every Sunday. I made sure I had the phone charged so that I 
  could listen to her talk about the bad weather, her awful neighbors, 
  and what that horrible woman (my father’s new wife) had done 
  now. Margie’s text messages had grown less frequent, and I 
  couldn’t blame her. I had nothing to tell her. The cold and the dark 
  kept me near the hearth where our little coal fire burned. I had to 
  admit there was a kind of desolate beauty to the landscape when 
  the snow eventually came; even if the cold was so intense it lodged 
  itself marrow-deep, and the air stabbed my lungs with its ferocity. 
  Arthur was in his element then, playing with black-and-white 
  film, capturing high-contrast compositions. A dead tree limned in 
  brightness. A single crow feather frozen into a crust of ice. 
   By then I’d drifted inward, speaking only when spoken to. The 
  silence was my blanket, my mute mask.
   Arthur did all our shopping online. 
  Occasionally he’d go off to some or other photographers’ shindig. 
  I didn’t ask to go with, and he didn’t offer. Every week, a lad 
  drove all the way out from Middlesbrough, where there was a 
  photographic outlet owned by one of Arthur’s mates who did him 
  a good deal on developing and printing. Then he’d vanish off into 
  his studio for hours while the lad hung about glumly in our lounge. 
  I would put on the kettle for tea, but when all his efforts at making 
  small talk with me failed, he spent more time flicking through his 
  social media feeds on his phone. Often it was near sundown when 
  Arthur would return with requests for more prints and hand the 
  lad canisters of the precious film for developing. Where he got the 
  money from, I don’t know, because none of this came cheap, I was 
  sure, and Arthur was always moaning about the price of stuff other 
  than his photography.
   “You’ll see, ladybird,” Arthur would tell me, his face flushed 
  with excitement. “It will all be worth it, one day. I’ll buy you a big 
  house in London, and our children will go to the best schools.”
   
   Children. Ugh. The very thought turned my stomach. I should be 
  grateful that he hadn’t insisted now already.
   It was with the first thaw that Arthur came back from a meeting 
  that would change everything. I’d been polishing the cottage’s 
  fittings, and fancied I was getting high off the Brasso when I heard 
  the familiar rumble of the car’s engine, and I went to greet him at 
  the door. 
   Arthur’s whole face was lit up.
       “You won’t believe it!” He said as he embraced me. 
          “I’ve just had an offer I simply cannot refuse!”
   My stomach performed a small jig, and I smiled at him, wrapped 
  my arm around him in a way that I knew would please him. “What 
  is it?” Finally, we’d have an excuse to leave this dump.
   “I’ve got a post on a cruise ship, in the Caribbean and all that! 
  They need a photographer!”
   “Oh.” I tried not to sound too disappointed. I didn’t like sailing. 
  “The first contract lasts three months. I’ll be back before you know 
  it.”
   “Oh.” He meant to go alone. There was no “we” in “I’ve got a 
  post.”
   Idiot.
   “You’ll be perfectly all right out here. I’ll set up an allowance 
  with the store.”
   “Three months?” My stomach churned uncomfortably; I stood at 
  the edge of an abyss.
   “It will be over before you know.”
   I wanted to cry. 
   Three months was forever.
  
  35
  BUILDING YOUR
  CHARACTER
   Because we use classes a little differently and encourage more 
  customization – both by adding careers and keeping the bloodlines 
  modular – we feel approaching character design from a wholly 
  new angle might be wise. With that said, the steps we’re going 
  to walk you through aren’t all that different than the ones you’re 
  probably used to, especially if you’ve been playing The Pathfinder 
  Roleplaying Game for any length of time. Still, we thought it might 
  be smart to loop you in on where we were at when building this 
  game. 
   When developing a new character for a Bloodlines & Black 
  Magic campaign, start with a core concept and move out from 
  there. Consider that character’s core motivations – what are they 
  doing and why? Are they seeking vengeance for those who they 
  loved and lost, or are the cold, contract killers who specialize in 
  laying the unnatural creatures of the night to rest? Or, are they 
  students discovering their own, latent potential as they dive 
  headlong into the darkness? Perhaps the PCs are a small group of 
  heroes who, with each successive generation, have delved into the 
  dark to “hunt” the supernatural; or any number of other scenarios.  
   Once a player decides on the concept, it’s an easy enough 
  process to follow the steps below, adding little illustrations and 
  notes on the character as they develop it. 
  STEP TWO
  SELECT YOUR ARCANA & SET 
  YOUR THRESHOLD SCORE.
   As with most Pathfinder Roleplaying Games, the first step to 
  creating a character is to generate your ability scores. If your 
  preference is to roll dice, use 4d6/x6 and drop the lowest score. If 
  you would rather use a point-buy method, the following stat arrays 
  are suggested for Bloodlines games:
  CAMPAIGN TYPE   POINTS
  A tough campaign            10 Points
  An average campaign       14 Points
  An easy campaign             21 Points
   In Bloodlines & Black Magic, no character starts play with 
  an attribute above 19 and no character can ever have a single 
  ability score that naturally exceeds 21, without using magic or 
  items. Humans are supposed to feel human.
   In Bloodlines & Black Magic, player characters get a +1 to 
  their first attribute at 3rd level (instead of 4th level), and a second 
  +2 bonus to an attribute at 7th level. Additionally, some Feats will 
  allow O7 characters to modify their starting ability scores.
   Next, you must choose the manner of how your inner eye first 
  opened and you were awakened to the supernatural world. In 
  Bloodlines & Black Magic, this is reflected either by choosing one 
  of the Arcanas (listed below) or, better yet, by pulling a random 
  tarot, 40 Servants, or playing card from a deck.
   
   Each arcana has a brief explanation of the event that made you 
  aware of the occult world you now know, as well as a trait bonus 
  for your character.
   
   The arcanas are not only a strong storytelling tool, but they 
  also grant an another fun bonus at the game table. Characters who 
  have matching Arcana gain a pool of 7 bonus, untyped points that 
  players may spend on any d20 roll during that encounter; each 
  point spent in this manner can be traded for a single +1 bonus. 
   
   Some GMs may choose to have beginning characters play out 
  their first encounter with the supernatural. In those games, players 
  may gain their arcana during or after that 
  adventure. 
   
   The final part of this step of character creation is to note down 
  your character’s Threshold score. This measures a character’s 
  connection to the unnatural world beyond the Veil, acting as a 
  sort of measurement for how attuned an individual becomes to 
  these unseen places and things. Conversely, the threshold is also a 
  measure of how far away from ‘normality’ a character has traveled, 
  representing their immersion into the forbidden and weird.
   This is further explained below, but, in general, unless you have 
  special Feats, traits, or flaws that modify the score, your threshold 
  is set to 0.
  STEP THREE
  SELECT YOUR BLOODLINE
   With an idea of your physical and mental statistics in mind, 
  plus the events surrounding your awakening, you now select your 
  Bloodline. These are groups of supernaturally awakened humans 
  who, over the eons, banded together into families, clans and cult-
  like societies that are collectively called Lineages. 
   
   Bloodlines are racial variant humans and provide not only 
  ability adjustments but also grants racial points to augment their 
  characters further. Characters also get new points to spend on racial 
  abilities at higher levels to reflect their deepening connection to the 
  supernatural world.
   
   You may choose from one of these seven choices: Fey Blooded, 
  STEP ONE
  ABILITY SCORES
  
  36
  KEEPING ABILITY SCORES 
  AVERAGE
   One of the things Clinton Boomer brought to this 
  project (besides his gregarious demeanor and innovative 
  nature) was his longstanding love of the old e6 system. In 
  fact, if you follow his Tumblr (and if you don’t, it comes 
  highly recommended), you probably have seen some of 
  his extensive work on the e6 front. This work has led to 
  many, many discussions on how to represent common (and 
  uncommon) humans in the real world, and the problem with 
  trying to use ability scores to represent real-life humans. To 
  keep things inside of a somewhat realistic range (but still, 
  keep that supernatural feel), O7 places a cap on all ability 
  scores, regardless of your level.
   That cap is 21.
   While scores in the 18-21 ranges are highly unlikely, they 
  are still humanly possible. For example, Ryan Kennelly 
  holds the Guinness World Record for pressing 1075.0 lb 
  (487.6 kg) on November 8, 2008. While Strength scores like 
  his are going to be rare, they are possible. In the Pathfinder 
  Roleplaying Game, ability scores are an approximation of 
  measurable human qualities. Some of those (like Strength 
  or Intelligence) are easy to measure. Others (like Wisdom or 
  Constitution) are much harder to measure. 
   Most Bloodlines & Black Magic games are going to use 
  either tough campaign (10 point buy) or standard campaign 
  (14 point buy) for their ability score arrays, which means on 
  average, these scores are going to start in the lower ranges 
  (12-14), with the occasionally modified score hitting 16 or 
  17. Are folks going to roll dice to generate stats or to build 
  superhumans? Sure. We do not doubt that. But on average, 
  we’re designing with the assumption that most of you want a 
  balanced, challenging game. 
  be great
  STEP FOUR 
  SELECT YOUR CLASS
   Select a class you feel will help you execute the character 
  concept you’ve been developing. Classes allowed in Bloodlines & 
  Black Magic are described in Chapter 5. 
   
   Consider selecting an archetype that further strengthens those 
  concepts. At 1st level, you begin play with maximum hit points (for 
  your class) plus twice your Constitution modifier.
  STEP FIVE
  SELECT YOUR CAREER
   Careers and career paths describe the everyday jobs that heroes 
  in Bloodlines & Black Magic pursue when they are not actively on 
  assignments or otherwise delving into the occult world. Careers 
  offer trait bonuses, a minor ability, class skills and monthly wealth 
  guidelines. Careers are detailed in Chapter Six.
   
   In some ways, this is another way to write some of your 
  character’s backstory, either by explaining his career choices or by 
  explaining the path that brought that character to his current point 
  in time.
  STEP SIX 
  SELECT YOUR FEATS & TRAITS
   Each character in Bloodlines & Black Magic starts play with two 
  Feats, a trait of their choice, and an arcana (see below). On the off 
  chance that a player chooses to create a normal human character 
  (a character who does not have one of the seven bloodlines) that 
  human will begin with an additional Feat on top of that. Most 
  characters, however, should have three traits, two Feats. 
   
   Bloodlines characters receive a trait from their chosen Career 
  and another from their Arcana. They can select the third trait from 
  any GM-approved place.
  STEP SEVEN 
  FINISHING UP
   Select your gear, spells and any other character aspect remaining 
  and fill out your character sheet. By now, you’ve filled out all the 
  basics, written in a bunch of your notes, and likely discussed some 
  character concepts with your GM. Good, now all you need to do is 
  wrap everything up, add those final pieces of gear and equipment 
  to your character sheet, grab your dice, and play!
  Dragon Blooded, Infernal Blooded, Jinn Blooded, Seraphic 
  Blooded, Shadow Blooded, and Spirit Blooded. Players also have 
  the option of having their character remain normal (lacking a 
  bloodline). The individual bloodlines are explained more fully in 
  Chapter 4. 
  
  37
  CHARACTER SHEET
  WALKTHROUGH
   While most Pathfinder Roleplaying Game players are 
  accustomed to the standard vertical character sheet, Bloodlines & 
  Black Magic instead makes use of a horizontal, open-concept sheet. 
  Though this new character sheet has been applauded frequently 
  throughout playtesting, we discovered that it did, indeed, require 
  a little getting used to (even for experienced players). To keep 
  things running smoothly and keep everyone focused on the fun, 
  we created this quick guide to quickly walk you through all the 
  important parts of our new character sheet.
  BIO – This is your basic social 
  info. Located in the upper, left-
  hand corner of the character sheet, 
  this area includes a line for your 
  name, career, class, arcana, wealth, 
  and cash on hand.
  VITALS – Located on the left-
  hand side of the seven, this block 
  includes your total (T) and current 
  (C) hit points..Some players might 
  add temporary conditions to the left 
  of this area, as well.
  SAVES – Located at the seven 
  o’clock position of the seven, these 
  three teeth represent your total 
  Fortitude, Reflex, and Willpower 
  saving throws.
  INITIATIVE & AC – Located 
  on the right-hand side of the seven 
  on the character sheet, this section 
  includes a place to list your total 
  initiative modifier, as well as your 
  AC, touch AC (T), and flat-footed 
  AC (F).
  STATS – Each character’s statistics can 
  be located on the inner right arc of the 
  character sheet, listed in order from top to 
  bottom. These are Strength (S), Dexterity 
  (D), Constitution (C), Intelligence (I), 
  Wisdom (W), and Charisma (Ch). The 
  final block below Charisma is for your 
  Threshold Score (Th), which is explained 
  later on. The circle next to it includes a 
  space to list your current paradigm points 
  (PP), which are directly tied to your 
  Threshold Score.
   If this isn’t your first Bloodlines & Black Magic character, or if 
  you’re already comfortable with this character sheet, feel free to 
  skip by this section. If you’re following along, we’ll be starting 
  with the character sheet’s upper lefthand corner. From there, 
  we’ll be moving counter-clockwise to until we come to the upper 
  righthand side of the sheet.
  
  38
  GRAPPLE – You make CMB rolls 
  to push, pull, overrun, grapple, or 
  otherwise pin an opponent. Your 
  CMD represents how difficult it 
  is for others to knock you prone, 
  grapple, or pin you.
  COMBAT –  When you swing a 
  bat, try to punch, or otherwise harm 
  someone with a weapon – you’ll 
  make either a melee or ranged 
  attack.
  WEAPONS –  Located on the 
  bottom left of the character sheet, 
  this area is where you list your 
  weapons. These are the weapons you 
  have equiped. Some weapons may 
  have ammunition, ranges, or special 
  descriptions you’ll need to know for 
  combat.
  SKILLS –  These are your 
  skills. You write the total bonus 
  to any checks inside the tooth 
   As you can see, most of the information relevant 
  to combat, such as the which weapons you carry or 
  what your CMD is can be found on the bottom of the 
  character sheet. 
   The weapons section is purposefully kept simple, so 
  players can focus on which aspects of their weapons 
  they want to record.
   As we move outward toward the right side of the character 
  sheet, we encounter the outer ring of teeth – both with and without 
  descriptions. These teeth represent the skills your character may 
  have (or have access to) during a campaign. The blank spots are 
  intended for you to fill in – as you 
  customize and develop your character, these skills may shift 
  considerably.
  USING THE OPEN SPACE
   This character sheet was designed with a rough, 
  minimalist approach in mind. When we set out to establish the 
  general look of Bloodlines & Black Magic, we knew we wanted an 
  open concept character sheet. We anticipate future adaptations and 
  welcome comnnity character sheet hacks in response.
  corresponding to the listed skill; if a skill 
  is not listed on the sheet, use one of the 
  blank teeth instead. In some instances, 
  common skills are located closest to their 
  corresponding attribute.
  
  39
  A RUDE 
  AWAkeNING! 
  THE ARCANA
   When a player creates a new character in Bloodlines & Black 
  Magic, that character’s third eye opens under a specific condition. 
  While this condition is often described as part of the character’s 
  back-story, it is reflected by specific arcana of the Tarot. In some 
  ways, your arcana represents the birth of your secret (occult) self 
  – acting in many ways like your horoscope sign, but otherwise 
  representing the specific conditions under which you finally woke 
  to the world around you.
   
   Players may either choose the arcana which best reflects their 
  vision for their character or they can draw a card from a tarot or 
  playing card deck. Additionally, the 40 Servants deck can be used 
  if available. 
   A Bad Start - Sometimes the occult simply brushes with a 
  person’s life, and sometimes it crashes down like a tsunami. For 
  you, the supernatural destroyed your previous life and irrevocably 
  altered your future. From a position this bleak, the only way is up.
   Once per day, as an immediate action, you may choose to reroll 
  a saving throw without knowing if you succeeded or failed at that 
  saving throw. You must take the second result, even if it is worse.
  A Caring Hand - There are terrible maladies, wrongs in the 
  mundane world which no power can alter, no power can solve. You 
  have seen the potential in the supernatural, however, and know the 
  Powers Beyond have the talents necessary to heal the woes of the 
  world, if you could just wield them.
   You gain a +1 trait bonus on Heal checks, and Heal is always a 
  class skill for you. You get a +2 trait bonus to Stabilization checks 
  made to stabilize your self and others.
  A Curious Book - Popular media and Hollywood filled you with a 
  special need, and when you finally encountered a special book, you 
  did what every fool or adventurer does. You opened the book. 
   You gain a +1 trait bonus on Knowledge (occult) skill checks, 
  and Knowledge (occult) is always a class skill for you.  
  A Keen Eye - The unnatural world is charged with emotion, 
  with visceral feeling, and overwhelming sensory events. You 
  realized quickly, through your initiation to this world, that rational, 
  dispassionate thought and deduction would serve you best and 
  keep you safe in the face of everything seeking to do you harm or 
  SUPERNATURAL EVENTS
  ARCANA, BLOODLINE & CAREER,  –  Located 
  on the upper right-hand side of the character sheet, 
  this open space is intended for the player to write in 
  all of the abilities they discover, select, or otherwise use during a 
  campaign. Most of these discovered abilities will have direct ties 
  to their bloodline, although some may come from class abilities, 
  careers, or even their arcana. 
   
  We expect players to customize their sheets to match their 
  desired style of play.
  CLASS ABILITIES, FEATS & SPELLS,  –  Located on 
  the bottom righthand side of the character sheet, but 
  dominating most of the right-side of the sheet, this section 
  provides the player character with ample room to write in unique 
  magical abilities, special feats, class abilities, spells, and more. The 
  bottom right corner of the character sheet also provides a place for 
  casters to list their spells per level for that day, as well as the DC of 
  those spells.
  A RUDE 
  AWAKeNING!
  THE ARCANA
  take advantage of you.
  A Look At Vastness - The supernatural world is vast 
  and varied, and immense beyond our comprehension. 
  It simply is, as our world is, and it is too big to be 
  contained in a small paradigm. You have experienced 
  its vastness and appreciate its scope.
  
  40
  EVENT
  TRAIT BONUS
  TAROT
  PLAYING CARD
  40 SERVANT
  The Journey
  You gain a +2 trait bonus 
  to Will saves against Fear 
  effects.
  The Fool
  Joker
  The Explorer
  Outsider’s Gift
  You gain a +2 trait bonus 
  to Fortitude saves against 
  supernatural effects and 
  spells.
  The Magus
  Two of Spades
  The Conductor
  Magical Activist
  Once per day, as an 
  immediate action which 
  does not provoke attacks 
  of opportunity, you gain a 
  +1 to all saving throws for 
  1 round.
  The Priestess
  Three of Hearts
  The Balancer
  Carnal Power
  You gain a +1 trait bonus 
  to Diplomacy and Sense 
  Motive. See Description.
  The Empress
  Four of Hearts
  The Carnal
  Fantastic Mentor
  You gain a +1 trait 
  bonus to Diplomacy and 
  Knowledge (planes). 
  See Description.
  The Hierophant
  Five of Clubs
  The Saint
  Supernatural Caregiver
  You gain a +2 trait bonus 
  to Will saves against mind-
  affecting effects.
  The Lovers
  Six of Hearts
  The Lovers
  Happy Accident
  You gain a +2 trait bonus 
  to Initiative.
  The Chariot
  Seven of Spades
  The Adventurer
  Eye of the Triangle
  See Description
  Strength
  Eight of Clubs
  The Levitator
  The Whisper
  You gain a +2 trait bonus 
  on rolls to confirm critical 
  hits.
  The Hermit
  Nine of Clubs
  The Master
  The Miracle
  See Description
  The Wheel of 
  Fortune
  Ten of Diamonds
  The Fortunate
  Social Spirits
  See Description
  Justice
  Six of Spades
  The Protestor
  The Sacrifice
  See Description
  The Hanged 
  Man
  Seven of Hearts
  The Fixer
  At The Grave
  You gain a +2 trait bonus 
  on saving throws against 
  fear and death effects. 
  Knowledge (history) is 
  always a class skill for you.
  Death
  Nine of Diamonds
  The Dead
  Glimpse of the Plan
  See Description
  Temperance
  Eight of Diamonds
  The Eye
  At the Crossroads
  See Description
  The Devil
  Six of Diamonds
  The Devil
  At the Door
  You gain a +1 trait bonus 
  to Disable Device and 
  Knowledge (Planes). 
  One of these two skills is 
  always considered a class 
  skill for you (your choice).
  The Tower
  Eight of Hearts
  The Gate Keeper
  Star Light, Star Bright
  You gain a +2 trait bonus 
  to Drive skill checks.
  The Star
  Three of Diamonds
  The Road Opener
  Celestial Blessing
  See Description
  The Moon
  Three of Clubs
  The Moon
  Touched by an Angel
  See Description
  The Sun
  Two of Hearts
  The Sun
  TABLE: SUPERNATURAL EVENTS
  
  41
  EVENT
  TRAIT BONUS
  TAROT
  PLAYING CARD
  40 SERVANT
  Eyes of Judgment
  See Description
  Judgment
  Five of Diamonds
  The Contemplator
  A Look at Vastness
  Once per day when 
  attempting a skill check for 
  a skill you’re untrained in, 
  you can roll twice and take 
  the better result.
  The World
  Ten of Hearts
  The Planet
  A Need to Give
  See Description
  The King of 
  Disks
  King of Diamonds
  The Giver
  The Voice
  See Description
  The King of 
  Wands
  King of Clubs
  The Messenger
  Secret Speaker
  See Description
  The King of 
  Cups
  King of Hearts
  The Media
  A Keen Eye
  You gain a +2 trait bonus 
  to Will saves against 
  figment, glamour, and 
  phantasm effects.
  The King of 
  Swords
  King of Spades
  The Thinker
  Hometown Witch
  See Description
  The Queen of 
  Disks
  Queen of Diamonds
  The Witch
  Mother’s Milk
  See Description
  The Queen of 
  Wands
  Queen of Clubs
  The Mother
  A Caring Hand
  See Descritpion
  The Queen of 
  Cups
  Queen of Hearts
  The Healer
  A Curious Book
  See Description
  The Queen of 
  Swords
  Queen of Spades
  The Librarian
  The Opposing View
  You gain a +1 trait bonus 
  on concentration and 
  initiative checks.
  The Knight of 
  Disks
  Ace of Diamonds
  The Opposer
  A Secret Ward
  See Description
  The Knight of 
  Wands
  Ace of Clubs
  The Protector
  Headstart
  See Description
  The Knight of 
  Cups
  Ace of Hearts
  The Guru
  Dance, Dance 
  Revolution!!!
  See Description
  The Knight of 
  Swords
  Ace of Spades
  The Dancer
  Lost Heirloom
  See Description
  The Page of 
  Disks
  Jack of Diamonds
  The Depleted
  Your Inner Voice Serves 
  You
  See Description
  The Page of 
  Wands
  Jack of Clubs
  The Seer
  The Chaste, & 
  The Damned...
  You get a +4 to saving 
  throws against effects that 
  would change your form 
  or force you to act against 
  your alignment.
  The Page of 
  Cups
  Jack of Hearts
  The Chaste
  Mind’s Eye
  See Description
  The Page of 
  Swords
  Jack of Spades
  The Monk
  A Place of Truth
  See Description
  The Ace of 
  Swords
  Nine of Spades
  The Idea
  A Bad Start
  See Description
  The Ace of 
  Cups
  Nine of Hearts
  The Desperate
  Our Father’s Stories
  See Description
  The Emperor
  Three of Spades
  The Father
   
  
  42
   Once per day when attempting a skill check for a skill you’re 
  untrained in, you can roll twice and take the better result.
  A Place of Truth - What is the smell of the number 7, or the 
  taste of the color orange, or the wisdom in the hummingbird’s 
  song? You saw some sliver of this enlightenment, of this vast, 
  deep, otherworldly knowledge, and you know it is waiting in the 
  Unnatural to be found again.
   You may cast the knack know direction a number of times per 
  day equal to 1 + your Intelligence modifier. 
  A Need To Give - The Occult is a gift that must be forever paid 
  forward. You learned the wondrous elements of the supernatural 
  from your first experiences with it, and now you seek to reveal 
  those same situations with those around you.
   You begin play with a minor magical item, token, or weapon 
  chosen by the GM. This gift comes with a single pledge to perform 
  some duty during the campaign.
  A Secret Ward - Out of the shadows of the beyond, your first 
  experiences with the supernatural showed you there were elements 
  which could keep you safe from the hunger and the corruptions 
  waiting for the unwary. Whether it was an individual, a gift, or a 
  skill, you know defenses exist which can shield us all from the 
  worst aspects of the Beyond.
   If you take the Total Defense action, you can split the +4 Dodge 
  bonus to AC with an adjacent character as you wish, giving them 
  a +1 to +4 Dodge bonus to AC. The gifted character treats this as a 
  Circumstance bonus to AC, and it stacks with Combat Expertise, if 
  the gifted character has that feat.
  At the Crossroads - Ask for your limitations, and sure 
  enough, they’re yours. You discovered the Occult and its creatures 
  work according to very specific rules when you first encountered it. 
  Now, you seek to subvert or master those rules.
   You gain a +2 trait bonus on Knowledge (planes) checks about 
  outsiders and a +1 trait bonus on Will saves against mind-affecting 
  spells and effects from outsiders. Knowledge (planes) is always a 
  class skill for you.
  At the Door - Behind every door lies a lesson, and your first 
  encounter with the supernatural showed you a desire to either keep 
  those doors closed for the safety of the world or to open them all 
  for the enlightenment awaiting you. Why is the supernatural locked 
  away? You understand why.
  At the Grave - The dead have their secrets, but that never stopped 
  you.
   You gain a +2 trait bonus on saving throws against fear and 
  death effects. Knowledge (history) is always a class skill for you 
  Carnal Power - Not all initial contacts are through the strength of 
  arms. You experienced the supernatural through carnal, physical 
  interaction. Work with your group and GM to determine what 
  sort of encounter here, pleasant or unpleasant, works best for your 
  game.
   Choose either Diplomacy or Sense Motive. This skill is always 
  considered a class skill for you. You can always sense if someone 
  is under an enchantment effect with a DC 15 Sense Motive check.
  Celestial Blessing - You gain a +2 trait bonus on Heal checks 
  made to stabilize a dying creature.  When you successfully use the 
  aid another action, the bonus you grant increases by 1.
  Dance, Dance Revolution - When adversity strikes, some people 
  dive into the wave. For you, that ethos perfectly epitomizes your 
  initial experience with the supernatural. Whatever the outcome, 
  good or bad, you embraced the moment.
   Once per day, you may reroll your initiative before combat 
  begins. You must take the second result, even if it is worse.
  Eyes of Judgment - Through deep introspection, or perhaps 
  ascendant meditation, you discovered there is more to the world 
  than first seen, and now you seek to understand its secrets.
   You gain a +1 trait bonus to Appraise checks and Appraise is 
  always considered a class skill to you. Once per day, you may use 
  the Psychometry occult skill unlock.
  Eye of the Triangle - People’s paradigms are all about perspective, 
  and your initial encounters with the Occult showed you every 
  situation contains innumerable perspectives, depending on how it 
  is experienced. You seek to find the best, most useful perspectives, 
  hidden within the occult.
   You gain a +1 trait bonus to Perception and a Knowledge skill 
  of your choice. One of these two skills is always considered a class 
  skill to you (your choice).
  Fantastic Mentor - You had a trustworthy mentor who reinforced 
  specific values; regardless of your current views, those lessons still 
  provide you a measure of resiliance.
   You gain a +1 morale bonus to Will saves.
  Glimpse of the Plan - The past holds lessons for those willing 
  to find them; people and actions long since past drove your first 
  interaction with the supernatural. Now, you look to find where the 
  ripples of the past have spread.
   When looking for the supernatural, you gain a +1 insight bonus 
  to Perception and Sense Motive skill checks.
  Happy Accident - You found the supernatural while testing your 
  limits and seeking out the unusual. You may not have been looking 
  for the Occult, but you found it and embraced it.
  Headstart - Your first brush with the Unknown showed you it 
  was filled with masters of a thousand philosophies and keepers 
  of untold secrets. For someone willing to seek out and sample 
  those many fonts of wisdom, there was no limit to the powers and 
  knowledge you could gain.
  
  43
   You begin play knowing an incantation, and you have a +2 trait 
  bonus on checks to learn new spells or incantations
  Hometown Witch - The Unknown is full of latent magic, sorcery 
  is its lifeblood, and you have learned how to focus and accentuate a 
  small portion of it.
   Select a specific school of magic, domain, or one of the granted 
  powers of your spellcasting class. Once per day as a free action, 
  you may treat your caster level as if it were 2 levels higher for one 
  round.
  Lost Heirloom - You first encounter with the unnatural took 
  something from you – a person, an heirloom, a sense of innocence 
  or safety. Now you struggle to restore or recover from that loss, but 
  the struggle provides you strength.
   You may act while below 0 hit points but must make a DC 10 
  Constitution check each round to remain conscious. You still lose 1 
  hit point per round from dying.
  Magical Activist - You discovered the supernatural as it worked to 
  upset the status quo in the mundane world. Either success or failure 
  at that moment drives you now.
  Mind’s Eye - The more complicated one makes their life, the more 
  places exist where the Occult might ruin one’s life. In your brushes 
  with the Occult, you learned the importance of maintaining a 
  simple lifestyle and understanding the transient nature of all things.
   Once per day, you may use an immediate action, which does 
  not provoke attacks of opportunity to reroll a failed saving throw 
  against an ongoing effect.
  Mother’s Milk - The Occult serves as a powerful nurturing force; 
  it may act in ways we don’t understand, it may seem harsh, and 
  unforgiving at times, but deep down, the Occult drives us to be 
  better through the struggle and experience, and you know that first 
  hand.
   All cohorts, followers, or summoned creatures under your 
  leadership gain a +1 morale bonus on Will saves to avoid mind-
  affecting effects. If you ever take the Leadership feat, you gain a 
  +1 trait bonus to your Leadership score.
  Our Fathers’ Stories - Guidance and wisdom are welcome in 
  the face of the strange and unusual. Your first encounter with the 
  supernatural involved a mentor, either mundane or fantastic, and 
  the experience showed you there is knowledge beyond our world 
  worth finding and sharing.
   You gain a +1 morale bonus to Will saves against fear effects. 
  A number of times per day equal to 3 plus your Wisdom modifier, 
  you double this bonus for 1 minute.
  Outsider’s Gift - You first encountered the supernatural world 
  was planned. By someone else. The results of this encounter may 
  have been positive or negative, but they served another person’s 
  intentions.
   You gain a +2 trait bonus to Fortitude saves against supernatural 
  effects and spells.
  Secret Speaker - Wisdom has no value, if it cannot be 
  communicated; dangers cannot be comprehended if they are 
  not understood, and in your first encounters with the Unknown, 
  you discovered the importance of shaping that transmission of 
  knowledge.
   You gain a +1 trait bonus on Bluff checks made to pass secret 
  messages and a +1 trait bonus on saving throws against charm and 
  compulsion effects.
  Social Spirits - The world is full of injustices, of unfairness, of 
  senseless wrongs, and you found a way to use the supernatural 
  to better fight those inadequacies of the world. Through those 
  first encounters with the supernatural, you found a tool far more 
  effective at change than anything in the mundane world.
   A number of times per day equal to 3 plus your Intelligence 
  modifier, you may make a Knowledge (occult) skill check in place 
  of a Bluff or Diplomacy skill check.
  Star Light, Star Bright - The future is full of awesome potential 
  and opportunity, and through your initial experiences with the 
  Unknown, you discovered the supernatural is extremely effective at 
  overcoming obstacles and smoothing the way for great or terrible 
  things. Which will you prepare for?
   You gain a +2 trait bonus to Drive skill checks. This bonus 
  doubles whenever the stars are visible.
  Supernatural Caregiver - The initial lust of the new and 
  unfamiliar can give way to the tender and resilient emotions of 
  devotion and care. Your initial encounters with the Unknown 
  involved just such a relationship. It may have given you an ideal to 
  strive towards, or the strength to face terrible trials.
  The Chase & The Damned - You discovered the supernatural 
  world after a long absense from any sort of true wonder. Whether 
  yours was a pure or sheltered life remains debatable. What folks 
  now know is you’ll not be easily uundone.
   
   You get a +4 to saving throws against effects that would change 
  your form or force you to act against your alignment
  The Journey - You were on a journey when you first encountered 
  the supernatural. This may have been a personal journey, a vacation 
  gone wrong, or a business trip where the unexpected found you and 
  you survived.
  The Miracle - Not every situation descends into trouble, not every 
  encounter goes wrong. Your first brush with the Unknown was a 
  pleasant and helpful moment which showed you how much more 
  prosperous anyone’s life could be with the veil adequately lifted. 
  You seek to share this with others.
   You gain a +4 trait bonus to Diplomacy checks made to shift 
  someone’s attitude along the Hostile-Friendly-Helpful access. You 
  do not gain this bonus on other Diplomacy checks.
  
  44
  The Opposing Views - You’ve long been apt to debate the finer 
  points of – well, just about anything. You’ve kept your skills sharp 
  and they’ve made you focused and quick. That sharpness led you 
  into the dark world you now know.
   You gain a +1 trait bonus on concentration and initiative checks.
  The Sacrifice - Situations involving the occult are inherently 
  messy for mundane lives, altering and often destroying them in 
  their wake. However, you were fortunate enough to interact with 
  a being or organization able to ameliorate the consequences or 
  resolve it for a price. Now, you work for or against that benefactor, 
  either to pay the price, or to stop others from suffering your fate.
   You begin play with either a patron or membership to an 
  organization (both of which should be discussed with your GM) or 
  an item worth 900 dosh.
  The Voice - Perhaps it carried you away, or it inspired you, or 
  perhaps it heated your passions; however it moved you, this voice 
  changed your life forever.
   A number of times per day equal to 3 plus your Charisma 
  modifier, you may apply a +1 insight bonus to a Charisma-based 
  skill check you are about to make.
  The Whisper - You have seen the supernatural serve as the lens 
  which focuses the very being of an individual into an absolute 
  pinpoint of perfection, the power of potential concentrated into 
  razor sharpness, and through transformation, anything is possible.
  Touched By An Angel - The power, glory, and brilliance of the 
  supernatural became blindingly clear to you through your initial 
  contacts, and you came to recognize what it could evoke in you and 
  in others, what it could achieve. However, you also understand the 
  potential for being burned by staying too close to the supernatural 
  for too long.
   A number of times per day equal to 3 plus your 
  Charisma modifier, you may apply a single +1 trait bonus to a skill 
  check you are about to make.
  Your Inner Voice Serves You - Through your first experiences 
  with the Unknown, you discovered that intuition and instinct 
  provided a steadfast 
  guide in a place filled with malice and 
  deceit. You realized 
  sources of unexpected insight were 
  perhaps the 
  most valuable in this world.
   
  As long as you are under the 
  effects of a spell, you gain a +2 
  trait bonus on Knowledge checks. 
  Additionally, you cannot be caught flat-
  footed while under the effects of a spell.
  
  45
  PARADIGM SHIFT:
  DARK AWAKENING
   Unlike games that use sanity systems and similar rule sets, 
  Bloodlines & Black Magic instead tracks a character’s growing 
  immersion into the supernatural world, balancing the often painful 
  realization of that awakening against the character’s mental 
  fortitude and magical acumen. Though characters usually begin 
  with only a weak ability to accept the supernatural, as they grow 
  in strength and ability, they increasingly become acclimated to the 
  hidden world. 
    
  THRESHOLD
   All characters begin with a threshold score that reflects the how 
  much supernatural weirdness each PC can currently handle. The 
  score for a starting character is usually zero but can be higher 
  depending on feats, careers or other factors. Over the course of 
  the campaign, a character’s threshold score will increase as they 
  become more acclimated to the supernatural.
   
   When your character encounters the supernatural, if the level or 
  challenge rating of the effect, spell, monster or event is equal to 
  or less than your threshold, you have accepted it as your reality 
  (and do not need to make a new check). If it is higher, it threatens 
  a paradigm check (see below). For instance, if your character has 
  a threshold of 3, then CR 2 creatures or level 2 effects no longer 
  require you make paradigm checks.
   
  PARADIGM CHECK
   When a character first encounters something from beyond the 
  veil that is beyond their usual normal lives (typically something 
  supernatural or unnatural they haven’t previously encountered), 
  they must attempt to reconcile it; make it fit into their view of 
  reality. 
   
   This is a paradigm check and is represented by a Will save: Will 
  Save vs DC [10 + (level or CR) + any situational modifiers].
   
   The level or challenge rating sets the difficulty of this check and 
  might be affected by situational modifiers. At the GMs discretion, 
  other game elements such as haunts, deadly traps, and even 
  particularly repulsive events might also trigger a paradigm check.
   
   If a character makes this Will save, nothing happens. They’ve 
  accepted, internalized, or otherwise mentally justified the event and 
  woven it into their new, expanding reality. 
   
   If they fail the check, they suffer a temporary condition as their 
  mind struggles to comprehend something alien to their perception 
  of reality. This failure produces a degree of supernatural dissonance 
  that others can see under the right conditions. Failures are 
  described below.
  PARADIGM CHECK FAILURE 
  TEMPORARY EFFECTS
   The effects listed in below last for 1 hour, or until they are 
  magically removed. When your character is under the effect of a 
  failed Paradigm check you do not make any new paradigm checks 
  until the effects of the previous one have ended. 
   
  • Natural animals react nervously to the character’s immediate 
  presence; dogs bark, cats hiss, birds fly into windows or cage 
  doors, etc. Everyone can perceive these effects and while in effect, 
  the character gains the shaken condition.
  • The character notices the temperature drops around them; for 
  the duration, windows frost over, peoples’ breath becomes visible, 
  and the character shivers. While in effect, the character gains the 
  staggered condition.
  • Insects swarm around the character, forming strange patterns. 
  These swarms last for the duration and bestow the sickened 
  condition on the character. 
  Strange aromas (rose, sulfur, animal musk, etc.) that are out of 
  place for the environment emanate from the character’s space; 
  these smells last for the duration and impose the sickened 
  condition.
  • The character notices that strange sigils and glyphs randomly 
  appear on walls; these effects last for the duration and impose a -2 
  penalty on all Knowledge skill checks.
  • The character notices that the lights and other electrical devices 
  around them flicker on and off; this effect lasts for the duration and 
  bestows the dazzled condition on the player character.
  A heavy fog rises from around the character, affecting them (but 
  no one else) as if they were at the center of a thick fog (treat as the 
  spell fog cloud).
  • The character notices objects moving slightly around them; eyes 
  in paintings move, mirrors tilt slightly, and otherwise stationary 
  objects slide about. While in effect, the character gains the shaken 
  condition.
  • The character hears strange sounds knock from inside walls for 
  the duration; while this knocking continues; the character suffers a 
  -2 penalty to Perception skill checks.
  • The character sees the image of a dead ally, friend, or loved one at 
  the edge of their vision; this image persists for the duration. While 
  present, the character 
  • The character hears whispering voices, but cannot understand 
  them (-1 to Perception checks); these voices last for the duration 
  before fading.
  • The character hears a boom; the character is deafened for the 
  duration.
  
  46
  • The character hears strange scratching from below the earth or 
  floor; this effect persists for the duration, and the character suffers a 
  -2 penalty to their Perception skill checks.
   It is important to note that these conditions are not purely mental 
  conditions; they are bruises to the character’s reality and exist 
  between what is real and what is not. Unless otherwise noted, 
  these effects appear to extend 30 feet from the character. With a 
  few exceptions, only the character suffering the effect (or an ally 
  activating Pierce the Veil) can perceive the effect. 
   
  PARADIGM POINTS, THRESHOLD POOL
   Every time you fail a Paradigm check, you also add a number 
  of points (called Paradigm points) equal to the level or CR of the 
  creature, effect, spell or event encountered to your Threshold Pool.
   
   The points and pool reflect the mind’s growing (or failing) ability 
  to deal with the new perceptions of reality and should be tracked on 
  the character sheet. Those characters who critically fail a Paradigm 
  Check acquire twice as many Paradigm Points; additionally, those 
  same characters automatically double the duration of the temporary 
  effects incurred by the failed check (listed above).
   
   The human mind is very accomplished at forgetting the pain 
  and rationalizing the unknown…up to a point. To reflect this, 
  characters can choose to reduce the number of points in their pool 
  equal to their character level with an 8-hour rest. Resting further 
  does not remove any additional points. Reducing or eliminating the 
  remaining points requires help from a therapist, priest, counselor 
  or similar professional. The details, cost, time and other factors of 
  those encounters are left to individual GMs.
   
  ADVANCING (LEVELING UP) 
  YOUR THRESHOLD SCORE.
   Your character’s immersion into the supernatural effects how 
  they interact with the mundane world. As your Threshold Score 
  increases, your character learns to handle the supernatural a bit 
  more, but it makes it harder to appear mundane.
   
   Every time your pool of Paradigm Points reaches a total equal 
  to your threshold times five (Threshold x 5) you increase your 
  threshold score by 1, reset your pool to zero and possibly gain an 
  oddity.
   
  ODDITIES
   At every odd Threshold Score (1, 3, 5, 7) you gain an Oddity. 
  This is a strange quirk, habit, mannerism, or other element reflects 
  the impact of the supernatural on your life and how you deal with 
  the odd world you now live in. 
   
   Players should choose their oddities. These oddities could be 
  based on the episode, their backstory, or the situation in which 
  they failed the check that increased their Threshold Score. Keep 
  in mind; these oddities should be small in scope and specific 
  in nature. They are intended to enhance roleplaying, not be a 
  significant element of gameplay. Some examples are listed below.
   
  SEVEN EXAMPLE ODDITIES
  Birds love you
  Your tattoos tend to move from time to time
  People forget your name
  You prefer raw meat to cooked meat
  At night you have a unique smell
  Mirrors frighten you
  People often misunderstand you.
  If a situation does arise where Players or GMs need to make a 
  roll involving an oddity, assign a +2 or -2 circumstance bonus as 
  necessary (per GMs discretion). 
  DECREASING THRESHOLD
   Certain feats and abilities can allow you the option of decreasing 
  your threshold. When this occurs, you lose the most recently 
  gained oddity (if any). If your threshold should increase in the 
  future, GMs may use their discretion to determine whether you 
  gain back that same oddity.
   
  PA JVBSK OHCL ILLU KPMMLYLUA, FVB RUVD
  
  47
  CHAPTER 4
  SEcRET ROYALTy,
  THE BLOODlINES
  
  48
   The journal became an accusation. For a week it sat on 
  the dining room table, among the unopened mail and unread 
  newspapers—a plastic-bag wrapped lump that reminded me of the 
  strangeness that had occurred. The first catkins were budding on 
  the willows down by the river when I eventually plucked up the 
  courage to examine the book again.
   By this stage I was simmering with a peculiar kind of rage: 
  against Arthur for presuming that he could stow me here in this 
  forgotten part of the countryside; rage against my mother for her 
  superior “I told you so” attitude; rage against myself for allowing 
  others to sweep me along in their wake.
   My dreams were fitful, interrupted every time I heard an owl 
  hoot outside or branches scrape on the roof. During the day, I 
  wandered, dazed, among Vale Hall’s ruins, tracing the rain-blunted 
  carvings on the exposed stone. The days were growing longer, 
  even though they didn’t feel warmer, and that restlessness of the 
  magpies flashing their iridescent plumage in the old oaks infected 
  me too.
   Arthur, despite his protestations that the work on the cruise ship 
  was killing his creative spirit, nonetheless signed on for an extra 
  four weeks. I took the news like one would feel a punch in the gut, 
  but kept the tears from clogging my voice when I told him, during 
  one of our rare Skype calls, that I was happy for him, that I was 
  doing just fine. My life was on hold, and I was slowly but surely 
  going stark raving mad.
   The next morning I encountered Guinevere’s journal out of its 
  protective covering and placed on the kitchen counter. I jumped at 
  the sight, but when I went to check the front door, I saw that it was 
  still locked, as was the back door, and the ground floor windows 
  were all shut tight. I was the only person in the dwelling yet I 
  didn’t remember removing the accursed journal from my bag. I 
  replaced it without looking at it.
   The second occasion, I awoke with the book on the floor next to 
  my bed. The biro was lying next to it, and ink smudged my fingers, 
  so I dared to look inside.
   The writing was unlike mine, slanted and elegant, like the script 
  used in old Victorian documents. Reading cursive had never been a 
  strong point of mine, but I couldn’t quite help myself.
   The hours are interminable, the shadows long and grasping. I 
  wait, hand pressed against the windowpane, breath frosting the 
  glass. When will he return? 
   My heart is empty.
   I must’ve written this, but I had no recollection.
   Under the hearthstone in the old hall, secreted in a box lined with 
  lead. It should be safe after all these years. 
   The biro’s splotchy blue ink was a poor element to mar these 
  pages, yet I couldn’t help but choke on the mingled wonder and 
  fear that clotted my stomach and threatened to wash through me. 
  What devilry was this? My first impulse was to phone Mum and 
  tell her that I’d be returning to Whitby, that I admitted defeat, that 
  I’d go work for Uncle Philip if he still needed a receptionist.
   By all rights, I should dispose of this book and the infernal 
  mystery it presented, and though my heart pulsed sickly, and I 
  brought myself as far as the fireplace in the lounge, I couldn’t 
  let go of the journal, couldn’t carry through with the deed that 
  involved matches and turpentine. The book was too beautiful, too 
  possessed of a vividness when compared to my banal surrounds.
   But I couldn’t continue to ruin it with the bloody biro. Instead, 
  I broke Arthur’s cardinal rule about me not scratching in his 
  things while he was gone. He had several indelible, archival-
  quality markers in his drawer. He was unaware that I knew where 
  he stashed the key to his desk drawers—in the little urn on the 
  mantelpiece. The study was verboten to me, but I thrilled at the 
  transgression and breathed in the faint mustiness that reminded me 
  so much of my husband and his clammy hands. The air was chill, 
  and I didn’t linger; this was not my domain.
   I reveled in my transgression, went to sleep each night 
  wondering what message my dream-self would leave me 
  to discover the following morning. Did this mean I’d come 
  completely unhinged? Did it even matter? With the journal on 
  my bedside table and the pen at the ready, I slept soundly; the 
  messages became longer stories.
   There is a beetle larva, grubbing in the leaf mold on the forest 
  floor. It fattens on the rotten trunks of old trees, a blind, ugly thing 
  that is vulnerable to birds’ beaks and hungry voles. Yet it grows and 
  sheds successive skins until it pupates. The beetle, when it finally 
  emerges, rises into the sky and pushes the sun from the eastern 
  horizon to the west. Each day there is a new beetle to replace the 
  old, and the cycle repeats itself endlessly.
   He plunges from the heavens, betrayed, his wings aflame. Later, 
  he wanders, cloaked among the mortals, invisible, whispering into 
  their ears, slipping bright embers into their hearts.
  FAMILIAR 
  BLOODLINES,
  STRANGE AGENTS
   Although few can say from where the very first bloodlines arose, 
  most who walk the lands beyond the veil know that they are as 
  old as Earth itself (and if some are to believed, older still). Seven 
  bloodlines for seven celestial heirs, each the child of an immortal 
  guardian of great power, each whispering truths that harmonize 
  the universe, operating at a frequency only the devas in service to 
  Atziluth resonate with.
   
   But these seven bloodlines aren’t imagined. They are real – as 
  real as you, cherry pie, Ford pickups, the global war on terror, 
  or I. Spread across the globe, many of the people from these 
  bloodlines have, in the wake of the Industrial and Communication 
  revolutions, stopped looking within themselves and have fallen 
  
  49
  into a sort of sleep, what some occultists with a penchant for 
  Egyptian initiatory thinking would call the Sleep of Apep. But even 
  as these individuals slumber, their blood yearns to awaken, and 
  countless personal events, from prophetic nightmares to chance 
  encounters with the supernatural, serve as subliminal reminders, 
  all of them whispering a single truth; the blood is the life. One 
  by one, individuals across these seven lines have begun to open 
  their sleeping eyes, seeing the world for what it is – a mismatched 
  masterpiece of horror, desperation, and power plays. But anyone 
  watching the nightly news knows that, right?
   
   For most occultists, this knowledge isn’t new. It’s been 
  hidden in dusty tomes, occult librams, dead scrolls buried in 
  seaside caves, lost in the holds of sunken colonial ships of the 
  eastern coast of the Americas, and most recently, embodied in 
  the heptagram – commonly known as the seven-pointed star – a 
  symbol any hermetic magician born after 1939 probably knows. 
  But symbolism being what it is, few realize that there is a lot more 
  blatant truth embedded in it, that the star itself is a key, not to just 
  find those who still carry magic in their blood, but in unlocking it – 
  for good or ill.
  THE BLOODLINES
   With more than seven billion people dominating the Earth, there 
  are countless bloodlines that cross time and space – all of them 
  carrying specific strands of DNA – that many come to learn hold 
  their secret potentials. Although those with extremely narrow 
  understanding rely on exterior appearances and/or one’s ethnicity 
  to judge the true worth of an individual, the wise know this is the 
  first step down the path to folly. Racism is a deplorable human 
  trait, one that most rational people would be happy to see wiped 
  from the planet, but those who have pierced the veil know it is 
  an altogether dangerous trait, as well. With billions of humans all 
  vying for power at every level of society, those with the capability 
  to do a little more – to pierce the darkness and see reality for what 
  it is, are a rare lot.
    
   For eons, these individuals grouped, marrying into elite families 
  that could trace their roots to ancient peoples and, it is whispered, 
  to the very entities that command the invisible realms beyond. 
  Of course, these could be calculated fallacies - a longstanding 
  fabrication used to justify everything from cronyism, nepotism, and 
  in some of the darker corners of history, incest. Only those who 
  have walked into the invisible know the stark, sobering truth…
   Some families hold power.
   
   The vast, interconnected world most of us know complicates 
  this fact. Countless empires have risen and collapsed, every one 
  of them leaving behind unclaimed names and inherited power. 
  Born in brothels, on plantations, and in some cases, love affairs 
  that left parents and children disowned and discarded in the darker 
  corners of history, no one people can truly lay claim to a single line 
  of blood. The fact is, any individual might carry that supernatural 
  spark, that unlocked potential to push through the known and into 
  the unknown; no amount of well-wishing or denial can change 
  that. Their names, nations, and histories will vary, but the truth will 
  out – the blood is the life. For many, hints of this special heritage 
  lie hidden in fiction or fables, passed down in fading journals or 
  whispered to distant cousins across the yawning gap of time. It is a 
  story that the average global citizen simply cannot wrap their head 
  around, but nearly of us have heard.
   
   These individuals, whether they can track their names back into 
  the distant past or not, all inherit a special potential that, with the 
  right catalyst and conditions, might blossom into something truly 
  special – even if they curse this fact. These countless secrets, every 
  one locked inside one’s DNA, have traveled across the vast gaps in 
  space and time, each waiting to be awoken, in those with the will 
  and tenacity to do so.
  BORN INTO THE 
  BLOOD
   What do we mean by “bloodline?”
   In some cases, we mean an actual familial genetic lineage.
   But just because you lie to your roommate to go out all hours of 
  the night casting magic-spells, meeting unnatural hotties, sharing 
  drinks with terrible non-Euclidean teenage Frankensteins and 
  occasionally murdering things that go bump in the night … well, 
  that doesn’t necessarily mean that your mom used to do the same 
  thing back in her day, just like how grandma met grandpa.
   Cults, cabals, independent practitioners, secret lodges and 
  fraternal orders of occult scholars alike near-universally employ 
  the catch-all term “bloodline” to mean the direct heritage of a 
  magician’s occult power ... but the exact specifics of how such a 
  connection is made can be quite bit more complex and nuanced.
  1. ACTUAL GENETIC LINEAGE 
   Some people are simply born to power; sometimes, the dark gift 
  that is passed down is more than just prestige, fortune and family 
  name. Sometimes, it’s ... mystical in nature. 
   This is the default assumption of most bloodlines, although the 
  inborn arcane potential is quite likely to skip a generation or two 
  each century.
  EXAMPLE
   The dreaded sorcerer Simon Greymalkin is the son of Rufus 
  Greymalkin, the grandson of Alastair Greymalkin and the great-
  grandson of Obadiah Greymalkin. Since 1803, the Greymalkin 
  family has dabbled in banking, shipping, antiquities, and art 
  collection … and, in the meantime, has ruled over several New 
  England counties from their sprawling, cliff-set seaside enclave. 
  Those who offend the Greymalkin family tend to be found dead in 
  their bathtubs, often of grotesque accidents and apparent suicides. 
  As a multi-million dollar charitable foundation, the Greymalkin 
  Organization, LLC claims no involvement.  
   Rumors persist of bastard lineages, of course; it’s said that there 
  
  50
  are gifted mystical practitioners all across the US with a touch of 
  Greymalkin blood.
  2. POWER PASSED THROUGH 
  MURDER
   When those gifted with occult power die, the children of their 
  killers may be born with certain very special abilities indeed.
  EXAMPLE
   Tiffany St. Clair was the final girl. She was the lone survivor in 
  a horrific series of bizarre serial murders that terrorized her 
  small town for months, leaving dozens of local teens dead; 
  slaughtered in the most perverse and gruesome of ways.
   The true identity of the mad slasher was, of course, never 
  revealed to the public; confined to an insane asylum for the 
  better part of a decade, the stories of that long, final night 
  – and of the thing in flames, in the end – told by Tiffany 
  St. Clair were beyond belief.
   
  So imagine the horror that Tiffany felt when 
  her first daughter was born with the very same dark, 
  strange eyes as the hulking man who stalked her 
  through the woods all those years ago.
  3. POWER PASSED BY 
  TRUE LOVE
   The heart knows, even if the mind rebels; a magical 
  lineage can be passed from war-widow to young orphan, 
  from a dying soldier to the doctor tending his wounds.
  EXAMPLE
   On the day Annabelle Churchstreet met the woman with the 
  long gray scarf, she was already happily married and six months 
  pregnant. But there was something about that woman ... something 
  that clicked. There was a beautiful secret in her smile; they never 
  spoke, nor even shared a word. 
   The woman left, and some piece of Annabelle went with her. 
  Three months later, Annabelle’s little boy was born with that very 
  same smile on his lips, a calm grin bright enough to make his 
  mother weep with joy. 
   His parents named him John.
  4. POWER PASSED BY AN ITEM
   Sometimes, an object gains a certain resonance after being used 
  long enough for mystical purposes, capable of being unlocked 
  only by a chosen few. When such an item is passed down within 
  a family as an heirloom, its power can easily be mistaken for the 
  results of a genetic bloodline.
  
  51
  EXAMPLE
   When she holds that battered old lighter she found in the back 
  of the abandoned pawnshop, Lorelei can see ghosts. She can smell 
  them. She can even burn them. What it was doing there, precisely, 
  she doesn’t know, and she doesn’t care: Lorelei isn’t afraid of the 
  dark anymore. 
  5. POWER PASSED THROUGH SAVING 
  A LIFE: 
   When a magically empowered creature is on the very edge of 
  death – even if she doesn’t know it – her essence can bleed out into 
  the souls of those around her. 
  EXAMPLE
   Rodrigo never wanted to be special. He even really never wanted 
  to help people. He never wanted to be an EMT or a trauma surgeon 
  on any of that other stuff. Rodrigo just wanted to be left alone to 
  watch sports on TV. But you’d have to be some kind of monster 
  not to pull a little old man back from walking into traffic like that, 
  and ever since that day, Rodrigo has been special.  
   In fact, he’s becoming more special every day.
  6. POWER OF THE MANTLE
   Great and terrible magic, once called-forth, may not be put down 
  again with ease. Some power will seek a wielder.
  EXAMPLE
   There must always be a Horned King; she must always ride upon 
  the bright, chill winds of autumn beneath the harvest moon, and 
  she shall confound the Courts with her deeds. 
   Should the Horned King be slain, another shall be called in her 
  place. Thus, it has always been. Look to the woman laughing in a 
  crown of leaves on the summer equinox, later crying beneath the 
  stars ... and you will know the next maiden to ascent the Horned 
  Throne.
  7.  BIRTHPLACE, STAR-SIGN & 
  MOMENT OF CONCEPTION
   At certain times, and in certain places, the elder power of the 
  Goëtic Spirits rise once more from beneath the Archons’ tattering 
  Veil. 
  EXAMPLE
   Seven very special children were born at the stroke of midnight, 
  at the first moment of August 17th, 1987. The night of their 
  godhood fast approaches.
   The magical bloodlines that crisscross the globe have 
  been around for millennia, ebbing and flowing in power with 
  the passing of years. While some of these lines have faded 
  from view, a select few of them have coalesced into great 
  Lineages, becoming distinguished groups unto themselves. 
  These powerful lineages are formal families, tribes, and other 
  cultural, ethnic, or social entities. The most prominent among 
  them are listed below, in their respective entries.
  
  52
  CHOOSING A 
  BLOODLINE
   When a character selects a particular bloodline, she 
  automatically gains 7 blood points (abbreviated hereafter as BP). 
  She can use (or save) these points to buy bloodline racial traits to 
  reflect her supernatural heritage. The racial options are listed under 
  the Additional Traits subheading in each bloodline’s racial 
  entry. The following bloodlines might appear anywhere on the 
  globe, in any individual. There are seven major bloodlines. They 
  are: the dragon blooded, the fey blooded, the infernal blooded, the 
  jinn blooded, the seraphic blooded, the shadow blooded, and the 
  spirit blooded. 
  THE DRAGON 
  BLOODED
  RACIAL TRAITS
  Dragon-blooded humans commonly display the following traits. +2 
  to Dexterity, +2 to Charisma
  ADDITIONAL TRAITS 
  Dragon-blooded humans may spend a total of 7 BP to purchase any 
  combination of the following racial traits:
  Blessing of Ouroboros (Ex) – Dragon-blooded humans have cold 
  resistance 5 (1 BP).
  Storm’s Chosen (Ex) – Dragon-blooded humans have electricity 
  resistance 5 (1 BP).
  Dragon’s Sight (Ex) – Dragon-blooded humans possess low-light 
  vision (1 BP).
  Serpent’s Touch (Ex) – Dragon blooded humans gain a +2 racial 
  bonus to Acrobatics and Stealth skill checks (2 BP).
  Snake’s Strike (Ex) – Dragon-blooded humans gain a 10-foot 
  racial bonus to their speed when using the charge, run, or withdraw 
  actions (2 BP).
  Temple’s First Secret (Ex) – Dragon-blooded humans gain a +2 
  dodge bonus to AC when in jungles (2 BP).
  Dragon’s Luck (Ex) – Dragon-blooded humans land on their feet 
  even when they take lethal damage from a fall. Furthermore, they 
  gain a +1 bonus to their CMD against trip attempts (2 BP).
  Mist Touched (Sp) – Dragon-blooded humans can cast vanish 
  as a spell-like ability a number of times per day equal to ½ their 
  character level + their Charisma bonus (3 BP).
  Great Mantle of Power (Ex) – Dragon-blooded humans gain a +2 
  bonus on Diplomacy and Bluff checks. In addition, when they use 
  Diplomacy to shift a creature’s attitude, they can do so up to three 
  steps up rather than just two (3 BP).
  Ancient Magic (Sp) – Dragon-blooded humans gain a +1 bonus 
  to the DC of spells they cast that have the language-dependent 
  descriptor or that create glyphs, symbols, or other magical writings. 
  They also gain a +2 racial bonus on saving throws against such 
  spells. Dragon-blooded humans with a Charisma score of 11 or 
  higher also gain the following spell-like abilities: 1/day—arcane 
  mark, comprehend languages, message, read magic. The caster 
  level for these spell-like abilities is equal to the user’s character 
  level (3 BP).
   Born cold, calculating, and prone to dreams of conquest 
  outsiders rarely understand, the dragon blooded are a confident 
  line – some who whisper their heritage is as old as the serpent that 
  encircles the cosmic egg. 
   
   Although many chuckle at the idea of sleeping dragons, these 
  individuals know all too well that the blood is as cold as it is 
  ancient. Individuals from this bloodline often spend decades 
  dedicated to self-mastery, tempering their spirits and directing 
  their will in ways that, in the dawn of history, built entire empires. 
  Although some dragon blooded humans claim their blood comes 
  directly from dragons long lost to the modern world, nearly 
  all humans from this bloodline can trace their ancestry back to 
  the ancient empires of the world, both in the east and the west. 
  Whether as royal emperors, peaceful philosophers, or modern 
  dictators, the individuals who lay claim to the blood of dragons are 
  not to be trifled with. 
   
   Dragon blooded humans always manifest their natural gifts 
  before puberty. These bright children, when others of their kind 
  notice them, are groomed throughout their young lives, growing 
  into adults who naturally command their lessers. For some, this 
  means long lives sequestered away in mountaintop temples, while 
  for others it might mean something far more public – like ruling a 
  nation.
  LAS SERPIENTES 
  (a draconic bloodline lineage) 
    This bloodline has fluctuated in prominence throughout South 
  America for centuries, with a precipitous rise to widespread power 
  during the past fifty years. Descended from an anaconda-like river 
  dragon – one of the shape-shifting serpent-gods of the Amazon 
  River basin – the lineage originated in the deepest, darkest jungle. 
  Like their headhunter ancestors, Las Serpientes shrink the heads 
  of their decapitated enemies, using these gruesome totems to 
  enslave their fallen foes’ spirits. Enriched by the drug trade, the 
  family business has become a sophisticated corporate operation, 
  expanding into a multinational syndicate, which includes drug 
  cartels, militias, and local governments. Unapologetic cannibals, 
  Las Serpientes believe that killing and consuming their enemies 
  grants them power; lately, this hunger has prompted them to push 
  their influence and illicit activities far beyond historical boundaries, 
  thereby embroiling them in a brutal underworld war with the 
  
  53
  devilish Masters family to the north. Las Serpientes sometimes 
  induct outsiders into their lineage through the ritual cannibalism 
  of a bloodline member – a practice they use to weed out their 
  disfavored and adopt powerful allies into the brood. 
   
   Prominent family members include Don Tiago Mboa, zombie-
  raising cartel boss, and his daughter Malinda Mboa-Crowe, the 
  star-crossed assassin whose infernal marriage is about to ignite 
  the entire hemisphere. Las Serpientes control private compounds 
  and smuggling routes from Chile to Columbia, with a cartel 
  headquarters and sacred ritual site deep within the Ecuadorian 
  rainforest. The Archons care little about the voracious appetites of 
  Las Serpientes, and the feeling is mutual.
  THE TIANLONG DYNASTY 
  (a dragon bloodline lineage)
   This ancient and prolific bloodline permeates East Asia from 
  the snow-capped Himalayas to the loneliest Japanese islands. 
  Descended from the legendary celestial dragon emperors, the 
  Tianlong carry a legacy that demands excellence and self-mastery 
  above all things. While most members awaken to the power 
  of their ancestors’ blood as children and after that devote their 
  lives to serving the dynasty, every forty-nine years an outsider of 
  supreme mastery may join the bloodline as an adult by conquering 
  a grueling crucible of martial and psychic skill – the Tournament 
  of the World Serpent. Upon winning the tournament and assuming 
  the mantle of Dragon Champion, each champion may then become 
  a Twice-Born Dragon by ritually consuming his or her progeny to 
  end one bloodline and join another – the rite of Swallowing the 
  Dragon’s Tail. After completing this rite, the lifespan of a Twice-
  Born Dragon doubles, along with their potential, making these 
  pinnacle paragons, the most frighteningly powerful adepts on the 
  planet.
   
   Prominent members of the dynasty include Tianlong Fan, mind-
  rending monk of the Invisible Army, and Tommy Lung, playboy 
  action star, and black market miracle worker. The Tianlong hold 
  dozens of icy mountaintop temples so inhospitable only the dragon 
  blooded can survive, but their ancestral home is the Invisible City, 
  accessible from several major Chinese holy sites though physically 
  situated suspended in the astral plane. The Tianlong have long 
  enjoyed the favor of the oppressive Archons, for the dynasty serves 
  as resolute enforcers of heavenly order.
  THE DRAGUA 
  (a dragon bloodline lineage)
      This small but well-connected lineage has ties that extend 
  throughout Europe, China, and into parts of eastern North Africa, 
  although the latter is primarily due to their proximity more than 
  anything else. 
   Prolific and ancient, this lineage operates out of Albania, 
  although it actively monitors its interests in both Greece and 
  Macedonia, where it maintains significant financial and political 
  weight. Inheritors of great wealth, but only minor prestige early in 
  the 13th century, the Dragua have dipped and weaved throughout 
  history; coming into notoriety on fewer than a dozen occasions. 
  Their most recent brush with fame came after reports surfaced that 
  the family had spent nearly 2 million Lek to distance itself from a 
  series of unsolved murders in China that followed a controversial 
  wedding.
   The Dragua remain focused on Albania’s progress, and by 
  extension, the social progress of its neighbors as well. Having 
  suffered under Communism until the early 1990s, the Dragua 
  are fierce lovers of freedom and often outspoken when it comes 
  to zealots of any stripe. Critical of baseless traditionalism and 
  tribalism, the Dragua have risen to international prominence in 
  several political and social circles, and several of their youngest 
  members have continued to make inroads in larger circles within 
  the European Union.
   Although other lineages have challenged the very idea, the 
  Dragua claim to have an extensive and accurate family tree that 
  extends back into the 3rd century. If true, this would make them one 
  of the oldest lineages in all of Europe, and possibly a lot larger than 
  they appear to outsiders. 
  Kfhj 
  ymj 
  Rnwwtw
  
  54
  THE FEY BLOODED
   Delicate and lively, individuals who carry the blood of the fey 
  display strange insights. Some claim to suffer from otherworldly 
  visions of both the future and past. Prominent throughout the 
  Old World, fey-blooded individuals often display interests in 
  nature, environmentalism, and history – especially history related 
  to Ireland, Scotland, Gaul, and even some of the Nordic lands. 
  Mischievous to a fault, these individuals often rally around pranks, 
  their impish and coy demeanors betraying their better nature. Quite 
  a few display connections to the natural world that, in the past, 
  would have marked them as witches and saw them burnt at the 
  stake. 
   
   Nearly eliminated during the Dark Ages, this bloodline has 
  seen a resurgence in the modern world that some have suggested 
  could only be the work of the Seelie court itself.  Humans with this 
  bloodline begin to display its traits during puberty.
  RACIAL TRAITS
  Fey-blooded humans commonly display the following traits. +2 to 
  Dexterity, +2 to Charisma
  ADDITIONAL TRAITS
  Fey-blooded humans may spend a total of 7 BP to 
  purchase any combination of the following racial traits.
  Thornskin (Ex) – Fey-blooded humans gain a natural armor bonus 
  +2 (1 BP).
  Unseelie Luck (Ex) – Fey-blooded humans gain a +1 racial bonus 
  on all saving throws (1 BP).
  Fey Footed (Ex) – Fey-blooded humans gain a +10 foot bonus to 
  their base speed (1 BP).
  Feysight (Ex) – Fey-blooded humans have darkvision 60 ft. (2 
  BP).
  Green Blessed (Ex) – Fey-blooded humans gain a +2 dodge bonus 
  to AC when in forests (2 BP).
  Vigil of the Summer Queen (Ex) – Fey-blooded humans are 
  immune to magic sleep effects and gain a +2 racial bonus on 
  saving throws made against enchantment spells and effects.  
  (2 BP).
  Tree Whisperer (Su) – Fey blooded humans can converse with 
  plants as if subject to a continual speak with plants spell (2 BP).
  Pixie’s Blessing (Ex) – Fey-blooded humans possess DR 3/cold 
  iron (3 BP).
  Enchanting (Sp) – Fey-blooded humans can cast charm person 
  as a spell-like ability a number of times per day equal to ½ their 
  character level + their Charisma bonus (3 BP).
  Winter Court’s Magic (Sp) – Fey blooded humans add +1 to 
  the caster level of any enchantment spells they cast. Additionally, 
  they also gain the following spell-like abilities: 1/day—faerie fire, 
  haunted fey aspect, pass without trace, and prestidigitation. The 
  caster level for these effects is equal to the user’s 
  character level (3 BP).
  THE SIONANNS
  (a fey bloodline lineage) 
   This bloodline’s population has revived in just the past century, 
  their power passed not only by genetic heritage but bolstered 
  through adoptees – young human lives “saved” by the fey. Stories 
  abound of infants kidnapped by the fey (often, but not always, 
  rescued from horrific circumstances) and returned to the mundane 
  world as adolescents, forever changed. They yearn to reclaim 
  the half-remembered belonging they feel they’ve lost and return 
  “home” to the celestial realms of the fey. Unable to simply gate 
  themselves en masse to another plane, the Sionanns carve out 
  natural sanctuaries where the barriers between worlds can be made 
  thin and broken down. As such, most Sionanns are conservationists 
  and eco-warriors, though a junkie-like desperation has turned 
  many into assassins and eco-terrorists willing to maim and murder 
  to claw their way toward their “fix.” A few have even gone feral, 
  disappearing into the deep forests to speak with the trees and learn 
  ancient, forbidden rites.  
   
   Prominent family members include Ailsa Sionann, the 
  family’s thorny matriarch, and Colm Sionann, grizzled captain 
  of the North Sea anti-whaling vessel Mab’s Fist. The bloodline 
  maintains humble yet fiercely defended lodges near sacred glens 
  all across northern Europe, but the elder leadership gathers in an 
  enchanted castle in Glen Danu, Ireland. Occult scholars suspect 
  the rising power of the Sionanns is a power play of the fey courts 
  – an impudent attempt to tamper with the boundaries between 
  dimensions, which the Archons do not appreciate.
  ANANSI’S KIN
  (a fey bloodline lineage) 
   
   This bloodline has been prevalent in sub-Saharan Africa for the 
  past five hundred years, though its origin goes back to the dawn 
  of humanity. Descended from the powerful fey who inspired 
  the legends of the spider god Anansi, these folk carry on the 
  traditions of their folk hero ancestor, taking the roles of storytellers, 
  tricksters, and dispensers of wisdom. While the actions of a 
  notorious few have earned the family a reputation as pranksters and 
  deceivers, the kinfolk as a whole aren’t purposefully malicious so 
  much as they make sure that everyone – even the powerful – learn 
  their lessons, even if it hurts.
   
   This bloodline’s power always skips a generation, arranging 
  the awakened of the family in a scattered web of grandparents 
  and cousins interwoven with “normal” parents and children who 
  keep them somewhat tethered to mundane humanity. Prominent 
  members include Miriam Haley-Elba, curse-curing global 
  philanthropist, and Professor Kuuku Annan, polyglot preserver 
  of the occult’s oral history. Anansi’s kin wander throughout the 
  
  55
  verdant regions of western and central Africa, but many frequent 
  the rainforests surrounding the ancient meteorite crater which is 
  Lake Bosumtwi in Ghana; there, legends say, old Anansi once 
  tricked a star into leaping from the sky, and the star fell so hard it 
  cracked the shell between heaven and earth. The Archons watch 
  Anansi’s kin closely, for they know this legend to be true, making 
  the kinfolk likely suspects for smuggling and shenanigans between 
  the mortal and celestial realms.
  THE INFERNAL 
  BLOODED
   Cunning and strong, individuals with ties to this bloodline 
  rarely discover the power of their blood until late into their teens, 
  although some don’t manifest their abilities until their mid-
  twenties. Naturally intelligent, these individuals combine their 
  wit with their strength, outwitting or strong-arming others into 
  following their directions, regardless of their will. 
   
   Unlike many others, individuals with infernal blood  have an 
  almost unnatural understanding of the Infernal realm’s three most 
  profane laws: might makes right, self-preservation trumps sacrifice, 
  and stupidity is a sin. Born with deep, almost reddish complexions 
  that often match their demeanor, these individuals frequently 
  display small, physical imperfections that set them apart, be it a 
  blemish, mismatched eyes, off-color strands of silver or golden 
  hair, and other oddities that are clear deviations from the norm for 
  their ethnicity.
  RACIAL TRAITS
  Infernal-blooded humans commonly display the following traits. 
  +2 to Intelligence, +2 to Strength 
   
  ADDITIONAL TRAITS
  Infernal-blooded humans may spend a total of 7 BP to purchase 
  any combination of the following racial traits.
  Hell’s Kitchen (Ex) – Infernal-blooded humans have fire 
  resistance 5 (1 BP).
  Eyes of the Infernal (Ex) – Infernal-blooded humans possess low-
  light vision (1 BP).
  True Night’s Embrace (Ex) – Infernal-blooded humans always 
  treat both Perception and Stealth as class skills (1 BP).
  Lightbringer (Sp) – Infernal-blooded humans can create a fiery 
  halo (as per the light spell) centered on their head as a spell-like 
  ability at will. When using the halo, an infernal blooded human 
  gains a +2 circumstance bonus on Intimidate checks against good 
  creatures and on saving throws against becoming blinded or 
  dazzled (2 BP).
  Devil’s Charm (Ex) – Infernal-blooded humans gain a +2 racial 
  bonus on Bluff and Sleight of Hand skill checks. This bonus 
  increases to +3 when dealing with Goëtic Spirits. (2 BP). 
  Dante’s Secret Blessing (Ex) – Infernal-blooded humans gain a 
  +2 racial bonus on saving throws against fear and despair effects. 
  Also, once per day, after a natural roll of 1 on a d20 roll, infernal 
  blooded humans may roll again and take the second result (2 BP). 
  Devil’s Tongue (Ex) – Infernal-blooded humans gain a +4 racial 
  bonus on Linguistics checks, and gain one additional rank every 
  time they put a point in the Linguistics skill (2 BP).
  
  56
  HOUSE SCRAE 
  (an infernal bloodline lineage) 
   House Scræ has monopolized black magic in the Old World for 
  a thousand years, using their entrenched influence in church and 
  state to launch countless witch hunts and crusades against any 
  bloodline even remotely perceived as a rival. Their persecutions 
  nearly exterminated the fey-blooded of Europe during the Dark 
  Ages, and ever since House Scræ has held up that pogrom as a 
  warning that this land and its mysteries belong solely to them. 
  While the house’s warlocks hold formidable expertise in spirit-
  binding, ritual magic, and necromancy, their favorite dark art is 
  alchemy, which they use both directly and through subtler, artisanal 
  applications such as infusing alchemical power into potions, wines, 
  and ales. Awakening into this bloodline requires the appropriate 
  infernal heredity but also ritual ingestion of an alchemical solution, 
  which combines the blood and links the spirits of house members. 
  Versions of this tincture can enslave the minds of mortal minions 
  and, rumors say, even convert a member of another bloodline into a 
  loyal Scræ. 
   
   Prominent members include Anselmo Scræ, alchemical 
  merchant prince of Venice, and Archbishop Vladislaus, the most 
  fearsome exorcist on the planet. Old and paranoid, House Scræ 
  maintains redundant chapter houses in every major European city, 
  though lately, important rites have been taking place in Craighton, 
  England, and Balaur, Romania. The Archons appreciate the ruthless 
  order House Scræ imposes; though in accepting them, the Archons 
  have failed to discover House Scræ’s secret, ultimate goal – to bind 
  and bend an Archon to their whim.
  THE MASTERS
  (an infernal bloodline lineage)
   This bloodline of brazen American hellspawn dominates the 
  Secret World of the United States from coast to coast, wielding 
  power through a diverse portfolio of occult-augmented crime 
  syndicates. Fully funded by a bottomless well of old, dirty money 
  multiplied by a century of predatory Wall Street profiteering, 
  the Masters don’t need to rob, embezzle, and extort: they love to 
  because the weak deserve to lose and blood money spends all the 
  sweeter. In darkened alleys and smoke-filled boardrooms alike, 
  the Masters are brilliant bullies, adept at the art of intimidation and 
  sadistically gleeful to demonstrate that might makes right. While 
  most Masters are sin-soaked tycoons and black magic mafiosi, 
  some rebellious youngsters truck with gun-running biker gangs 
  and unnatural underground fighting rings. Whether white-collar or 
  no-collar, the Masters all tend to have thick red necks and bulging 
  bloodshot eyes – which sometimes literally light on fire.
   
   Prominent family members include Darren Masters, arsonist 
  real estate mogul, and his estranged half-brother Kingston Crowe, 
  warlock war chief of the notorious Krooked Kross motorcycle 
  club. Shell-company strongholds for the family’s illicit interests 
  exist in most major cities, though the root of the bloodline traces 
  back to a sprawling hellhound-patrolled plantation in God’s Grief, 
  Virginia. Ironically – or at least hypocritically – the Masters are 
  obsessed with freedom, though only their own; while they seethe 
  against the oppression of the Archons, they have no qualms with 
  enslaving others through circumstance, coercion, or actual chains.
  Skin of the Abyss (Ex) – Infernal-blooded humans have DR 5/
  cold iron (3 BP).
  Faustian Secrets (Sp) – Infernal-blooded humans are treated as 
  +1 level higher when casting spells with the fire descriptor, using 
  granted powers of the Fire domain, using bloodline powers of the 
  fire elemental bloodline, using the revelations of the oracle’s flame 
  mystery, and determining the damage of alchemist bombs that 
  deal fire damage. This trait does not give infernal blooded humans 
  early access to level-based powers; it only affects powers that they 
  could already use without this trait. If an infernal blooded human 
  has an Intelligence score of 11 or higher, it also gains the following 
  spell-like abilities: 1/day– bleed, burning hands, infernal healing, 
  and touch of fatigue. The caster level for these spell-like abilities is 
  equal to the user’s character level (3 BP).
  Hell’s Own Heart (Ex) – Infernalblooded humans gain resistance 
  5 against negative energy damage. They do not lose hit points 
  when they gain a negative level, and they gain a +2 racial bonus on 
  saving throws against death effects, energy drain, negative energy, 
  and spells or spell-like abilities of the necromancy school (3 BP).
  
  57
  THE JINN BLOODED
   As passionate and dedicated as any modern dervish, jinn-
  blooded humans have ties that predate the modern Middle East, 
  their heritage arising from the Assyrian, Sumerian, and Babylonian 
  conquerors who, under a burning red sun, worked ancient magic 
  during the earliest dawn of man. Wise and tenacious, these 
  individuals display a resilience rarely found in the modern world, 
  many choosing paths that are anything but easy. 
   
   Naturally predisposed to conflict, these men and women often 
  excel as diplomats, as wel – luring their enemies into a false sense 
  of security before ending them with a single swing of their sword 
  or, worse, an uttered word of ancient, lost magic. 
   
   Although many jinn-blooded humans can trace their heritage 
  to the Fertile Crescent, not all of them hail from there. Natural 
  explorers with a strong understanding of trade, many jinn-blooded 
  humans have settled throughout Europe, Australia, and the 
  Americas – making them one of the most popular bloodlines on 
  the globe. Most humans that carry this bloodline begin to manifest 
  its traits during puberty, although some late bloomers may not 
  manifest their abilities until their early twenties.
  RACIAL TRAITS 
  Jinn-blooded humans commonly display the following traits. +2 to 
  Constitution, +2 to Intelligence
  ADDITIONAL TRAITS 
  Jinn-blooded humans may spend a total of 7 BP to 
  purchase any combination of the following racial traits.
  Jinn’s Luck (Ex) – Jinn-blooded humans gain a +1 racial bonus 
  on all saving throws (1 BP).
  Desert Skin (Ex) – Jinn-blooded humans have fire resistance 5 (1 
  BP).
  Eyes of the Desert (Ex) – Jinn-blooded humans have low-light 
  vision (1 BP).
  Al-Jinn’s Alacrity (Ex) – Jinn-blooded humans gain a +2 racial 
  bonus on Reflex saving throws (2 BP).
  Boastful Banter (Ex) – Jinn-blooded humans gain a +2 racial 
  bonus to Bluff and Diplomacy skill checks 
  (2 BP).
  Desert Blooded (Ex) – Jinn-blooded humans gain a +2 dodge 
  bonus to AC when in the desert (2 BP). 
  Jinn’s Resilience (Ex) – Jinn-blooded humans gain the Feat 
  Toughness (2 BP).
  Marid’s Mark (Sp) – Jinn-blooded humans can cast endure 
  elements as a spell-like ability a number of times per day equal to 
  ½ their character level + their Intelligence bonus (3 BP).
  Sila’s Sanction (Ex) – Jinn-blooded humans have DR 5/silver (3 
  BP).
  Magic of the Effrit (Sp) – Jinn-blooded humans gain a +1 bonus 
  to the DC of spells they cast that have the language-dependent 
  descriptor or that create glyphs, symbols, or other magical writings. 
  They also gain a +2 racial bonus on saving throws against such 
  spells. Jinn blooded humans with an Intelligence score of 11 or 
  higher also gain the following spell-like abilities: 1/day—daze, 
  detect magic, ghost sound, identify, and read magic. The caster 
  level for these spell-like abilities is equal to the user’s character 
  level (3 BP).
  THE COURT OF SULAYMAN
  (a jinn bloodline lineage)
   This bloodline has been well established in Western Asia for 
  the past 1400 years, though the lineage descends from a queenly 
  marid who was a member of King Solomon’s court and consorted 
  with the legendary ruler back in pre-biblical times. Fiercely proud 
  of both their human and jinn heritage, the Court of Sulayman has 
  always excelled at straddling the boundary between realms, serving 
  as effective diplomats between jinn and the secretly illuminated of 
  humanity. To deal with these otherworldly (and dangerous) beings, 
  the court’s viziers long ago mastered the mystic arts of naming, 
  summoning, binding, and wards, enabling members to protect 
  themselves and enforce their bargains, should diplomacy fail. 
  The court values knowledge and education, and their madrasas of 
  occult learning are among the most comprehensive in the world, 
  providing libraries and tutors on every topic from astrology to 
  xenoglossy.
   
   Prominent members of the bloodline include the honorable 
  Dawud Almullah, chief ambassador to the courts of the jinn, and 
  the Brass Sheikh, renegade monster-slayer and rumored thief of the 
  storied Ring of Aandaleeb. The Court of Sulayman owns opulent 
  penthouses and cloistered private estates all across the Middle 
  East, though the center of their intrigues is a hidden palace near 
  Al Dalwaah Kaluf, Oman. Ever cautious, the court has always 
  wisely avoided the wrath of the Archons, though loose talk of a 
  hypothetical jinn coup against the powers-that-be may soon strain 
  the court’s ties with their efreeti cousins – or bring about their ruin 
  entirely.
  THE SHAITAN’S OWN
  (a jinn bloodline lineage)
   Transported to Australia in the early 19th century, this freebooting 
  family rose from common charlatans to mystical merchant 
  princes in a single generation, all thanks to an unholy union with 
  a nefarious noble shaitan – one of the most terrible wish-twisters 
  ever to crawl dark and whispering from the lamp. Going by 
  Buckley, Melba, Flynn, and dozens of other names, the shaitan’s 
  spawn have changed their identities repeatedly throughout the ages, 
  always vanishing amid the smoke of scandal and ruin only to pop 
  up elsewhere to grift anew. Masters of mesmerism, illusion, and 
  
  58
  old-fashioned legerdemain, this bloodline excels at using psychic 
  chicanery to make their ingenious schemes downright miraculous. 
  Despite (or because of) their treacherous history, the shaitan’s own 
  possess a miraculous stockpile of magical items and occult relics, 
  but caveat emptor; nothing they sell is quite what it seems, or, if it 
  is, you probably shouldn’t want it. Presently the bloodline vends 
  their forbidden wares – along with mundane trafficking both illicit 
  and immoral – via Aladdin Transglobal, a Darwin-based shipping 
  company with vessels sailing and flying all over the world. 
   
   Prominent members include Gene Edwards Smoak, hexing 
  executive of Aladdin Transglobal, and his seductive sister Madame 
  Sila, phantasmal fortuneteller to the rich and powerful. The 
  shaitan’s own can wheel and deal as they please, for their founding 
  father long ago cut a deal with the Archons to assist the celestials 
  in manipulating anyone at any time – a sinister service the Archons 
  use with shameless frequency.
   I’ve heard of the Gargoyle hunting 
  Shaitan’s Own, although I still don’t 
  know why or how it even exists. It 
  warrants study. I may also have to put it 
  down. Shame. He’s done a number on that 
  crew.
  
  59
  THE SERAPHIC 
  BLOODED
   Nearly as famous as their infernal siblings, seraphic-blooded 
  humans are wise and comely, many displaying a natural charisma 
  that reveals their angelic roots, attracting others who simply want 
  to bask in the presence. Attractive to a fault, these individuals 
  display their bloodline in a number of physical ways; they have 
  bright eyes, angular features, and silky hair that range from 
  the dark of ravens’ feathers to the golden hues of the Valkyries 
  themselves. A rare bloodline that has expanded to nearly every 
  corner of the globe, seraphic-blooded humans are incredibly 
  uncommon, making up a part of the global population that is never 
  recorded on any census – which is just how their families like it. 
   
   Claiming a heritage with ties to divine figures or, in some stories, 
  the very angels themselves, this bloodline is sometimes mistakenly 
  attributed to the prophets of the Abrahamic faiths, leading to all 
  sorts of cults, secret societies, and conspiracies. Whether or not 
  these hold any water, of course, is a secret these individuals are not 
  want to discuss.
  RACIAL TRAITS 
  Seraphic-blooded humans commonly display the following traits. 
  +2 to Wisdom, +2 to Charisma
  ADDITIONAL TRAITS
  Seraphicblooded humans may spend a total of 7 BP to purchase 
  any combination of the following racial traits.
  Fear No Evil (Ex) – Seraphic-blooded humans gain a +2 racial 
  bonus on all saving throws against fear effects (1 BP).
  Angel’s Sight (Ex) – Seraphic-blooded humans have low-light 
  vision (1 BP)
  Celestial Knowledge (Ex) – Seraphic-blooded humans always 
  treat both Diplomacy and Heal as class skills (1 BP).
  Archon’s Will (Ex) – Seraphic blooded-humans gain a +2 racial 
  bonus on Will saving throws (2 BP).
  Herald’s Heart (Ex) – Seraphic blooded-humans gain cold 
  resistance 5 and electricity resistance 5 (2 BP).
  Solomon’s First Secret (Ex) – Seraphic-blooded humans gain a 
  +2 racial bonus to Diplomacy and Heal skill checks (2 BP).
  Ready for Hell (Ex) – Seraphic blooded-humans gain the Feat 
  Improved Initiative (2 BP).
  King Solomon’s Touch (Sp) – Seraphic-blooded humans can cast 
  cure light wounds as a spell-like ability a number of times per day 
  equal to ½ their character level + their Wisdom bonus (3 BP).  
  Blessing of the First (Su) – Seraphic-blooded humans gain 
  fast healing 2 for 1 round anytime they take electricity damage 
  (whether or not this electricity damage overcomes their electricity 
  resistance, if any). Seraphic blooded humans can heal up to 2 hit 
  points per level per day with this ability, after which it ceases to 
  function (3 BP).
  Harbinger’s Shield (Ex) – Seraphic-blooded humans have DR 5/
  evil (3 BP).
  THE BODIABOS
  (a seraphic bloodline lineage)
   This nascent bloodline has sprung up within the last century in 
  the sprawling favelas surrounding the ultra-dense cityscape of Rio 
  de Sangue, Brazil. What began with a silver-tongued medicine 
  man whispering strange prayers as he healed the city’s poor has 
  become a prevalent apocalypse cult commanding the devotion 
  of thousands. While the family’s creed joins the common refrain 
  that the end times are nigh, the Bodiabos stress that fear, not faith 
  alone, will be the test of mortal judgment and define who shall 
  inherit the great and terrible world to come (because, they teach, 
  fragile human minds cannot hope to comprehend real cosmic truth, 
  so those minds must be broken and forged anew). Guiding their 
  disciples through escalating circles of sanity-rending mystery, the 
  Bodiabos comport themselves like angelic missionaries and white-
  clad faith healers as they preach the gospel of benevolent terror, 
  laying golden hands on the terrified only to shove them back into 
  the dark time and again.
   
   Prominent family members include Catarina Bodiabo, soul-
  sucking supermodel, and the fearsome Diogo Heinrich Bodiabo, 
  mesmerizing cult master and deathless patriarch of the line. While 
  their vast network of followers stretches throughout Brazil and 
  neighboring countries, the mother chapel of the Bodiabo’s Golden 
  Terror sect is in the Cidade de Dourado slum, where the cult 
  controls every street and every soul. The Bodiabos present a grave 
  problem for the Archons, in that some celestials condemn them as 
  dangerous heretics, while others think they’re exactly right.
  THE SIN-EATERS
  (a seraphic bloodline lineage)
   All-but-erased from the historical record, this bloodline has 
  appeared irregularly for two thousand years, repeatedly destroyed 
  in catastrophe only to reappear elsewhere generations later. The 
  origin of a Sin-Eater is always miraculous in some respect – a 
  virginal birth, a pregnancy carried despite incredible adversity, or a 
  newborn discovered abandoned yet perfectly healthy in impossible 
  circumstances. Legends claim the first Sin-Eaters consumed 
  darkness tainting the hearts of others, but other accounts are more 
  metaphorical – shouldering the burdens of a cruel world, or leading 
  bands of tarnished souls on missions of redemption. Marked by 
  their healing touch and bright golden-brown eyes, Sin-Eaters often 
  stand out due to their angelic countenances, though standing out is 
  gravely dangerous for these individuals, who pay a terrible price 
  for daring to be a light in the darkness.
   
   Any current members must live in secret, but the last two well-
  known members of this bloodline were Lucy Levey, healer of 
  heretics and unsung martyr of the Great Chicago Fire, and Kiyoshi 
  Shimoda, forbidden ritualist and first shadow of Hiroshima. The 
  
  60
  Archons’ servants have been hunting the Sin-Eaters and their 
  elusive progenitor since the days of the Knights Templar, for 
  their existence is hard proof of something the Archons 
  cannot abide – a rebel voice in the celestial chorus.
   
   Try as they might to silence this disharmony, 
  the Archons have been stymied lately by a 
  mysterious but undeniably powerful force 
  cloaking the Sin-Eaters from the Archons’ 
  lofty sight, providing an unprecedented 
  opportunity for hope.
  
  61
  THE SHADOW 
  BLOODED
   Of all the bloodlines, those who carry shadow-touched blood 
  are perhaps the strangest of all. These rare individuals openly 
  display a love of the dark, and many of them openly avoid the 
  daylight, some of which suffer from minor medical conditions 
  that discourage activities such as sunbathing, hiking, and a host of 
  other outdoor activities. While others are quick to write them off as 
  weirdos with gothic sensibilities, most who carry shadow’s blood 
  don’t mind. In fact, many shadow-blooded individuals are clannish 
  wanderers who are as distrustful of outsiders as they are of them, 
  creating a sort of mutually-beneficial xenophobia that has left this 
  bloodline precisely where it wants to remain – in the shadows.
   
   Predisposed to the divinatory arts, many shadow-blooded 
  humans claim that their knowledge of the supernatural exceeds that 
  of the most notable of the Old World’s hermetic houses; whether or 
  not this is true is open to debate, but one thing remains true – their 
  understanding of magic far exceeds that of many other bloodlines. 
  Shadow-blooded humans commonly manifest their abilities in their 
  late teens. 
  RACIAL TRAITS
  Shadow-blooded humans commonly display the following traits.
  +2 to Dexterity, +2 to Intelligence
  ADDITIONAL TRAITS
  Shadow-blooded humans may spend a total of 7 BP to purchase 
  any combination of the following racial traits.
  Shade Sight (Ex) – Shadow-blooded humans have low-light 
  vision (1 BP).
  Night’s Secret Embrace (Ex) – Shadow-blooded humans gain a 
  +2 racial bonus on all saving throws against fear effects (1 BP).
  Shadow’s Sobriety (Ex) – Shadow-blooded humans gain a +2 
  racial bonus on all saving throws against charm effects (1 BP)
  Dark Resilience (Ex) – Shadow-blooded humans gain a +2 racial 
  bonus on saving throws against disease and mind-affecting effects 
  (2 BP).
  Black Moon’s Vision (Ex) – Shadow-blooded humans have 
  darkvision 60 ft. (2 BP).
  Dark Lore (Ex) – Shadow-blooded humans gain a +2 racial bonus 
  to Knowledge (occult) and Sense Motive skill checks (2 BP).
  City’s Secret Defense (Ex) – Shadow-blooded humans gain a +2 
  dodge bonus to AC when in urban environments (2 BP).
  Shadow of Magic (Su) – Shadow-blooded humans gain spell 
  resistance equal to 6 + their character level (3 BP).
  Dusk’s Embrace (Sp) – Shadow-blooded humans can cast 
  darkness as a spell-like ability a number of times per day equal to 
  their Intelligence bonus (3 BP).
  Book of Shadows (Sp) – Shadow-blooded humans add +1 to the 
  DC of any saving throws against spells of the shadow subschool 
  that they cast. Members of this race with an Intelligence score 
  of 11 or higher also gain the following spell-like abilities: 1/ 
  day—dancing darkness1, ghost sound, penumbra, ray of frost, and 
  ventriloquism. The caster level for these spell-like abilities is equal 
  to the user’s character level (3 BP).  
  THE EYES OF NYX
  (a shadow bloodline lineage)
   Originating as a cult of Nyx, primordial mother of gods and 
  personification of night, this bloodline spread over millennia from 
  ancient Greece to every corner of the globe. Since Plato’s time, 
  these brooding philosophers and occult scholars have pursued 
  hidden knowledge, relentlessly seeking the higher truths behind 
  the shadows, which dance before our eyes. While they became 
  psychics, diviners, and puppet masters beyond compare, Nyx’s 
  disciples remained in the shadows, guiding civilization with 
  invisible hands and shaping cities into secret laboratories as they 
  explored the deep shadows behind the Veil. The lineage’s power 
  and telltale ink-black eyes always trace back to readings of the 
  Libris Umbra – a legendary but fragmented tome of forbidden lore. 
  On December 21st, 2012, every awakened member of this bloodline 
  vanished without a trace, swallowed by a shroud of impenetrable 
  darkness. Some speculate their goddess called them home to roost; 
  others say they gazed too long into the abyss and finally caught the 
  eye of something old and hungry. 
   
   Two of the last-known members were Hitomi Kage (a.k.a. 
  “NoxRox07”), supernatural super-hacker of the dark web, and John 
  Doe, resurrected seer of the void between the stars. Nowadays, 
  with their members missing and their works abandoned, all that 
  remains of the bloodline are sleeping neophytes, orphaned and 
  grasping for clues in abandoned libraries and empty tombs. The 
  Archons know precisely what happened to Nyx’s disciples, 
  though the celestials desperately hope the auspicious act cannot be 
  repeated – or reversed. 
  THE SPIRIT 
  BLOODED
   Attuned to a world visited almost exclusively by dreamers, 
  spirit-blooded humans claim a heritage older than that of any other 
  bloodline, many claiming that their very bodies are the world’s 
  ancient spirits made flesh. Others claim they are the children of 
  the dreaming realms, readily pointing to the Astral Plane as their 
  original home. Natural medicine men, healers, and wise women, 
  these individuals enjoy a degree of diversity many other bloodlines 
  cannot lay claim to, with many individuals tracing their family 
  lines back to central North Africa, the steppes of northern Asia, 
  Aboriginal Australia, and pre-colonial North America.
   
   A bloodline with a strong connection to the Astral, spirit-blooded 
  
  62
  humans often excel as spiritualists and shamans, applying their 
  innate understanding of the invisible world to modern problems, 
  offering insights uncommon to our modern world. This connection, 
  however, often haunts them, as many spirit-blooded humans have a 
  hard time separating the two; the world of the spirit plaguing them 
  in ways few grasp. Still, more and more of these individuals are 
  stepping into the modern world; using their understanding of the 
  spirits they court, this bloodline pushes back the darkness.
   Spirit-blooded individuals normally manifest their 
  abilities during childhood, their invisible friends 
  remaining by their sides throughout their adult lives.
  RACIAL TRAITS
  Spirit-blooded humans commonly display the following traits. +2 
  to Constitution, +2 to Wisdom
  ADDITIONAL TRAITS
  Spirit-blooded humans may spend a total of 7 BP to purchase any 
  combination of the following racial traits.
  Lucid Soul (Ex) – Spirit-blooded humans gain a +2 racial bonus 
  on saving throws against illusion spells or effects (1 BP).
  Dawn’s Vision (Ex) – Spirit-blooded humans have low-light 
  vision (1 BP).
  Soul of the Swift (Ex) – Spirit-blooded humans gain a +10 foot 
  bonus to their base speed (1 BP).
  Will of the White Lodge (Ex) – Spirit-blooded humans gain a +2 
  racial bonus on Will saving throws 
  (2 BP).
  Luck of the Coyote (Ex) – Spirit-blooded humans gain a +2 racial 
  bonus on Bluff and Sleight of Hand skill checks (2 BP).
  Blessing of the Vision Quest (Ex) – Spirit-blooded humans gain 
  a +2 racial bonus on Perception and Sense Motive skill checks (2 
  BP).
  Dream Soaked Strength (Ex) – Spirit-blooded humans gain the 
  Feat Weapon Finesse. Additionally, they gain a +1 racial bonus to 
  hit with their bonded weapon 
  (2 BP).
  Shaman’s Secrets (Sp) – Spirit-blooded humans add +1 to the 
  caster level of any transmutation spells they cast. Additionally, they 
  also gain the following spell-like abilities: 1/day— detect poison, 
  disrupt undead, message, resistance, and sleep. The caster level for 
  these effects is equal to the user’s character level 
  (3 BP).
  Nature’s Sight (Sp) – Spirit-blooded humans can cast detect 
  undead as a spell-like ability a number of times per day equal to ½ 
  their character level + their Wisdom modifier (3 BP).
  Gaia’s Grace (Sp) – Spirit blooded humans can cast Rite of the 
  Centered Mind2 as a spell-like ability a number of times per day 
  equal to ½ their character level + their Wisdom bonus. When you 
  cast this spell, you may change the range to touch (3 BP).
  
  63
  THE SANDS OF KHUFU
  (a spirit bloodline lineage)
   This bloodline has quietly persisted in the cities and deserts of 
  North Africa since originating in ancient Egypt in the 26th century 
  BC. This priestly order believes their progenitor, the mighty 
  pharaoh Khufu, joined with a spirit from beyond the stars which 
  infused Khufu’s body, soul, and personal possessions with power 
  everlasting. After the pharaoh was entombed (but before he could 
  be reborn), the spirit’s otherworldly enemies robbed Khufu’s 
  pyramid and scattered his relics to the seven winds. Ever since, 
  Khufu’s 
  descendants have worked to 
  reunite the reliquary fragments 
  of his power, religiously 
  striving to complete a task as monumental 
  as reassembling a great statue from individual 
  grains of sand. Many are trained as historians, 
  Egyptologists, and archeologists, but the order also 
  possesses expertise in psychometry, necromancy, and 
  harnessing ancestor spirits. 
   
   
  The power of Khufu’s blood only awakens in his 
  descendants if they commune with one of his relics – 
  usually during a solemn ritual, but sometimes in a fateful 
  encounter with a strange object discovered in a museum 
  basement or forgotten tomb. Prominent members include 
  Dr. Farah Khalid, professor of archaeoastronomy at 
  Cairo University, and Lady Enid Murray, globetrotting 
  master thief and notorious “liberator” of occult 
  artifacts. While the bloodline’s mission takes them all 
  over 
  the world and beyond, their most sacred temple has 
  always 
  been in Egypt, hidden within sight of the great 
  pyramids. The Archons dismiss the resurrection of Khufu as an 
  impossible task; one would think the miracle-workers would know 
  better.
  THE MURA-MURA PEOPLE
  (a spirit bloodline lineate)
   The Mura-Mura’s ancient roots begin with the aboriginal 
  peoples of central Australia, though in post-colonial centuries the 
  bloodline has expanded into a diverse assortment of ethnicities 
  across the continent. This expansion has occurred in part because 
  anyone who murders a Mura-Mura is cursed to join the bloodline; 
  their descendants are always born with the Mura-Mura’s telltale 
  eyes, which wax milky white when rousing the blood’s power. The 
  Mura-Mura exemplify the spirit blooded’s strong connection to the 
  Dreamlands (the Astral plane), holding sacred the traditions of the 
  aboriginal Dreamtime refined by countless generations of first-
  hand experience communing with astral spirits and constructs of 
  the Dreaming. Though they are hardy and practical survivors, the 
  Mura-Mura often come across as strange and distant, their minds 
  always off in other realms. The mysteries of psychic magic come 
  naturally to the Mura-Mura, and their psychics and spiritualists 
  enjoy an aptitude for reaching across dimensions second to none.  
   
   Prominent members of the bloodline include Old Song Jiemba, 
  bull-roaring spirit-summoner of the deep outback, and the much-
  prophesied Charlotte Moore, the psychic child prodigy. The 
  Mura-Mura don’t control any territory so much as wander it, 
  though a notable concentration can be found among the sprawling 
  Moore family sheep ranches which surround Matilda Springs in the 
  Northern Territory. The Mura-Mura rarely challenge the celestial 
  order and are largely ignored by the Archons, however of late 
  their frequent palavers with Goëtic Spirits threaten to draw this 
  historically neutral bloodline into the midst of brewing 
  conflict.
  BLOODLINE DISEASES
   In a world of hidden magic, supernatural wonders, Goëtic Spirits 
  and Archons it is no wonder that specific afflictions have arisen 
  that target the bloodline families. The origins of these ailments are 
  not truly known, and they cannot be contracted by normal humans. 
  Some suspect the Archons developed them as a curb on the 
  Bloodline families, though they affect so few that, if true, this ploy 
  was not a rousing success. Most, however, believe that the illnesses 
  are natural, albeit supernatural, diseases.
   These bloodline diseases possess attributes of both diseases and 
  curses and thus can only be cured by a combination of remove 
  curse and remove disease.
  BLACK CENSOR 
  Also known as “Jiangshi’s Censor,” “Black Blanket,” or “The 
  Wastes.”
  Initially surfacing in China in 932 AD, this debilitating fungal 
  infection is now found throughout the supernatural community. 
  While the Black Censor is not fatal, if it is left unchecked it can 
  destroy a blood-marked victim’s innate powers.
   The disease first presents as black spots on the sclera of the eye, 
  but soon the victim develops a high fever and dark welts on the 
  arms, neck, and back. In the later stages, the fingernails and teeth 
  darken as the infection spreads throughout the body.
  Type disease, curse (contact or injury); Save Fortitude DC 16; 
  Onset 1d6 days; Frequency 1/day
  Effect On each failed save, all bloodline powers, abilities and 
  bonuses are suppressed for 24 hours; Cure Black Censor can only 
  be cured by successfully casting both remove curse and remove 
  disease within 1 minute of each other. If left uncured for 1d8 
  weeks, the effects become permanent. 
  ABERRANT CRUOR
  Also known as “Bastard’s Curse,” “Mutt’s Disease,” or “The 
  Ague.”
   
  Identified as one of the original culprits in Salem in the 1870s, this 
  magical disease manifested frequently among younger American 
  colonial women. Lacking their traditional European support 
  structures, these women were left to fend for themselves in the New 
  World. 
   This magical disease strikes at the very heart of the bloodline 
  families. Outwardly, there are no physical presentations of this 
  
  64
  ailment. Aberrant Cruor causes the victim’s bloodline to mutate, 
  taking on aspects of other bloodlines. Since the Middle Ages, any 
  bloodline member displaying signs of Aberrant Cruor is hunted 
  down and burned alive by their own families.
   
  Type disease, curse (contact or injury); Save Fortitude DC 20; 
  Onset 1d8 days; Frequency 1/week
  Effect Upon contracting this disease, the victim or GM must 
  choose a bloodline ability (of 2 BP or less) from any bloodline 
  apart from his own. Each subsequent failed save requires the 
  victim or GM to choose another ability, with each new ability 
  replacing the old one; Cure Aberrant Cruor can only be cured by 
  successfully casting both remove curse and remove 
  disease within 1 minute of each other. The ability gained by the 
  disease is removed when the illness is cured.
   
  PERVOLUTION SYNDROME
  Also known as “Hyde’s Disease,” “Goëtic Emergence,” or “The 
  Calling.”
   
  Commonly called Hyde’s Disease, several survivors of this disease 
  now masquerade as terrible monsters; a few of them act like 
  lepers, while others become golems or even gargoyles. 
   This devastating disease causes a forced magical mutation of the 
  victim, suppressing the human genome while bringing supernatural 
  traits from the victim’s bloodline to the forefront. Pervolution 
  Syndrome presents first as a low-grade fever accompanied by 
  muscle aches and a lightening of the iris. Second stage victims 
  begin showing attributes of their bloodline precursors while losing 
  elements of their human heritage. This begins small but increases 
  over time. The specific changes can vary wildly depending on the 
  type of bloodline the victim possesses. In the final stage, the victim 
  fully embraces their bloodline, shedding the last shreds of their 
  humanity.
   
   PCs who contract Pervolution Syndrome take on aspect of their 
  bloodline creature. Fey-blooded victims become more fey. Dragon 
  blooded victims become more draconic. If left unchecked, the 
  victims transform fully into their bloodline creature, forgetting their 
  old identities and becoming a monster.
   
  Type disease, curse (contact or injury); Save Fortitude DC 25; 
  Onset 1d10 days; Frequency 1/month (or 1/week for extreme 
  cases)
  Effect Upon contracting this disease, the victim or GM must 
  choose a physical feature of the PC’s bloodline creature. This 
  must be a descriptive feature that cannot be used in combat or 
  depends on a dice roll. Over the course of the month, this attribute 
  gradually replaces one of the PC’s human physical aspects. For 
  example, scales replace skin. On the next failed save, one of the 
  extraordinary abilities of the bloodline creature is chosen, and this 
  gradually replaces one of the PC’s feats. This process is repeated, 
  alternating between a physical feature and an extraordinary ability, 
  each time replacing a human feature or a feat. 
   
   If the victim fails 5 consecutive saving throws, the PC becomes 
  the bloodline creature. He immediately forgets his previous identity 
  and loses access to all class abilities, feats and traits that are not 
  granted by the bloodline creature. 
   
  Cure Pervolution Syndrome can only be cured by successfully 
  casting both remove curse and remove disease within 1 minute of 
  each other. Once the victim transforms fully, PCs have twenty-
  four hours to remove CPS using the method detailed above. If the 
  victim fails the final save, the change becomes permanent, and the 
  victim becomes an NPC or monster. If cured, the victim regains all 
  of his lost abilities and features; they immediately lose any of the 
  aspects granted by Pervolution Syndrome.
  
  65
  CHAPTER 5
  CHARACTER CLASSES
  
  66
   I gazed longingly at the journal that lay discarded on the floor 
  but hurried to do Arthur’s bidding while he brought in his luggage. 
  He’d bought me a coral necklace—blood red beads fastened with 
  a silver clasp. It lay heavy on my collarbone, pressing me down 
  as if he had his fingers around my neck. I caught him giving me 
  sidelong glances as I scurried about, trying to act nonchalant about 
  it as if I wouldn’t notice.
   
   If I were a cat, my fur would be bristling at this intrusion into 
  my domain. The journal I scooped up and put on the shelf next to 
  the dictionary and the vintage Reader’s Digest condensed books 
  where it was in no danger of being noticed—at least until I’d had 
  an opportunity to sneak it to a more secure hiding place. I could 
  well imagine the disdain with which Arthur would regard the 
  journal. I don’t think I’d ever seen him read anything other than his 
  photography magazines—and these were all on his iPad nowadays. 
  Anything paper and actual ink were foreign to him.
   All the while I listened to him drone on about the “absolutely 
  awful people on that boat” and the horror of his day-to-day 
  existence. Not to mention the “endless troops of newlyweds and 
  nearly-deads.” I offered up the appropriate, encouraging noises 
  were necessary and kept a pleasant smile on my face. I daren’t ask 
  him what his plans were now. Hells, if I let him talk, he’d fill this 
  entire house with his importance.
   The photos he’d taken on his trip were pretty enough—every 
  moment he’d gotten for shore leave he’d grasped the opportunity 
  for sightseeing. Now he was talking about an exhibition, talking 
  about his adventures as if he hadn’t been the equivalent of a skivvy 
  aboard a cruise ship but rather some world-wise explorer who’d 
  captured previously undiscovered vistas. When he spoke, his face 
  lit up—and I had to give this much, he appeared pleasant. But 
  there was a wall of silence between us, even higher and wider than 
  before he’d gone.
   Soon it was as if he’d never been away as he fell back into his 
  previous maddening rut. Except now, I could hardly wait for him 
  to vanish into that accursed study of his so that I could drag out 
  my journal. The words were stolid, however, and vanished to a 
  mere trickle. So I started getting up in the dead of night rather 
  and stealing downstairs while Arthur was snoring. There, in the 
  darkness of the lounge, I could summon some of the stillness I 
  needed to weave that subtle magic that found its way from the 
  nameless, unimaginable spaces beyond the routine, to squeeze 
  through my fingers onto the pages.
   The groundskeeper’s cottage that had been my haven for so 
  many weeks became my prison, and since the weather was all 
  right for spells, I fled out of doors, to the ruins, rambling along 
  the fieldstone walls and through the copses where, if I trailed 
  the verdant foliage through my fingers, I could almost hear the 
  whispering of life. Sometimes the air shimmered before me, and it 
  wasn’t a heat haze; I could almost imagine the words waiting for 
  someone to speak them. Someone like me.
   “You weren’t here for tea, not today, not yesterday, not the day 
  before,” Arthur accused over dinner.
   “I was out,” I said
   “Where?” He glared at me from across the dinner table. 
   
   “The fish is burnt.”
   
   I poked at the food on my plate and scraped the black bits to one 
  side then stabbed at the soft flesh.
   
   “You’ve changed.”
   
   I deigned to look at him. 
   “You haven’t.” 
   
   If only he would leave me alone, stop talking.
   “Don’t think I don’t notice that you leave the bed at night. What 
  are you up to?”
   
   “I can’t sleep.”
   
   “You’re doing this deliberately.”
  With a sigh, I set aside my cutlery and straightened so I could 
  regard him squarely. “I suppose this cannot go on the way it is.”
   
   “You’ve barely given us a chance.”
   “It’s a bit difficult to give ‘us’ a chance when you’ve been away 
  for three months.” There was a nasty part of me that wanted to tell 
  him to sign another contract, this time for six months. And maybe 
  the cruise ship would sink.
   And then what?
   There’d be time. 
  "EVERY ONE OF US HAD 
  AN ANGEL TRAP. WE HAD 
  TO. IT WAS THE ONLY 
  WAY.
  
  67
  CLASSES
   When it comes to class assumptions in Bloodlines & Black 
  Magic, we do a few things differently than the standard version 
  of the Pathfinder Roleplaying Game. Each class, for instance, 
  gains a capstone ability at level 7, which represents a degree of 
  concentration inside of that class or in a particular concentration 
  sometimes associated with that class. In a way, this allows a player 
  to build a specific type of character without seeking out additional 
  archetypes or even prestige classes (which don’t perform well 
  when you only have seven levels of play to navigate). These 
  capstones are also intended to encourage play inside of the class. 
  Generally speaking, characters who take on more than a single 
  class (characters who multiclass) have a much harder time taking 
  these capstones, as many of them have prerequisites that are only 
  satisfied by remaining inside of that class.
   Additionally, each class we introduce into Bloodlines & Black 
  Magic automatically gains the feats Pierce the Veil and Psychic 
  Strike, although both do so at different levels. GMs wishing to 
  bring additional classes forward into the campaign setting should 
  make these feats available to those new classes. These feats are 
  described below for your convenience.
  PIERCE THE VEIL (SU)
  You can open your mind’s eye and see the world as it is. 
  Benefit You can, as a standard action that does not provoke an 
  attack of opportunity, adjust your eyes to see the world around you 
  as it is. Pierce the veil functions similar to the spell detect psychic 
  significance, excepting the following: 
   A character activating Pierce the Veil can do so for 1 minute per 
  level, up to a maximum of 7 minutes, at which point cooldown 
  takes over (see below). You must concentrate on Pierce the Veil for 
  three consecutive rounds while activating it, each which reveals 
  something new until all is exposed (see “Welcome Home: Using 
  Pierce the Veil” in Chapter 1). While Pierce the Veil is active, you 
  perceive the auras of items, people, places, and even monsters or 
  haunts as described by your GM. Pierce the Veil does not penetrate 
  illusions, glamours, or similar magical abilities. Note: Pierce the 
  Veil does reveal creatures with the Invisibility to the Mundane (Ex) 
  ability.
  Special Psychic Cooldown – You must rest a number of minutes 
  equal to three times those used during the previous usage of pierce 
  the veil before you can activate it anew. 
  PSYCHIC WEAPON (SU)
  With the flick of your rest, your grandmother’s dagger fell into your 
  hand with a reassuring weight only you knew. For now.
  Prerequisites bonded weapon feat or assigned as a class feature
  You can channel your will into a weapon or object that harms 
  supernatural creatures.
  Prerequisites ability to cast psychic spells or use psychic class 
  abilities; bonded weapon feat.
  Benefit You gain the ability to channel your magical will into a 
  singular bonded object or weapon as a swift action that does not 
  provoke an attack of opportunity. When you do, treat the weapon in 
  hand as if it had been the target of the spell magic weapon. While 
  active, you may use this weapon to strike supernatural creatures 
  and similar foes.
  THE BRAWLER
   Whether they’re unleashing primordial anger on a battered foe or 
  meditating quietly before a battle, brawlers are the ‘tough guys’ of 
  Bloodlines & Black Magic. These individuals come from all walks 
  of life, with any number of them claiming titles in and outside of 
  the octagon, as regional featherweights, or simply as toughs for any 
  number of private organizations. 
   
   Although brawlers have a reputation for being stronger than they 
  are smart, the reputation is often a misleading one; while many 
  brawlers aren’t as articulate as one might expect, they display an 
  intuition and cunning that marks them as truly dangerous foes – 
  especially when they direct their wrath at the supernatural.
  ALIGNMENT Any
  HIT DIE d10
  PARENT CLASSES Fighter and Monk
  SKILLS
   Pick five from the following list. These are now your class 
  skills: Acrobatics (Dex), Climb (Str), Craft (Int), Drive (Dex), 
  Escape Artist (Dex), Intimidate (Cha), Sense Motive (Wis), Stealth 
  (Dex), Street (Wis), and Swim (Str).
  SKILL RANKS per level:  3 + Intelligence modifier. 
  CLASS FEATURES
   The following are the class features of the brawler in a 
  Bloodlines & Black Magic campaign.
  WEAPON AND ARMOR PROFICIENCY
   A brawler is proficient with all simple weapons, their bonded 
  weapon, and weapons from the close fighter weapon group. She is 
  not proficient with any armor.
  PSYCHIC WEAPON (SU)
   The brawler begins play with the feats Bonded Weapon and 
  Psychic Strike. Both of these feats apply to the brawler’s natural 
  weapons (arms, elbows, feet, knees, and so on).
  BRAWLER’S CUNNING (EX)
   If the brawler’s Intelligence score is less than 13, it counts as 13 
  for the purpose of meeting the prerequisites for any combat feats.
  
  68
  A.J.
  , PHANTOM FIST
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Damage
  Special
  1
  +1
  +2
  +2
  +0
  1d6
  Brawler’s cunning, martial flexibility, 
  martial training, psychic weapon, and 
  unarmed strike
  2
  +2
  +3
  +3
  +0
  1d6
  Bonus combat feat, brawler’s fury 
  (Two-Weapon Fighting), pierce the 
  veil
  3
  +3
  +3
  +3
  +1
  1d6
  Bonus fighting style feat
  4
  +4
  +4
  +4
  +1
  1d8
  AC bonus +1, knockout 1/day
  5
  +5
  +4
  +4
  +1
  1d8
  Bonus combat feat, brawler’s strike, 
  close weapon mastery
  6
  +6/+1
  +5
  +5
  +2
  1d8
  Marial flexibility (swift action)
  7
  +7/+2
  +5
  +5
  +2
  1d8
  Bonus combat feat, bonus fighting 
  style feat, capstone
  TABLE: BRAWLER
  MARTIAL FLEXIBILITY (EX)
   A brawler can take a move action to gain the benefit of a 
  combat feat she does not possess. This effect lasts for 1 minute. 
  The brawlers must still meet all of the feat’s prerequisites. She 
  may use this ability a number of times per day equal to 3 + ½ 
  her brawler level (minimum 1).
   The brawler can use this ability again before the duration 
  expires in order to replace the previous combat feat with another 
  choice.
   If a combat feat has a daily use limitation (such as Stunning 
  Fist), any uses of that combat feat while using this ability count 
  toward that feat’s daily limit.
   At 6th level, a brawler can use this ability to gain the benefit 
  of two combat feats at the same time. She may select one feat 
  as a swift action or two feats as a move action. She may use 
  one of these feats to meet a prerequisite of the second feat; 
  doing so means that she cannot replace a feat currently fulfilling 
  another’s prerequisite without also replacing those feats that 
  require it. Each individual feat selected counts toward her daily 
  uses of this ability.
  MARTIAL TRAINING (EX)
   At 1st level, a brawler counts her total brawler levels as both 
  fighter levels and monk levels for the purpose of qualifying for 
  feats. She also counts as both a fighter and a monk for feats and 
  magic items that have different effects based on whether the 
  character has levels in those classes (such as Stunning Fist and 
  a monk’s robe). This ability does not automatically grant feats 
  normally granted to fighters and monks based on class level, 
  namely Stunning Fist.
  
  69
  Level
  Small Brawler
  Large 
  Brawler
  1st-3rd
  1d4
  1d8
  4th-7th
  1d6
  2d6
  TABLE: BRAWLER DAMAGE
  BONUS COMBAT FEATS
   At 2nd, 5th, and 7th level, a brawler gains a bonus combat feat in 
  addition to those gained from normal advancement. These bonus 
  feats must be ones that affect or improve her defenses or melee 
  attacks. The brawler must meet the prerequisites of the selected 
  bonus combat feat.
   Upon reaching 5th level and again at 7th level, a brawler can 
  choose to learn a new bonus combat feat in place of a bonus 
  combat feat she has already learned. In effect, the brawler loses 
  the bonus combat feat in exchange for the new one. The old feat 
  cannot be one that was used as a prerequisite for another feat, 
  prestige class, or other ability. A brawler can only change one feat 
  at any given level, and must choose whether to swap the feat at the 
  time she gains a new bonus combat feat for the level.
  BRAWLER’S FLURRY (EX)
   Starting at 2nd level, a brawler can make a brawler’s flurry as a 
  full-attack action. When doing so, a brawler has the Two-Weapon 
  Fighting feat when attacking with any combination of unarmed 
  strikes, weapons from the close fighter weapon group, or weapons 
  with the “monk” special feature. She does not need to use two 
  different weapons to use this ability.
   A brawler applies her full Strength modifier to her damage rolls 
  for all attacks made with brawler’s flurry, whether the attacks 
  are made with an off-hand weapon or a weapon wielded in both 
  hands. A brawler can substitute disarm, sunder, and trip combat 
  maneuvers for unarmed attacks as part of brawler’s flurry. A 
  brawler with natural weapons can’t use such weapons as part 
  of brawler’s flurry, nor can she make natural weapon attacks in 
  addition to her brawler’s flurry attacks.
  PIERCE THE VEIL (SU)
   Starting at 2nd level, a brawler gains the ability to see past the 
  illusions that cloak much of the invisible world. 
  BONUS FIGHTING STYLE FEAT
   At 3rd level, and again at 7th  level, the brawler gains a bonus 
  fighting style feat. The brawler must still meet any of the feat’s 
  prerequisites.
  AC BONUS (EX)
   
   At 4th level, when a brawler wears light or no armor, she gains 
  a +1 dodge bonus to AC and CMD. These bonuses to AC apply 
  against touch attacks. She loses these bonuses while immobilized 
  or helpless, wearing medium or heavy armor, or carrying a medium 
  or heavy load.
  KNOCKOUT (EX)
   At 4th level, once per day, a brawler can unleash a devastating 
  attack that can instantly knock a target unconscious. She must 
  announce this intent before making her attack roll. If the brawler 
  hits and the target takes damage from the blow, the target must 
  succeed at a Fortitude saving throw (DC = 10 + ½ the brawler’s 
  level + the higher of the brawler’s Strength or Dexterity modifier) 
  or fall unconscious for 1d6 rounds. Each round on its turn, the 
  unconscious target may attempt a new saving throw to end the 
  effect as a full-round action that does not provoke attacks of 
  opportunity. Creatures immune to critical hits or nonlethal damage 
  are immune to this ability.
  BRAWLER’S STRIKE (EX)
   At 5th level, a brawler’s unarmed strikes are treated as bonded 
  weapons for the purpose of overcoming damage reduction and 
  affecting supernatural creatures.
  CLOSE WEAPON MASTERY (EX)
   At 5th level, a brawler’s damage with close weapons increases. 
  When wielding a close weapon, she uses the unarmed strike 
  damage of a brawler 4 levels lower instead of the base damage for 
  that weapon (for example, a 5th-level Medium brawler wielding 
  a punching dagger deals 1d6 points of damage instead of the 
  weapon’s normal 1d4). If the weapon normally deals more damage 
  than this, its damage is unchanged. This ability does not affect 
  any other aspect of the weapon. The brawler can decide to use 
  the weapon’s base damage instead of her adjusted unarmed strike 
  damage – this must be declared before the attack roll is made.
  UNARMED STRIKE
   At 1st level, a brawler gains Improved Unarmed Strike as a bonus 
  feat. A brawler may attack with fists, elbows, knees, and feet. This 
  means that a brawler may make unarmed strikes with her hands 
  full. A brawler applies her full Strength modifier (instead of just 
  half ) on damage rolls for all her unarmed strikes.
   Usually, a brawler’s unarmed strikes deal lethal damage, but she 
  can choose to deal nonlethal damage instead with no penalty on 
  her attack roll. She has the same choice to deal lethal or nonlethal 
  damage while grappling.
   A brawler’s unarmed strike is treated as both a manufactured 
  weapon and a natural weapon for the purpose of spells and effects 
  that modify either manufactured weapons or natural weapons.
   A brawler also deals more damage with her unarmed strikes 
  than others, as shown on Table: Brawler Damage. The unarmed 
  damage values listed on that table are for Medium brawlers. A 
  Small brawler deals less damage than the amount given there with 
  her unarmed attacks, while a Large brawler deals more damage; see 
  the following table.
  
  70
   The O7 variant of the Pathfinder Roleplaying Game® 
  makes several changes to the classes that appear in 
  Bloodlines & Black Magic. In addition to adding several 
  new abilities and changing how skill points are distributed, 
  O7 also offers player characters the option to select 
  capstone abilities for characters that reach 7th level in a 
  single class. A full list of the basic capstone abilities can be 
  found on Table: Capstone Abilities. 
   Players and GMs should take note: some organizations 
  and bloodlines teach specific capstone abilities; players 
  who are members of those organizations add those capstone 
  abilities to the pool from which they can choose, once they 
  finally make that decision.
  CAPSTONE ABILITIES
  DARK HARVESTER
  (BRAWLER ARCHETYPE)
   A dark harvester focuses his martial will through a series of fel 
  and eccentric practices into an instrument of singular lethality, 
  pushing an ordinary weapon far beyond the mundane limitations 
  of mere steel. In essence, the weapon becomes an extension of its 
  wielder’s inner violence, invested with unnatural killing power. 
  Favoring stealth and nimbleness over raw physical strength, dark 
  harvesters often become mercenaries, enforcers, and assassins, 
  though some instead work as protectors of the innocent, or hunters 
  of evil.
  HARVESTER’S TALON (SU)
   At 1st level, the dark harvester forms a supernatural bond with 
  a light simple or melee bladed weapon, such as a dagger, sickle, 
  handaxe, or short sword. Regardless of the weapon’s normal 
  damage and critical characteristics, it acts as a 1d6 damage weapon 
  with a critical of 19-20/x2 in the dark harvester’s hands. It is in 
  every other way treated as a standard bonded weapon.
   This ability modifies psychic weapon.
  PIERCE THE VEIL (SU)
   Due to the dark harvester’s greater reliance on supernatural 
  power than the average brawler, he gains this ability at 1st level, 
  rather than 2nd level.
   This ability replaces martial flexibility.
  WEAPON FINESSE (EX)
   At 1st level, the dark harvester gains Weapon Finesse as a bonus 
  feat.
   This ability replaces brawler’s cunning.
   
  ONENESS OF BLOOD & STEEL (SU)
   At 2nd level, the dark harvester adds his brawler level to his 
  chosen weapon’s hardness, and twice his brawler level to its hit 
  points. These bonuses persist even if the dark harvester is not 
  currently holding the weapon. If the weapon is damaged or broken, 
  and he can hold any part of it in his hand, he can use a standard 
  action to sacrifice his hit points, on a one-for-one basis, to restore 
  those of the weapon, up to its normal maximum. 
   Furthermore, the dark harvester can use a move action to call 
  his chosen weapon to his hand from any distance, and even across 
  planar boundaries.
  UNCANNY DODGE (EX)
   Starting at 4th level, a dark harvester can react to danger before 
  his senses would normally allow him to do so. He cannot be 
  caught flat-footed, nor does he lose his Dexterity bonus to AC if 
  the attacker is invisible. He still loses his Dexterity bonus to AC 
  if immobilized. A dark harvester with this ability can still lose his 
  Dexterity bonus to AC if an opponent successfully uses the feint 
  action against him.
   This ability replaces knockout.
  DESTROYER’S EDGE (SU)
   At 5th level, the dark harvester’s bonded weapon is treated as a 
  keen weapon in his hands, and he adds +2 to all rolls to confirm 
  critical hits.
   This ability replaces both brawler’s strike and close weapon 
  mastery.
  ARCH-SLAYER (SU)
   At 6th level, the dark harvester’s chosen weapon is treated as a 
  +2 magical weapon when he wields it.
  CAPSTONE (EX, SP, OR SU)
   At 7th level, a brawler gains her capstone ability. She selects this 
  ability from Table: Capstone Abilities. She must still meet all of 
  the prerequisites to select this capstone ability. Each character can 
  only have one capstone ability, regardless of where they acquire it.
  THIRSTY BLADE (SU)
   At 3rd level, the dark harvester hones his chosen weapon into a 
  preternaturally potent killing instrument, increasing its damage to 
  1d8. Damage increases to 1d10 at 5th level, and 2d6 at 7th level. Its 
  critical remains unchanged. 
  This ability replaces bonus fighting style feat.
  
  71
  PHANTOM FIST
  (BRAWLER ARCHETYPE)
   A phantom fist’s fighting spirit is fierce enough to exert their will 
  directly upon physical reality, pummeling foes with phantom limbs 
  just as surely as if punching and kicking with meat and bone. While 
  some phantom fists recall forgotten forelimbs and lost legs back 
  from the Ethereal Plane in order to overcome past loss or injury, 
  others clad themselves in a bristling exoskeleton of ectoplasm as 
  the way they have always been meant to be.
  ECTOPLASMIC LIMB (SU) 
   At 1st level, as a full-round action, the phantom fist can manifest 
  one or more limbs made of visible, wispy ectoplasm; these 
  limbs can replace any natural limbs the phantom fist may be 
  missing, or surround an existing, partial, or even prosthetic limb 
  with a bolstering coating of ectoplasm. The manifestation of an 
  ectoplasmic limb cannot result in the phantom fist gaining extra 
  limbs beyond the number inherent to their biology. Ectoplasmic 
  limbs are summoned from the Ethereal Plane and are susceptible 
  to spells such as dismissal or banishment, or any effect that would 
  affect a spiritualist’s phantom, though if dismissed or banished 
  the phantom fist may re-manifest her ectoplasmic limb(s) after 
  one hour. Normally, ectoplasmic limbs remain manifested until 
  dismissed, or until the phantom fist sleeps or otherwise falls 
  unconscious. Dismissing an ectoplasmic limb is a free action. 
  Ectoplasmic limbs function as normal limbs for the purpose of 
  interacting with physical objects, making unarmed strikes, 
  taking damage, etc., though their overtly supernatural 
  ectoplasmic nature is obvious if not concealed by clothing 
  or otherwise disguised. Ectoplasmic limbs are treated as if 
  continually affected by the magic weapon spell. 
   This ability replaces psychic weapon.
  ECTOPLASMIC SHIELD (SU) 
   At 3rd level, a thin layer of ectoplasm covers the phantom fist’s 
  entire body, adding to her protection. While manifesting her 
  ectoplasmic limb(s), the phantom fist gains a +1 shield bonus 
  to AC and a +1 circumstance bonus on her savings throws. She 
  doesn’t gain these bonuses if she is helpless.
  DISMISSING STRIKE (SU)
   At 4th level, once per day a phantom fist can make an unarmed 
  strike attack with her ectoplasmic limb(s) which bears a chance 
  of dismissing an extraplanar creature back to its plane of origin. 
  She must announce her intent to make a dismissing strike before 
  making her attack roll. If the phantom fist hits with her unarmed 
  strike and the target takes damage from the blow, the target is 
  affected as if the phantom fist had cast the dismissal spell upon it 
  (forcing the extraplanar creature back to its proper plane if it fails a 
  Will save, with a 20% chance of sending the target to a plane other 
  than its own). If the phantom fist fails to hit or deal damage to the 
  target, the effect is wasted. The DC for this dismissal effect is 10 
  + ½ the phantom fist’s character level + the higher of the phantom 
  fist’s Wisdom or Charisma modifier. 
   This ability replaces knockout.
  GHOSTLY STRIKES (SU)
   At 5th level, the phantom fist’s ectoplasmic limbs are treated as 
  ghost touch weapons. This ability replaces brawler’s strike.
  GREATER ECTOPLASMIC LIMB (SU)
   At 5th level, the enhancement bonus of the phantom fist’s 
  ectoplasmic limbs increases to +2, and they are treated as having 
  the phantom fist’s alignment for the purpose of overcoming 
  damage reduction.
   This ability replaces close weapon mastery.
  TOUCH OF DEATH (SU) 
   At 7th level, the phantom fist’s 
  ectoplasmic limbs are treated 
  as undead bane weapons.
   This ability replaces the bonus 
  fighting style feat gained at 7th 
  level. 
  
  72
   Trained to look past the common, these men and women 
  use keen insights, quick minds, and a strong understanding of 
  science, coupled with a growing understanding of the esoteric, 
  to uncover and outwit the servants who dwell in shadows. 
  Although many investigators have formal training that ties them 
  to one or more government agencies, many also originate in the 
  private sector.
  ALIGNMENT Any (but many lean towards lawful).
  HIT DIE d8
  PARENT CLASSES Alchemist and rogue.
  SKILLS
   Pick seven from the following list. These are now your 
  class skills: Appraise (Int), Bluff (Cha), Computer Use (Int), 
  Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise 
  (Cha), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense 
  Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Street 
  (Wis).
  SKILL RANKS per level:  7 + Intelligence modifier. 
  THE INVESTIGATOR
  OLD CROW, INVESTIGATOR
  
  73
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Extracts per Day
  1
  +01
  +0
  +2
  +2
  Alchemy, inspiration, 
  pierce the veil, psychic 
  weapon, trapfinding
  1 / - / - 
  2
  +1
  +0
  +3
  +3
  Poison lore, 
  psychic resistance +2
  2 / - / - 
  3
  +2
  +1
  +3
  +3
  Investigator talent, 
  keen recollection, 
  trap sense +1
  3 / - / - 
  4
  +3
  +1
  +4
  +4
  Studied combat, 
  studied strike +1d6, 
  swift alchemy
  3 / 1 / - 
  5
  +3
  +1
  +4
  +4
  Investigator talent, 
  psychic resistance +4
  4 / 2 / - 
  6
  +4
  +2
  +5
  +5
  Studied strike +2, 
  trap sense +2
  4 / 3 / - 
  7
  +5
  +2
  +5
  +5
  Capstone, 
  investigator talent
  4 / 3 / 1 
  CLASS FEATURES
   The following are the class features of the investigator in a 
  Bloodlines & Black Magic campaign.
  WEAPON AND ARMOR PROFICIENCY
   Investigators are highly trained and proficient with all simple 
  weapons, their bonded weapon, and two firearms of their choice. 
  Investigators are proficient with light armor, as well as shields.
  ALCHEMY (SU)
   Investigators are highly trained in the sciences, and many use 
  that training to create mundane alchemical substances and magical 
  potion-like extracts.
   When using Craft (alchemy) to create an alchemical item, an 
  investigator gains a competence bonus equal to his class level on 
  the skill check. Also, an investigator can use Craft (alchemy) to 
  identify potions as if using detect magic. He must hold the potion 
  for 1 round to attempt such a check.
   Like an alchemist, an investigator prepares his spells by mixing 
  ingredients and a tiny fraction of his psychic essence into a number 
  of extracts. He then casts the spell by drinking the extract. These 
  extracts have powerful effects, but they are also bound to the 
  investigator who created them. Extracts behave like spells in potion 
  form, and as such their effects can be dispelled by dispel magic and 
  similar effects, using the investigator’s level as the caster level.
   An investigator can create only a certain number of extracts of 
  each level per day. His base daily allotment of extracts per day 
  is given on Table: Investigator. In addition, he receives bonus 
  extracts per day if he has a high Intelligence score, much in the 
  same way a wizard receives bonus spells per day.
   When an investigator mixes an extract, he infuses the chemicals 
  and reagents in the extract with magic siphoned from his own aura. 
  An extract immediately becomes inert if it leaves the investigator’s 
  possession, reactivating as soon as it returns to him – an 
  investigator cannot normally pass out his extracts for allies to use. 
   An extract, once created, remains potent for one day before 
  losing its magic. Thus, an investigator must prepare his extracts 
  every day. Mixing an extract takes 1 minute.
   Creating extracts consumes raw material, but the cost of those 
  materials is insignificant – comparable to the valueless material 
  components of most spells. If a spell normally has a costly material 
  component, that component is expended during the consumption 
  of that particular extract. Extracts cannot be made from spells that 
  have focus requirements; extracts that duplicate divine spells never 
  have a divine focus requirement.
   An investigator uses the alchemist formulae list to determine the 
  extracts he can know. An investigator can prepare an extract of any 
  formulae he knows. To learn or use an extract, an investigator must 
  have at least an Intelligence score equal to 10 + the extract’s level. 
  The saving throw DC for an investigator’s extract is equal to 10 + 
  the extract’s level + the investigator’s Intelligence modifier.
   An investigator may know any number of formulae. He stores 
  his formulae in a special tome called a formula book. He must 
  refer to this book whenever he prepares an extract. At 1st level, an 
  investigator starts with two 1st-level formulae of his choice, plus a 
  number of additional formulae equal to his Intelligence modifier. 
   At each new investigator level, he gains one new formula for 
  any level that he can create. An investigator can also add formulae 
  to his book just like a wizard adds spells to his spellbook, using 
  the same costs, pages, and time requirements. A formula book 
  costs as much as a spellbook. An investigator can study a wizard’s 
  spellbook to learn any formula that is equivalent to a spell the 
  TABLE: THE INVESTIGATOR
  
  74
  spellbook contains. A wizard, however, cannot learn spells from a 
  formula book. An investigator can also learn formulae from another 
  investigator’s or an alchemist’s formula book (and vice versa). 
  An investigator does not need to decipher arcane writing before 
  copying that formulae.
  PSYCHIC WEAPON (SU)
   The investigator begins play with the feats Bonded Weapon and 
  Psychic Strike.
  PIERCE THE VEIL (SU)
   Starting at 1st level, an investigator gains the ability to see past 
  the illusions and shadows that separate the invisible world from the 
  mundane. 
  TRAPFINDING
   An investigator adds ½ his level to Perception skill checks made 
  to locate traps and to Disable Device checks (minimum 1). An 
  investigator can use Disable Device to disarm magical traps.
  POISON LORE (EX)
   Poisons of all types – in the form of chemicals, pharmaceuticals, 
  narcotics, and other chemical compounds – dominate the modern 
  world and the investigator is no stranger to them. Starting at 2nd 
  level, the investigator cannot accidentally poison himself when 
  applying poison to a weapon or otherwise handling dangerous 
  substances (he is not immune to their effects, however). If the 
  investigator spends 1 minute physically examining the poison, he 
  can attempt a Knowledge (nature) check to identify any natural 
  poison, a Knowledge (chemical) to identify synthetic drugs or 
  manmade poisons, or a Knowledge (occult) check to identify any 
  magical poison (DC = the poison’s saving throw DC). Lastly, 
  once a poison is identified, he can spend 1 minute and attempt a 
  Craft (alchemy) check (DC = the poison’s saving throw DC) to 
  neutralize 1 dose of the poison. Success renders the dose harmless. 
  The investigator has no chance of accidentally poisoning himself 
  when examining or attempting to neutralize a poison.
  PSYCHIC RESISTANCE (EX)
   As investigators continue to explore the supernatural world, 
  they develop a natural resistance to it, learning to push past the 
  details that might otherwise push them to madness or worse. At 2nd 
  level, an investigator gains a +2 bonus on all saving throws against 
  psychic and supernatural effects that induce insanity, madness, or 
  confusion. This bonus increases to +4 at 5th level.
  INVESTIGATOR TALENT (EX OR SU)
   At 3rd, 5th, and 7th level, the investigator gains an investigator 
  talent. Except where otherwise noted, each investigator talent can 
  only be selected once.
   Investigator talents marked with an asterisk (*) add effects to an 
  investigator’s studied combat or studied strike. Only one of these 
  talents can be applied to an individual attack, but the decision can 
  be made when the damage is dealt.
  KEEN RECOLLECTION
   At 3rd level, an investigator can attempt all Knowledge skill 
  checks untrained.
  TRAP SENSE (EX)
   At 3rd level, an investigator gains an intuitive sense that alerts 
  him to danger from traps, granting him a +1 bonus on Reflex 
  saving throws to avoid traps and a +1 dodge bonus to AC against 
  attacks by traps. At 6th level, these bonuses increase by 1. 
  STUDIED COMBAT (EX)
   Investigators apply their keen minds to more than just their 
  cases, assessing their opponents with the same sharp minds and 
  keen observation. At 4th level, an investigator can use a move 
  action to study a single enemy that he can see. Upon doing so, 
  he adds ½ his investigator level as an insight bonus on melee 
  attack rolls and as a bonus on damage rolls against the creature. 
  This effect lasts for a number of rounds equal to his Intelligence 
  modifier (minimum 1) or until he deals damage with a studied 
  strike, whichever comes first. The bonus on damage rolls is 
  precision damage, and is not multiplied on a critical hit.
   An investigator can only have one target of studied combat 
  at a time, and once a creature has become the target of an 
  investigator’s studied combat, he cannot become the target of the 
  same investigator’s studied combat again for 24 hours unless the 
  investigator expends one use of inspiration when taking the move 
  action to use this ability.
  STUDIED STRIKE (EX)
   At 4th level, an investigator can choose to make a studied strike 
  against the target of his studied combat as a free action, upon 
  successfully hitting his studied target with a melee attack, to deal 
  additional damage. 
   The damage is 1d6 at 4th level, and increases to 2d6 at 6th level. 
  The damage of studied strike is precision damage and is not 
  multiplied on a critical hit; creatures that are immune to sneak 
  attacks are also immune to studied strike.
   If the investigator’s attack used a weapon that deals nonlethal 
  damage (like a sap, whip, or an unarmed strike), he may choose 
  to have the additional damage from studied strike be nonlethal 
  damage instead of lethal damage. If the investigator chooses to 
  attack with a lethal weapon instead, dealing nonlethal damage 
  (with the usual –4 penalty), the studied strike damage may also 
  deal nonlethal damage.
   The investigator must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such a spot. 
  
  75
  An investigator cannot use studied strike against a creature with 
  concealment.
  SWIFT ALCHEMY (EX)
   At 4th level, an investigator can create alchemical items with 
  astounding speed. It takes an investigator half the normal amount 
  of time to create alchemical items. He can also apply poison to a 
  weapon as a move action instead of a standard action.
  CAPSTONE (EX, SP, OR SU)
   At 7th level, the investigator gains his capstone ability. He selects 
  this ability from Table: Capstone Abilities. He must still meet all 
  of the prerequisites to choose this capstone ability. Each character 
  can only have one capstone ability, regardless of where they 
  acquire it.
  OCCULT LIBRARIAN
  (INVESTIGATOR ARCHETYPE)
   Whether researching legendary horrors amid stacks of venerable 
  tomes or frantically leafing through dog-eared notebooks yanked 
  from a duffel bag, occult librarians appreciate that knowledge 
  is power. Their methods reflect the fact that vast catalogs of the 
  universe’s perils have already been written, and the most efficient 
  way to solve a problem is sometimes simply to read the accounts of 
  those who faced such terrors before. Careful curators of monstrous 
  lore and ritual knowledge, these investigators of history both recent 
  and ancient know the ability to locate and read the right scrap of 
  paper may mean the difference between life and death... or worse.
  MONSTER LORE (EX) 
   An occult librarian adds his Wisdom modifier on Knowledge 
  skill checks in addition to his Intelligence modifier when making 
  skill checks to identify the abilities and weaknesses of creatures. 
   This ability replaces trapfinding.
  CLEVER RESEARCH (EX)
   At 2nd level, the occult librarian is adept at gathering information 
  through means other than canvassing people, using non-personal 
  research techniques such as checking newspaper articles, 
  searching the Internet, or digging up useful tomes. The occult 
  librarian can use his Intelligence modifier instead of Charisma 
  on any Diplomacy checks made to gather information and can 
  use his inspiration die on such checks without expending uses of 
  inspiration, even if he is untrained in Diplomacy. 
   This ability replaces poison lore. 
  RESEARCHED DEFENSE (EX)
   At 2nd level, the occult librarian can conduct focused research 
  to aid in his defense. Once per day, the occult librarian can spend 
  1 hour in focused research, diligently studying one non-humanoid 
  creature type (if the occult librarian chooses to research outsiders, 
  he must choose a particular subtype); this research may be done 
  through non-personal means (e.g., books, notes, the Internet, or 
  preserved specimens). If he does so, he gains a +2 competence 
  bonus on saving throws against attacks or effects by creatures of 
  that type. This bonus increases to +4 at 5th level. This bonus ends 
  after 24 hours, or when the occult librarian next uses researched 
  defense, whichever comes first. The occult librarian can share a 
  portion of these insights with his allies; all allies who participate 
  in the full hour of focused research gain half the occult librarian’s 
  researched defense bonus against creatures of that type for 24 
  hours. This ability replaces poison resistance and trap sense.
  RESEARCHED COMBAT (EX)
   At 4th level, the occult librarian may use studied combat as a 
  swift action against creatures of the type studied per researched 
  defense that day. 
   This ability alters studied combat.
  INSPIRED RITUALIST (EX)
   At 4th level, the occult librarian can research occult rituals 
  with uncanny speed and insight. It takes the occult librarian half 
  the normal amount of time to discover and learn occult rituals. 
  When acting as the primary caster of a ritual he has learned in this 
  fashion, the occult librarian doubles the result of any inspiration die 
  used to add to the ritual’s skill checks. 
   This ability replaces swift alchemy.
  RESEARCHED OFFENSE (EX)
   At 5th level, the occult librarian’s focused research affords him 
  further offensive advantages. Against creatures of the researched 
  type, the occult librarian gains a +2 bonus on weapon attack and 
  damage rolls, and any allies who joined in the full hour of focused 
  research gain half that bonus on the same rolls. This bonus stacks 
  with any bonus gained from studied combat. 
   This ability replaces the investigator talent gained at 5th level.
  INVESTIGATOR TALENTS
   The following investigator talents complement the occult 
  librarian archetype: alchemist discovery, amazing inspiration, 
  applied engineering, device talent, effortless aid, inspirational 
  expertise, inspired intelligence, item lore, and unconventional 
  inspiration.
  
  76
  THE MESMERIST
   Masters of deceit and deception, these 
  individuals are often professional magicians and 
  illusionists, using both their mastery of the greatest of crafts 
  with their own, inner psychic abilities. Able to sway men 
  and women with but a look, mesmerists are the masters 
  of the information-gathering game. Many mesmerists are 
  practiced social engineers, as well, working either the 
  private sector as corporate mercenaries or carving out their 
  social networks as true freelancers. The best-looking (and 
  certainly the vainest) mesmerists go into show business, 
  either as blossoming YouTube stars or as discovered talent 
  on any number of pointless reality shows…
  ALIGNMENT   Any
  HIT DIE   d8
   
  SKILLS
   Pick seven from the following list. These are now your 
  class skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Drive (Dex), Intimidate (Cha), Knowledge 
  (local) (Int), Knowledge (occult) (Int), Knowledge 
  (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), 
  Perception (Wis), Perform (Cha), Sense Motive (Wis), 
  Sleight of Hand (Dex), and Stealth (Dex).
  SKILL RANKS per level:  7 + Intelligence 
  modifier. 
  CASSANDRA, MESMERIST
  
  77
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Spells per Day
  1
  +0
  +0
  +2
  +2
  Consummate liar, 
  hypnotic stare, knacks, 
  mesmerist trick, painful 
  stare, pierce the veil, 
  psychic weapon, spells
  1 / - / - 
  2
  +1
  +0
  +3
  +3
  Mesmerist trick, 
  towering ego
  2 / - / - 
  3
  +2
  +1
  +3
  +3
  Bold stare, touch 
  treatment (minor)
  3 / - / - 
  4
  +3
  +1
  +4
  +4
  Mesmerist trick
  3 / 1 / - 
  5
  +3
  +1
  +4
  +4
  Manifold tricks (2), 
  mental potency
  4 / 2 / - 
  6
  +4
  +2
  +5
  +5
  Mesmerist trick, touch 
  treatment (moderate)
  4 / 3 / - 
  7
  +5
  +2
  +5
  +5
  Capstone
  4 / 3 / 1 
  TABLE: THE MESMERIST
  CLASS FEATURES
   The following are the class features of the mesmerist in a 
  Bloodlines & Black Magic campaign.
  WEAPON AND ARMOR PROFICIENCY
   A mesmerist is proficient with all simple weapons, the sap, the 
  sword cane, the whip, his bonded weapon, and a single firearm of 
  her choice.She is proficient with light armor, but not with shields.
  SPELL CASTING
   A mesmerist casts psychic spells drawn from the mesmerist spell 
  list. She can cast any spell she knows without preparing it ahead 
  of time. To learn or cast a spell, a mesmerist must have a Charisma 
  score equal to 10 + the spell’s level. The saving throw DC against 
  a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s 
  Charisma modifier.
   Like other spellcasters, a mesmerist can cast only a certain 
  number of spells of each spell level per day. Her base daily spell 
  allotment is given on Table: The Mesmerist. In addition, she 
  receives bonus spells per day if she has a high Charisma score.
   The mesmerist’s selection of spells is limited. A mesmerist 
  begins play knowing four 0-level spells (called Knacks – see 
  below) and two 1st-level spells of the mesmerist’s choice. At 
  each new mesmerist level, she learns one or more new spells, as 
  indicated on Table: Mesmerist Spells Known.
   Unlike a mesmerist’s spells per day, the number of spells a 
  mesmerist knows isn’t affected by her Charisma score; The 
  numbers on the table are fixed.
   At 3rd, 5th, and again at 7th level, a mesmerist can choose to learn 
  a new spell in place of one she already knows.
   In effect, the mesmerist loses the old spell in exchange for the 
  new one. The new spell’s level must be the same as that of the spell 
  being exchanged and must be a spell the mesmerist can cast. A 
  mesmerist can swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same time that she 
  gains new spells known for the level.
   A mesmerist need not prepare his spells in advance. She can cast 
  any mesmerist spell she knows at any time, assuming she has not 
  yet used up her allotment of spells per day for the spell’s level.
  KNACKS
   
   Mesmerists learn a number of knacks, or 0-level spells, equal to 
  two plus her Charisma modifier. These spells are cast like any other 
  spells, but they do not consume any slots and can be used again. 
  Knacks cast using other spell slots, due to metamagic feats, for 
  example, consume spell slots as normal.
  PSYCHIC WEAPON (SU)
   The mesmerist begins play with the feats Bonded Weapon and 
  Psychic Strike.
  CONSUMMATE LIAR
   A mesmerist adds ½ her mesmerist level (minimum 1) as a 
  bonus on all Bluff checks. In addition, the mesmerist qualifies for 
  the Improved Feint and Greater Feint feats, even if she doesn’t 
  have Combat Expertise or an Intelligence score of at least 13. She 
  can also ignore Combat Expertise and an Intelligence score of 
  13 as prerequisites for other feats that require Improved Feint or 
  Greater Feint.
  
  78
  Level
  Knacks
  1st
  2nd
  3rd 
  1
  4
  2
  —
  —
  2
  5
  3
  —
  —
  3
  6
  4
  —
  —
  4
  6
  4
  3
  —
  5
  6
  4
  3
  —
  6
  6
  4
  4
  —
  7
  6
  5
  4
  2
  TABLE: SPELLS KNOWN PER LEVEL
  HYPNOTIC STARE (SU)
   At 1st level, a mesmerist learns to focus her stare on one creature 
  within 30 feet as a swift action. That creature takes a –2 penalty 
  on Will saving throws. A mesmerist can maintain her stare against 
  only one opponent at a time; it remains in effect until the mesmerist 
  stares at a new target, the opponent dies, the opponent moves 
  farther than 30 feet away, or the mesmerist falls unconscious or 
  dies. The mesmerist can remove the memory of her stare from the 
  target’s mind; the creature doesn’t remember that it was affected 
  (nor does it realize that it is currently being affected) unless the 
  mesmerist allows it. The hypnotic stare is a psychic effect, and 
  relies more on the mesmerist’s focus than the target’s perception of 
  her stare. It can’t be avoided in the same ways a gaze attack can.
   The mesmerist can use this ability even while blinded, but 
  must succeed on a DC 20 Concentration check to do so. Staring 
  at a creature requires the mesmerist’s focus, so if she uses a gaze 
  attack or similar ability, she must target the subject of his hypnotic 
  stare or voluntarily end the stare. The penalties from multiple 
  mesmerists’ stares don’t stack, nor do they stack with penalties 
  from witches’ evil eye hexes. This is a mind-affecting effect. 
  MESMERIST TRICKS (SU)
   A mesmerist can create hypnotic bonds with her allies, 
  implanting magical suggestions in their minds that she can later 
  activate. Each day, the mesmerist can implant a number of these 
  tricks equal to ½ her mesmerist level (minimum 1) plus her 
  Charisma bonus (if any). She can have only one trick implanted at 
  a given time, and implanting a new trick ends the previous one (the 
  mesmerist still loses the use of this ability she spent on the previous 
  trick).
   Implanting a trick is a standard action and requires the mesmerist 
  to either touch a willing creature or implant the trick in herself. 
  A creature can be the subject of only one mesmerist trick at a 
  time. The mesmerist can activate the trick as a free action when a 
  triggering condition is met (as defined in the trick’s description), 
  even if it isn’t her turn. The subject must be within medium range 
  (100 feet + 10 feet per level) for the mesmerist to trigger the trick.
   The mesmerist monitors for the trick’s triggering condition 
  through a subtle, telepathic connection, so she doesn’t need line 
  of sight to trigger it – but anything that blocks telepathic contact 
  prevents her from triggering tricks. An implanted trick lasts until 
  the next time the mesmerist regains her spells.
   Once triggered, a trick is no longer implanted, and 
  can’t be triggered again until the mesmerist implants 
  the trick again. The duration of the effect caused by 
  triggering a trick is either instantaneous or appears 
  in the trick’s entry. The DC for any mesmerist trick 
  or masterful trick that requires a saving throw or 
  skill check is 10 + 1/2 the mesmerist’s level + the 
  mesmerist’s Charisma modifier.
   The mesmerist knows one trick at 1st level, and 
  learns another trick at 2nd level and every 2 levels 
  thereafter. Each daily use of mesmerist tricks can be 
  used to implant any trick the mesmerist knows. Unless specifically 
  noted in the mesmerist trick’s description, a mesmerist can’t choose 
  a particular trick more than once.
   A complete list of the mesmerist’s tricks appears in Pathfinder® 
  Roleplaying Game: Occult Adventures™.
  PAINFUL STARE (SU)
   When an attack that deals damage hits the target of a mesmerist’s 
  hypnotic stare, the mesmerist can cause the target to take an 
  amount of additional damage equal to ½ the mesmerist’s class level
  (minimum 1).
   The mesmerist can use this ability as a free action and can use it 
  even if it isn’t her turn. If the mesmerist uses this ability to increase 
  her damage, the additional damage increases by 1d6 points for 
  every three class levels the mesmerist possesses. This damage 
  is precision damage and is not multiplied on a critical hit. A 
  mesmerist can trigger this ability only once per round, but a single 
  creature can take damage from multiple mesmerists’ painful stares 
  in a round.
  PIERCE THE VEIL (SU)
   Starting at 1st level, the mesmerist gains the ability to see past the 
  illusions that separate the Invisible World from the normal world.
  Pierce the Veil is described in detail in Chapter 1.
  TOWERING EGO (SU)
   At 2nd level, a mesmerist gains a bonus equal to her Charisma 
  bonus (minimum 0) on Will saving throws. If the mesmerist 
  is under any effect that would prevent her from providing the 
  emotional component of psychic spells, she loses this bonus on 
  saving throws.
  BOLD STARE (SU)
   At 3rd level and once again at 7th level, a mesmerist may 
  impose an additional effect upon the target of her stare. The 
  mesmerist chooses one option each time she gains a new bold 
  stare improvement, and the choice can’t be changed later. The 
  mesmerist can’t choose the same bold stare improvement more 
  than once unless otherwise noted. All of the mesmerist’s bold 
  stare improvements affect the target as long as it is affected by the 
  mesmerist’s hypnotic stare.
  
  79
  ALLURE (SU)
   The hypnotic stare penalty also applies on initiative checks and 
  Perception checks.
  DISORIENTATION (SU)
   The hypnotic stare penalty also applies on attack rolls.
  PSYCHIC INCEPTION (SU)
   The hypnotic stare and its penalty can affect creatures that are 
  mindless or immune to mind-affecting effects (such as undead or 
  vermin). The mesmerist can also partially affect such a creature 
  with his mind-affecting spells and abilities if it’s under the effect of 
  his hypnotic stare; it gains a +2 bonus on its saving throw (if any), 
  and if affected, it still has a 50% chance each round of ignoring the 
  effect. Ignoring the effect doesn’t end the effect, but does allow the 
  creature to act normally for that round. 
  SAPPED MAGIC (SU)
   The hypnotic stare penalty also applies to the DCs of spells 
  and spell-like abilities used by the target, and to the target’s spell 
  resistance (if any).
  SLUGGISHNESS (SU)
   The target of the hypnotic stare has all of its speeds reduced by 
  5 feet (to a minimum of 5 feet), and the hypnotic stare penalty also 
  applies to the target’s Reflex saving throws.
  SUSCEPTIBILITY (SU)
   The hypnotic stare penalty also applies to 
  the target’s Sense Motive checks to oppose 
  Bluff checks, and to the DCs of Diplomacy and 
  Intimidate checks made against the target.
  TIMIDITY (SU)
   The hypnotic stare penalty also applies to 
  damage rolls.
  TOUCH TREATMENT 
  (SU)
   At 3rd level, the mesmerist can 
  touch his allies to help them 
  shake off harmful conditions 
  –  especially those that 
  affect their minds –  by 
  channeling psychic 
  energy through his 
  hands. He can use touch 
  treatment a number of 
  times per day equal to 3 + his Charisma modifier. Using the ability 
  is a standard action (or a swift action if the mesmerist targets 
  himself), and the mesmerist must be able to touch his target. He 
  can remove one condition from one target each time he uses this 
  ability. At 3rd level, he can remove any condition that appears 
  on the minor conditions list and at 6th level, he can remove any 
  condition that appears on the minor or moderate conditions list.
  MINOR CONDITIONS
   Fascinated, shaken.
  MODERATE CONDITIONS 
   Confused, dazed, frightened, sickened.
   This targets only one creature the mesmerist is touching and 
  follows all other restrictions of touch treatment.
  MANIFOLD TRICKS (SU)
   At 5th level, the mesmerist can implant a second trick, allowing 
  him to target a second person in addition to the first (creatures may 
  only benefit from one trick at a time). If the mesmerist implants a 
  new trick while he already has his maximum number of concurrent 
  tricks implanted, he must choose one implanted trick to dismiss 
  without triggering (the dismissed trick still expends a daily use of 
  the mesmerist’s tricks).
  MENTAL POTENCY (EX)
   
  At 5th level, the mesmerist learns to affect more powerful 
  creatures or a greater number of creatures than normal 
  with his mental effects. Both the HD limit and the total 
  number of HD affected with each enchantment or 
  illusion spell he casts increase by 1. For enchantment 
  and illusion spells he casts that target a number of 
  creatures greater than one, the number of creatures 
  affected also increases by one (so a spell that targets 
  one creature per level would be affected, but a spell 
  that targets only one creature would not be). For 
  example, a 5th-level mesmerist could affect 5 HD 
  worth of creatures with the spell sleep, affect 
  2d4+1 HD worth of creatures with hypnotism, 
  and change the categories for color spray to “3 
  HD or fewer,” “4 or 5 HD,” and “6 or more 
  HD.”
  CAPSTONE (EX, SP, 
  OR SU)
   
  At 7th level, a mesmerist gains 
  his capstone ability. He selects this 
  ability from Table: Capstone 
  Abilities. He must still meet all 
  of the prerequisites to select this 
  capstone ability. Each character 
  
  80
  can only have one capstone ability, regardless of where they 
  acquire it.
  THE OCCULTIST
   Studying the various worlds around them, these odd, 
  enigmatic individuals seek out relics, both modern and ancient, 
  and turn them against those who would wrap what is left of 
  reality in a blanket of despair and desperation. Champions of 
  odd ideas and even more bizarre truths (carefully painted to 
  look like myths), occultists take up ‘the Great Work’ in hopes 
  of transforming themselves into something truly extraordinary. 
  Able to quickly attune with the psychic energy of ancient relics 
  and strange fetishes, these masters of the esoteric do a lot more 
  behind the scenes than most people 
  care to 
  admit.
  ALIGNMENT  Any
  HIT DIE   d8
  SKILLS
   Pick five from the following list. 
  These are now your class 
  skills: Appraise (Int), Craft 
  (Int), Diplomacy (Cha), 
  Disguise (Cha), Drive (Dex), 
  Fly (Dex), Knowledge 
  (all) (Int), Linguistics 
  (Int), Perception (Wis), 
  Sense Motive (Wis), and 
  Sleight of Hand (Dex).
  SKILL RANKS per 
  level 5 + Intelligence modifier
  WEAPON AND ARMOR PROFICIENCY
   An occultist is proficient with his bonded weapon and all 
  simple weapons, as well as a single firearm of his choice. 
  Occultists are proficient with light armor, but not shields.
  SPELL CASTING
   An occultist casts psychic spells drawn from the occultist spell 
  list, limited by the implement groups he knows.
   An occultist can cast any spell he knows without preparing it 
  ahead of time. Every occultist spell has an implement component 
  (see Implements). To learn or cast a spell, an occultist must have 
  an Intelligence score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against an occultist’s spell 
  equals 10 + the spell level + the occultist’s Intelligence modifier.
   An occultist can cast only a certain number of spells of each 
  spell level per day. His base daily spell allotment is given on 
  Table: Occultist. In addition, he gains bonus spells per day if he 
  has a high Intelligence score.
   The occultist’s selection of spells is limited to the implements 
  he knows. For each implement school he learns to use, he 
  can add one spell of each level he can cast to his list of spells 
  known, chosen from that implement school’s spell list. If he 
  selects the same implement school multiple times, he adds one 
  spell of each level from that school’s list for each time he selects 
  that school.
   
  When the occultist learns to cast a new level of spells, 
  he immediately adds one spell of that level to his list 
  of spells known from each implement school he knows 
  (plus any extra spells from schools he has selected 
  multiple times).
   At 5th level, an occultist can choose to learn a new 
  spell in place of one he already knows. In effect, the 
  occultist loses the old spell in exchange for the new one. 
  The new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least one level lower 
  than the highest-level occultist spell he can cast. The spell 
  learned must come from the same list of spells provided by the 
  implement school of the spell lost. An occultist can swap only a 
  single spell at any given level, and must choose whether to swap 
  the spell at the same time that he gains new spells known for that 
  level.
   
   An occultist need not prepare his spells in advance. He can 
  cast any spell he knows at any time, assuming he has not yet 
  used up his allotment of spells per day for the spell’s level.
  ISAAC ERKENS, OCCULTIST
  
  81
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Spells per Day
  1
  +0
  +2
  +0
  +2
  Focus powers, 
  implements 2, knacks, 
  mental focus, pierce the 
  veil, psychic weapon, 
  spells
  1 / - / - 
  2
  +1
  +3
  +0
  +3
  Implements 3, magic 
  item skill, object reading
  2 / - / - 
  3
  +2
  +3
  +1
  +3
  Focus power
  3 / - / - 
  4
  +3
  +4
  +1
  +4
  Shift focus
  3 / 1 / - 
  5
  +3
  +4
  +1
  +4
  Aura sight, focus power
  4 / 2 / - 
  6
  +4
  +5
  +2
  +5
  Implements 4
  4 / 3 / 1 
  7
  +5
  +5
  +2
  +5
  Capstone, focus power
  4 / 4/ 2 
  TABLE: THE OCCULTIST
  PSYCHIC WEAPON (SU)
   The occultist begins play with the feats Bonded Weapon and 
  Psychic Strike.
  FOCUS POWERS (SU)
   At 1st level, an occultist learns the base focus power associated 
  with both of his implement schools (see Implements below) and 
  can select one more focus power from the list of those available to 
  him through those schools.
   Whenever the occultist learns a new implement school, he gains 
  the base power of that school. In addition, at 3rd level and every 2 
  levels thereafter, he learns a new focus power selected from the 
  options granted by all of the implement schools he knows. The 
  occultist can use focus powers only by expending mental focus 
  (see Mental Focus).
   Unless otherwise noted, the DC for any saving throw against a 
  focus power equals 10 + ½ the occultist’s level + the occultist’s 
  Intelligence modifier. The occultist can’t select a focus power 
  more than once. Some focus powers require him to reach a specific 
  occultist level before he can choose them.
  IMPLEMENTS (SU)
   At 1st  level, an occultist learns to use two implement schools. At 
  2nd level and again at 6th level, occultist learns to use one additional 
  implement school. Each implement school adds one spell per spell 
  level of that school of magic to the occultist’s spell list. No spells 
  from any other school are considered to be on his spell list until he 
  selects the associated implement school. He can’t use spell trigger 
  or spell completion magic items from unknown schools without 
  succeeding at the appropriate Knowledge (occult) check. An 
  occultist can select an implement schools more than once in order 
  to learn additional spells from that school.
   Each implement school is represented by a small list of items 
  known as implements. Every day, the occultist selects one item 
  from that school’s list to be his implement for the day for each 
  implement school he knows. The occultist needs only one such 
  item to cast spells from the corresponding school, unless he 
  selected that implement schools multiple times, in which case 
  he needs one item for each set of spells gained from that school. 
  Implements don’t need to be magic items, and non-magical 
  implements never take up magic item slots (even if they’re worn). 
  Implements that are not magic items are often items of historical 
  value, sometimes being heirlooms, artifacts, or simply items that 
  are significant to the occultist. They could include items such 
  as dolls, mummified body parts, talismans, ceremonial daggers, 
  etched skulls, and the like.
   Whenever an occultist casts a spell, he must have the 
  corresponding implement on his person. He must present the 
  implement to the target or otherwise direct it toward the area of 
  effect.
   Presenting the implement is part of casting the spell and 
  doesn’t require any additional action. If the occultist lacks the 
  corresponding implement, he can still attempt to cast the spell, 
  but must succeed at a concentration check (DC = 20 + the spell’s 
  level) to do so. Spells cast by an occultist without the appropriate 
  implement are always treated as if they were cast at the minimum 
  caster level for the spell in question (caster level 1 for a 1st level 
  spell, caster level 3 for a 2nd level spell, and so on).
   Each implement schools also grants a base focus power. This 
  power is added to the list of focus powers possessed by the 
  occultist (see Mental Focus below). In addition, each implement 
  schools grants access to a number of other focus powers that the 
  occultist can select from using his mental focus class feature.
   See the implement schools in Chapter 1 of Pathfinder® 
  Roleplaying Game: Occult Adventures™ for a complete list of 
  implements associated with each school and their focus powers.
  KNACKS
   An occultist learns one knack, or 0-level psychic spell, each time 
  he selects an implement schools (including when he again selects a 
  school that he has already learned to use). These spells are cast like 
  
  82
  any other spell, but they can be cast any number of times per day. 
  Knacks cast using spell slots above 0 (because of metamagic feats 
  applied to them, for instance), consume spell slots as normal.
  MENTAL FOCUS (SU)
   An occultist can invest a part of his mental focus into his chosen 
  implements for the day, allowing him to use a variety of abilities 
  depending on the implements and the amount of mental focus 
  invested in them.
   An occultist has a number of points of mental focus equal to his 
  occultist level + his Intelligence modifier; these points refresh each 
  day. He can divide this mental focus between his implements in 
  any way he desires. If an implement is lost or destroyed, the focus 
  invested in it is lost as well, though the occultist still refreshes 
  those points of focus normally.
   Once mental focus is invested inside an implement, the 
  implement gains the resonant power of its implement school, and 
  the occultist can expend the mental focus stored in the implement 
  to activate the associated focus powers he knows. If a resonant 
  power grants a bonus that varies based on the amount of mental 
  focus invested in the implement, the bonus is determined when the 
  focus is invested, and is not reduced or altered by expending the 
  mental focus invested in the item. Once all of the mental focus in 
  an implement has been expended, it loses its resonant power until 
  mental focus is once again invested in the implement.
   The implement grants its resonant power to whoever possesses 
  it; the occultist can lend the implement to an ally, but if he does so, 
  he has difficulty casting that implement’s spells (see Implements) 
  and can’t expend that implement’s focus on focus powers until he 
  retrieves the implement or refreshes his focus.
   The occultist refreshes his mental focus once each day after 
  sleeping for at least 8 hours. After refreshing his mental focus, 
  the occultist must perform a small ceremony that takes 1 hour, 
  in which he prepares his implements and invests them with this 
  power. Mental focus that is not used before the next time the 
  occultist refreshes his focus is lost.
   The occultist can choose to save generic mental focus inside his 
  own body instead of investing all of it, but expending this focus 
  comes at a higher cost. Any focus power the occultist activates 
  with generic focus costs twice as much mental focus to use (and to 
  maintain, if applicable). The occultist can expend his generic focus 
  through an appropriate implement on any focus power he knows, 
  but an implement in which he didn’t invest any focus at the start of 
  the day grants no resonant power.
  PIERCE THE VEIL (SU)
   Starting at 1st level, the occultist gains the ability to see past the 
  illusions that cloak the invisible world. See Chapter 1 for more 
  information on Pierce the Veil.
  MAGIC ITEM SKILL (EX)
   At 2nd level, an occultist’s knowledge of magic items grants him 
  a bonus when attempting to use them. He gains a bonus on all 
  Knowledge (occult) checks equal to ½ his occultist level to identify 
  or activate magic items.
  OBJECT READING (SU)
   At 2nd level, an occultist learns how to pull hidden information 
  from the items he examines.
   Examining an item in this way requires him to spend at least 1 
  minute handling and examining the item. If the item is a magic 
  item, the occultist learns its properties and command word as if 
  he had successfully examined the item using detect magic and 
  succeeded at a Knowledge (occult) skill check. This ability does 
  not reveal whether the item is cursed unless the occultist’s class 
  level is equal to or greater than the caster level of the item. If the 
  item has any historical significance, the occultist learns one piece 
  of information about its past (as determined by the GM). Finally, if 
  the item was last used no longer than 1 day ago per the occultist’s 
  class level, the occultist learns one piece of information about the 
  last creature to use the item. This information might be a glimpse 
  of the creature’s appearance, a brief vision of what it saw while 
  using the item, or perhaps its emotional state when it last used the 
  item. The GM determines what information is gained in this way. 
  This functions like the psychometry occult skill unlock, but doesn’t 
  require a skill check and can be used at will.
  SHIFT FOCUS (SU)
   At 4th level, an occultist gains the ability to shift his mental focus 
  from one implement to another, though some of the focus is lost 
  along the way. Shifting mental focus removes a number of points 
  of mental focus from one implement and adds the same number – 1 
  to another implement; this takes 1 minute of quiet contemplation 
  while touching both implements. The occultist can shift his mental 
  focus only from one implement to another implement; he can’t 
  shift generic focus into an implement. Unlike expending focus 
  normally, this shift can reduce the effect of a resonant power in the 
  implement from which the mental focus was taken. It does not, 
  however, add to the resonant power of the implement to which the 
  focus is added.
  AURA SIGHT (SU)
   At 5th level, the occultist can read the auras of creatures around 
  him as a move action. This functions as the aura sight spell with a 
  duration of 1 round.
  CAPSTONE (EX, SP, OR SU)
   At 7th level, an occultist gains his capstone ability. He selects this 
  ability from Table: Capstone Abilities. He must still meet all of 
  the prerequisites to select this capstone ability. Each character can 
  only have one capstone ability, regardless of where they acquire it.
  
  83
   Part scholar, part crazed scientist, the Mad Dabbler plunges 
  headfirst into the occult with no regard for the health of his body 
  or mind, let alone anyone else’s safety. He searches the world for 
  occult items and subjects them to questionable experiments hoping 
  to unlock greater and greater powers. Sometimes these attempts 
  turn out positively, other times they turn out to be… bloody, but 
  either way, the mad dabbler lives for the thrill of the unknown.
   
  OCCULT DEVIATION 
   
   The mad dabbler uses occult mysticism and fringe science to 
  force open a greater eldritch connection with his implements. He 
  taps into the depths of the unknown to produce a result that even he 
  does not know beforehand. 
   
   Whenever a mad dabbler casts a spell through his implements, 
  activates a focus power or a knack, he must roll 2d6. One d6 
  represents a negative amount and the other a positive (decided 
  before the roll). Whichever die is higher modifies the caster level of 
  the spell or power accordingly. No spell or power can be reduced 
  to less than 1 If the dice both have the same number, it triggers an 
  unexpected resonance (see below).
   
  MODIFIES IMPLEMENTS
   Beginning at first level, the number of implements the mad 
  dabbler receives is reduced by one (so one implement at 1st level, 
  an additional one at 2nd and so on).
   
  UNEXPECTED RESONANCE
   
   When rolling his occult deviation, a result of doubles on the 2d6 
  signifies that an unexpected resonance has occurred, causing a 
  random magical effect. The mad dabbler must then roll on the table 
  below. 
   
   The indicated effect occurs immediately and may stack with 
  the positive or negative caster level adjustment given by the mad 
  dabbler’s occult deviation ability. Because of the potentially 
  massive impact of unexpected resonance, the GM makes the final 
  determination on all resonance effects.
  D100%
  RESONANCE EFFECT
  01
  Shadows envelop the caster and pull her into the Invisible 
  World (Will DC 15 negates). The spell fails to function 
  otherwise.  
  02-03
  Deludes the mad dabbler for 1 round into believing the spell 
  or power worked as indicated by a second die roll (no save). 
  Otherwise, nothing happens.
  04-05
  Target affected by the slow spell for ten rounds (Will DC 15 
  negates), instead.
  06-07
  The caster gains the frightened condition for 1d3 rounds. The 
  spell still functions.
  08-09
  The caster (50% chance) or the target’s (50% chance) hairs 
  turns blue, green, or purple (no save)..The spell does not 
  function.
  10-15
  Both the caster and the target (if any) gain the paralyzed 
  condition for 1d4 rounds. Nothing else happens.
  16-20
  Shimmering colors dance and play over a 40-foot-by-30-foot 
  area in front of the caster. Creatures therein are blinded for 
  1d6 rounds (Fortitude DC 15 negates). 1d4 rounds later, the 
  spell functions.
  21-25
  The caster turns invisible (as the invisibility spell) for 1d6 
  rounds. The spell does not function.
  26-30
  Shimmering colors dance and play over a 40-foot-by-30-
  foot area in front of the caster. Creatures therein are blinded 
  for 1d6 rounds (Fortitude DC 15 negates). The spell still 
  functions.
  31-45
  The spell or power does not function, but it does not use up a 
  slot or focus point, either.
  46-47
  If possible, the spell or power is empowered. Otherwise, roll 
  again.
  48-49
  If possible, the spell or power is enlarged. 
  Otherwise, roll again.
  50-57
  The spell or focus power functions normally.
  58-59
  If possible, the spell or power is maximized. 
  Otherwise, roll again.
  60-61
  If possible, the spell or power is quickened. 
  Otherwise, roll again.
  62-70
  The spell or focus power works but targets someone else in 
  range.
  71-76
  Faerie fire surrounds the target. The spell does not otherwise 
  function.
  77-83
  One or more random objects within 30 feet of the caster are 
  affected by the spell animate object (the level of the spell, 
  I to VI, is determined by rolling a d6). The objects may, or 
  may not, be friendly. The spell does not otherwise function.
  84-91
  Gust of wind, but at windstorm force (Fortitude DC 14 
  negates).
  93-96
  One of the caster’s limbs (arm, leg, fingers, etc.) is paralyzed. 
  She slowly regains use over 24 hours. There is no medical 
  explanation for this. The spell does not otherwise function.
  97-98
  Caster learns the target’s surface thoughts (as per detect 
  thoughts) for 1d4 rounds (no save). The spell still functions 
  as normal.
  99
  Caster and target both suffer from the amnesia affliction 
  for 1d4 rounds (Will DC 15 negates). The spell does not 
  otherwise function.
  00
  The spell functions normally, but the caster is also targeted 
  by the spell heal (CL 11). If the caster is fully healed, she can 
  touch another ally within 1d6 minutes to bestow the spell on 
  them instead.
   
  The metamagic spell effects listed above do not use 
  higher than normal spell slots. If the effect cannot be applied to 
  the current spell or power, roll again.
  TABLE: RESONANCE EFFECT
  MAD DABBLER
  (OCCULTIST ARCHETYPE)
  
  84
  THE PSYCHIC
   Naturally attuned to the world of shadows, these rare 
  individuals can tap into humanity’s psychic currents, crafting 
  those energies into powerful spells with which they interact 
  with the supernatural. Born in waves (or “crests” in Celestial), 
  psychics develop their powers early on, generally after puberty, 
  but almost always before they leave high school. When born, 
  these psychics are practically always born near one another 
  (often within 100 miles), and always close to a large body of 
  water.
  ALIGNMENT Any
  HIT DIE  d6
  SKILLS
   Pick three from the following list. These are now your 
  class skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Drive 
  (Dex), Knowledge (all), Linguistics (Int), Perception (Wis), 
  Sense Motive (Wis), and Street (Wis).
  SKILL RANKS per level 3 + Intelligence modifier
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Spells per Day
  1
  +0
  +0
  +0
  +2
  Disciplined power, 
  disciplined spell, knacks, 
  pierce the veil, phrenic 
  amplification, phrenic 
  pool, psychic discipline, 
  psychic weapon
  3 / - / - 
  2
  +1
  +0
  +0
  +3
  Detect thoughts
  4 / - / - 
  3
  +1
  +1
  +1
  +3
  Phrenic amplification
  5 / - / - 
  4
  +2
  +1
  +1
  +4
  Discipline spell
  6 / 3 / - 
  5
  +2
  +1
  +1
  +4
  Discipline power
  6 / 4 / - 
  6
  +3
  +2
  +2
  +5
  Discipline spell
  6 / 5 / 3 
  7
  +3
  +2
  +2
  +5
  Capstone, 
  phrenic amplification
  6 / 6 / 4 
  TABLE: THE PSYCHIC
  SHAE LYNN HUNTER, PSYCHIC
  CLASS FEATURES
   The following are the class features of the psychic in a 
  Bloodlines & Black Magic campaign.
  WEAPON AND ARMOR PROFICIENCY
   A psychic is proficient with all simple weapons, their bonded 
  weapon, and two firearms of her choice. She is not proficient with 
  any armor or shields.
  
  85
  Level
  Knacks
  1st
  2nd
  3rd
  1st
  4
  2
  –
  –
  2nd
  5
  2
  –
  –
  3rd
  5
  3
  –
  –
  4th
  6
  3
  1
  –
  5th
  6
  4
  2
  –
  6th
  7
  4
  2
  1
  7th
  7
  5
  3
  2
  TABLE: PSYCHIC SPELLS KNOWN
   The psychic’s selection of spells is limited. A psychic begins 
  play knowing four 0-level spells (known as Knacks) and two 
  1st-level spells of the psychic’s choice. At each new psychic level, 
  he learns one or more new spells, as indicated on Table: Psychic 
  Spells Known. Unlike a psychic’s spells per day, the number of 
  spells a psychic knows isn’t affected by his Intelligence score.
   At 4th level and again at 6th, a psychic can choose to learn a 
  single new spell in place of one he already knows. In effect, the 
  psychic loses his old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being exchanged, 
  and it must be a spell the psychic can cast. A psychic can swap only 
  a single spell at any given level, and must choose whether or not to 
  swap the spell at the same time that he gains new spells known for 
  the level.
   A psychic need not prepare his spells in advance. He can cast 
  any psychic spell he knows at any time, assuming he has not yet 
  used up her allotment of spells per day for the spell’s level.
  KNACKS
   A psychic may cast a number of knacks (or 0-level spells) per 
  day equal to his Intelligence modifier.  These spells are cast like 
  any other spell, but they don’t consume any slots and can be used 
  again. Knacks cast using spell slots above 0 (because of metamagic 
  feats applied to them, for instance), consume spell slots as normal.
  PSYCHIC WEAPON (SU)
   The psychic begins play with the feats Bonded Weapon and 
  Psychic Strike.
  PIERCE THE VEIL (SU)
   Starting at 1st level, the psychic gains the ability to see past the 
  illusions that separate the invisible world from the mundane. See 
  chapter 8 for more information on pierce the veil..
  PHRENIC POOL (SU)
   A psychic possesses a pool of supernatural mental energy that 
  he can draw upon to manipulate psychic spells as he casts them. 
  The maximum number of points in a psychic’s phrenic pool is 
  equal to ½ his psychic level + his Wisdom or Charisma modifier, 
  as determined by his psychic discipline. The psychic replenishes 
  this phrenic pool each morning after resting or meditating for at 
  least 8 hours; these hours need not be consecutive. The psychic 
  might be able to recharge points in his phrenic pool in additional 
  circumstances dictated by his psychic discipline. Points gained in 
  excess of the pool’s maximum are lost.
  PHRENIC AMPLIFICATION (SU)
   Psychics develop skills to empower their spellcasting called 
  phrenic amplifications. The psychic can activate a phrenic 
  amplification only while casting a spell using psychic magic, and 
  the amplification modifies either the spell’s effects or the process 
  of casting it. The spell being cast is called the linked spell. The 
  psychic can activate only one amplification each time he casts a 
  spell, and doing so is part of the action used to cast the spell. He 
  can use any amplification he knows with any psychic spell, unless 
  the amplification’s description states that it can be linked only to 
  certain types of spells. A psychic learns one phrenic amplification 
  at 1st level, selected from the list of phrenic amplifications. At 
  3rd level and again at 7th level, the psychic learns a new phrenic 
  amplification.
   A phrenic amplification can’t be selected more than once.
   Once a phrenic amplification has been selected, it can’t be 
  changed. Phrenic amplifications require the psychic to expend 1 or 
  more points from his phrenic pool to function.
   The complete list of phrenic amplifications can be found 
  in Chapter 1 of Pathfinder® Roleplaying Game: Occult 
  Adventures™.
  PSYCHIC DISCIPLINE (EX OR SP)
   Each psychic accesses and improves his mental powers through 
  a particular method, such as rigorous study or attaining a particular 
  mental state.
   This is called his psychic discipline. He gains additional spells 
  known based on his selected discipline. The choice of discipline 
  must be made at 1st level; once made, it can’t be changed. Each 
  psychic discipline gives the psychic a number of discipline powers 
  (at 1st and again 5th), and grants him additional spells known. In 
  addition, the discipline determines which ability score the psychic 
  uses for his phrenic pool and phrenic amplifications abilities. The 
  DC of a saving throw against a psychic discipline ability equals 10 
  + ½ the psychic’s level + the psychic’s Intelligence modifier.
   At 1st level, a psychic learns an additional spell determined by 
  his discipline. He learns another additional spell at 4th level and 
  again at 6th level. These spells are in addition to the number of 
  spells given. Spells learned from a discipline can’t be exchanged 
  for different spells at higher levels.
  
  86
  DETECT THOUGHTS (SP)
   At 2nd level, a psychic can use detect thoughts as a spell-like 
  ability once per day. He can also expend any unused spell slot of 
  1st  level or higher to cast detect thoughts. If he does so, he uses the 
  level of the spell slot expended to determine the Will save DC. 
   When a psychic gains this ability, if he knows detect thoughts, 
  he can learn a different 1st level spell in place of detect thoughts, 
  losing the old spell in exchange for the new one.
  CAPSTONE (EX, SP, OR SU)
   At 7th level, a psychic gains his capstone ability. He selects this 
  ability from Table: Capstone Abilities. He must still meet all of 
  the prerequisites to select this capstone ability. Each character can 
  only have one capstone ability, regardless of where they acquire it.
   Burning minds know that power has a price, but that doesn’t stop 
  them from pushing their limits.
  PHRENIC BURN (EX)
   At 1st level, a burning mind can overexert herself to channel 
  more psychic power than normal, pushing past the limit of what 
  is safe for her mind and body by accepting burn. For each point of 
  burn she accepts, a burning mind takes 1 point of nonlethal damage 
  per character level. This damage can’t be healed by any means 
  other than getting a full night’s rest, which removes all burn and 
  associated nonlethal damage. Nonlethal damage from burn can’t 
  be reduced or redirected, and a burning mind incapable of taking 
  nonlethal damage can’t accept burn. A burning mind can accept 
  only 1 point of burn per round. This limit rises to 2 points of burn 
  at 3rd level, and rises by 1 additional point every 2 levels thereafter. 
  A burning mind can’t choose to accept burn if it would put her 
  total number of points of burn higher than 3 + her Constitution 
  modifier (though she can be forced to accept more burn from a 
  source outside her control). A burning mind who has accepted burn 
  never benefits from abilities that allow her to ignore or alter the 
  effects she receives from nonlethal damage. If a psychic discipline 
  BURNING MIND
  (PSYCHIC ARCHETYPE)
  power or other feature requires the burning mind to spend points 
  from a phrenic pool, the burning mind may only pay that cost by 
  accepting an amount of burn equal to the phrenic pool cost. If a 
  psychic discipline power or other feature instructs the burning 
  mind to regain one or more phrenic pool points, the burning mind 
  may instead gain 1 temporary hit point per character level (these 
  temporary hit points last until the burning mind next rests and 
  removes burn). This ability replaces phrenic pool.
  POWERFUL MIND (SU)
   At 1st level, the burning mind can accept 1 point of burn to 
  increase the saving throw DC of a psychic spell she casts by 1. 
  This can only be applied to psychic spells, which require a saving 
  throw, and only once per spell. This ability replaces the phrenic 
  amplification gained at 1st level.
  PUSH (SU)
   At 3rd level, the burning mind can push the limits of how many 
  spells she can cast per day. The burning mind can cast a psychic 
  spell she knows without expending a spell slot by accepting 1 
  point of burn per level of the spell. This ability replaces the phrenic 
  amplification gained at 3rd level.
  GATHER PSYCHIC POWER (SU)
   At 7th level, the burning mind can gather psychic power as a 
  full round action by accepting one point of burn. Gathering power 
  creates an extremely loud, visible display in a 20-foot radius 
  centered on the burning mind as a surge of energy disrupts the 
  surroundings (for example: walls shake, lights flicker, and glass 
  shatters). Gathering power in this way allows the burning mind 
  to increase her effective caster level for the purposes of a psychic 
  spell she casts as part of the full round action; the increase in caster 
  level is equal to the amount of burn she already has, plus any new 
  burn she accepts during the casting of the spell. If the burning 
  mind takes damage while gathering power, she must succeed at a 
  concentration check (DC = 10 + damage taken + spell level of the 
  spell being cast) or lose the energy and spell in a wild surge that 
  forces her to accept an additional point of burn.
   This ability replaces the capstone ability gained at 7th level.
  
  87
  THE SLAYER
   Dedicated to hunting down and killing 
  supernatural predators, these men and 
  women often live on the perimeter of normal, 
  aligning to secret laws, oaths, and codes that 
  only a select few individuals – often hunters 
  and slayers just like them – actually 
  understand. Outsiders in the truest sense 
  of 
  the word, these dedicated individuals spend 
  the 
  majority of their time hunting monsters, 
  disbanding dangerous cults, and directing 
  violence against those who prey on the innocent. 
  Whether they’re hunting the lycanthropes under 
  a blood moon or stalking through the sewers of a 
  small city in search of a dangerous cult, these individuals bring 
  the violence in high definition, ending threats the mundane 
  world will never meet.
  ALIGNMENT Any
  HIT DIE d10
  SKILLS
   Pick seven from the following list. These are now your 
  class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Disguise (Cha), Drive (Dex), Intimidate (Cha), 
  Knowledge (firearms) (Int), Knowledge (geography) (Int), 
  Knowledge (local) (Int), Knowledge (military) (Int), Perception 
  (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), 
  Street (Wis), and Swim (Str).
  SKILL RANKS per level 7 + Intelligence modifier
  THE KNOCK-KNOCK MAN, SLAYER
  THE SLAYER
  
  88
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  1
  +1
  +2
  +2
  +0
  Psychic weapon, studied target, track
  2
  +2
  +3
  +3
  +0
  Pierce the veil, slayer talent
  3
  +3
  +3
  +3
  +1
  Sneak attack +1d6
  4
  +4
  +4
  +4
  +1
  Slayer talent
  5
  +5
  +4
  +4
  +1
  2nd studied target
  6
  +6 / +1
  +5
  +5
  +2
  Slayer talent, sneak attack +2d6
  7
  +7 / +2
  +5
  +5
  +2
  Capstone
  TABLE:THE SLAYER
  CLASS FEATURES
   The following are the class features of the slayer in a Bloodlines 
  & Black Magic campaign.
  WEAPON AND ARMOR PROFICIENCY
   A slayer is proficient with all simple and martial weapons, her 
  bonded weapon, and a number of firearms equal to her Intelligence 
  modifier. Slayers are proficient with light and medium armor, but 
  not with shields.
  PSYCHIC WEAPON (SU)
   The slayer begins play with the feats Bonded Weapon and 
  Psychic Strike.
  STUDIED TARGET (EX)
   A slayer can study an opponent she can see as a move action. 
  The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks attempted against that 
  opponent, and a +1 bonus on weapon attack and damage rolls 
  against it. The DCs of slayer class abilities against that opponent 
  also increase by 1. A slayer can only maintain these bonuses 
  against one opponent at a time; these bonuses remain in effect until 
  either the opponent is dead or the slayer studies a new target.
   If a slayer deals sneak attack damage to a target, she can study 
  that target as an immediate action, allowing her to apply her 
  studied target bonuses against that target (including to the normal 
  weapon damage roll).
   At 5th the bonuses on weapon attack rolls, damage rolls, and 
  skill checks and to slayer DCs against a studied target increase by 
  1. In addition, at each such interval, the slayer is able to maintain 
  these bonuses against an additional studied target at the same time. 
  The slayer may discard this connection to a studied target as a free 
  action, allowing him to study another target in its place.
   At 7th level, a slayer can study an opponent as a move or swift 
  action.
  TRACK (EX)
   A slayer adds ½ her level (minimum 1) to Survival skill checks 
  made to follow tracks.
  PIERCE THE VEIL (SU)
   Starting at 2nd level, the slayer learns to see past the illusions the 
  Archons have established, gaining the Pierce the Veil ability. See 
  Chapter 1 for more information on Pierce the Veil.
  SLAYER TALENTS
   As a slayer gains experience, she learns a number of talents that 
  aid her and confound her foes. Starting at 2nd level and every 2 
  levels thereafter, a slayer gains one slayer talent. Unless otherwise 
  noted, a slayer cannot select an individual talent more than once.
   A full list of the slayer’s talents can be found in the Pathfinder 
  Roleplaying Game Advanced Class Guide.
  SNEAK ATTACK
   At 3rd level, if a slayer catches an opponent unable to defend 
  itself effectively from her attack, she can strike a vital spot for 
  extra damage. The slayer’s attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC (whether the target 
  actually has a Dexterity bonus or not), or when the slayer flanks 
  her target. This additional damage is 1d6 at 3rd level, and increases 
  by 1d6 every 3 levels thereafter. Should the slayer score a critical 
  hit with a sneak attack, this additional damage is not multiplied. 
  Ranged attacks can count as sneak attacks only if the target is 
  within 30 feet.
   With a weapon that deals nonlethal damage (like a sap, whip, 
  or unarmed strike), a slayer can make a sneak attack that deals 
  nonlethal damage instead of lethal damage. He cannot use a 
  weapon that deals lethal damage to deal nonlethal damage in a 
  sneak attack, not even with the usual –4 penalty.
   The slayer must be able to see the target well enough to pick out 
  a vital spot and must be able to reach such a spot. A slayer cannot 
  use sneak attack while striking a creature with concealment.
  
  89
  NIGHT MARCHES,
  NIGHT MARCHES,
  AN ISLAND FULL OF FUN,
  ONLY THOSE BLOODED,
  DARE NOT RUN
  NIGHT MARCHES,
  NIGHT MARCHES,
  OUTSIDERS' BANE
  IF WE INVOKE HIM,
  EVERYTHING CHANGE.
  NIGHT MARCHES,
  NIGHT MARCHES,
  A PIRATE'S 
  WEIGHT,
  PIERCE THE 
  VEIL,
  AND UNRAVEL 
  YOUR 
  FATE...
  CAPSTONE (EX, SP, OR SU)
   At 7th level, the slayer gains her capstone ability. She selects this 
  ability from Table: Capstone Abilities. She must still meet all of 
  the prerequisites to select this capstone ability. Each character can 
  only have one capstone ability, regardless of where they acquire it.  
  
  90
  THE SPIRITUALIST
   Able to summon and work with the spirits trapped between the worlds, these individuals have an 
  innate understanding of the spiritual world; they hear the ghosts, haunts, and cold places whisper and 
  moan.
   With practice, spiritualists can learn to turn those spirits against their enemies, punishing them 
  night and day. Or, for those with lower appetites, lesser spirits are often employed to evil ends.
  ALIGNMENT Any
  HIT DIE   d8
  SKILLS
   Pick five from the following list. These are now your class skills: Bluff (Cha), Craft (Int), Drive 
  (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), 
  Profession (Wis), and Sense Motive (Wis).
  SKILL RANKS per level 5 + Intelligence modifier
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st/2nd/3rd
  1
  +0
  +2
  +0
  +2
  Etheric tether, knacks, pierce the 
  veil, phantom, shared consciousness, 
  spells
  1/–/–
  2
  +1
  +3
  +0
  +3
  Bonded senses
  2/–/–
  3
  +2
  +3
  +1
  +3
  Bonded manifestation
  3/–/–
  4
  +3
  +4
  +1
  +4
  Spiritual interference
  3/1/–
  5
  +3
  +4
  +1
  +4
  Detect undead
  4/2/–
  6
  +4
  +5
  +2
  +5
  Phantom recall 1/day
  4/3/1
  7
  +5
  +5
  +2
  +5
  Capstone
  5/4/1
  TABLE::THE SPIRITUALIST
  KING DAVID, SPIRITUALIST
  CLASS FEATURES
   The following are the class features of the spiritualist in a Bloodlines & Black Magic 
  campaign.
   
  WEAPON AND ARMOR PROFICIENCY
   A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as their 
  bonded weapon. They are not proficient with any armor.
  SPELL CASTING
   A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell 
  
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  Level
  Knacks
  1st
  2nd
  3rd
  1st
  4
  2
  –
  –
  2nd
  5
  3
  –
  –
  3rd
  6
  4
  –
  –
  4th
  6
  4
  2
  –
  5th
  6
  4
  3
  –
  6th
  6
  4
  4
  1
  7th
  7
  5
  4
  2
  TABLE: SPIRITUALIST SPELLS 
  KNOWN
   Upon reaching 3rd level, and again at 5th and 7th levels (in her 
  class), a spiritualist can learn a single new spell in place of one she 
  already knows.
   In effect, the spiritualist loses the old spell in exchange for the 
  new one. The new spell’s level must be the same as that of the 
  spell being exchanged, provided it is a spell the spiritualist could 
  normally cast. A spiritualist can swap out only a single spell at any 
  given level and must choose whether or not to swap the spell at the 
  same time that she gains new spells known for the level.
  KNACKS
   A spiritualist learns a number of knacks, or 0-level psychic 
  spells, as noted on Table: Spiritualist Spells Known. These spells 
  are cast like any other spell, but they can be cast any number of 
  times per day. Knacks prepared using another spell slot, because of 
  metamagic feats applied to them, for example, consume spell slots 
  as normal.
  PHANTOM
   While other classes in Bloodlines & Black Magic begin play 
  with a bonded weapon, the O7 spiritualist takes an altogether 
  different path, calling on a special spirit from the Ethereal Plane 
  called a phantom (although many Goëtic Spirits scoff at such a 
  simple term). The phantom forms a link with the spiritualist, who 
  prepares a portion of her psyche to house it, safeguarding it within 
  the recesses of her consciousness until called upon. The spiritualist 
  can then manifest the phantom, either binding it to a weapon (see 
  below) or manifesting it as an ectoplasmic or incorporeal entity. 
  The phantom has the same alignment as the spiritualist, and it 
  can speak all the languages the spiritualist can. A spiritualist 
  normally harbors her phantom in her consciousness (see the shared 
  consciousness class feature), although she can manifest it partially 
  (see the bonded manifestation class feature), or fully manifest it. A 
  fully manifested phantom is treated as a summoned creature from 
  the Ethereal Plane, except it is not sent back to the Ethereal Plane 
  until it is reduced to a negative amount of hit points equal to or 
  greater than its Constitution score.
   A spiritualist can fully manifest her phantom through a ritual that 
  takes 1 minute to perform. 
   When the phantom is fully manifested, the spiritualist can 
  change the form of the phantom’s manifestation (either from 
  ectoplasmic to incorporeal or vice versa) as a full-round action that 
  provokes attacks of opportunity. Additionally, when the phantom 
  is manifested, the spiritualist can temporarily bind it to a melee 
  weapon as a full-round action that provokes attacks of opportunity. 
  While bound in such a fashion, the weapon the phantom inhabits is 
  treated as magic and gains the ghost touch ability, but that weapon 
  must remain in the possession of the spiritualist bound to the 
  phantom. If the spiritualist is disarmed, willingly gives the weapon 
  to another creature, or is knocked unconscious, the phantom 
  immediately returns to the spiritualist’s consciousness. A phantom 
  may only remain bound to a weapon in this fashion for a number of 
  minutes equal to the spiritualist’s level.
   When the phantom manifests, its hit points are unchanged from 
  the last time it manifested, unless the phantom spent 24 or more 
  hours on the Ethereal Plane (in which case it heals, see below) 
  or was slain, in this case, the phantom manifests with half its 
  maximum number of hit points.
   While the phantom is perfectly comfortable being on the 
  Ethereal Plane, its absence causes the spiritualist a great deal of 
  pain, often physically manifesting as cold spot. At any point in 
  which the spiritualist willingly allows the phantom to return to the 
  Ethereal Plane (often, to heal), she gains the sickened condition 
  while it is gone (this condition does not apply when the phantom is 
  slain or otherwise banished).
   The phantom does not heal naturally while on the prime material 
  plane, but it can be healed with magic or tended to by an ally 
  (the spiritualist must state, while conscious, if a creature is an 
  ally), who can treat it with the Heal skill while fully manifested 
  in its ectoplasmic form or with the Knowledge (occult) skill in its 
  incorporeal form. The phantom stays fully manifested until it is 
  either returned to the spiritualist’s consciousness (a standard action) 
  or banished to the Ethereal Plane. If the phantom is banished to the 
  Ethereal Plane, it can’t return to the spiritualist’s consciousness or 
  manifest again for 24 hours. For every consecutive 24-hour period 
  the phantom resides on the Ethereal Plane, it heals 5 hit points for 
  every HD it possesses, even if banished.
  she knows without preparing it ahead of time, assuming she has not 
  yet used up her allotment of spells per day for the spell’s level. To 
  learn or cast a spell, a spiritualist must have a Wisdom score equal 
  to at least 10 + the spell level. The Difficulty Class for a saving 
  throw against a spiritualist’s spell equals 10 + the spell level + the 
  spiritualist’s Wisdom modifier.
   A spiritualist can cast only a certain number of spells of each 
  spell level per day. Her base daily spell allotment is given on Table: 
  Spiritualist. In addition, she receives bonus spells per day if she has 
  a high Wisdom score.
   A spiritualist’s selection of spells is limited. A spiritualist begins 
  play knowing four 0-level spells and two 1st-level spells (called 
  Knacks – see below) of the spiritualist’s choice. At each new 
  spiritualist level, she learns one or more new spells as indicated on 
  Table: Spiritualist Spells Known. Unlike her number of spells per 
  day, the number of spells a spiritualist knows does not affect her 
  Wisdom score. The numbers on Table: Spiritualist Spells Known 
  are fixed.
  
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   While fully manifested, a phantom can’t be returned to the 
  Ethereal Plane by means of dispel magic, but spells such as 
  dismissal and banishment work normally. Whenever the spiritualist 
  is unconscious or asleep, the phantom immediately returns to the 
  spiritualist’s consciousness. If the spiritualist dies, the phantom 
  immediately returns to the Ethereal Plane, and can’t return to the 
  spiritualist’s consciousness until 24 hours after the spiritualist is 
  brought back to life.
   A phantom can’t be dismissed or banished (by a spell or 
  any other similar effect) while it resides in the spiritualist’s 
  consciousness, as the phantom is protected from such effects by the 
  power of the spiritualist’s psyche.
   Fully manifested phantoms can use and wear items appropriate 
  to their forms, but they cannot wear armor or wield weapons. Any 
  items worn, carried, or held by the phantom are dropped when 
  the phantom returns to the spiritualist’s consciousness, and must 
  be retrieved and donned anew if the phantom wishes to use them 
  when it fully manifests in the future.
   A phantom refuses to manifest (either fully or as part of 
  a bonded manifestation; see Bonded Manifestation) in the 
  presence of other summoned creatures like an eidolon or shadow 
  summoned by the spiritualist (who is bound to the phantom in 
  question). Furthermore, if a phantom is manifested when such a 
  creature is summoned, it immediately retreats into its spiritualist’s 
  consciousness, and will not manifest again until the eidolon or 
  shadow is dismissed.
   A fully manifested phantom’s abilities, feats, Hit Dice, 
  saving throws, and skills are tied to the spiritualist’s class level 
  and increase as the spiritualist gains levels. See Chapter 1 of 
  Pathfinder® Roleplaying Game: Occult Adventures™ for more 
  information about phantoms.
   
  ETHERIC TETHER (SU)
   At 1st level, a spiritualist forms special bond with her phantom, 
  allowing her to share some of her life essence with it in an 
  emergency. Whenever her manifested phantom takes enough 
  damage to send it back to the Ethereal Plane, as a reaction to the 
  damage, the spiritualist can immediately sacrifice any number of 
  her hit points (without using an action) to prevent that damage. 
  Each hit point sacrificed in this way prevents 1 point of damage 
  dealt to the phantom. This can prevent the phantom from being 
  sent back to the Ethereal Plane.
   This tether is very limited. When the phantom is fully 
  manifested, it and the spiritualist must remain within 50 feet of 
  one another for the phantom’s manifestation to maintain the tether. 
  The spiritualist can stretch the limited tether, but only when the 
  phantom is in ectoplasmic form.
   Whenever a spiritualist starts her turn and her ectoplasmic 
  phantom is more than 50 feet away from her (but closer than 100 
  feet), the spiritualist must concentrate on the link as a full-round 
  action that provokes attacks of opportunity. If the spiritualist fails 
  to willingly concentrate on the etheric tether, the ectoplasmic 
  phantom immediately returns to the Ethereal Plane and cannot 
  be summoned again for 24 hours. This concentration can be 
  interrupted. Treat the act of concentrating on the etheric tether as 
  a 1st-level spell, adding an additional spell level for each 10 feet 
  beyond 50 the phantom is from the spiritualist (maximum spell 
  level 6th). If the tether is interrupted or the check fails, the phantom 
  immediately snaps back into the consciousness of its spiritualist.
   If the ectoplasmic phantom is ever more than 100 feet away 
  from its spiritualist, the incorporeal phantom is ever 50 feet 
  away from the spiritualist, or either is outside of line of effect 
  from the spiritualist for more than 1 round per spiritualist level 
  the spiritualist possesses, the tether is automatically broken; the 
  phantom immediately returns to the Ethereal Plane and can’t be 
  summoned from that plane for 24 hours.
  PIERCE THE VEIL (SU)
   Starting at 1st level, a spiritualist gains the ability to see past the 
  illusions that cloak much of the invisible world. See chapter 8 for 
  more information on Pierce the Veil..
  SHARED CONSCIOUSNESS (SU)
   At 1st level, while a phantom is confined in a spiritualist’s 
  consciousness (but not while it’s fully manifested or otherwise on 
  the Ethereal Plane), it grants the spiritualist the Skill Focus feat in 
  two skills determined by the phantom’s emotional focus, unless the 
  spiritualist already has Skill Focus in those skills. It also grants a 
  +4 bonus on saving throws against all mind-affecting effects.
   Once per day, when the spiritualist fails a saving throw against a 
  mind-affecting effect, she can immediately shift (as an immediate 
  action) the effect into the phantom’s section of her psyche instead. 
  When she does so, the spiritualist ignores the mind-affecting effect 
  for the normal duration of that effect, losing the normal the bonuses 
  on saving throws against mind-affecting effects and the Skill Focus 
  effects granted by her phantom. While suppressing this effect, the 
  spiritualist cannot use this ability to shift a mind-affecting effect 
  into the phantom’s consciousness or manifest her phantom in any 
  way. When a mind-affecting effect is shifted into the phantom’s 
  consciousness, spells such as dispel magic and break enchantment 
  can be cast on the spiritualist to end the effect’s duration as if the 
  spiritualist were affected by the mind-affecting effect.
  BONDED SENSES (SU)
   At 2nd level, as a standard action, a spiritualist can share the 
  senses of her manifested phantom, hearing, seeing, smelling, 
  tasting, and feeling everything her phantom does. She can use 
  this ability a number of rounds per day equal to her spiritualist 
  level, but those rounds do not need to be consecutive. There is no 
  maximum range for this effect, but the phantom and the spiritualist 
  must be on the same plane. The spiritualist can end this effect as a 
  free action.
  
  93
  BONDED MANIFESTATION (SU)
   At 3rd level, as a swift action, a spiritualist can tap into the 
  essential nature of her phantom and the substance of the Ethereal 
  Plane, combining them to partially manifest aspects of both in her 
  own body. When she does, she uses this bonded manifestation to 
  enhance her own abilities while the phantom remains bound inside 
  her consciousness.
   For the spiritualist to use this ability the phantom must be 
  confined in the spiritualist’s consciousness; it can’t be manifested 
  in any other way.
   During a bonded manifestation, the phantom can’t be damaged, 
  dismissed, or banished. A spiritualist can use bonded manifestation 
  a number of rounds per day equal to 3 + her spiritualist level. The 
  rounds need not be consecutive. She can dismiss the effects of a 
  bonded manifestation as a free action, but even if she dismisses a 
  bonded manifestation on the same round that she used it, it counts 
  as 1 round of use.
   When a spiritualist uses this ability, she must choose either 
  ectoplasmic or incorporeal form. When she makes this choice, she 
  gains all of the abilities based on the form she chooses and her 
  spiritualist level.
   Ectoplasmic Bonded Manifestation
  When a spiritualist uses this ability and chooses ectoplasmic 
  form, she gains an ectoplasmic shield that protects her without 
  restricting her movement or actions. She gains a +4 shield bonus 
  to Armor Class; this bonus applies to incorporeal touch attacks. 
  The ectoplasmic shield has no armor check penalty or arcane spell 
  failure chance.
  INCORPOREAL BONDED 
  MANIFESTATION
   When a spiritualist uses this ability and chooses incorporeal 
  form, she becomes shrouded in a haze of insubstantial mist, 
  granting her concealment against ranged attacks.
  SPIRITUAL INTERFERENCE 
  (EX OR SU)
   At 4th level, whenever a spiritualist is within reach of her 
  ectoplasmic manifested phantom, she gains a +2 shield bonus 
  to her Armor Class. She doesn’t gain these bonuses when 
  the ectoplasmic manifested phantom is grappled, helpless, or 
  unconscious. A spiritualist within 30 feet of her incorporeally 
  manifested phantom receives a +2 circumstance bonus on her 
  saving throws. This bonus is a supernatural ability and does not 
  apply if the phantom is unconscious. 
  DETECT UNDEAD (SP)
   At 5th level, a spiritualist’s connection with the Ethereal Plane 
  becomes so strong that she can use detect undead at will as a spell-
  like ability with a caster level equal to her spiritualist level.
  PHANTOM RECALL (SU)
   At 6th level, as either a swift or an immediate action, a spiritualist 
  can call her manifested phantom to her side or back into her 
  consciousness.
   This ability functions as dimension door, using the spiritualist’s 
  class level as the caster level. When the spiritualist calls the 
  phantom in this way, the phantom appears adjacent to the 
  spiritualist (or as close as possible, if all adjacent spaces are 
  occupied).
   When the spiritualist uses this ability to call the phantom back 
  to her consciousness, she can activate bonded manifestation as 
  part of that action, but doing so costs 1 extra round of bonded 
  manifestation.
   The spiritualist can use this ability once per day.
  CAPSTONE (EX, SP, OR SU)
   At 7th level, the spiritualist gains her Capstone Ability. She 
  selects this ability from Table: Capstone Abilities. She must still 
  meet all of the prerequisites to select this Capstone Ability. Each 
  character can only have one Capstone Ability, regardless of where 
  they acquire it.  
  CAPSTONE ABILITIES
   The following pages list all of the current Capstone Abilities 
  players can choose. As individual campaigns are unlocked, or as 
  foes are uncovered, additional Capstone Abilities will be revealed. 
   Additionally, GMs are invited to add their own, unique, story-
  specific Capstone Abilities as well.
  ARCANA MUNDI (SU)
  Prerequisites Ability to cast 3rd level psychic spells, 
  Knowledge (occult) 7 ranks
   A character that selects arcana mundi as their Capstone Ability 
  learns a number of magical circles equal to his Intelligence modifier 
  (minimum 1). Each of these seven magical circles has ties to a 
  particular Tradere. The circles and what they do is listed below:
  CIRCLE OF SOLOMON – The character within 
  the area gain immunity to harmful transmutation effects below 
  3rd level that require a saving throw. The Circle of Solomon 
  also grants the character a +2 bonus to Fortitude saves to resist 
  effects and spells (like baleful polymorph) that alter your body 
  against your will.
  CIRCLE OF FAUST – The character within the area 
  gains protection against summoned outsiders, as if under the 
  effects of a magic circle against evil spell. The Circle of Faust 
  also grants the character a +2 bonus on Will saves to resist the 
  spells and effects of evil outsiders, including native outsiders.
  
  94
  CIRCLE OF NERGAL – The character within the 
  area gains protection against the undead, as if under the effects 
  of a magic circle against evil, but instead only targeting the 
  undead. The Circle of Nergal also grants the character a +2 
  bonus on Will saves to resist the spells and effects of undead. 
  CIRCLE OF TYANA – The character within the 
  area gains protection against divination spells and effects, as 
  if under the effects of a nondetection spell. If a divination is 
  attempted against the warded creature or item, the caster of the 
  divination must succeed on a caster level check (1d20 + caster 
  level) against a DC of 17 + the Intelligence modifier of the 
  individual who prepared the Circle of Tyana.  
  CIRCLE OF DEE –– The character within the area 
  gains protection against summoned outsiders, as if under the 
  effects of a magic circle against good. The Circle of Dee also 
  grants the character a +2 bonus on Will saves to resist the spells 
  and effects of good outsiders, including native outsiders. 
  CIRCLE OF HERMES 
  TRISMEGISTUS – The character within the area gains 
  immunity to illusions and enchantments below 3rd level that 
  require a saving throw. The Circle of Hermes Trismegistus also 
  grants the character a +2 bonus on Will saves to resist mind-
  affecting spells and effects above 3rd level. 
  CIRCLE OF AGRIPPA – The character within 
  the area gains protection against summoned outsiders, as if 
  under the effects of a magic circle against chaos or magic circle 
  against law (character’s choice). The Circle of Agrippa also 
  grants the character a +2 bonus on Will saves to resist the spells 
  and effects of chaotic or lawful outsiders, including native 
  outsiders. 
   To draw a circle, he must have chalk, salt, blood, powdered 
  silver, or some other appropriate substance at hand (although he 
  can press a magic circle into a softer surface such as dirt or clay). 
  Drawing a circle takes 1 minute and requires the character to 
  expend 1 point of mental focus (if an occultist) or to sacrifice a 
  single spell level (for other characters who cast psychic spells). 
   Once completed, this circle functions as a temporary magic 
  circle against evil, but instead affecting the listed target. The circle 
  remains until its form is physically broken (for example, if the lines 
  are smeared or the salt is scattered) or 1 hour, whichever comes 
  first.
   Only a living creature can break the circle; environmental effects 
  can’t break it. A character can have only one circle created in this 
  way at a time. If he creates a second circle, the first one loses all its 
  magic powers. This type of magic circle can’t normally be focused 
  inward to bind an outsider.
  DEATH ATTACK (EX)
  Prerequisites BAB +7, sneak attack
   A character that selects death attack as their Capstone Ability 
  gains a death attack. If the character studies her victim for three 
  or more rounds and then succeeds with a sneak attack that deals 
  damage, that sneak attack adds an additional, deliberating effect 
  that either kills or paralyzes the target (character’s choice). 
  Studying the victim is a standard action that does not provoke an 
  attack of opportunity. The death attack automatically fails if at any 
  point, the target detects or identifies the character.
   If the victim of such a death attack fails a Fortitude save (DC 17 
  + the character’s Intelligence modifier) against the kill effect, the 
  target dies. If the victim of the attack fails their save against the 
  paralysis effect, the victim is rendered helpless and unable to act 
  for 3d6 rounds. If the victim’s saving throw succeeds, the attack is 
  just a normal sneak attack. Once the slayer has completed the three 
  rounds of study, she must make the death attack within the next 
  three rounds.
   If a death attack is attempted and fails (the victim makes her 
  save) or if the character fails to launch their attack within three 
  rounds of completing the study, a full three new rounds of study are 
  required before she can attempt another death attack.
  DJINN CALLER (SP)
  Prerequisites Ability to cast 3rd level psychic spells, Knowledge 
  (planes) 7 ranks
   A character that selects djinn caller as their Capstone Ability 
  gains the ability to summon a djinn once per week, as if they had 
  cast the spell summon monster VI. When called in this manner, the 
  djinn treats the character as a friend, although it still retains its free 
  will. Once called in this manner, the djinn remains for a minimum 
  of 1 hour (but is dismissible), but can stay longer if it so desires.
  HAUNT HUNTER (SU)
  Prerequisites Ability to cast 3rd level psychic spells, Knowledge 
  (religion) 7 ranks
   A character who selects haunt master as their Capstone Ability 
  gains the following abilities; a number of times per day equal to 
  her Charisma modifier, the character may channel energy (as a 
  cleric) to damage haunts. When she channels this energy, she deals 
  4d6 points of positive energy damage to the targeted haunt; haunts 
  that succeed on a Will save (DC = 17 + the character’s Charisma 
  modifier) take only half damage instead. Characters who select this 
  Capstone Ability cannot use it to heal allies, to turn undead, or to 
  turn outsiders – it only works on haunts.
  SERVANT FOR THE MASTER (SU)
  Prerequisites Ability to cast 3rd level psychic spells, Knowledge 
  (occult) 7 ranks
   A character that selects servant for the master as their Capstone 
  Ability gains the ability to call forth an advanced familiar (as 
  if they possessed the feat improved familiar, but ignoring the 
  alignment restrictions and gaining the advanced template). Once 
  called, this familiar dutifully serves the character for a year and a 
  
  95
  day without question. After its period of service is complete, the 
  character may automatically summon a new familiar. 
  SPIRIT CALLER (SP)
  Prerequisites Ability to cast 3rd level psychic spells, Knowledge 
  (occult) 7 ranks
   A character that selects Spirit Caller as their Capstone Ability 
  gains the ability to cast calm spirit, entrap spirit, and phantom 
  driver, each once per day.
  TRUE SIGHT (SU)
  Prerequisites Ability to cast 3rd level psychic spells, Perception 7 
  ranks
   A character that selects True Sight as their Capstone Ability 
  gains the following; as a standard action, the character can 
  activate Pierce the Veil, but treating it as if she had cast the spell 
  true seeing. Each time the character activates this power; it lasts 
  for a minimum of 1 minute (characters can automatically extend 
  this ability in one-minute increments as a swift action). The 
  character may spend up to seven minutes per day in this fashion. 
  While active, the character gains a +2 insight bonus to all of her 
  Perception skill checks, as well.
  UNDEAD DESTROYER (SU)
  Prerequisites BAB +7
   A character who selects undead hunter as their Capstone Ability 
  gains the following; as a swift action that does not provoke an 
  attack of opportunity, the character can imbue their bonded weapon 
  with potent psychic magic, granting it the bane (undead) and ghost 
  touch weapon properties for up to 1 minute. The character may 
  automatically extend this duration by 1 minute as a swift action. 
  The character may use this ability for a total of up to 7 minutes 
  each day.
  WAR CRY (SU)
  Prerequisites BAB +7
   A character that selects war cry as their Capstone Ability gains 
  the following; once per day, this character can unleash a terrible 
  battle cry as a standard action. When she completes this war cry, all 
  of the character’s allies within 30 ft of her gain the effects of both 
  the haste and heroism spells, as if cast by a 7th level caster. If the 
  character’s Intelligence score is less than 13, it counts as 13 for the 
  purpose of meeting the prerequisites to cast these two spells.
  WITCH’S CURSE (SU)
  Prerequisites Ability to cast 3rd level psychic spells, 7 HD
   A character who selects Witch’s Curse as their Capstone Ability 
  gains the following; once per day the character may, as a standard 
  action that does not provoke an attack of opportunity, call out to 
  their enemies, forcing every enemy within in 30 ft who can hear 
  them to make a Will save (DC = 17 + the character’s Charisma 
  modifier) to avoid the effect. Targets that fail their save suffer one 
  of the following: a –4 penalty on attack rolls, saves, ability checks, 
  and skill checks for 1 minute, a -6 decrease to a single ability score 
  for 1 minute, or gain the confused condition. Witch’s Curse is a sonic, 
  language-based, mind-affecting effect.
  
  96
  CHAPTER 6
  NEW SKILLS, NEW HORIZONS
  
  97
   Yet there came the day when I awoke, disquieted, because of a 
  great wrongness, a discomfort like a too-full bladder about to let go 
  or a sharp needle piercing my chest. Usually Arthur still slept when 
  I cracked open my eyes, yet this morning the bed next to me was 
  empty, the space he occupied long cold. I knew then; I understood 
  without being told, and all but ran downstairs. He was not in his 
  study, nor was he in the kitchen. In my nightie, I tore around the 
  cottage, across the big field then up the overgrown drive to the 
  manor house.
   Arthur had seen me there a few times. He’d walked past, and 
  I’d quickly replaced the journal in its nook, worried that he’d 
  investigate. I shouldn’t be surprised to see him crouched, face all 
  but pressed against the pages as he peered at the stories scrawled 
  there.
   He flipped through the pages, pausing every so often, and for 
  a heartbeat, I hung back my mouth dry, heart stuttering furiously. 
  Then I dashed forward and snatched the volume from him. Paper 
  tore, and during the struggle, I somehow fell back and lashed out 
  with a foot that struck him squarely in the face. Something gave 
  with the wet snap of broken cartilage.
   A wordless roar tore from Arthur, and I fetched up backward 
  until my spin struck a wall. We regarded each other as if from 
  across a fathomless abyss: He pressed his hand to his nose then 
  pulled it away so he could examine the blood that was now 
  fountaining down. I squashed the book to my chest, tears of horror 
  at its violation blurring my vision.
   “What did you do that for?” His voice came out as a whine.
   “You…you.”
   “I don’t understand.” He swore and got up, and turned from me 
  as he stumbled back to the cottage. 
  Spatters of crimson trailed after him.
   Gently I lowered the book, tried to flatten a leaf that was now 
  rumpled and half torn from its fellows. Ruined. Defiled. A tear 
  splashed down, but the ink didn’t run. It shouldn’t matter this 
  much, that he’d waited until I was asleep and insensible, to come 
  and prod about the one thing that was indeed my own; but he had.
   Around me the world wavered, the bars of light shining through 
  the oaks resolving briefly into a trio of figures peering down at me. 
  I blinked back the tears, and the blur vanished. A trick of the light, 
  a distortion of the sun’s rays. Nothing more. I wiped at my eyes 
  with the back of my wrist.
   I should’ve been ashamed for kicking him, but couldn’t 
  gather the threads of my contrition. I was the one who’d been 
  embarrassed, my privacy disrespected. Sod him. Why was I even 
  here? Why had I given my power away to Arthur for so long? By 
  the time I was halfway down the drive, back to the cottage, I had 
  heard the Range Rover’s engine. Once I reached the door, the late-
  summer dust was settling.
  SKILL ADAPTATIONS
   Bloodlines & Black Magic uses most of the skills presented in 
  the Pathfinder Roleplaying Game Core Rulebook, although there 
  will be some exceptions, which we list below. 
   In most cases, players should follow this general rule – if you 
  can adopt a skill from the Pathfinder Roleplaying Game Core 
  Rulebook, do so. That said, there are plenty of skills that simply 
  do not apply to our modern access to both technology and the 
  sciences; the following skills and skill adaptations address these.
  ACROBATICS (DEX) – This skill remains unchanged 
  in Bloodlines & Black Magic. 
  APPRAISE (INT) – In Bloodlines & Black Magic, 
  appraise is used to value general items. Items with specific values 
  (historical art, artifacts, and the like) require specialized training. 
  Any time a PC takes the feat Skill Focus and applies it to Appraise, 
  they may also select a particular area of expertise, which represents 
  this focus. Valuing items with a DC greater than DC 20 often 
  requires a second skill check from the specialized skill (Knowledge 
  [art] for instance).
  BLUFF (CHA) – This skill remains unchanged in 
  Bloodlines & Black Magic. 
  CLIMB  (STR)– This skill remains unchanged in 
  Bloodlines & Black Magic. This skill also represents an 
  understanding of climbing gear, specific climbing hazards, and 
  similar issues involved with climbing.
  COMPUTER USE (INT) TRAINED 
  ONLY – For most people in the industrialized world, basic 
  computer operations do not require a Computer Use check, 
  although characters performing specific or specialized tasks, or 
  those using computers to perform other tasks (like researching a 
  topic or making art) generally need to make the related checks. 
  Characters working on unfamiliar networks, navigating networks 
  from the command line, altering existing operating systems, 
  networks, or programs, accessing hidden or secured files, breaking 
  through computer security, bypassing intrusion-detection hardware, 
  or otherwise attempting similarly specialized tasks require skill 
  checks. The common ways characters might use the Computer Use 
  skill are listed below:
  ACQUIRING & ALTERING DATA
   The acquisition of data – be it credit card numbers, national 
  secrets, political dossiers, or occult secrets known only to 
  illuminated brotherhoods – is the ultimate goal of nearly all attacks 
  made against information systems.
   Once an attacker has successfully attacked a network (see 
  below), gathering the information a character needs is fairly 
  simple. This normally requires a single check, although complex 
  or strange networks (especially those connected to the dark realms 
  
  98
  beyond) may require a series of checks (see Discovering Data, 
  below). 
   Some attackers, have other intentions. These include everything 
  from uploading malicious software to altering applications 
  on computers within the information system; forcing them to 
  execute tasks they were not designed to perform (see Altering 
  Applications, below).
  ALTERING APPLICATIONS
   Characters who gain access to an information system often alter 
  its applications, sometimes to change its function, other times 
  to degrade (crash) or destroy it. While creative attackers may 
  accomplish any number of goals, the most 
  common are listed below:
    
  ATTACKING THE NETWORK
   Commonly called “hacking” by the media and those untrained 
  in information security, characters attempting to defeat the security 
  of information systems face a wide array of challenges, including 
  automated defenses (like software), security analysts (people), as 
  well as specialized hardware (some of which may be monitored 
  by third-party vendors). When a character attempts to access an 
  information system for which they do not have authorization, 
  either by connecting to it directly or remotely, she is considered to 
  be “attacking” it and needs to defeat all of the security that stands 
  between her and the data she seeks. The DC for most security 
  is determined by the software and hardware used to defend the 
  information system, although additional elements (many of which 
  are detailed below) factor in.
   In general, characters who intend to attack a network go through 
  a series of five, simple steps. These are 1) information gathering, 2) 
  network reconnaissance, 3) connecting to the network, 4) acquiring 
  or altering the data (see Discovering Data, below), and 5) covering 
  their tracks. All of these steps are outlined below.
   Characters attacking the security of an information system 
  that fail their skill check immediately alert its administrator, but 
  otherwise remain anonymous. Characters that fail their skill check 
  by 5 or more immediately alert the system administrator and are 
  identified and logged by the system (recording their current IP 
  address, their supplied credentials, their hardware information, and 
  similar information). In either instance, once altered, most system 
  administrators respond within 1d6 minutes (although these times 
  vary),
   Because most information systems are segmented and layered, 
  there are often security devices that separate the different segments 
  of the system, ensuring that users who access the system can access 
  the data or applications they need, but cannot otherwise gain access 
  to information or applications they do not have the authorization to 
  access. In general, the more valuable an information system is, the 
  more robust its defenses will (or should) be.
   Characters accessing complex systems (like those belonging to 
  governments at the state or federal level) generally need to defeat 
  their security at multiple stages, requiring successive checks over 
  the course of their attack. If an attacker beats the DC of an attack 
  by 10 or more when attempting to defeat computer security, the 
  character automatically succeeds on the next 1d4 subsequent 
  checks made during that session.
  GAINING ADMINISTRATIVE RIGHTS
   System administrators – the individuals responsible for 
  monitoring and maintaining network security and integrity – are 
  the individuals who normally have administrative rights on most 
  information systems. Often, these system administrators are the 
  only individuals with authorization (and the credentials) to access 
  the full functionality of a given information system, or in the case 
  of multiple administrators on robust systems, a particular part of 
  that system.
   Once an attacker has gained access to a particular information 
  system, it is fairly common for them to attempt to access, create, 
  or otherwise alter one of these accounts so they can make changes 
  on the system that are harder to defend. This can also ensure 
  their sessions cannot be prematurely terminated by other admins. 
  Characters who make a successful Computer Use check (DC 25) 
  while connected to the information system gain administrative 
  DIFFICULTY & TIME TO ALTER AN 
  APPLICATION
  Goal
  DC
  Time
  Alter a program to perform a 
  background task                                            
  20
  1d6 minutes
  Change user passwords                                                                                        20
  1d6 minutes
  Gain administrative rights                                                                                   25
  3d4 minutes
  Install a malicious program                                                                                 15
  1d4 minutes
  Install spyware on a single 
  workstation                                                        
  15
  1d4 minutes
  Install network monitoring 
  software                                                              
  20
  2d6 minutes
  Install a network dialer                                                                                         20
  1d6 minutes
  Operate a remote device (camera, 
  door lock, fire suppression, etc.)
  15
  1d4 minutes
  Shut down a single computer on 
  the network
  15
  1d4 minutes
  Shut down connected services 
  (A/C, alarms, communications, 
  etc.) 
  15
  2d4 minutes
  Shut down the server on a 
  network
  20
  2d6 minutes
  Turn the network into a botnet                                                                          25
  3d4 minutes
  Turn a single workstation into a 
  zombie
  20
  1d6 minutes
  Upload a virus
  10
  1d4 rounds
  Upload malicious software
  10
  1d6 rounds
  
  99
  rights.
  CONNECTING TO THE NETWORK
   Before an attacker can attack a network or information system, 
  they need to gain access to it. In all cases, this requires either 
  direct, physical access (see below) to the information system 
  (often through a workstation or device connected to that network) 
  or a remote access - often across the Internet, using a specialized 
  computer or device and targeting a port that is normally open to 
  Internet traffic. In either instance, unless the device the attacker is 
  using has normal authorization on that information system and the 
  attacker supplies the correct credentials, the attacker must defeat 
  the standard perimeter security. Attackers who use authorized 
  devices and supply authorized credentials automatically connect.
   Not all information systems are connected to the Internet, so 
  remote access to these sites is often difficult (although not outright 
  impossible). In cases such as these, attackers need to either gain 
  physical access to the network and attack it from there, or more 
  commonly, upload applications that will force the information to 
  connect on its own – using any physical connections that might 
  exist on site.
  DEFENDING THE NETWORK
   Attacks on information systems are a daily headache for most 
  system administrators, so many admins automate a lot of their 
  defenses, as well as how and when the information system logs 
  unauthorized intrusions.  Moreover, great care is taken to harden 
  these systems and to ensure false positives (normal traffic that is 
  accidentally designated as an attacker) are minimized. This makes 
  many of the more advanced information systems very secure, 
  although none of them are truly impenetrable. When a system is 
  breached (and it happens all the time), the administrator on duty 
  generally responds within 1d6 minute. In some instances, this is 
  a single individual, although it can (and often is) a whole team, 
  lead by a single operative. In either case, when an administrator 
  responds to a breach, she can make an opposed Computer Use 
  check against the current attacker to gather additional information 
  about them or may, alternately, simply disconnect them from 
  the network (unless they have gained administrative rights, see 
  Information System
  DC
  Time
  Personal computer
  10
  1d4 minutes
  Small office, 
  home office network
  15
  2d4 minutes
  Medium office (local 
  government) network
  20
  1d4x10 minutes
  Large office (state 
  government) network                  
  25
  2s4x10 minutes
  Corporate office (federal 
  government) network
  35
  3d4x10 minutes
  Secret office (shadow 
  government) network          
  40
  3d6x10 minutes
  INFORMATION SYSTEM SECURITY
  Level of Security
  DC to bypass
  Standard Operating 
  System Security                          
  20
  Average Website
  20
  Average Perimeter Security
  25
  Average Domain Controller 
  or Server Security   
  25
  Small Banking Web Server                                                     30
  Layered Network Security
  30
  A bastion host
  35
  Corporate or Government 
  Web Server
  35
  Multi-layered Network Security
  40
  Attacking the Network, above), in which the attacker maintains 
  their session until the defender succeeds on the opposed check.
   Once the defender has disconnected an attacker from the 
  information system, they can make a DC 15 Computer Use 
  check to close that port (if the attacker connected remotely) or to 
  disconnect that computer from the network. In either instance, the 
  attacker is blocked from connecting to the information system at 
  that location  If the computer used to access the information system 
  normally belongs to the network (like a workstation or kiosk), the 
  defender gains a +5 
  competence bonus to that check.
  DISCOVERING DATA
   This skill is used to discover files, applications, or data on an 
  information system. The DC for the checks and the time required 
  are determined by the complexity of the information network the 
  characters are accessing. 
   Note Finding public information on the Internet does not fall 
  under this category; usually, such a task requires a Research check. 
  This application of the Computer Use skill only pertains to finding 
  files on private systems with which the character is not familiar.
  TIME & DIFFICULTY FINDING DATA
  Network Obscurity  
  DC
  Large, widely known information system                                  
  10
  Large, but uncommon information system                                 
  15
  Common information systems                                                          
  15
  Small, common information systems
  20
  Small, uncommon or hidden information systems                 
  25
  Rare or unique information system                                               
  30
  NETWORK OBSCURITY
  NETWORK DISCOVERY 
  & RECONNAISSANCE
   Most characters attacking an information system will not do so 
  until they’ve studied it– often at length. This includes gathering 
  
  100
  EXPLOSIVES
   Because of their volatile nature, crafting explosives is generally 
  dangerous. If the player fails their Craft (chemical) check, the 
  raw materials used to make the explosive are ruined. However, if 
  the player fails that check by 5 or more, the compound explodes, 
  dealing half of the intended damage to the builder and anyone 
  within its intended burst range. The DC to craft a particular 
  explosive is also the DC used to avoid its effects, as well as the DC 
  required to safely arm it with a detonator.
   Characters can change the size of the compound they are 
  crafting, but in general, most completed explosives weigh about a 
  pound and are just slightly smaller than a brick
  information about the information system, the employees who 
  work with it (or monitor/administer it), as well any additional 
  information they can uncover. The more obscure or hidden a 
  network, the harder it is to learn about. Attackers studying a 
  network can make the following checks to learn more about their 
  target information system.
   Once an attacker has discovered the network, they must conduct 
  reconnaissance, often looking for weaknesses in the network. 
  These could vary (and can include physical weaknesses), but most 
  commonly include looking at web-facing access points, notably 
  open ports (ports that are actively “listening” for the traffic they 
  accept). Once these have been discovered and mapped out, the 
  attacker can begin her attack. Mapping out these ports is part of the 
  normal process and is included in all DC related to the obscurity of 
  the network (see above).
  COVERING THEIR TRACKS – The best attackers 
  know that the silent and invisible attack is the best one, and that 
  means cleaning up on their way out. For the most part, this includes 
  the basics - gaining access to logs and deleting any records of their 
  traffic. While this can be as complicated as attacking the system 
  itself. 
   
   In many cases, erasing these logs may constitute a completely 
  separate attack against a different segment of the information 
  system or in some instances, a completely new one. In either case, 
  characters attempting to cover their tracks need to succeed on a 
  Computer Use check (DC 20) to remove (or alter) any identifying 
  information. Successfully doing so imposes a -5 penalty on any 
  attempt made to identify the character her activity is detected.
  CRAFT – Add the following craft skills.
  CRAFT (CHEMICAL) (INT) TRAINED 
  ONLY
   Characters with training in chemistry can apply their skills to 
  make a number of dangerous substances, including acids, bases, 
  explosives, poisons, and even synthetic drugs.
  ACIDS AND BASES
   Acids are corrosives that are neutralized by bases. In general, 
  acids are used to rapidly destroy materials such as hardened metals 
  and electronics, but can also be used to damage or destroy organic 
  matter, as well. The DC to craft a particular acid is also the DC 
  used to save against its effects, as well as the DC required to craft 
  the base that counters it.
  NOTE – Crafting many mild to average acids can be 
  accomplished with ingredients found over the counter, but 
  more intense acids (and their base counterparts) often require 
  industrial grade supplies that tightly controlled and tracked.
  Type of 
  Explosive
  Damage
  DC
  Time
  Cost
  Fireworks 
  (common)
  1d2 (5 ft.)
  10
  1 hour
  $50
  Fireworks 
  (advanced)
  2d4 (5 ft.)
  15
  2 hours
  $150
  Improvised 
  Explosive
  1d6 (5 ft.)
  20
  2-4 hours
  $150
  Low-Grade 
  Explosive
  2d6 (10 ft.)
  25
  4 hours
  $300
  Mining 
  Explosives
  3d6 (10 ft.)
  30
  4 hours
  $500
  High-Grade 
  Explosives
  6d6 (20 ft.)
  35
  6 hours
  $1,500
  Military-
  Grade 
  Explosives
  8d6 (30 ft.)
  40
  8 hours
  $2,000
  TYPES OF EXPLOSIVES
  Type of Acid
  Damage
  DC
  Time
  Cost
  Mild
  1d6
  10
  1 hour
  $150
  Average
  2d6
  15
  2 hours
  $250
  Potent
  3d6
  20
  2 hours
  $500
  Concentrated
  4d6
  25
  4 hours
  $1000
  ACID TYPES
  NOTE  Crafting explosives is not only dangerous but also 
  illegal, at least in most societies. Moreover, acquiring the 
  equipment and ingredients needed to make standard-, high-
  , and military-grade explosives is extremely difficult; these 
  ingredients are tightly controlled and frequently tracked by 
  government agencies. 
   Many advanced fireworks also have a range of 200 ft. to 400 ft., 
  but are treated as improvised weapons when aimed and used as 
  missile weapons.
   Shaped charges (like C4) ignore hardness, but reduce their blast 
  area by half (minimum 5 ft.).
  
  101
  
  102
   Poison
  Type
  DC
  Onset
  Frequency
  Effect
  Cure
  Cost
  Bath salts
  Inhaled, 
  ingested, 
  or injury
  15
  5 minutes
  Once every 5 
  minutes for 5 hours
  1d3 Wisdom plus 
  fatigue, confusion, and/
  or rage
  2 saves
  $50
  Crack
  Inhaled
  15
  5 minutes
  Once every 5 
  minutes for 3 hours
  1d3 Wisdom plus 
  agitation
  1 save
  $25
  Ecstasy (Molly)
  Ingested
  18
  30 minutes
  Once every 10 
  minutes for 4 hours
  1d2 Wisdom plus 
  euphoria
  1 saves
  $50
  Heroin
  Injury
  18
  5 minutes
  Once every 10 
  minutes for 4 hours
  1 Wisdom, 
  1 Constitution, and 
  euphoria
  1 saves
  $100
  Krokodil
  Injury
  20
  5 minutes
  Once every 10 
  minutes for 2 hours
  1d2 Wisdom, 1d3 
  Constitution, and 
  euphoria
  3 saves
  $25
  Meth
  Ingested or 
  inhaled
  16
  1 minute
  Once minute every 5 
  minutes for 2 hours
  1d2 Wisdom plus 
  agitation
  2 saves
  $50
  Spice
  Inhaled
  15
  10 minutes
  Once every 10 
  minutes for 4 hours
  1d2 Wis plus fatigue, 
  euphoria
  1 save
  $25
  TYPES OF POISONS
  POISONS 
   Poisons are easier to make than many people realize, but 
  sometimes just as deadly to those crafting them. The DC to craft a 
  particular poison is also the DC used to save against its effects, as 
  well as the DC required to locate it on the black market.
  If the player fails their Craft (chemical) check, the raw materials 
  used to make the poison are ruined. However, if the player fails 
  that check by 5 or more, he accidentally poisons himself instead, 
  suffering the full effect of the poison. He must save as normal. 
  Common poisons can be found in the Table: Poisons.
  SYNTHETIC DRUGS 
   Synthetic drugs, more commonly known as designer drugs, 
  are common in many industrial nations and in some forms, 
  completely legal (or, in some places, decriminalized). This makes 
  their production a little easier, although rare and dangerous drugs 
  are still often illegal, as are their manufacture. The DC to craft 
  a particular drug is also the DC used to save against its effects, 
  as well as the DC required to locate it on the black market. Most 
  synthetic drugs are used for their secondary effects, although many 
  continue to harm the user as normal.
   If the player fails their Craft (chemical) check, the raw materials 
  used to make the synthetic drugs are ruined. However, if the 
  player fails that check by 5 or more, he accidentally exposes 
  himself instead, suffering the full effect of the drug. He must save 
  as normal. Common synthetic drugs can be found on the Table: 
  Synthetic Drugs.
  
  103
  Poison
  Type
  DC
  Onset
  Frequency
  Effect
  Cure
  Cost
  Arsenic
  Ingested
  13
  10 minutes
  Once per minute for 
  1d4 minutes
  1d3 Constitution
  1 save
  $500
  Atropine
  Contact or 
  injury
  12
  5 minutes
  Once per 5 minutes for 
  90 minutes
  1 Dexterity
  1save
  $100
  Belladonna
  Ingested
  14
  10 minutes
  Once per minute for 6 
  minutes
  1d2 Strength plus 
  fatigued
  1 save
  $300
  Blue-ringed 
  octopus 
  neurotoxin
  Injury
  20
  5 minutes
  Once per minute for 10 
  minutes
  1d6 Constitution plus 
  paralysis.
  2 saves
  $5,000
  Chloral
   hydrate
  Ingested
  18
  1 minute
  Once every minute for 
  6 minutes
  1d4 Con plus 
  unconsciousness
  1 save
  $1,200
  Curare
  Injury
  18
  1 minute
  Once every 5 minutes 
  for 30 minutes.
  1d4 Wisdom plus 
  paralysis
  2 saves
  $1,250
  Cyanide
  Ingested or 
  injury
  16
  1 minute
  Once every minute for 
  10 minutes
  1d4 Constitution
   plus paralysis
  2 saves
  $1,300
  Cyanogen
  Inhaled
  18
  1 minute
  Once every minute for 
  10 minutes
  1d6 Constitution 
  plus paralysis
  2 saves
  $1,800
  DDT
  Inhaled
  14
  10 minutes
  Once every minute for 
  10 minutes
  1d4 Intelligence 
  plus fatigue
  1 save
  $500
  Hemlock
  Ingested
  14
  10 minutes
  Once every minute for 
  6 minutes
  1d6 Dexterity
   plus fatigue
  1 save
  $100
  Knockout gas
  Inhaled
  16
  1 minute
  Once every 10 minutes 
  for 3 hours
  1d3 Dexterity
  plus unconsciousness
  1 save
  $250
  Lead arsenate
  Contact or 
  inhaled
  16
  10 minutes
  Once every minute for 
  5 minutes
  1d4 Constitution
  1 save
  $250
  Mustard gas
  Contact or 
  inhaled
  15
  24 hours
  Once every hour for 7 
  days
  1d4 Constitution plus 
  fatigue and blindness
  3 saves
  $1,500
  Paris green
  Ingested or 
  inhaled
  17
  10 minutes
  Once every minute for 
  1 hour
  1d2 Constitution
  2 saves
  $500
  Pufferfish 
  poison
  Ingested
  20
  5 minutes
  Once every minute for 
  10 minutes
  1d6 Constitution 
  plus paralysis
  2 saves
  $4,500
  Rattlesnake 
  venom
  Injury
  15
  Instant
  Once every minute for 
  15 minutes
  1d2 Constitution and 
  1d2 Dexterity plus 
  paralysis
  1 save
  $250
  Sarin nerve gas
  Contact, 
  inhaled or 
  injury
  18
  10 minutes
  Once every 5 
  minutes for 30 minutes
  1d6 Constitution plus 
  paralysis
  2 saves
  $2,500
  Arizona bark 
  scorpion venom
  Injury
  14
  10 minutes
  1 every 4 hours for 72 
  hours.
  1d2 Constitution plus
  fatigue.
  $750
  Strychnine
  Ingested
  15
  1 hour
  Once per hour for 1 
  day.
  1d4 Constitution
  $500
  Tetrodotoxin 
  (concentrate)
  Ingested or 
  injury
  25
  1 minute
  Once per minute for 6 
  minutes.
  2d4 Constitution plus 
  paralysis
  3 saves
  $6,500
  Tear gas
  Contact or 
  inhaled
  15
  Instant
  Once per minute for 10 
  miutes.
  1d4 Deterity plus 
  blindness
  1 save
  $1,500
  VX nerve gas
  Contact, 
  inhaled, or 
  injury.
  24
  1 minute
  Once per minute for 30 
  minutes.
  1d6 Constitution plus 
  paralysis
  3 saves
  $5,000
  TYPES OF POISONS
  CRAFT (ELECTRONICS) (INT) 
  TRAINED ONLY
   This skill allows characters to alter, build, repair, and sabotage 
  electronic devices of all kinds, including alarms, audio equipment, 
  smart phones, computers, detonators, radios, video equipment, and 
  VR headsets. Whether building, repairing, or otherwise altering, 
  players should consult with the GM to determine the base DC for 
  electronics they’re working with. In most cases, interacting with 
  technology that is foreign to the character increases the DC, often 
  increasing the DC by +5. Most electronics also require special 
  testing equipment; players lacking that equipment suffer a -2 to 
  -5 penalty to interact with most complex, advanced, and highly 
  advanced electronics.
  
  104
   The following chart sets the base DC, as well as the estimated 
  time it takes, to work on most electrical devices. ‘
  CRAFT (MECHANICAL) (INT) 
  TRAINED ONLY – This skill allows characters to alter, 
  build, sabotage, and repair mechanical devices of all kinds, from 
  simple devices (such as levers, pulleys, and trip wires) to highly 
  complex mechanical devices with precision, machined parts 
  (including items like aircraft engines, hydraulic equipment, and 
  those exoskeletons DARPA keeps testing). Whether building, 
  repairing, or otherwise altering, players should consult with 
  the GM to determine the base DC for the item. In most cases, 
  interacting with technology that is foreign to the character increases 
  the DC, often increasing the DC by +5. Most advanced mechanical 
  devices also require special testing equipment; players lacking 
  that equipment suffer a -2 to -5 penalty to interact with complex, 
  advanced, and highly advanced mechanical devices.
   The following chart sets the base DC, as well as the estimated 
  time it might take, to work on most mechanical devices.
  Type of Device
  DC
  Time
  Simple 
  (a light switch)
  10
  30 minutes
  Basic (a circuit breaker, a garage 
  door opener)
  15
  1 hour
  Moderate 
  (a blender or basic alarm system)
  20
  2d6 hours
  Complex (a desktop computer or an 
  explosive detonator)
  25
  4d6 hours
  Advanced (a flight control computer)
  30
  1d4 days
  Highly Advanced (advanced robotic 
  exoskeletons)
  35
  2d4 days
  TYPES OF 
  ELECTRONIC DEVICES
  Type of Device
  DC
  Time
  Simple (a lever, pulley, or tripwire)
  10
  30 minutes
  Basic (a bicycle or a climbing harness)
  15
  1 hour
  Moderate (a hydraulic pump or small, 
  gas-powered engine)
  20
  2d6 hours
  Complex (a self-shifting transmission)
  25
  4d6 hours
  Advanced (a GE F404 jet engine)
  30
  1d4 days
  Highly Advanced (advanced robotic 
  exoskeletons)
  35
  2d4 days
  TYPES OF MECHANICAL DEVICES
  DIPLOMACY (CHA) —This skill remains unchanged 
  in Bloodlines & Black Magic.
  DISABLE DEVICE (DEX) — In Bloodlines 
  & Black Magic, characters use disable device to disarm traps, 
  pick locks, open enclosed spaces, safely bypass some traps, and 
  grants PCs a small bonus (a +1 bonus to skill checks to sabotage 
  electronic, mechanical, and structural devices). Characters 
  attempting to sabotage complex, advanced, or highly advanced 
  electronics or mechanical devices must use those skills instead, 
  as most complex devices require specialized knowledge that 
  supersedes disable device.
  SPECIAL Characters with ranks in disable device gain a +1 
  competence bonus when attempting to sabotage anything using the 
  knowledge (electronics) or knowledge (mechanics) skills.
  This skill can be used to harvest dosh.
  DISGUISE (CHA) — This skill remains unchanged in 
  Bloodlines & Black Magic.
  DRIVE (DEX) TRAINED ONLY — 
  This skill is used to operate motorized vehicles of all kinds, 
  including both common and uncommon vehicles. When a character 
  acquires a new rank in this skill, they may add a new type of 
  vehicle to the list that they are proficient at operating: cars and 
  trucks (automatic), cars and trucks (manual), motorcycles, ATVs, 
  large trucks (including buses), semi-trucks, boats (including jet skis 
  and small yachts), light construction equipment (small tractors, 
  front loaders, forklifts), heavy construction equipment (bulldozers, 
  cranes), and lightly armored military vehicles (MRAPs, HUMVees, 
  etc).
  SPECIAL Daily driving does not require a Drive skill check. It is 
  assumed most people know the basics of driving.
  NOTE Vehicles that require specialized training (such as military 
  tanks, commercial aircraft, and personalized submarines) all 
  require characters to spend feats to operate them.
  Special Chase Rules are located at the end of this chapter.
  ESCAPE ARTIST (DEX) – This skill remains 
  unchanged in Bloodlines & Black Magic.
  FLY (DEX) – This skill must be trained in game and 
  may only be accessed once a character gains the ability to fly. 
  Otherwise, this skill remains unchanged in Bloodlines & Black 
  Magic.
  HANDLE ANIMAL (WIS) – Although this skill 
  remains unchanged in Bloodlines & Black Magic, it now also 
  covers riding animals, provided they can support the PCs and have 
  been trained to do so.
   Special This skill can be used to harvest dosh.
  HEAL (INT) – In Bloodlines & Black Magic, this skill 
  uses Intelligence as it prerequisite ability in place of Wisdom. 
  Delicate operations (such as surgery- see Surgery Feat) may require 
  general Dexterity checks, as well. 
  Special This skill can be used to harvest dosh
   In addition to the normal actions a PC can take when using the 
  
  105
  Heal skill, PCs can also perform the following maneuvers:
  IDENTIFY DRUGS & 
  PHARMACEUTICALS –  PCs may make a Heal skill 
  check to identify pharmaceuticals, their side effects, and other 
  important information (like how to treat allergic reactions to a 
  medicine, for instance).
  INFLICT DAMAGE –  In addition to using the 
  Heal skill to help, the Heal skill can also be used to harm. 
  PCs who succeed on a Heal skill check (DC = 15 + the ability 
  score modifier of the target ability score). PCs who succeed on 
  this skill check deal 1d2 points of ability score damage. This 
  damage can be applied to any ability score. This damage can be 
  applied once per 24 hours.
  REPAIR DAMAGE – In addition to healing hit points, 
  any PC who succeeds on a DC 25 Heal skill check may restore 
  1d2 ability score points while administering long-term care. A 
  PC may only repair damage like this once per week.
  TRIAGE – PCs who succeed on a DC 15 Heal skill check 
  can quickly scan an area and determine who is injured the 
  worst, identifying 1d4 potential victims in need of care every 
  round as a full round action. 
  INTIMIDATE (CHA) – This skill remains unchanged 
  in Bloodlines & Black Magic.
  KNOWLEDGE (BLOODLINES)(INT)– 
  This skill only applies to the bloodlines described in Bloodlines 
  & Black Magic (and not sorcerer bloodlines). In addition, this 
  skill can be used to identify a particular target’s special abilities, 
  including resistances, spell-like abilities, and so on. Characters 
  seeking to learn about influential families should otherwise refer to 
  Knowledge (nobility).
  KNOWLEDGE (DUNGEONEERING)(INT) 
  – This skill adds vermin to its typical field of study. Otherwise, 
  this skill covers modern spelunking, natural caves, as well as other 
  subterranean spaces, both natural and man-made.
  KNOWLEDGE (ENGINEERING)(INT)– This 
  skill remains unchanged in Bloodlines & Black Magic. Characters 
  attempting to repair most electronics or mechanical devices, 
  however, should see Craft (electronics) and Craft (mechanics) 
  respectively.
  KNOWLEDGE (FIREARMS) (INT) – This 
  skill covers the general information about most ammunition, 
  firearms, and covers a variety of body armors. Additionally, you 
  can use Knowledge (firearms) to perform the following special 
  tasks:
  CLEAN A WEAPON –After spending no less than an 
  hour with it, you may clean, adjust, and other maintain a single 
  firearm. If you succeed on Knowledge (firearms) skill check DC 
  10, that weapon gains a +1 to hit the next time it is fired.
  CLEAR A JAM – You may make a Knowledge 
  (firearms) skill check DC 15 to clear a stuck or jammed 
  weapon.
  GAIN PROFICIENCY – After spending at least 
  a minute with a weapon, you may make a DC 20 Knowledge 
  (firearms) skill check. If you are successful, you gain 
  proficiency with that weapon for the next minute.
  MODIFY THE PLANS – After spending at least an 
  hour with a particular weapon, you may attempt to sketch up 
  plans to modify that weapon. Make a Knowledge (firearms) 
  skill check, DC 25. If you are successful, you create a set of 
  plans that grant a +2 to insight bonus to Craft (firearms) skill 
  checks to modify that particular weapon.
  KNOWLEDGE (GEOGRAPHY) (INT) – This 
  skill remains unchanged in Bloodlines & Black Magic.
  KNOWLEDGE (HISTORY) (INT) – This skill 
  remains unchanged in Bloodlines & Black Magic.
  KNOWLEDGE (LOCAL) (INT) –This skill is 
  specific to a given location, be that a city, town, a village, a county, 
  or even a specific region inside a state (approved by the GM). 
  When a player adds an additional rank to this skill, they add an 
  additional location to their list. These are formatted as Knowledge 
  (local: New Orleans) or Knowledge (local: New York). Although 
  the bonus only applies in those cities, in each location, the player 
  uses the total cumulative bonus for the skill. So, a player with three 
  ranks would have three locations listed (City 1, City 2, City 3) and 
  their total bonus (a +8 with a 14 Intelligence, for instance). Thus, 
  she would have a +8 to skill checks in both New Orleans and New 
  York.
   Otherwise, this skill remains unchanged in Bloodlines & Black 
  Magic.
  
  106
  KNOWLEDGE (MILITARY) (INT) — This 
  skill covers information specific to military hardware, basic 
  training, and covers information known to the general public 
  (and all veterans) about military service, customs, and traditions. 
  Specialized information about the military is often classified and is 
  heavily restricted. 
  KNOWLEDGE (NATURE)(INT)— This skill 
  remains unchanged in Bloodlines & Black Magic.
  KNOWLEDGE (NOBILITY)(INT)— In 
  Bloodlines & Black Magic, this skill refers to the secret royalty 
  that exists beyond the ken of common men. It includes information 
  about fey princes, secret kings, lesser bloodline families, and even 
  their servants.
  KNOWLEDGE 
  (OCCULT) (INT)– This skill covers all magic, rituals, 
  rites, as well as the obscure groups who practice the arcane arts. 
  This skill also replaces Knowledge (arcana).
  Special This skill can be used to harvest dosh.
  OCCULTISTS can use this skill to identify supernatural 
  creatures and phenomenon related to heirlooms and objects. 
  This allows occultists to use Knowledge (occult) to identify 
  magic items, relics, ritual tools, occult implements, ceremonial 
  locations, and similar items of interest as if he possessed 
  Knowledge (arcana) and Spellcraft.
  MESMERISTS can use this skill to identify supernatural 
  creatures and phenomenon related to the mind and madness. In 
  addition, they can also use this skill to identify fey, wild spirits, 
  and Goëtic Spirits related to chaos, enchantments, charms, and 
  illusions.
  PSYCHICS can use this skill to identify supernatural 
  creatures and phenomenon related to heirlooms and objects. 
  This allows psychics to use Knowledge (occult) to identify 
  magic items, fetishes, and similar objects as if she possessed the 
  Spellcraft skill.
  SPIRITUALIST can use this skill to identify 
  supernatural creatures and phenomenon related to haunts and 
  spirits, incorporeal creatures (especially ghosts, spirits, and 
  specters of all kinds), and creatures that travel through mirrors. 
  Spiritualists may also use the Knowledge (occult) skill to 
  determine if a creature is possessed, bewitched, or otherwise 
  under another’s will. 
  KNOWLEDGE (PLANES) (INT) – PCs trained 
  in this skill can identify places where the veil thins, identifying 
  portals to other realms, as well as identifying denizens from those 
  realms. Additionally, PCs with ranks in Knowledge (planes) can 
  use this skill in place of Survival when on those planes. This skill 
  only applies to the following planes: astral, celestial, ethereal, 
  infernal, and mundane. Otherwise, this skill remains unchanged in 
  Bloodlines & Black Magic.
  KNOWLEDGE (POLITICS) (INT)– This 
  skill applies to local, regional, national, and global politics, political 
  science, and political theory.
  KNOWLEDGE (POP) (INT)– This skill covers a 
  general to specific knowledge of pop culture, current trends, and 
  includes everything from the hottest drinks to the choicest celebrity 
  gossip. At the GM’s discretion, this skill can sometimes be used in 
  place of Diplomacy or even Street skill checks.
  KNOWLEDGE (RELIGION) (INT) –This 
  skill applies to all spirits, both living and the dead, as well as all 
  faiths, including the obscure and uncommon. While it covers 
  religious traditions and rites of passage, it generally does not apply 
  to what most occultists understand as “magic.” 
   In some instances, GMs may substitute the Knowledge (religion) 
  skill in place of Knowledge (occult), especially when identifying 
  celestial creatures, servants of the archons, sanctified or holy 
  grounds, religious rites, or occult practices that are heavily steeped 
  in religious trappings of any kind.
  AGENT:
  Rebecca Chao
      A known agent 
  working for Umbra 
  Dei, Rebecca has 
  established ties inside 
  the E.U., as well as 
  in Russia and at least 
  one U.S. political 
  party. Rebecca's 
  public support for 
  conservative values is 
  well known.
  
  107
  Gaining proficiency with firearms in Bloodlines & Black 
  Magic is handled slightly different than in other settings. 
  When you learn to shoot specific firearms, you gain 
  knowledge of only those you learned; this, however, still 
  this provides the PC with an overall, basic understanding 
  of how guns work, which does lessen the normal non-
  proficiency penalty (normally a -4). Each feat lessens the 
  penalty for non-proficiency in that weapon category by 2. 
  Thus, if you took the Firearms Proficiency feat, you would 
  only suffer a -2 penalty to handle weapons from that group 
  you are not proficient with. You would still suffer a -4 
  non-proficiency penalty for weapons from the advanced or 
  exotic categories, however.
  A GENERAL KNOWLEDGE
  Type of Situation
  DC
  Poor: These individuals represent the baseline for most combat teams. These are the untested soldiers and those thrust into wars 
  they did not start. Representing the absolute worst tactics and the easiest ambushes to spot, these folks are still dangerous in large 
  groups.
  10
  Basic: Practiced and willing combatants, these individuals represent a massive swath of self-trained mercenaries, reservists, airsoft 
  enthusiasts, paintball teams, and a lot of militia experts. Crafty and resourceful, in large numbers these individuals can represent a 
  real threat – especially when working with better-trained operatives.
  15
  Expert: Ready and eager, these soldiers are in their prime, operating at peak proficiency and representing the best trained in some 
  of the world’s best armies. Experts in everything from special insertions to electronic surveillance, these well-trained individuals set 
  the standards for excellence. 
  20
  Veteran: Often serious combat veterans who have seen more violence than some folks see on television, these ladies and gentlemen 
  mean business – when they bring the violence, the whole region hears about it (about a week after they’re gone). Although they can 
  be unpredictable and even wild, when the lead starts to streak through the air, these folks are the quiet, calm ones..
  25
  Advanced Scout or Special Forces team member: When these folks lay out traps, or worse, plan violence, they do so with a 
  degree of expertise that leaves most professionals in a daze – they are damned near the best at their business.
  30
  Advanced Assassin or Company Field Operative: These folks are the best in the business and include: most bloodline 
  mercenaries, a handful of international, secretive operatives, and nearly all of the worlds’ best spies. These folks are the masters of 
  preparing ambushes, surgical strikes, and represent the highest caliber one could hope to find. These are the true professionals.
  35
  TABLE: TACTICAL SITUATIONS
  KNOWLEDGE (TACTICS) (INT) – This 
  skill applies offers direct insight into military or paramilitary 
  operations, including insertion and extraction missions (protocols, 
  methods of entry, and the like), overland maneuvering, and a wide 
  array of special teams training. With GM approval, this skill can 
  occasionally be used in place of Perception to locate ambushes, 
  as well as to find manmade traps, demolitions (see feats), and to 
  uncover military caches in the wilderness.
  LINGUISTICS (INT) – In Bloodlines & Black 
  Magic, this skill has been changed. To master a single language, 
  PCs must invest three (3) ranks into it.
   Each PC begins play with a number of skill ranks equal to 2 plus 
  their Intelligence modifier, which they must immediately spend 
  in languages during character creation. Any additional ranks may 
  be purchased as normal as a character advances. Please see the 
  language rules in Chapter 8 for more information.
  PERCEPTION (WIS) – This skill remains unchanged 
  in Bloodlines & Black Magic.
  PERFORM (CHA)– This skill covers all of the arts, 
  including the visual arts (like painting) that are traditionally 
  covered by the Craft skill. Otherwise, This skill remains unchanged 
  in Bloodlines & Black Magic.
  PROFESSION (WIS)– This skill remains unchanged 
  in Bloodlines & Black Magic. Characters selecting specific careers 
  often choose the accompanying Profession skill.
  RIDE (WIS) – This skill does not exist in Bloodlines 
  & Black Magic. PCs who attempt to ride an animal must use the 
  Handle Animal skill instead. PCs who want to ride on any type of 
  special equipment should use the Drive skill.
  SENSE MOTIVE (WIS) – This skill remains 
  unchanged in Bloodlines & Black Magic.
  SLEIGHT OF HAND –(DEX) — This skill 
  remains unchanged in Bloodlines & Black Magic.
  SPECIAL This skill can be used to harvest dosh.
  STEALTH (DEX) – This skill remains unchanged in 
  Bloodlines & Black Magic.
  STREET (WIS)–This skill covers what Knowledge 
  (local) traditionally covers, including information on where to 
  buy illegal substances, where to hide from the law, what colors 
  represent which gangs, where to fence stolen goods, and so on. 
  In some instances, Street may also be used in place of Diplomacy 
  when gathering information, to identify underworld symbolism, and 
  to get a quick read on a place or situation as it unfolds. 
  
  108
   The additional DCs for these actions are listed below:
  GET A’ READ ON IT – PCs who succeed on 
  a DC 20 Street skill check can quickly assess a situation to 
  determine if they’re walking into a trap or other dangerous 
  situation. PCs who succeed on this check may make an 
  immediate Perception skill check with a +2 insight bonus; if 
  they are successful, they may act during the surprise round.
  WORD ON THE STREET –  PCs who spend at 
  least 1d4 hours in a new city can get a lay of the land, learn who 
  runs what, what areas to avoid, and similar information with a 
  DC 25 Street skill check.
  SURVIVAL (WIS) – This skill remains unchanged in 
  Bloodlines & Black Magic.
  SWIM (STR) –This skill remains unchanged in Bloodlines 
  & Black Magic.
  THE CHASE RULES
   Top-speed car chases and moving freeway gun-battles are a 
  staple of high-octane action movies; supernatural horror and mind-
  bending thriller stories can just as easily benefit from the judicial 
  use of a good Tokyo drift, white-knuckle car-jacking, blazing 
  blacktop shootout or panicked run from the cops.
   Once a single motorized vehicle starts moving, and someone 
  wants to follow, the game enters Chase Mode; all normal rules of 
  character position, base movement speed, and so-on stop applying; 
  each round, the characters will use the Chase Rules, presented here, 
  until the Chase ends.
  THE DRIVE CHECK 
   Once the Chase begins, each driver involved uses their Drive 
  skill – modified by the quality of their vehicle – to make all Drive 
  checks. 
   A character may choose to hyper-focus, white-knuckling it, and 
  thus add their Intelligence modifier to all Drive checks for one 
  round as a free action; such a character 
  must immediately succeed at a Will 
  save (DC 15) or become fatigued. A 
  fatigued character may not hyper-
  focus while driving.
   
   Each immediately 
  subsequent round that 
  a character attempts to 
  hyper-focus in this 
  way, the DC of the 
  Will check above 
  increases by +2.
   Only drivers 
  must make Drive 
  checks, and it is 
  normally a full-round action to make a Drive check while in a 
  proper Chase.
  THE CHASE TRACK
   Rather than keeping up with specific distances between each 
  vehicle, a motorized Chase has the position of each participant 
  represented by a semi-abstracted Chase Track. Distance is defined 
  relative to the vehicle in the lead, and has seven levels:
  1.  CLOSE CONTACT – You are within melee and/or 
  ramming-range of the Chase leader. You are subject to all obstacles 
  the leader has to deal with. After two full rounds at this distance, a 
  chaser may perform a Ramming action (see below) as a free action 
  to stop the Chase leader and end the Chase.
  2.  POINT BLANK – You are within 30 feet, give or take, 
  of the Chase leader. You must handle all obstacles the Chase leader 
  deals-with or take an alternate path, requiring a Drive check at DC 
  20.
  3.  SHORT* – You must handle all of the Chase leader’s 
  obstacles or take an alternate path, requiring a Drive check at DC 
  15. You suffer a -2 penalty on all ranged attacks against the Chase 
  leader.
  4.  MEDIUM* – From this far back, it’s usually easy to avoid 
  the same obstacles that the Chase leader suffers while making her 
  getaway. You suffer a -4 penalty on all ranged attacks against the 
  Chase leader.
  5.LONG* – You suffer a -6 penalty on all ranged attacks 
  against the Chase leader and freely avoid the obstacles she 
  encounters.
  6.LOST – You have lost the Chase leader, although – in 
  theory – you still know which general direction she was headed. 
  You have one last opportunity to get back in the Chase: if you can 
  close the distance to at least Long range in the next round, you may 
  continue to participate in the Chase. Otherwise, after the second 
  round at this distance, your quarry escapes. 
  7.FAIR ESCAPE - You have lost the Chase leader 
  completely and possess no hope of recovering the distance.
  * Only spells and spell-like abilities with a minimum range of the 
  indicated abstracted distance (or greater) may function while at 
  these positions on the Chase Track. A character with a magical 
  ability of this type can freely time the use of her effect until the 
  target is within range ... even if just barely.
   
  Each round, on their respective initiative scores, 
  participants in the chase each make a Drive check. For every 
  5 points by which a participant beats the leader’s most 
  recent such Drive check, that participant may close by one 
  category on the Chase Track; similarly, a participant slips 
  back by one category for each 5 points she scores under 
  the Chase leader’s most-recent such Drive check.
  
  109
   Each round, on their respective initiative scores, participants in 
  the chase each make a Drive check. For every 5 points by which 
  a participant beats the leader’s most recent such Drive check, 
  that participant may close by one category on the Chase Track; 
  similarly, a participant slips back by one category for each 5 points 
  she scores under the Chase leader’s most-recent such Drive check.
   Participants begin the Chase at relative categories that makes 
  sense: if all participants are right there with the leader and they all 
  take off directly after each other as soon as the leader makes a run 
  for it, all participants start at Point Blank. If any participants must 
  instead first enter and start a car, choose to spend a round making 
  ranged attacks, casting spells, sheathing weapons, and items or 
  otherwise lollygagging, those participants begin at Medium range.
  OBSTACLES
   In a cinematic motorized chase, a number of obstacles and 
  complications can crop up, hampering or harming any participant; 
  below are a number of sample complications, although the list is 
  not exhaustive.
  NOTE This is an urban-specific list. In a crowded urban 
  environment (such as downtown during the afternoon or at 
  midnight on a Saturday), there is a 1-in-3 chance each round 
  of encountering an obstacle. During rush hour, there is a 50/50 
  chance of encountering an obstacle each round; during light 
  congestion (super early morning on a Tuesday), this drops to 
  1-in-4 or even 1-in-6.
   In addition, the chase leader can always deliberately head 
  towards obstacles, doubling the odds of encountering a hazard 
  each round. Roll 1d10 for what type of obstacle or complication 
  appears:
  Obstacle
  Skill Check
  Traffic Snarl
  Drive check, DC 15
  Blow A Red Light
  Perception check, DC 15
  Use the Wrong Lane
  Sense Motive, DC 15
  Enter/Exit a Busy Freeway
  Drive Check, DC 12
  Sharp Hairpin Turn
  Drive Check, DC 17
  Pedestrian Fake Out
  Bluff check, DC 15
  Obstacle
  Skill Check
  Bootleg Turn
  Drive Check, DC 15
  Suicide Curve
  Drive Check, DC 21
  Break Check
  Reflex save, DC 15*
  Near Miss
  Add +2 to associated DCs
  *motorcycles gain a +2 bonus on this save, SUVs and larger trucks suffer 
  a -4 penalty.
   If any participant fails a check against a complication or 
  obstacle, she drops back by one category on the Chase track; any 
  participant who fails the check by by 5 or more also has her vehicle 
  reduced by one step from masterwork to mundane, to broken, to 
  destroyed. All passengers in her vehicle (including her) also suffer 
  2d6 points of damage. 
   If the leader of the Chase fails a check in this way, all other 
  participants in the Chase are instead considered to have moved 
  forward by one category. Chasers in Close Contact are required to 
  negotiate the same obstacles as the Chase leader. 
   Chasers in Point Blank range can take the obstacle or make an 
  alternate check at DC 20 to avoid it – for example, “I’m not taking 
  that insane turn into a blind alley at this speed; I’ll kick around the 
  block instead and pick’ em up there.” 
   Chasers at Short range can take the obstacle or an alternate route 
  at DC 15. 
   Chasers farther back can generally avoid routine obstacles, but 
  the GM may require a check if it is logically necessary: the Chase 
  leader took the freeway over the bridge and is now headed out of 
  town, for example.
  ACTIONS AND COMBAT
   Drivers must usually spend a full round action to make their 
  Drive check while in a Chase. Passengers in a vehicle may make 
  ranged attack rolls against passengers in other vehicles (including 
  the driver) or against the vehicle of an opponent itself. 
   If any two participants are in the same distance category on 
  the Chase track, passengers may make melee attacks against one 
  another at a -4 penalty. After two full rounds in the same distance 
  category, any participant driver may perform a Ramming 
  action (see below) as a free action against an opponent 
  in their category.
  FIRING FROM A 
  VEHICLE 
  All ranged attacks made from a moving 
  vehicle suffer a -4 penalty.
  SPECIAL NOTE Firing from an enclosed 
  space  (like a squad car or elevator) amplifies 
  the sound of the shots, and may deafen 
  passengers; each shot fired like such should be 
  
  110
  treated as a sonic attack. Each creature within a 10-foot-radius 
  spread must make a DC 15 Fortitude save or be deafened for 10 
  minutes. A deafened creature, in addition to the obvious effects, 
  takes a –4 penalty on initiative and has a 20% chance to miscast 
  and lose any spell with a verbal component that it tries to cast.
  ENCLOSED VEHICLES   Any type of vehicle with 
  both a roof and doors grants all passengers inside a +4 bonus to 
  AC from cover. Some vehicles, such as jeeps and convertibles, will 
  lose a roof or a door when they gain the broken condition, and are 
  thereafter no longer counted as enclosed vehicles.
  ASSISTING THE DRIVER   A character in the 
  passenger seat – or otherwise directly adjacent to her driver – may 
  use the Aid Another action to assist her driver with a Drive roll as a 
  standard action.
  DUCKING   A passenger may crouch low while in an enclosed 
  vehicle as a free action, gaining an additional +4 bonus to AC from 
  cover. While doing so, they suffer a -4 penalty on all attack rolls 
  against opponents outside the vehicle. Alternatively, a passenger 
  in an enclosed vehicle may take total cover as a free action, but 
  a character benefiting from this cover may not make any attacks 
  against opponents outside the vehicle.
   A driver suffers -4 penalty to Drive checks while crouching in 
  this way; a driver cannot make Drive checks at all while taking 
  total cover.
  ATTACKING YOUR OPPONENT’S 
  VEHICLE A character may choose to directly attack an 
  opponent’s vehicle. Most cars have an AC of 10, motorcycles have 
  an AC of 12, large trucks and SUVs have an AC of 9, and semis 
  have an AC of 8. 
   All vehicles have a minimum Hardness of at least 5, and many 
  have a hardness of 8. Military-grade and armored trucks usually 
  possess a Hardness of 10. If a masterwork vehicle suffers more 
  than a single point of damage, it becomes mundane.
   If a mundane vehicle suffers more than 20 points of damage, it 
  becomes broken. 
   Motorcycles become broken after suffering more than 10 hit 
  points of damage; larger vehicles such as armored trucks become 
  broken after suffering more than 30 points of damage.
  BROKEN VEHICLES cannot be destroyed outright by 
  small arms fire or melee attacks, but are instead usually forced 
  off the road by a superior driver after becoming broken. Note that 
  a sufficiently powerful effect – such as direct hit with a rocket-
  propelled grenade launcher – might be enough to destroy a broken 
  vehicle outright, at a GM’s discretion, but such effects are outside 
  the core Chase rules.
  RAMMING   After two full rounds at Close Contact distance, a 
  chaser may perform a Ramming action as a free action to stop the 
  Chase leader and end the Chase.
   
   Similarly, after two full rounds in the same distance category, 
  any participant driver may perform a Ramming action as a free 
  action against an opponent in their own distance category.
   To ram an opponent, the chaser and the Chase leader – or 
  other target – each perform opposed Drive checks. If the chaser 
  succeeds, the target’s vehicle is reduced by one step from 
  masterwork to mundane, to broken, to destroyed. All passengers in 
  her vehicle (including her) also suffer 2d6 points of damage.
  
  111
  Skill
  Untrained
  Ability
  Acrobatics *
  Yes
  Dex
  Appraise *
  Yes
  Int
  Bluff *
  Yes
  Cha
  Climb *
  Yes
  Str
  Computer Use 
  No
  Int
  Craft (any)*
  Yes
  Int
  Craft (chemical) 
  No
  Int
  Craft (electronics) 
  No
  Int
  Craft (mechanical) 
  No
  Int
  Diplomacy *
  Yes
  Cha
  Disable Device *
  No
  Dex
  Disguise* 
  Yes
  Cha
  Drive
  No
  Dex
  Escape Artist* 
  Yes
  Dex
  Fly 
  No
  Dex
  Handle Animal 
  No
  Cha †
  Heal
  No
  Int †
  Intimidate*
  Yes
  Cha 
  Knowledge (bloodlines)
  No
  Int
  Knowledge (dungeoneering)
  No
  Int
  Knowledge (engineering) 
  No
  Int
  Knowledge (firearms) 
  No
  Int
  Knowledge (geography)* 
  No
  Int
  Knowledge (history)*
  No
  Int
  Knowledge (local)
  No
  Int
  Knowledge (military) 
  No
  Int
  Knowledge (nature) *
  No
  Int
  Knowledge (nobility) *
  No
  Int
  Knowledge (occult) 
  No
  Int
  Knowledge (planes)*
  No
  Int
  Knowledge (politics) 
  No
  Int
  Knowledge (pop) 
  No
  Int
  Knowledge (religion) 
  No
  Int
  Knowledge (tactics) 
  No
  Int
  Linguistics*
  No
  Int
  Perception*
  Yes
  Wis
  Perform
  Yes
  Cha
  Profession
  No
  Int
  Sense Motive* 
  Yes
  Wis
  Sleight of Hand 
  No
  Dex
  Stealth* 
  Yes
  Dex
  Street 
  Yes
  Wis
  Swim*
  Yes
  Str
  * skill remains unchanged from the Pathfinder core rules.
  † for some applications of this skill the character uses Dexterity as the ability modifier to determine success.
  TABLE: SKILLS IN BLOODLINES & BLACK MAGIC
  
  112
  CHAPTER 7
  CAREERS & LIFESTYLES
  
  113
   “What’s done is done.”
   Shadows shivered at the edge of my vision, and I tilted my head 
  slightly, and the room shifted into sharp focus: the sad curtains, the 
  stain on the ceiling near the kitchen that two coats of paint couldn’t 
  cover.
   If he regarded me with suspicion after this dinnertime 
  conversation, he made a solid attempt at hiding it. Solid for Arthur, 
  that was. He’d never been good at hiding his emotions, such as 
  they were. Arthur tensed whenever I entered the room, and his 
  attempts at nonchalance meant that he was more prone to knock 
  over mugs of coffee or accidentally kick chair legs.
   We were two strangers rattling around the cottage, and while the 
  weather held, I was, more often than not perched on a chunk of 
  tumbled masonry in the Vale Hall ruins. That’s where I’d taken to 
  stashing the journal. There was a gap in the hearth where I could 
  tuck the tome once I’d wrapped it well in piece of builders’ plastic. 
  Not ideal, but I’d figure something out by the time winter came.
   Somehow the words came easier to me when I sat among the 
  ruins. If I narrowed my eyes at dusk, I fancied the shadows shaped 
  the barrel-vaulted ceiling of what was once the dining hall. The 
  ghosts of flames flickered in the heart. Occasionally, tatters of 
  shadow moved of their own volition, and I imagined lords and 
  ladies dancing to the strains of barely heard music.
   Dusk or the dead hours before dawn were best, because then 
  stillness would blanket the air. The pale wings of the resident barn 
  owl would stir the stars, and I felt as if I stood on the cusp of a 
  great discovery.
   Still, the words poured from my fingers, and three-quarters of the 
  journal were filled.
   She holds a lantern ahead of her as she navigates the twisted 
  corridors. Behind her, the sounds of screaming, the clash of steel 
  on steel. Her fingers are sticky with blood—not hers. She doesn’t 
  know who died, whether she was defending herself or if she was 
  the one to plunge into the fray, fingers talons as she rends her 
  enemies limb from limb.
   These words didn’t shock me when I read them afterward. 
  They were fragments of stories that needed preservation that I 
  was somehow able to pull from some other realm. If I did so long 
  enough, perhaps I would be able to piece them together, and so I 
  persevered.
   In a modern world, you can’t fight the darkness all of the time. 
  As a result, most Bloodlines heroes have jobs to pay for things like 
  housing, food, transportation, weapons and esoteric components 
  for the next ritual. Career paths describe these jobs.
   At 1st level, all characters must choose one career. This career 
  choice is free. All other career options after that, including the next 
  step on a career path, cost one feat.
  CAREERS IN 
  BLOODLINES & BLACK MAGIC
   When a player selects a career (or a career path) for their 
  character, they are effectively assigning them a day job and 
  explaining – at least in part – some of that character’s background. 
  Careers can be one-off choices, or they can be multi-stage or tiered 
  progressions. The difference between the two is a character with 
  a steady job but no real advancement opportunities or a character 
  whose job is but a stepping-stone to a better one.
   Tiered careers can be advanced by spending feats to unlock 
  the various tiers of a career (or select a new one if desired – see 
  Changing Careers below). This is known as “buying in.” Many 
  paths have prerequisites that a character must meet to advance 
  along that path, so players should be mindful of how they plan to 
  develop a character to ensure they meet future paths prerequisites. 
  Most career paths have two or three tiers. 
  BENEFITS OF CAREERS
   Careers provide characters with several benefits, as described 
  below. Additionally, many careers will open up new skills that 
  player characters have the option to learn, allowing the player to 
  further customize their character. In general, the game assumes 
  that the player characters spend around 30-40 hours per week to 
  maintain their lifestyles (more on that in the Lifestyle section), 
  and earn the wealth that career provides. It is suggested that these 
  “working hours” happen in the background, and thus glossed over 
  in regular game play, unless the darker world somehow comes to 
  impact a character’s daily job.
  CHANGING CAREERS
   If characters choose to spend a feat to change careers, they 
  immediately gain the benefits of their new job, including abilities, 
  equipment, and lifestyle. A character must replace their monthly 
  income bonus with the bonus from their new career, even if it is 
  lower than before. They retain the abilities and class skills they 
  gained in their former job. If the old career and the new one both 
  have the same skill on their Career Skills list, the bonuses do not 
  stack.
   If, as a roleplaying decision, characters choose to change 
  occupations during a campaign, they do not automatically gain 
  access to the bonuses of their new job nor do they lose access 
  to the benefits of their former careers. The next time they have 
  the opportunity to spend a feat, they may do so to change to that 
  new career. If they do not choose to spend the feat, the aspects of 
  their old career (abilities, skills, income) remain though they can 
  continue to roleplay as if they had their new job.
  
  114
  THE MEASURE AND DEMANDS 
  OF SUCCESS
   Salaries, promotions and just how successful a character is in 
  life do not have realistic portrayals in many games, largely because 
  this often happens in the background of a character’s more exciting 
  life. In Bloodlines & Black Magic, we offer GMs a little more. 
  While this isn’t aimed at figuring out exactly how much you earn 
  in that corner office, it is a game about exploring the dark shadows 
  hidden from view. As such, how successful you are in your day job 
  is handled abstractly. A doctor, for example, might make $10,000 
  per month at your local hospital but could make considerably more 
  at the Mayo Clinic. In reality, those two doctors would have much 
  different salaries, but detailing out the regional salary differences 
  for each career would fill a book all by itself.
  THE PRICE (OR NOT) 
  OF EDUCATION
   In Bloodlines & Black Magic, the career path system 
  makes certain assumptions for game balance and design. 
  One of these is character education. The College Student 
  Path begins the character on the steps leading to such 
  careers as doctor, lawyer, a professor. This does NOT 
  mean that other careers and/or paths are made up of the 
  uneducated. Unless required by the demands of specific 
  careers or career path, a character’s education is a decision 
  left up to individual players. In those cases, the benefits are 
  roleplay-based. However, characters that choose a career 
  requiring the college student tier must spend a feat to take 
  that tier regardless of any roleplaying decisions they make.
  CAREERS
   The careers listed in this chapter each have an average monthly 
  income. GMs can adjust the amounts given to account for the 
  region and specifics of each particular job. Some game may begin 
  with all players having the lowest possible levels of their chosen 
  careers. Others may have players starting at the top. The table 
  below offers a few possible adjustment values but, as always, the 
  final decision rests with the GM
   Your career path represents the specific field in which you have 
  chosen a career. The career paths allow you access to skill sets and 
  talent related to those professions in your field.
  TIER 
   As you progress in your career(s) you gain both experience and 
  expertise. Sometimes this advancement may come with a new title, 
  added responsibilities, and even a salary increase. When you create 
  your character, you will select a single career for that character. 
   When you do this, three things happen. First, you gain a bonus 
  to the Profession skill related to that career equal to your Tier 
  bonus, as well as a second skill chosen from the career group 
  associated with that career path. Second, you select the first tier 
  talent associated with your career path, which you immediately 
  gain. Thereafter, each time you gain a new tier, you gain another 
  tier tier talent, each equal to or lower than your current tier in that 
  particular career. You may choose any talent so long as it doesn’t 
  exceed the highest tier level you accomplished in your career.
  TIER BONUS
   Many of the tier talents grant you a tier bonus; this is a career 
  bonus determined by the total number of tiers you have in a single 
  career path, not the highest tier you have attained. For example, 
  if you follow the military career path, you might quickly excel and 
  gain tier 2 abilities, but might have previously been a student (your 
  starting career). While you might have a total +3 tier bonus for 
  all your ranks, you would still only receive a +2 carrer bonus on 
  checks related to the military. 
  CAREER ABILITY MODIFIER 
   This represents the ability most commonly associated with 
  your career path. This ability is used to determine the effects and 
  frequency of some tier talents.
  CAREER SKILL GROUP 
   Career skill groups represent those skills that are commonly 
  practiced by people in your field. Each time you gain a path tier, 
  you gain one skill from its associated career group; this new skill 
  becomes one of your class skills. Specific career skill groups are 
  listed below.
  Career Group
  Skills
  Academic
  Appraise, Computer Use, Craft (chemical, electronics, mechanical), Heal, Knowledge (bloodlines, engineering, 
  geography, history, nature, occult, planes, politics, religion), Linguistics, Profession
  Covert
  Acrobatics, Climb, Craft (all), Drive, Perception, Sense Motive, Sleight of Hand, Stealth, Street
  Cultural
  Appraise, Craft (any), Diplomacy, Disguise, Handle Animal, Knowledge (any), Linguistics, Perform
  Physical
  Acrobatics, Climb, Drive, Escape Artist, Fly*, Heal, Intimidate, Knowledge (firearms, military, tactics), Profession, 
  Ride, Stealth, Swim, Survival
  Political
  Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, military, nobility, politics), Linguistics, 
  Perception, Profession, Sense Motive
  Practical
  Appraise, Computer Use, Craft (any), Drive, Handle Animal, Heal, Knowledge (dungeoneering, engineering, 
  geography, nature, pop), Profession (any), Sleight of Hand, Survival, Swim
  TABLE: SKILL GROUPS
  
  115
  Tier
  Base Salary
  Homeless
  Poor
  Struggling     Established 
  Comfortable
  Privileged
  Elite
  4
  50,000
  50,000
  49,500
  48,800
  46,400
  44,500
  41,500
  25,000
  4
  45,000
  45,000
  44,500
  43,800
  41,400
  39,500
  36,500
  20,000
  4
  40,000
  40,000
  39,500
  38,800
  36,400
  34,500
  31,500
  15,000
  4
  35,000
  35,000
  34,500
  33,800
  31,400
  29,500
  26,500
  10,000
  4
  30,000
  30,000
  29,500
  28,800
  26,400
  24,500
  21,500
  5,000
  4
  25,000
  25,000
  24,500
  23,800
  21,400
  19,500
  16,500
  0
  3
  20,000
  20,000
  19,500
  18,800
  16,400
  14,500
  11,500
  x
  3
  15,000
  15,000
  14,500
  13,800
  11,400
  9,500
  6,500
  x
  3
  10,000
  10,000
  9,500
  8,800
  6,400
  4,500
  1,500
  x
  3
  9,500
  9,500
  9,000
  8,300
  6,100
  4,000
  1,000
  x
  3
  9,000
  9,000
  8,500
  7,800
  5,400
  3,500
  500
  x
  3
  8,500
  8,500
  8,000
  7,300
  5,100
  3,000
  x
  x
  3
  8,000
  8,000
  7,500
  6,800
  4,400
  2,500
  x
  x
  3
  7,500
  7,500
  7,000
  6,300
  4,100
  2,000
  x
  x
  2
  7,000
  7,000
  6,500
  5,800
  3,400
  1,500
  x
  x
  2
  6,500
  6,500
  6,000
  5,300
  3,100
  1,000
  x
  x
  2
  6,000
  6,000
  5,500
  4,800
  2,400
  500
  x
  x
  2
  5,500
  5,500
  5,000
  4,300
  2,100
  x
  x
  x
  2
  5,000
  5,000
  4,500
  3,800
  1,400
  x
  x
  x
  2
  4,500
  4,500
  4,000
  3,300
  1,100
  x
  x
  x
  2
  4,000
  4,000
  3,400
  2,800
  400
  x
  x
  x
  1
  3,500
  3,500
  3,000
  2,300
  x
  x
  x
  x
  1
  3,000
  3,000
  2,500
  1,800
  x
  x
  x
  x
  1
  2,500
  2,500
  2,000
  1,300
  x
  x
  x
  x
  1
  2,000
  2,000
  1,500
  800
  x
  x
  x
  x
  1
  1,500
  1,500
  1,000
  300
  x
  x
  x
  x
  1
  1,000
  1,000
  500
  x
  x
  x
  x
  x
  1
  500
  500
  0
  x
  x
  x
  x
  x
  1
  0
  0
  x
  x
  x
  x
  x
  x
  TABLE: NET INCOME AFTER MONTHLY LIFESTYLE COSTS
  ADVANCING YOUR CAREER
   In Bloodlines & Black Magic, there are two ways in which 
  to advance your career. You can do so by either spending a feat 
  to advance to the next tier in your career path, or as a reward 
  over time (see below). PCs who want to quickly accelerate their 
  careers are likely to invest feats early on, while those who wait 
  will advance, only slower. Player characters who elect to advance 
  their careers slowly (as they level), automatically gain the 2nd tier 
  on their career path at 4th level, and their 3rd tier at 7th level. Player 
  characters who ‘buy into’ their careers earlier on may do so as they 
  see fit, but do not gain those feats back at 4th and 7th levels. nor may 
  they elect to “slowly” level a second career (although the reverse is 
  possible – see below).
  ADDING A SECOND CAREER
   Player characters can, with GM approval, add a second or even 
  a third career provided they spend the feats to do so. It is entirely 
  possible to advance one career naturally (using the inherent career 
  progression) while spending feats to rapidly advance a second. 
  Players attempting to do this should take note: PCs are still 
  required to meet all of the prerequisites for both careers, which 
  could easily sap away precious time from adventuring. 
  A complete list of career paths can be found on page 124.
  FEAR OF THE OUTSIDER PROTECTS US. FEAR OF THE OUTSIDER ENSLAVES US.
  
  116
  THE PATHS
  TIER 1 TALENT
  Active Listening You can accurately recall things which you’ve 
  heard. You recall information as an Intelligence skill check. The 
  DC to recall information is equal to 15 + the number of concepts 
  expressed by the initial speaker. If the concepts recalled are 
  within your field of expertise, you may add your tier bonus to the 
  check.
  Advanced Research Select one Craft, Knowledge, or Profession 
  skills. You apply your tier bonus whenever you use that skill. You 
  can take advanced research more than once, each time applying 
  the tier bonus to a new skill.
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Decoder Add your tier bonus to Linguistics skill checks.
  Fine Details You choose one Knowledge skill which best 
  represents your academic field of expertise. Whenever you fail a 
  check using your designated skill by less than your tier modifier, 
  you can spend a full-round action to make the check successful. 
  Intellectual Intuition A number of times equal to your career 
  ability modifier career ability modifier career ability modifier, 
  regardless of threats or distractions, you can take 10 on a 
  Knowledge (linguistics) check.
  Spot the Value You apply your tier bonus to Appraise skill 
  checks.
  TIER 2 TALENT
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based Skill checks.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Career Insight A number of time per day equal to your tier 
  + your career ability modifier, you gain  +4 insight bonus to 
  something related to your career.
  Critical Thinking Once per day, you can add your tier bonus 
  to determine the outcome of a single d20 roll. You can take this 
  talent more than once, each time gaining an additional use per 
  day.
  Determined You apply your tier bonus to Will saves.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has an institution that shares a partnership with 
  the institution at which you work. You can access resources from 
  that institution as if you were your own institution. You can also 
  get room and board, do research, and get allies if necessary. 
  Researcher You can take 20 on any Knowledge skill checks 
  whenever you have some way of accessing research materials 
  about the topic (such as the internet or a library)
  TIER 3 TALENT
  Demagogue You can rile up an audience by catering your words 
  to appeal to their emotions, rather than their intellect. You can 
  use Diplomacy to change the attitudes of other people feel about 
  either a situation or another individual, or some type of media. 
  You can affect of a number of individuals equal to your Charisma 
  score.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. 
  Occult Knowledge You treat Knowledge (bloodlines), 
  Knowledge (occult), and Knowledge (planes) as class skills. If 
  you have any of these skills as a class skill, then you add your 
  Tier modifier to that skill.
  Research Assistant You gain the Trusted Assistant Feat (see 
  chapter 8).
  TIER 1 TALENTS
  Ag-Tech A number of times equal to your career ability modifier, 
  when using agricultural machinery you gain a +2 bonus on a single 
  Drive or Knowledge (engineering) skill check.
  Farmer’s Almanac You apply your tier bonus to all Survival skill 
  checks.
  Farmer’s Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (nature) check
  .
  Fine Details You choose one skill (either Craft or Perform) which 
  best represents your agricultural expertise. Whenever you fail a 
  check using your designated skill by less than your tier modifier, 
  you can spend a full-round action to make the check successful. 
  Green Thumb You have a knack for growing and tending to 
  plants. You apply your tier bonus to either Knowledge (nature) or 
  Profession (agriculture).
  ACADEMIC PATH
  Career Ability Modifier 
  Intelligence or Constitution
  Career Skill Group Academic
  Profession educator, librarian, historian, philanthropist, 
  scientist
  Monthly Income +0
  AGRICULTURAL PATH
  Career Ability Modifier 
  Wisdom or Constitution
  Career Skill Group Practical
  Profession farmer, gardener, landscaper
  Monthly Income -1
  
  117
  Holistic Remedy Thanks to your knowledge of herbs and plants, 
  once per day as a standard action, you can concoct a natural salve 
  or poultice that can stop bleeding, make someone vomit, or reduce 
  swelling (basically anything short of actually restoring hit points). 
  You can take this talent more than once, each time gaining an 
  additional use per day. You can take this talent more than once, 
  each time gaining an additional use per day.
  Sense Edibility A number of times equal to your career ability 
  modifier, when inspecting any food or drink, you gain a +2 bonus 
  to identify if it is diseased or poisoned.
  Tool of the Trade If you choose one type of farm tool associated 
  with your profession  (such as a hoe, garden clippers, pitchfork, 
  or a spade), you can use your tool as a club, a hand axe, or a 
  shortspear – and not an improvised weapon.
  TIER 2 TALENTS
  Bond with the Land You can apply your Career tier bonus to 
  saving throws against the extraordinary abilities of plants or fey
  Botanist Regardless of threats or distractions, you can take 20 on a 
  Knowledge (nature) check to identify mundane plants.
  Green Soul You can apply your Career tier bonus on Bluff, 
  Diplomacy, and Intimidate skill checks when dealing with creatures 
  tied to the natural world such as fey, genus loci and the like…
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Intuitional 3 times per day, you may add your tier bonus to any 
  Wisdom-based Skill checks.
  Partnered Institution Choose one location that isn’t where you 
  are from. That location has a Grange Hall, that acknowledges you 
  as a member. You can access resources through the Grange Hall 
  including room and board, access to farm equipment, or finding 
  allies if necessary. 
  Improved Talent If you have the Tools of the Trade talent, you 
  gain Weapon Focus (farm tool) feat.
  TIER 3 TALENTS
  Advanced Ag-Tech If you have the Ag-Tech talent, your bonus  
  increases to +4. 
  Farm Hand You gain the Trusted Assistant Feat (see chapter 8).
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – uses of animals or plants, 
  cultural practices, various farming practices, farm tools and 
  machinery, food, agricultural law, geographic influences, weather. 
  Professional Talent If you have the Tools of the Trade talent, you 
  gain Weapon Specialization (farm tool) feat.
  ARTIST PATH
  Career Ability Modifier Charisma or Dexterity
  Career Skill Group Cultural
  Profession actor, painter, poet, musician, sculptor, writer
  Monthly Income -2
  TIER 1 TALENT
  Artistic Connection A number of times equal to your career ability 
  modifier, when using your art in some fashion, you gain a +2 bonus 
  on a single Diplomacy or Intimidation skill check.
  Artist’s Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (history) check.
  Fine Details You choose one skill which best represents your 
  artistic expertise. Whenever you fail a check using your designated 
  skill by less than your tier modifier, you can spend a full-round 
  action to make the check successful. 
  Raw Talent You gain an additional number of skill point equal 
  to you career ability modifier that you can apply to a Craft or 
  Profession skill of your choice. Each time you gain a Tier, you can 
  opt to take this talent again.
  Renaissance Artist You occasionally dabble in different forms of 
  art. A number of times per day equal to your tier modifier, you can 
  use another Perform skill as if you were trained in it.
  Set the Mood You can make a DC 20 Performance check to use 
  your art to aid allies in influencing others. If you succeed, you grant 
  your ally a +2 circumstance bonus to her Diplomacy or Intimidate 
  check.
  Spot the Value You apply your tier bonus to Appraise skill checks.
  TIER 2 TALENT
  Actor’s Allure Once per day, you can reference your acting credits 
  to force a target to succeed at a Will save (10+ your career tier 
  bonus) or shift their attitude one step in your favor. You can take 
  this talent more than once, each time gaining an additional use per 
  day.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a d20 roll.
  Charismatic 3 times per day, you may add your tier bonus to any 
  Charisma-based Skill checks.
  Eccentric Research A number of times equal to your career ability 
  modifier you can make any knowledge check untrained.
  Manager You gain a manager who books jobs for you (you gain 
  an additional Profession checks each month)  but takes 5% of your 
  pay.
  Performer’s Inspiration One per day, as an extraordinary ability, 
  you can inspire your companions as if using the bardic ability 
  inspire courage. The morale bonus is equal to your career tier 
  bonus.
  
  118
  Unique Viewpoint Your artistic way of seeing the world also 
  grants you a +2 insight bonus to Perception. You may use this 
  talent a number of times equal to your career ability modifier
  Writer Babble You get a +2 insight bonus to Bluff checks both in 
  and out of combat. You may use this talent a number of times equal 
  to your career ability modifier
  TIER 3 ABILITIEs
  Advanced Artistic Connection If you have the Artistic 
  Connection talent, your bonus increases to +4.
  Artisan You can make untrained skill checks in any Craft skill.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – art history, culture, musical 
  instruments, lore, historical literature, influential artists, musicians, 
  painters, or writers, or political movements influence by art. 
  Signature Style Whenever you successfully use the Craft or 
  Perform skills to create a piece of art, you add your Career tier 
  bonus to the skill check. All works associated with your primary 
  artistic profession are considered masterworks.
  See the Plot One per day, your natural ability with stories, 
  plot structure and foreshadowing allows you to predict certain 
  outcomes. This functions as the spell augury but is an extraordinary 
  ability. 
  TIER 1 TALENTS
  Athletic Focus A number of times equal to your career ability 
  modifier, you gain a +2 insight bonus to a single Climb or Swim 
  check.
  Conditioned You gain an insight bonus equal to your tier bonus to 
  all Fortitude checks made to withstand environmental threats such 
  as cold, drowning, heat, starvation, or suffocation.
  Gymnast You apply your tier bonus to all Acrobatics skill checks.
  Fine Details You choose one skill which best 
  represents your athletic expertise. Whenever you fail a check using 
  your designated skill by less than your tier modifier, you can spend 
  a full-round action to make the check successful. 
  Practice Makes Perfect Once per day you can reroll a failed skill 
  check related to performing a physical activity. You can take this 
  talent more than once, each time gaining an additional use per day.
  Tactical Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (tactics) check.
  Tools of the Trade If you play a sport that requires you to swing 
  some type of stick  (such as baseball, cricket, hockey, lacrosse, or 
  tennis), you can use your stick as a club and not an improvised 
  weapon.
  TIER 2 TALENT
  Brute 3 times per day, you may add your tier bonus to any 
  Strength-based skill checks.
  Determined You apply your tier bonus to Will saves.
  Improved Talent If you have the Tools of the Trade talent, you 
  gain Weapon Focus (stick) feat.
  Light Touch You apply your tier bonus to Reflex saves.
  Multitasker Once per day, you can take an additional move 
  action. You can take this talent more than once, each time gaining 
  an additional use per day.
  Nimble 3 times per day, you may add your tier bonus to any 
  Dexterity-based skill checks.
  Quick Reactions One per day, you apply your career tier bonus 
  to a single Initiative check. You must announce you are using this 
  talent before rolling the check.
  TIER 3 ABILITIES
  Advanced Athletic Focus If you have the Athletic Focus talent, 
  your bonus increases to +4. 
  Give 110% One per day, you may take an extra standard action.
  LIVING THE DREAM Because of your perseverance and 
  strong sense of identity you add gain a circumstance bonus equal to 
  your career ability modifier to all Will saves.
  Professional Talent If you have the Tools of the Trade talent, you 
  gain Weapon Specialization (club) feat.
  Who are the dreaming daimons?
  ATHLETE PATH
  Career Ability Modifier Strength, Dexterity, or Wisdom
  Career Skill Group Physical
  Profession gymnast, league sport, martial artist or runner
  Monthly Income -1
  
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  TIER 1 TALENT
  Active Listening You can accurately recall things you’ve heard. 
  You recall information by making an Intelligence skill check. The 
  DC to recall information is equal to 15 + the number of concepts 
  expressed by the initial speaker. If the concepts recalled are 
  within your field of expertise, you may add your tier bonus to the 
  check.
  Bloodline Decorum Once per day, you may reroll a Diplomacy, 
  Perception or Sense Motive skill check when dealing with 
  members of the various bloodlines.
  Bloodline’s Intuition A number of times equal to your career 
  ability modifier, regardless of threats or distractions, you can take 
  10 on a Knowledge (bloodlines) check.
  Fine Details You choose one skill (either Craft or Perform) 
  which best represents your bloodline’s expertise. Whenever you 
  fail a check using your designated skill by less than your tier 
  modifier, you can spend a full-round action to make the check 
  successful. 
  Intuitive You gain Sense Motive as a class skill. If you already 
  have Sense Motive as a class skill, then you add your tier 
  modifier to that skill.
  Proper Upbringing You apply your tier bonus to all Diplomacy 
  skill checks.
  Spot the Value You apply your tier bonus to Appraise skill 
  checks.
  TIER 2 TALENT
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus 
  to determine the outcome of a single d20 roll. You can take this 
  talent more than once, each time gaining an additional use per 
  day.
  Deepening Connection You gain 1 BP (bloodline point). You 
  can take this talent to gain an additional bloodline point each time 
  you gain a new tier.
  Determined You apply your tier bonus to Will saves.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has a well-established network of members of 
  your bloodline that frequently gather to act as a collective. You 
  become a member of the collective and may access resources, get 
  room and board, do research, and gain allies if necessary.
  Power in the Blood Once per day, you can cut yourself (costing 
  1 hp), drip fresh blood on an item and detect if it has a magical 
  aura (as if casting a detect magic spell; the CL is equal to your 
  path tier). You can take this talent more than once, each time 
  gaining an additional use per day.
  Sense Bloodline You can use your Sense Motive check to 
  attempt to determine another individual’s bloodline. The DC of 
  the check is equal to 10 + the individual’s class level + his tier
  TIER 3 TALENT
  Family Relic Once per month, you may borrow a magical 
  item from your bloodline family’s vault. You must have GM 
  permission, the item can be drawn from the Pathfinder Core 
  Rulebook or the Bloodlines & Black Magic, and it must be worth 
  less than 10,000 gp (10,000 dosh). You may only borrow this 
  item for 1 day per character level.
  In the Blood Add your career ability modifier to determine your 
  total Bloodline Points
  Know-it-All Whenever you seek to gain information pertinent 
  to your career path, you can make the appropriate Knowledge 
  skill check untrained. Examples include— bloodline abilities, 
  relationships between bloodlines, origin stories, members of 
  specific houses, and rumors and legends.
  Master’s Mark The benefit from your Proper Upbringing 
  increases to +2 and you gain an additional 1 BP (bloodline point).
  CIVIL SERVANT PATH
  Career Ability Modifier Intelligence or Dexterity
  Career Skill Group Political
  Profession administration, clerk, civil servant, 
  foreign affairs, government official, human resources
  Monthly Income +0
  TIER 1 TALENTS
  Active Listening You can accurately recall things which you’ve 
  heard. You recall information as an Intelligence skill check. The 
  DC to recall information is equal to 15 + the number of concepts 
  expressed by the initial speaker. If the concepts recalled are 
  within your field of expertise, you may add your tier bonus to the 
  check.
  Civic Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on 
  a Knowledge (politics) check.
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Cut Through the Tape One per day, you can take 10 on any 
  skill check made to navigate through the murky waters of legal 
  or government bureaucracy.
  BLOODLINE PATH
  Career Ability Modifier Charisma or Constitution 
  Career Skill Group Cultural
  Profession None. Recognized bloodline family members 
  instead receive special benefits (see below).
  Monthly Income +1
  
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  Double Talker You apply your tier bonus to all Bluff skill 
  checks.
  Fine Details You choose one skill (either Craft or Perform) 
  which best represents your political expertise. Whenever you 
  fail a check using your designated skill by less than your tier 
  modifier, you can spend a full-round action to make the check 
  successful. 
  Unnoticed Observation Often overlooked, you keep a sharp eye 
  out for interesting tidbits. You apply your tier bonus to Perception 
  skill checks.
  TIER 2 TALENTS
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus 
  to determine the outcome of a single d20 roll. You can take this 
  talent more than once, each time gaining an additional use per 
  day.
  Determined You apply your tier bonus to Will saves.  
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Multitasker Once per day, you can take an additional move 
  action. You can take this talent more than once, each time gaining 
  an additional use per day.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has an institution that shares a partnership with 
  the institution you work at. You can access resources from that 
  institution as if you were a member of that organization. You can 
  also get room and board, do research, and gain allies if necessary.
  Time Management Whenever you take a full-round action to 
  plan your action, you grant a number of your allies equal to your 
  tier bonus a +1 to any single d20 roll which they may use during 
  the next encounter.
  TIER 3 TALENTS
  Call in a Favor You can use your connections in the federal 
  bureaucracy to get yourself out of a sticky situation involving 
  government officials, law enforcement, or the military.  
  Know-it-All Whenever you seek to gain information pertinent 
  to your career path, you can make the appropriate Knowledge 
  skill check untrained. Examples include— bureaucracy, civics, 
  cultures, important political figures, and worldviews.
  Professional Access one per day, you can use your legal 
  connections to procure certain classified legal documents 
  normally off limits to a civilian. This allows you to take 20 to any 
  Skill checks research any individual with a criminal record.
  Quick Response Whenever you are surprised, you are not 
  considered flat-footed; you still cannot take any actions until the 
  surprise round ends.
  Resource Management You treat your monthly income as if it is 
  one rank higher than your actual monthly income. 
  CORPORATE PATH
  Career Ability Modifier Intelligence or Charisma
  Career Skill Group Academic
  Profession actuary, banker, business partner, C.E.O, 
  manufacturer, stock trader
  Monthly Income +0
  TIER 1 TALENTS
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Tactical Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on 
  a Knowledge (tactics) check.
  Decoder Add your tier bonus to Linguistics checks.
  Fine Details You choose one skill that best represents your 
  corporate expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Negotiator You apply your tier bonus to Diplomacy checks.
  Investor You have a number of investments that help increase 
  your earning potential. Whenever you beat the DC of your 
  Profession skill check to determine your monthly salary by more 
  than 5, you gain an additional $500 x your tier bonus.
  Spot the Value You apply your tier bonus to Appraise skill 
  checks.
  TIER 2 TALENTS
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based Skill checks.
  Board Member Once per day you can reroll a failed Charisma-
  based skill check.
  Critical Thinking Once per day, you can add your tier 
  Determined Apply your tier bonus to Will saves.
  Make Money You have a number of investments that 
  help increase your earning potential. Whenever you roll a natural 
  18-20 on a Profession (skill check) to determine your monthly 
  salary, it increases by 2 ranks instead of 1.
  Partnered Institution Choose one city that you don’t live 
  in. That city has a corporate office or financial institution that 
  
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  shares a partnership with the institution you work at. You can 
  access resources from that institution as if you were your own 
  institution. You can also get room and board, do research, and 
  gain allies if necessary.
  Resource Management You treat your monthly income as if it is 
  one rank higher than your actual monthly income. 
  TIER 3 TALENTS
  Advanced Conference If you have the conference talent, your 
  conference skill bonus increases to +4
  CEO As head of the company, you gain additional lifestyle perks. 
  You treat your lifestyle as if it is one category higher than your 
  actual lifestyle without paying the additional costs.
  Deep Pockets You treat your monthly income as if it is two ranks 
  higher than your actual monthly income. 
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – business, a corporation, 
  economics and economies, government policies, economic law, 
  money, trade and trade routes.
  CRIMINAL PATH
  Career Ability Modifier Charisma or Dexterity
  Career Skill Group Covert or Physical
  Profession  burglar, con artist, cleaner, dispatcher, enforcer, 
  fence, gangster, hit man, pickpocket
  Monthly Income -2
  TIER 1 TALENTS
  Cold Eyes You apply your tier bonus to Perception skill checks
  Criminal Intuition A number of times equal to your career 
  ability modifier, regardless of threats or distractions, you can take 
  10 on a Knowledge (local) check.
  Fine Details You choose one skill that best represents your 
  criminal expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Grifter You apply your tier bonus to Bluff skill checks.
  Hit the Gas Add your tier bonus to all Drive skill checks 
  Spot the Value Apply your tier bonus to Appraise skill checks.
  Streetwise You apply your tier bonus to Street skill checks
  TIER 2 TALENTS
  Convincing Smile You gain the feat Skill Focus for a single 
  Charisma-based skill.
  Glib Talker Once per day, you can reroll a Bluff or Street check. 
  You can take this talent more than once, each time gaining an 
  additional use per day.
  Light Touch You apply your tier bonus to Sleight of Hand skill 
  checks.
  Lowball Combat! Once per day you can treat your bonded 
  weapon as if it possessed the deceptive special ability, gaining 
  a luck bonus on Bluff checks to feint equal to your Charisma 
  modifier. You can take this talent more than once, each time 
  gaining an additional use per day.
  Let’s Get Physical Once per day, you may add your tier bonus 
  to any Strength-based skill checks. You can take this talent more 
  than once, each time gaining an additional use per day.
  Plugger One per day, if you attack before your foe during a 
  surprise round, you deal an extra 1d6 points of damage. This 
  bonus stacks with sneak attack and similar abilities. If you have 
  this same career at 7th level, the damage increases to 2d6.
  Snatch! Once per day, as a standard action, when engaged in 
  adjacent melee combat you can take -10 penalty to attack to 
  make a Sleight of Hand check (DC = CMD of your foe). If you 
  succeed, you grab a random item from your target (GM decides 
  which item you gain). You can take this talent more than once, 
  each time gaining an additional use per day. 
  TIER 3 TALENTS
  Focused Strike Once per encounter, if you spend a full round 
  studying your target before attacking him, you gain an insight 
  bonus equal to your Intelligence modifier to hit and damage. 
  Additionally, for that attack, if your Intelligence score modifier is 
  higher than the weapon’s normal critical modifier, you may use 
  that instead.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include– individuals or situations that 
  influenced your mindset or your criminal activities.
  The Professional The bonuses from glib talker and cold 
  eyes both increase by +1 each (to a total of +2 Street and +2 
  Perception).
  Syndicate Boss As head of a crime syndicate, you gain additional 
  lifestyle perks. You treat your lifestyle as if it is one category 
  higher than your actual lifestyle without paying the additional 
  costs.
  TIER 1 TALENTS
  Cook’s Blade You apply your tier bonus to all Initiative rolls when 
  thrown into melee while holding a knife or dagger.
  CULINARY ARTS PATH
  Career Ability Modifier Wisdom or Dexterity
  Career Group Practical
  Profession catering, chef, cook, kitchen management
  Monthly Income -1
  
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  Epicure A number of times equal to your career ability modifier, 
  regardless of threats or distractions, gain a +2 to any Knowledge 
  (nature) or Craft (cooking) skill checks to identify the components 
  of any meal you can examine.  
  Fine Details You choose one skill that best represents your 
  culinary expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Holistic Remedy Thanks to your knowledge of herbs and plants, 
  once per day as a standard action, you can concoct a natural salve 
  or poultice that can stop bleeding, make someone vomit, or reduce 
  swelling (basically anything short of actually restoring hit points). 
  You can take this talent more than once, each time gaining an 
  additional use per day.
  Food Technology You gain Knowledge (mechanics) as a class 
  skill. If you already have Knowledge (mechanics) as a class skill, 
  then you add your tier modifier to that skill.
  Sense Edibility A number of times equal to your career ability 
  modifier, when inspecting any food or drink, you gain a +2 bonus 
  to identify if it is diseased or poisoned.
  Table Service You add your tier bonus to any Sense Motive 
  checks.
  TIER 2 TALENTS
  Chef’s Blade You gain a Weapon Focus (dagger) as a bonus feat.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Eloquent You gain Diplomacy as a class skill. If you already have 
  Diplomacy as a class skill, then you add your Tier modifier to that 
  skill.
  Lord of the Kitchen Once per day, you can reroll a failed 
  Intimidation or Diplomacy check. You can take this talent more 
  than once, each time gaining an additional use per day.
  Manipulative Chef You can use your cooking to win over an 
  individual, effectively getting them to listen to you as if you had 
  changed their starting attitude to Friendly. After preparing and 
  serving a meal, you make a Craft (cooking) check instead of a 
  Diplomacy check. If the check succeeds, any of the individuals that 
  consumed the meal change their attitude towards you to Friendly. 
  This change doesn’t extend to the target’s attitude toward any of 
  your allies.
  Multitasker Once per day, you can take an additional move action. 
  You can take this talent more than once, each time gaining an 
  additional use per day.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has a culinary arts facility that shares a partnership 
  with the institution you work at. You can access resources from the 
  culinary arts facility as if you were your institution. You can also 
  get room and board, do research, and gain allies if necessary.
  TIER 3 ABILITIES
  Advanced Holistic Remedy You can use your holistic remedy 
  to create concoctions that boost stamina and vigor. You can make 
  tonics that temporarily stave off fatigue and exhaustion by 1 hour, 
  or duplicate the effects of a delay poison spell, or (if you chose 
  Wisdom as your career ability modifier) provide a number of 
  temporary hit points equal to your career ability modifier.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained.  Examples may include but are not limited to – 
  culinary arts, food, chefs, cookbooks, cultural food preferences, 
  plant or animal based toxins, culture, and culinary institutions.
  Master’s Blade You gain Weapon Specialization (dagger). 
  Master Chef You can use your cooking to win over an individual, 
  effectively getting them to listen to you as if you had changed their 
  starting attitude to Friendly. After preparing and serving a meal, 
  you make a Craft (cooking) check instead of a Diplomacy check. 
  If the check succeeds, the individuals consuming the meal change 
  their attitude to friendly.
  HEALTH CARE
  Career Ability Modifier Intelligence or Dexterity
  Career Skill Group Academic
  Profession nurse, dentist, medical doctor,  or psychologist
  Monthly Income +0
  TIER 1 ABILITIES
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Deft Hands You gain Sleight of Hand as a class skill. If you 
  already have Sleight of Hand as a class skill, then you add your 
  Tier modifier to that skill.
  Fine Details You choose one skill that best represents your 
  medical expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Improvised Kit Your medical education allows you to improvise 
  when treating injuries. When treating wounds, you only require 
  half as many supplies. This means a single use can be spread 
  over two treatments, and a treating a deadly wound only requires 
  a single kit use.
  Medical Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on 
  a Knowledge (science) check.
  
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  Medical Training You apply your tier bonus to all Heal skill 
  checks.
  Medical Technician You gain Disable Device as a class skill. If 
  you already have Disable Device as a class skill, then you add 
  your Tier modifier to that skill.
  TIER 2 TALENTS
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus 
  to determine the outcome of a single d20 roll. You can take this 
  talent more than once, each time gaining an additional use per 
  day.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Field Medic Whenever you make a successful Heal check to help 
  an injured ally, they recover twice the amount of damage.  
  Medical Professional When making a Heal skill check, you may 
  take 10 even if stress and distractions would normally prevent 
  you from doing so.
  Multitasker Once per day, you can take an additional move 
  action. You can take this talent more than once, each time gaining 
  an additional use per day.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has a medical facility that shares a partnership 
  with the institution you work at. You can access resources from 
  that facility as if you were your own. You can also get room and 
  board, do research, and gain allies if necessary. 
  TIER 3 TALENTS
  The Doctor’s in the House You are highly regarded (possibly 
  popular) in your field. Select two Charisma-based skills. You may 
  add your career ability modifier to those two skills.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include— drugs, medical treatments, 
  alternative medicines, ancient or historical treatments, quack 
  sciences, or medical institutions. 
  Shift Adaptation After working ridiculously long shifts, your 
  body has adapted to functioning on less sleep. Subtract your tier 
  bonus from the 8 hours of sleep normally required to recover.
  Strong Willed If you chose Intelligence as your career path 
  ability, you apply it to all saving throws against the effects of 
  diseases, drugs, or toxins.
  Surgeon’s Hand A number of times equal to your career ability 
  modifier, you apply a +2 bonus to Disable Device and Sleight of 
  Hand skill checks.
  TIER 1 TALENTS
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Blackmail A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Intimidate, and Sense Motive 
  checks while dealing with a career that involves interacting with 
  the public.
  Data Researcher A number of times per day equal to your 
  Intelligence modifier, you gain a +2 insight bonus to a bonus to 
  any Knowledge skill check you make provided you have access 
  to the Internet.
  Decoder Add your tier bonus to Linguistics checks.
  Fine Details You choose one skill that best represents your IT 
  expertise. Whenever you fail a check using this skill by less than 
  your tier modifier, you can spend a full-round action to make the 
  check successful. 
  Hacker You apply your tier bonus to Computer Use skill checks.
  Systems Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on 
  a Computer Use skill check.
  TIER 2 TALENTS
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Boost Bars Whenever you make a Computer Use skill check to 
  connect (or reconnect) your smart phone, tablet, or computer to a 
  network, add your tier bonus as an insight bonus to that roll.
  Critical Thinking Once per day, you can add your tier bonus as 
  an insight bonus to determine the outcome of a single d20 roll.
  Deep Web You use your connection to access the Internet 
  anonymously through the Deep Web. Your searches are 
  untraceable. You can also illegally search for private information 
  on corporate, financial, political, and medical which is normally 
  not available to the public.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  INFORMATION TECHNOLOGY PATH
  Career Ability Modifier Intelligence or Dexterity
  Career Skill Group Academic
  Profession coder, data analyst, network engineer, or pen-
  tester 
  Monthly Income +1
  Triage Whenever you perform a Heal skill check to treat deadly 
  wounds, it takes half the time.
  
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  your tier bonus to the normal +2 bonus you provide your pupil.
  Eloquent You gain Diplomacy as a class skill. If you already 
  have Diplomacy as a class skill, then you add your tier modifier 
  to that skill.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has an institution that shares a partnership with 
  the institution you work at. You can access resources from that 
  institution as if you were your own institution. You can also get 
  room and board, do research, and gain allies if necessary. 
  TIER 3 TALENTS
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – computers, conspiracies, 
  data analysis, or networking.
  Resource Management You treat your monthly income as if it is 
  one rank higher than your actual monthly income. 
  Shadow Web If you have the deep web talent, you can push 
  your skills further to access the Shadow Web. The Shadow Web 
  provides illegal access to a host of unsavory and illegal websites 
  concerning conspiracies, criminal activities, occult activities, 
  cults, and even active terrorist organizations. You add you tier 
  modifier and your career ability modifier to any search performed 
  on the Shadow Web. Failing skill checks on the Shadow Web can 
  have disastrous results.
  Shift Adaptation After working ridiculously long shifts, your 
  body has adapted to functioning on less sleep. Subtract your tier 
  bonus from the 8 hours of sleep normally required to recover.
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  LAW ENFORCEMENT PATH 
  Career Ability Modifier Wisdom or Strength
  Career Skill Group Physical
  Profession bodyguard, detective, loss prevention expert, 
  police officer, private investigator, security guard, SWAT
  Monthly Income +0
  TIER 1 TALENTS
  Criminal Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (local) check.
  Fine Details You choose one skill that best represents your martial 
  expertise. Whenever you fail a check using your designated skill 
  by less than your tier modifier, you can spend a full-round action to 
  make the check successful. 
  Fit You apply your tier bonus to all Acrobatics skill checks.
  Freeze! You can make an opposed Intimidate to command a 
  fleeing individual to immediately cease all actions, drop any 
  weapon, and throw his hands into the air. 
  Gumshoe You apply your tier bonus to Perception skill checks.
  On the Scene! Once per day, you can reroll one failed Perception 
  check while at a crime scene or while a crime is taking place 
  nearby. You can take this talent more than once, each time gaining 
  an additional use per day.
  Tough Cop If you chose Strength as your career ability modifier, 
  apply it to any  Diplomacy, Intimidate, or Sense Motive checks to 
  gain a lead or hunch from social interactions.
  TIER 2 TALENTS
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a single d20 roll. You can take this talent 
  more than once, each time gaining an additional use per day.
  Determined You apply your tier bonus to Will saves.  
  Human Shield Whenever you hold your action to guard an ally, 
  you can opt to block an incoming blow directed at the ally you are 
  guarding, forcing the attacker to attack you instead of his intended 
  target.
  Martial Training 1 If you chose Intelligence as your Career Path 
  Ability, add your career ability modifier to your Initiative checks. 
  Quick Exit One per day, you can locate an alternate escape route 
  for yourself and others, allowing you to help others escape without 
  provoking attacks of opportunity.
  Trained Senses If you chose Wisdom as your career ability 
  modifier, a number of times per day equal to your Wisdom 
  modifier, you can reroll a Perception or Sense Motive skill check. 
  
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  TIER 1 TALENTS
  Active Listening You can accurately recall things you’ve heard. 
  You recall information as an Intelligence skill check. The DC 
  to recall information is equal to 15 + the number of concepts 
  expressed by the initial speaker. If the concepts recalled are within 
  your field of expertise, you may add your tier bonus to the check.
  Analytical 3 times per day, you may add your tier bonus to any 
  Intelligence-based skill checks.
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks during any formal meeting, interrogation or 
  bargaining session.
  Double Talker You apply your tier bonus to all Bluff skill checks
  Fine Details You choose one skill that best represents your legal 
  expertise. Whenever you fail a check using your designated skill 
  by less than your tier modifier, you can spend a full-round action to 
  make the check successful. 
  Negotiator You apply your tier bonus to Diplomacy checks.
  Legal Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (law) check.
  TIER 2 TALENTS
  Blackmail A number of times equal to your career ability modifier, 
  you gain a +2 bonus to Intimidate, and Sense Motive checks while 
  dealing with a career that involves interacting with the public.
  Counter Statement Once per day you can reroll a failed 
  Diplomacy check. You must use the results of the second roll even 
  if it is lower than the first. You can take this talent more than once, 
  each time gaining an additional use per day.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a d20 roll.
  Determined You apply your tier bonus to Will saves.  
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has a law firm that shares a partnership with the 
  firm you work at. You can access resources from that firm as if you 
  were your own. You can also get room and board, do research, and 
  gain allies if necessary. 
  Shift Adaptation After working ridiculously long shifts, your body 
  has adapted to functioning on less sleep. Subtract your tier bonus 
  from the 8 hours of sleep normally required to recover.
  TIER 3 TALENTS
  Demagogue You can rile up an audience by catering your words 
  This is a free action.
  TIER 3 TALENTS
  Advance Disarm You apply your tier bonus to bonus to CMB rolls 
  whenever you attempt to disarm an enemy.
  Professional Access Once per day, you can use your legal 
  connections to procure certain classified legal documents normally 
  off limits to a civilian. This allows you to take 20 to any Skill 
  checks research any individual with a criminal record.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – with crimes, criminals, crime 
  syndicates, law, police policies, politics, or criminal institutions. 
  Martial Training 2 If you chose Intelligence as your career path 
  ability, you gain a dodge bonus equal to your career path modifier. 
  If you chose Strength as your Career Path Ability, you gain DR– 
  equal to your career ability modifier.
  Take Down! Once per day, as an immediate action, you can reroll 
  one failed CMB roll. You can take this talent more than once, each 
  time gaining an additional use per day.
  LEGAL PATH
  Career Ability Modifier Intelligence or Charisma
  Career Skill Group Political
  Profession compliance attorney, firm partner, head of 
  litigation, JAG, probate lawyer, senior counsel, release 
  manager, real estate lawyer,
  Monthly Income +2
   For your convenience, here is a list of the career paths 
  listed in this section.These are:
   
  *
  The academic path
   
  *
  The agricultural path
   
  *
  The artist path
   
  *
  The athlete path
   
  *
  The bloodline path
   
  *
  The civil servant path
   
  *
  The corporate path
   
  *
  The criminal path
   
  *
  The culinary path
   
  *
  The health care path
   
  *
  The information technology path
   
  *
  The law enforcement path
   
  *
  The legal path
   
  *
  The military path
   
  *
  The political path
   
  *
  The rescue worker path
   
  *
  The religious path
   
  *
  The tradesman path
  CAREER PATHS
  
  126
  to appeal to their emotions, rather than their intellect. You can use 
  Diplomacy to change the attitudes of how other people feel about 
  either a situation or another individual, or some type of media. You 
  can affect a number of individuals equal to your Charisma score.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include—court cases, law, government,  
  or a legal institutions. 
  Plea Bargain During each trial, you have the opportunity to meet 
  with your opposing counsel and offer to trade for information.
  Professional Access once per day, you can use your legal 
  connections to procure certain classified legal documents normally 
  off limits to a civilian. This allows you to take 20 to any skill 
  checks research any individual with a criminal record.
  TIER 1 TALENTs
  Special: Rank This tier covers US Military enlisted ranks of E-1 
  to E-5.
  Eloquent You gain Diplomacy as a class skill. If you already have 
  Diplomacy as a class skill, then you add your Tier modifier to that 
  skill.
  Focus You choose one skill that best represents your military 
  expertise. Whenever you fail a check using your designated skill 
  by less than your tier modifier, you can spend a full-round action to 
  make the check successful. 
  Healthy You apply your tier bonus to all Acrobatics skill checks.
  Intuitive You gain Sense Motive as a class skill. If you already 
  have Sense Motive as a class skill, then you add your Tier modifier 
  to that skill.
  Martial Training 1: If you chose Intelligence as your Career Path 
  Ability, add your career ability modifier to your Initiative checks. 
  National Access Choose one city that isn’t where you are from. 
  The military base in that city shares strong ties with the base where 
  you were trained. You can access resources from that base as if you 
  were at your base. You can also get room and board, do research, 
  and gain allies if necessary.
  Tactical Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (tactics) check.
  TIER 2 TALENTS
  Rank This tier covers US Military enlisted ranks of E-6 to E-9 or 
  US Military officer ranks of O-1 to O-4.
  Arms Training You gain the Weapons Focus feat
  Brute 3 times per day, you may add your tier bonus to any 
  Strength-based  Skill checks.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a d20 roll.
  MILITARY PATH 
  Career Ability Modifier Intelligence or Strength
  Career Skill Group Physical
  Profession mercenary, officer, soldier 
  Monthly Income -2
  
  127
  POLITICS PATH
  Career Ability Modifier Intelligence or Charisma
  Career Skill Group Political
  Profession campaign manager, consulate, lobbyist, politician, 
  representative 
  Monthly Income +3
  Determined You apply your tier bonus to Will saves.  
  First Responder You apply your tier bonus to your Initiative check.
  Light Touch You apply your tier bonus to Sleight of Hand skill 
  checks.
  Martial Training 2 If you chose Intelligence as your career path 
  ability, you gain a dodge bonus equal to your career path modifier. If 
  you chose Strength as your Career Path Ability, you gain DR— equal 
  to your career ability modifier.
  TIER 3 TALENTS
  Rank This tier covers US Military officer ranks of O-7 to O-9.
  Arms Specialist You gain the Weapon Specialization feat
  Demagogue You can rile up an audience by catering your words 
  to appeal to their emotions, rather than their intellect. You can use 
  Diplomacy to change the attitudes of other people feel about either a 
  situation or another individual, or some type of media. You can affect 
  of a number of individuals equal to your Charisma score.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include—the military, a military figure,  a 
  military institution, or war. 
  Shift Adaptation After working ridiculously long shifts, your body 
  has adapted to functioning on less sleep. Subtract your tier bonus 
  from the 8 hours of sleep normally required to recover.
  Take Down! Once per day, as an immediate action, you can reroll 
  one failed CMB roll. You can take this talent more than once, each 
  time gaining an additional use per day.
  TIER 1 TALENTS
  Active Listening You can accurately recall things you’ve heard. You 
  recall information as an Intelligence skill check. The DC to recall 
  information is equal to 15 + the number of concepts expressed by 
  the initial speaker. If the concepts recalled are within your field of 
  expertise, you may add your tier bonus to the check.
  Conference A number of times equal to your career ability modifier, 
  you gain a +2 bonus to Bluff, Diplomacy and Sense Motive checks 
  during any formal meeting, interrogation or bargaining session.
  Civic Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (politics) check.
  Double Talker You apply your tier bonus to all Bluff skill 
  checks.
  Fine Details You choose one skill that best represents your 
  political expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Negotiator You apply your tier bonus to Diplomacy checks.
  Performer’s Inspiration One per day, as an extraordinary 
  ability, you can inspire your companions as if using the bardic 
  ability Inspire Courage. The morale bonus is equal to your career 
  tier bonus.
  TIER 2 TALENTS
  Air Time Whenever you travel, you have the opportunity to play 
  a talking head on local radio or television. You gain 15 minutes 
  of public airtime typically shared with an interviewer. You can 
  use that time to advance any personal agenda you can verbalize, 
  including using covert threats and other types of double entendre 
  to communicate to hidden allies or enemies. Alternately, you can 
  choose to host a rally or similar type of street demonstration. The 
  number of people you can tally is 1d20 attendees x career ability 
  modifier + your tier bonus.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a d20 roll.
  Blackmail A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Intimidate, and Sense Motive 
  checks while dealing with a career that involves interacting with 
  the public.
  Determined You apply your tier bonus to Will saves.  
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has an institution that shares a partnership with 
  the institution you work at. You can access resources from that 
  institution as if you were your institution. You can also get room 
  and board, do research, and gain allies if necessary.
  Professional Access one per day, you can use your legal 
  connections to procure certain classified legal documents 
  normally off limits to a civilian. This allows you to take 20 to 
  any skill checks research any individual with a criminal record.
  TIER 3 TALENTS
  Advanced Conference If you have the Conference talent, your 
  bonus increases to +4. 
  Campaign Assistant You gain the Trusted Assistant Feat (see 
  Chapter 8).
  Demagogue You can rile up an audience by catering your words 
  
  128
  to appeal to their emotions, rather than their intellect. You can use 
  Diplomacy to change the attitudes of how other people feel about 
  either a situation or another individual, or some type of media. You 
  can affect a number of individuals equal to your Charisma score.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – governments, politics, a 
  political figure, or a political institution. 
  RESCUE WORKER PATH
  Career Ability Modifier Intelligence or Strength
  Career Skill Group Physical
  Profession Coast Guard, EMT, Fireman, HAZMAT, Mining 
  Rescue Worker, Paramedic, Park Ranger
  Monthly Income +0
  TIER 1 TALENTS
  Fine Details You choose one skill that best represents your 
  rescue training expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful.
  Fit You apply your tier bonus to all Acrobatics skill checks.
  Hit the Gas Add your tier bonus to all Drive skill checks 
  Risk Assessment A number of times per day equal to your 
  career ability modifier, you gain a +2 insight bonus when using 
  Craft (mechanical), Knowledge (dungeoneering), or Knowledge 
  (engineering) skills to assess the safety of a physical area, 
  structure, or general environment. You may apply this bonus to 
  saving throws against mechanical traps, too.
  Structural Intuition A number of times equal to your career 
  ability modifier, regardless of threats or distractions, you can take 
  10 on a Knowledge (engineering) check.
  Swing the Irons You gain the Weapon Focus (axes) as a bonus feat
  Vitamin D You apply your tier bonus to all Heal skill checks.
  TIER 2 TALENTS
  Brute 3 times per day, you may add your tier bonus to any 
  Strength-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a single d20 roll.
  Determined You apply your tier bonus to Will saves.  
  First Responder You apply your tier bonus to your Initiative 
  check.
  Light Touch You apply your tier bonus to Reflex saves.
  Thick Skin You are used to hotter-than-normal temperatures. This 
  functions like an endure elements spell, but only for heat.
  Trauma Magnet Once per day, you can reroll a failed Heal skill 
  check. You can take this talent more than once, each time gaining 
  an additional use per day.
  TIER 3 TALENTS
  Earned Scars Once per day you can reroll a failed Reflex save. 
  You can take this talent more than once, each time gaining an 
  additional use per day.
  Field Medic Whenever you make a successful Heal check to help 
  an injured ally, they recover twice the amount of damage.  
  ParaGod Once per day, when attempting a physical act while 
  performing your job as a Rescue Specialist, you may reroll that 
  check if you fail. You can take this talent more than once, each time 
  gaining an additional use per day.
  Shift Adaptation After working ridiculously long shifts, your body 
  has adapted to functioning on less sleep. Subtract your tier bonus 
  from the 8 hours of sleep normally required to recover.
  TIER 1 TALENTS
  Active Listening You can accurately recall things that you’ve 
  heard. You recall information as an Intelligence skill check. The 
  DC to recall information is equal to 15 + the number of concepts 
  expressed by the initial speaker. If the concepts recalled are within 
  your field of expertise, you may add your tier bonus to the check.
  Conference A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Bluff, Diplomacy and Sense 
  Motive checks when sermonizing or counsel to those in need.
  Eloquent You gain Diplomacy as a class skill. If you already have 
  Diplomacy as a class skill, then you add your Tier modifier to that 
  skill.
  Fine Details You choose one skill that best represents your 
  religious expertise. Whenever you fail a check using your 
  designated skill by less than your tier modifier, you can spend a 
  full-round action to make the check successful. 
  Holy Inspiration Once per day, as an extraordinary ability, you 
  can inspire your companions as if using the bardic ability Inspire 
  Courage. The moral bonus is equal to your Career tier bonus. You 
  can take this talent more than once, each time gaining an additional 
  use per day.
  Intuitive You gain Sense Motive as a class skill. If you already 
  have Sense Motive as a class skill, then you add your Tier modifier 
  to that skill.
  Religious Intuition A number of times equal to your career ability 
  modifier, regardless of threats or distractions, you can take 10 on a 
  Knowledge (religion) check.
  RELIGIOUS PATH 
  Career Ability Modifier Constitution or Charisma
  Career Skill Group Academic
  Profession cleric, evangelical, minister, monk, missionary, 
  priest, rabbi
  Monthly Income -2
  
  129
  TIER 2 TALENTS
  Analytical Once per day, you may add your tier bonus to any 
  Intelligence-based skill checks. You can take this talent more than 
  once, each time gaining an additional use per day.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a d20 roll. You can take this talent more 
  than once, each time gaining an additional use per day.
  Determined You apply your tier bonus to Will saves.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Otherworldly Ties Pick one type of outsider that is associated with 
  the dogma of your religion. After that, you apply your tier bonus to 
  interactions involving skill checks that you have with outsiders of 
  your selected type. You can take this talent more than once, each 
  time picking a new type of outsider.
  Partnered Institution Choose one city that isn’t where you are 
  from. That city has an institution that shares a partnership with the 
  institution eith which you work. You can access resources from that 
  institution as if you were your institution. You can also get room 
  and board, do research, and gain allies if necessary.
  Read Aura Once per day, you can activate Pierce the Veil to sense 
  another individual’s relative alignment as if you cast a detect evil or 
  detect good spell (though the effect is non-magical).  You can take 
  this talent more than once, each time gaining an additional use per 
  day.
  TIER 3 TALENTS
  Clergyman Assistant You gain the Trusted Assistant Feat (see 
  Chapter 8).
  Demagogue You can rile up an audience by catering your words 
  to appeal to their emotions, rather than their intellect. You can use 
  Diplomacy to change the attitudes of how other people feel about 
  either a situation or another individual, or some type of media. You 
  can affect a number of individuals equal to your Charisma score.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples include – alternate religious practices, 
  cults, cultural practices, a religious figure, and secret societies.
  Worth of Truth You may take a full-round action when using 
  Diplomacy to query any religious individual to speak the truth 
  about a subject. The target feels compelled to answer truthfully, 
  and before they can attempt to lie, they must first make a Will save 
  against your Diplomacy skill check.  
  TIER 1 TALENTS
  Fine Details You choose one skill which best represents your 
  expertise. Whenever you fail a check using your designated skill 
  by less than your tier modifier, you can spend a full-round action to 
  make the check successful. 
  Tool Mastery Whenever you use any tools related to your career, 
  you treat them as masterwork tools. If you happen to be using 
  masterwork tools, then you gain an insight bonus equal to your Tier 
  level to any skill checks made using the tools.
  Scavenge Resources Once per day, as a full-round action, you can 
  make a Perception check to attempt to scavenge useful materials 
  either to make an improvised tool. The improvised tool is difficult 
  to use (-4 penalty to all checks to use the tool) and breaks after 1d4 
  uses, whether they are successful or not. You can take this talent 
  more than once, each time gaining an additional use per day.
  Skilled Craftsman Choose one Craft skill. You apply your tier 
  bonus to all skill checks made to use that craft. You may choose 
  this talent more than once, each time applying the tier bonus to a 
  different skill.
  Spot the Value You apply your tier bonus to Appraise skill checks.
  Structural Intuition A number of times equal to your career 
  ability modifier, regardless of threats or distractions, you can take 
  10 on a Knowledge (engineering) check.
  Surveyor A number of times per day equal to career ability 
  modifier, you gain a +2 insight bonus to any Heal, Knowledge, 
  Perception, or Survival skill checks used while surveying a 
  structure.  
  TIER 2 TALENTS
  Brute 3 times per day, you may add your tier bonus to any 
  Strength-based skill checks.
  Critical Thinking Once per day, you can add your tier bonus to 
  determine the outcome of a single d20 roll. You can take this talent 
  more than once, each time gaining an additional use per day.
  Educator Whenever you aid another player on a skill check that 
  involves a subject within your field of expertise, you also apply 
  your tier bonus to the +2 bonus you provide your pupil.
  Engineering Change A number of times equal to your career 
  ability modifier, you may reroll a Knowledge (engineering) or 
  Perception skill check as an immediate action. You must take the 
  results of the second roll, even if it’s worse than the first check. 
  Light Touch You apply your tier bonus to your Sleight of Hand 
  skill checks..
  TRADESMAN PATH
  Career Ability Modifier Intelligence or Dexterity 
  Career Skill Group Practical
  Profession architect, carpenter, construction, 
  engineer, patent maker, machinist, or mechanic.
  Monthly Income +1
  
  130
  Partnered Institution Choose one city that isn’t where you are 
  from. That city supports a branch of your trade union. You can 
  access resources from your union while in that city.  Your union can 
  also provide you with room and board, do research, and gain new 
  allies if necessary. 
  Quick Fix Whenever you encounter machinery with the broken 
  condition, you can make a Craft check to attempt to temporarily 
  get it to function normally for a number of uses (or hours) equal to 
  your tier bonus. If you do not have the appropriate Craft skill, you 
  can make an untrained Craft skill check, but the check suffers a -4 
  penalty.
  TIER 3 TALENTS
  Artisan You can make untrained skill checks in any Craft skill.
  Advanced Surveyor If you have the Surveyor talent, your bonus 
  increases to +2.
  Know-it-All Whenever you seek to gain information pertinent to 
  your career path, you can make the appropriate Knowledge skill 
  check untrained. Examples may include but are not limited to— 
  architecture, a craft, commerce, machinery, tools, or a trade. 
  Shift Adaptation After working ridiculously long shifts, your body 
  has adapted to functioning on less sleep. Subtract your tier bonus 
  from the 8 hours of sleep normally required to recover.
  NON-PATH CAREERS
   Non-Career Paths represent those occupations or jobs with little 
  to no upward mobility. This doesn’t necessarily mean they don’t 
  pay well (as some can be quite lucrative), only that they limit the 
  character’s ability to learn new skills sets or engage in personal 
  growth.
   All non-path careers are considered tier 1 careers. In addition, 
  certain non-path careers segue into existing careers, and can 
  be substituted for the tier 1 position of that career.  Regardless, 
  non-path carrier Tiers stack with any other Career Path Tiers 
  for purposes of determining a character’s Career tier bonus. For 
  example, a business owner who changes careers to become a 
  powerful Tier 3 defense attorney has a tier bonus of +4 — +1 for 
  his Business Owner Tier, and +3 for his Law Tiers. So he is a tier 3 
  Lawyer, but has a +4 tier bonus.
   Non-career paths can also boost options for talents, as whenever 
  a you gain a new tier you can pick talents from either your career or 
  non-career path or 
  BUSINESS OWNER
  Career Skill Group Practical
  Examples dosh dealer, Internet entrepreneur, shopkeeper, 
  small publisher
  Monthly Income +1
  I Got This! Add your tier bonus to all Bluff skill checks to present 
  yourself as someone of wealth.
  CHILDCARE
  Career Skill Group Practical
  Examples community center director, daycare director, home 
  daycare owner, latchkey program director, summer camp 
  director
  Monthly Income +1
  Calm Down!!! A number of times per day equal to your career 
  ability modifier, you gain a +2 bonus to Intimidate skill checks. If 
  used against actual children, this bonus doubles.  
  Multitasker: Once per day, you can take an additional move 
  action. You can take this talent more than once, each time gaining 
  an additional use per day.
  Quick Catch You apply your tier bonus to Reflex saves or 
  Dexterity checks made to catch falling items, or to deflect thrown 
  items of any kind.
  Read Gibberish Add your tier bonus to Linguistics checks when 
  deciphering writing. Turns out what the ancient Egyptians wanted 
  weren’t that far off from your favorite five-year-old.
  Know Your Hood You can reroll any failed Charisma-based check 
  made when dealing with individuals in the town where your shop 
  is located.
  Rumor Mill Constant interaction with various customers provides 
  you with all sorts of information. When you make a Knowledge 
  (local) or Street checks in the town where your business is located, 
  you gain a +2 competence bonus on that check. 
  Spot the Value You apply your tier bonus to Appraise skill checks.
  Suspicious A number of times per day equal to your career ability 
  modifier, you gain a +2 bonus to Appraise and Sense Motive skill 
  checks.  
  CUSTOMER SERVICE
  Career Skill Group Practical
  Examples customer service representative, human resources 
  representative, telephone operator
  Monthly Income -2
  Keep them on the Hook! Once per day, you can prolong a 
  conversation, keeping the individual engaged and unable to focus 
  on anything outside the conversation for a number of additional 
  minutes equal to your Intelligence modifier. You can take this talent 
  more than once, each time gaining an additional use per day.
  Quick Catch You apply your tier bonus to Reflex saves or 
  Dexterity checks made to catch falling items, or to deflect thrown 
  items of any kind.
  Quick Recall Once per day, you can clearly recall any 
  conversation you had or the face of one individual within the 
  last 24 hours. You can take this talent more than once, each time 
  gaining an additional use per day.
  
  131
  Be Cool Man A number of times per day equal to your career 
  ability modifier, you gain a +2 bonus all Bluff and Sense Motive 
  skill checks on any skill check made to navigate through the murky 
  waters of government bureaucracy.  
  Free Time When you make Diplomacy skill checks to gather 
  information, it takes half the time.
  Scavenge Once per day, as a full-round action, you can make a 
  Perception check to attempt to scavenge useful materials to pass 
  a skill check. You may assemble a simple tool, prop, or other 
  physical item that grants you a +1 equipment bonus for 1d4 uses, 
  then breaks.
  Spare Change?!?  A number of times per day equal to your 
  career ability modifier, you gain a +3 bonus all Bluff and Street 
  skill checks made to pan handle or gather money in an urban 
  environment.
  You’re Right, Oops! Once per day, you can take a 10 on any a 
  Bluff or Diplomacy skill check to feign interest in or to otherwise 
  deceive someone in government.
  HIGH SCHOOL STUDENT
  Career Skill Group Academic
  Prerequisite character must be at least 13 years old
  Monthly Income -4
  Determined You apply your tier bonus to Will saves.
  Researcher A number of times per day equal to your Intelligence 
  modifier, you gain a +2 insight bonus to a bonus to any Knowledge 
  skill check you make provided you have access to the internet or a 
  library.
  Scavenge Once per day, as a full-round action, you can make a 
  Perception check to attempt to scavenge useful materials to pass 
  a skill check. You may assemble a simple tool, prop, or other 
  physical item that grants you a +1 equipment bonus for 1d4 uses, 
  then breaks.
  Teenager You apply your tier bonus to all saves against fear 
  effects. 
  Youth’s Flexibility You apply your tier bonus to Reflex saves.
  SERVICE INDUSTRY
  Career Skill Group Practical
  Examples custodian, gravedigger, dishwasher, food-handler, 
  prep cook, waitstaff 
  Monthly Income -1
  I Had That! You apply your tier bonus to Fort saves.
  Dead Inside A number of times per day equal to your career ability 
  modifier, you gain a +4 bonus to Will saves against spells with the 
  emotion descriptor.  
  Quick Recall Once per day, you can clearly recall any 
  conversation you had or the face of one individual within the 
  past 24 hours. You can take this talent more than once, each time 
  gaining an additional use per day.
  Tools of the Trade Choose one tool related to your job  (such 
  as corkscrew, fry basket, mop, shovel, silverware, wrench), you 
  can use your tool as a club (bludgeoning) or a dagger (piercing or 
  slashing) and not an improvised weapon. 
  SINGLE PARENT
  Career Skill Group Practical
  Examples Single mom, single dad, ex-con, retired nannies…
  Monthly Income -1
  Creep Spotter A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Perception and Sense Motive 
  checks when dealing with creepy people or children.
  Floating Schedule A number of times equal to your career ability 
  modifier, you gain a +2 bonus to Diplomacy and Perception checks 
  to rapidly disseminate or gather information through your social 
  media contacts.
  I Had That! You apply your tier bonus to Fort saves.
  I Said No!! Once per day, you gain a +4 bonus to Intimidate a 
  single Intimidate skill check. If you fail that check, you may reroll 
  that check and double this bonus. 
  TRANSPORT
  Career Skill Group Practical
  Examples Courier, FedEx driver, truck driver 
  Monthly Income -2
  Calm Before the Storm Add double your tier bonus to Perception 
  skill checks to uncover ambushes or to otherwise avoid being 
  surprised. 
  Hit the Gas Add your tier bonus to all Drive skill checks.
  I Got This! You apply your tier bonus to Reflex saves.
  Quick Recall Once per day, you can clearly recall any 
  conversation you had or the face of one individual within the 
  past 24 hours. You can take this talent more than once, each time 
  gaining an additional use per day.
  UNEMPLOYED
  Career Skill Group Practical
  Examples day labor, errand boy, corner boy, or 
  unemployment.
  Monthly Income -4
  
  132
  LIFESTYLES
   The world presented in Bloodlines & Black Magic is very 
  much like our own, but with darker, supernatural elements that 
  are normally hidden from large portions of the population. Some 
  individuals, however, have the financial strength to join exotic 
  clubs, travel to the remote retreats, or to otherwise hire those 
  elusive gurus promising enlightenment from their mountainside 
  cabins – giving these individuals a premature look at the hidden, 
  occult world. While having enough money to experience the world 
  on your terms is a boon, a character’s overall wealth also plays an 
  important social role in the world, as well. 
   
   Much like our world, the occult earth we present in Bloodlines 
  & Black Magic has its socio-economic trends and expectations, as 
  well as the accompanying social boons or restrictions anyone might 
  expect of someone living that lifestyle. Simply put, wealth and 
  lifestyle are intertwined, and the lifestyle you choose to maintain 
  often comes with unique privileges and penalties, as those around 
  you will envy or resent your wealth (or lack thereof) much in the 
  same ways they do in the world today.
   
   Unless a player character makes special arrangements with the 
  GM, when he or she initially creates their character, the lifestyle 
  they choose will be tied closely to the career they select, often at 
  a cost slightly below what that career otherwise affords them. It 
  is also important to note that no character can maintain a lifestyle 
  they cannot afford. Generally speaking, this means a character will 
  select and maintain a lifestyle that affords them the level of comfort 
  they desire, while also granting them the freedom to engage in their 
  more serious pursuits – like delving into the darker world.
  MAINTAINING LIFESTYLES IN 
  BLOODLINES & BLACK MAGIC
   Once you select a career, you should then pick a lifestyle (see the 
  list below). Each lifestyle has a monthly associated cost to maintain 
  that is included in its entry. To gain the benefits of that lifestyle, 
  a character need only subtract the cost from the monthly income 
  afforded to them by their career. That’s it. Simplified, this formula 
  looks something like this:
  Monthly Income – lifestyle cost = available funds (per month).
   GMs may make adjustments to these costs (or the wealth 
  your career provides), or otherwise customize, adjust, or alter 
  the lifestyles listed below to fit their campaigns. Based on their 
  particular needs, some GMs may choose to improve a character’s 
  lifestyle as a reward for completing an adventure or quest. This sort 
  of advancement should be done sparingly. In general, one step per 
  reward is recommended.
   
  LIFESTYLES BEYOND 1ST LEVEL IN 
  BLOODLINES & BLACK MAGIC
   Though there are many possible lifestyles, the ones listed below 
  represent a basic list to choose from.
  HOMELESS
  Description –You have the clothes on your back and the cash in 
  your pocket – that’s it. You pay zero dollars per month to maintain 
  this lifestyle, but you have a hard time with basic social encounters, 
  suffering a -4 penalty on Charisma-based skill checks (although 
  your GM may adjust these in certain areas). If you maintain this 
  lifestyle for at least one full level, you gain a permanent +1 trait 
  bonus to Survival or Street skill checks in urban areas.
  
  133
  New Yorker in your smartphone. Perhaps for lunch, you may fly 
  in a celebrity chef and dinner is served on gold-inlaid china. You 
  own a beautiful ranch in the country and have a winter apartment 
  on the coast. You usually fly first class. Maintaining this lifestyle 
  costs you more per month than some people make in a year, but 
  that wealth comes with measurable boons. This lifestyle grants you 
  a +3 insight bonus to all Charisma-based skill checks. 
  POOR
  Description – You have the absolute basics covered, but that’s 
  about it. You have a simple bed or a couch to sleep on usually in a 
  place you do not even own or rent. You have at least one hot meal 
  per day, general transportation around town usually using a bus 
  or subway (although not on your schedule), and several contacts 
  on the streets. Maintaining this lifestyle costs you little in the way 
  of cash, but imposes a -2 penalty on Charisma-based skill checks. 
  If you maintain this lifestyle for more than a full level, you gain a 
  permanent +1 trait bonus to Street skill checks.
  STRUGGLING
  Description – You are a member of the largest economic class, 
  although you are still relatively poor. You likely have some blue-
  collar experience, but you can’t afford the fancy company outings 
  everyone keeps talking about. You rent a small- to a medium-size 
  apartment, own or rent a compact car, have basic insurance, and 
  get three squares a day, although you often have to pack a lunch. 
  Maintaining this lifestyle doesn’t cost much and imposes a -1 
  penalty on Charisma-based skill checks. 
  ESTABLISHED
  Description – You have slipped out of the tougher neighborhoods 
  and into something with promise (even if gentrification scares 
  your neighbors). You’ve traded trips to the local five-n-dime for 
  the occasional big box stores, although you’re still on a budget. 
  You own a small house, own one midrange car (or two compact 
  cars), and can afford to spend your weekend downtown if you 
  want. Maintaining this lifestyle has its costs, but you may incur 
  additional expenses (at your GM’s discretion) to maintain your 
  image with your peers.
  COMFORTABLE
  Description – You have stepped into suburbia, with all its haunted, 
  modern charm. You’ve traded housework for a maid and trips 
  to Florida in the winter. You own medium-sized house or a nice 
  apartment in a better neighborhood, own one nice car (or two 
  midrange cars), and don’t think twice about picking up the tab. 
  You can easily cover most of the costs associated with traveling 
  and have a credit limit equal to twice your monthly income. 
  Maintaining this lifestyle grants you a +1 insight bonus to all 
  Charisma-based skill checks. 
  PRIVILEGED
  Description – There’s no denying it – you enjoy your money and 
  the influence that comes with it. You own a nice house or 
  apartment in one of your city’s best neighborhoods. You 
  drive a very nice car, although you may instead own 
  several older, exotic cars. You have custom suits, a 
  maid, and a personal trainer. Maintaining this lifestyle 
  costs more than most people make each month, but 
  grants you a +2 insight bonus on Charisma-based skill 
  checks.
  ELITE
  Description – There are company executives, engineers, 
  brand management agents, and a gal who writes for The 
  
  134
  CHAPTER 8
  FEATS & TRAITS
  
  135
   The journal would weigh me down, and on a whim, I nearly 
  burned it in the hearth, but in the end, the luxuriant leather begged 
  me to smooth my cheek against it, and I ended up making space in 
  my backpack. Then I started walking. I could have taken the bike, 
  but that would have been one more admission that Arthur had 
  provided for me, and I wanted as little as possible of his control. 
  The ring was another matter, a symbol of binding—I’d keep telling 
  myself that. It would be sublimely satisfying to have some hairy-
  knuckled stranger pawing at it and reducing it to a few banknotes.
   It was only when I reached the main road and felt my pocket, 
  that I realized I’d left my phone behind. Whether this was 
  intentional, I wasn’t sure, but I wasn’t about to turn around now. 
  I laughed because I didn’t even know my mum’s number off by 
  heart. This severance felt… It felt good. Right. I was untethered, 
  and the road unspooled before me like a black ribbon, and who 
  knew where it would take me.
   I didn’t hear the car until the bulk of a sleek, black Rolls Royce 
  slid to a near-silent halt next to me. Dark-tinted windows sent 
  my shocked, hollow-eyed face back at me. The car was an older 
  model, all gleaming chrome and glitter black, the kind I’d seen 
  on telly when the toff presenters blathered on about how bloody 
  fantastic and rare said vehicle was. The engine gave a low, throaty 
  purr, like some giant cat, preparing to give a roar but holding back 
  because, well, it was the polite thing to do.
   The door opened a crack, and I stepped aside as whoever was 
  inside pushed the door a little further to reveal the crimson leather 
  interior—the same hue as my journal. The scent of patchouli 
  greeted me, and despite my misgivings, I stepped closer, dared to 
  lean a hand on the frame.
   Inside, seated like the bloody queen, was Guinevere, oddly 
  enough dressed in a masculine yet fitted suit. Her hair was styled 
  in its customary severe chignon, pinned up by what I could only 
  describe as lethal-looking ebony wands.
  “You look like you could use a ride, love.” She patted the seat next 
  to me.
  FEATS IN O7
   In O7, feats represent much the same thing they do in 
  the Pathfinder Roleplaying Game or any of its mechanical 
  predecessors – they are mechanical representations of a character’s 
  specialty and focus. Feats often let a character bend or even break 
  the normal rules, and many of those same exceptions apply here, 
  in the modern world. If your character takes the feat Rapid Shot, it 
  is assumed that your character now knows how to pull the trigger 
  a little faster. In many ways, the feats you used in your fantasy-
  version of The Pathfinder Roleplaying Game will also work here, 
  in the modern world. 
   Because of this, we have not reprinted a number of those feats 
  here; if you need to look up feats like Dodge, Point-Blank Shot, 
  or Improved Initiative, please see Chapter 5 of The Pathfinder 
  Roleplaying Game Core Rulebook. The feats we have printed here 
  are native to the setting or are the preferred variants we use in 
  place of the traditional versions.
   Of course, in Bloodlines & Black Magic, feats also allow you to 
  expand your character; at the highest levels of play in O7, some 
  feats will allow characters to take on additional class abilities, gain 
  special powers, or even expand their understanding of the darkness 
  beyond the pale sun. In Bloodlines & Black Magic, feats serve two 
  masters; many of them focus on character specialties, but many of 
  them are far more general, allowing players to slowly grow their 
  characters beyond 7th level. 
   Because O7 is still compatible with The Pathfinder Roleplaying 
  Game, it is important to make a few general notes about how to 
  incorporate or otherwise introduce feats from other books. In 
  general terms, these are the guidelines we recommend – your 
  mileage may vary. 
   When introducing a new feat, ask the following: 
  1) DID THE GM APPROVE IT? 
   
   We trust GMs, and so should you.
  2) DOES THE O7 CHARACTER MEET 
  ALL THE PREREQUISITES? 
   Although there are some changes between how O7 and 
  Pathfinder, none of these changes should require you to ignore the 
  prerequisites; as a general rule of thumb, your character’s total 
  level is equal to the number of its feats plus 1. For example, by the 
  time you reach 7th level, you will have acquired at least six feats (or 
  seven if you do not have a bloodline). Each level beyond, you’ll 
  simply add another feat. Finally… 
  3) DOES IT FIT THE SPIRIT OF 
  THE GAME? 
   O7 is designed to have a special, supernatural horror feel to it. 
  GMs who want to present this as a pop-superhero or dark noir 
  game could easily do so, while others might run this pure horror. 
  If a feat is being selected solely for mechanical reasons, finding a 
  theme that ties it into your game is important. Talk to your GM!
  FEATS
  ABILITY TRAINING
  You have spent extraordinary time honing one of your core 
  abilities.
  Prerequisites 5th level
  Benefit Choose one of the following: Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, or Charisma. You gain a 
  permanent +1 to that Ability Score, just as if you had reached the 
  appropriate level.
  Special You can gain this feat twice. Its effects stack.
  ADVANCED ARMOR TRAINING (COMBAT)
  You’ve learned the absolute best ways to maneuver in armor.
  Prerequisites Armor Training, +3 Base Attack Bonus
  Benefit Select one advanced armor training option.
  
  136
  SPECIAL This feat can be taken up to three times.
  ADVANCED FIREARMS PROFICIENCY
  You have trained on advanced weapons; you know what it means 
  to throw some love downrange, too. 
  Prerequisites Intelligence 10, Firearms Proficiency feat
  Benefit Select a number of advanced firearms equal to 3 + your 
  Intelligence modifier. You are now proficient with those weapons. 
  Additionally, when firearms from this category you are not 
  proficient with, you only suffer a -2 penalty.
  Normal Player characters attacking with weapons they are not 
  proficient in suffer a -4 penalty on all attack roles, as well as 
  double their misfire chance. You must be proficient with a weapon 
  before adding any special feats (like Weapon Focus) or other 
  bonuses to it.
  ARMOR TRAINING (COMBAT)
  You’ve been trained to wear armor offensively.
  Benefits You gain the Armor Training class feature.
  Special You may only take this feat one time.
  BLOODLINE TRAINING
  You have unlocked additional bloodline abilities.
  Prerequisites 7th level, blooded
  Benefit You gain 3 bloodline points (3 BPs).
  SPECIAL You can gain this feat more than once. Its 
  effects stack.
  BONDED WEAPON
  You’ve found your weapon.
  Benefit You gain a bonded weapon. The following traits apply to 
  your bonded weapon:
  • 
  You gain proficiency with this specific weapon.
  • 
  You gain a +1 trait bonus to hit to a single combat maneuver 
  when using this weapon.
  • 
  If you possess the psychic weapon ability, you can channel 
  that ability through this weapon as if it were an extension of 
  yourself.
  SPECIAL You cannot apply this feat to firearms of any sort. 
  You can gain this feat more than once. Each time, its effects 
  apply to a new weapon.
  CLASS TRAINING (VARIES)
  You have unlocked additional class abilities.
  Prerequisites 7th level
  Benefit You gain class abilities as if you had gained another level 
  in an O7 class you have. You must still meet all prerequisites.
  Special You can gain this feat more than once. Its 
  effects stack.
  COMBAT TRAINING (COMBAT)
  You have been practicing your combat skills.
  Prerequisites 7th level
  Benefit Your Base Attack Bonus increases by 1.
  SPECIAL You can gain this feat more than once. Its 
  effects stack.
  CROSS BLOODED
  Your blood carries traces of power from another bloodline.
  Prerequisites bloodline
  Benefit You gain 1 bloodline point (1 BPs), but you gain access 
  to a second pool of bloodline powers. Whenever you select 
  future bloodline powers, you may select powers from this second 
  bloodline at no additional costs.
  SPECIAL You may only take this feat once. 
  DEADLY AIM
  When you set your sights on your target, you rarely miss.
  Prerequisites Wisdom 13, Far Shot
  Benefit When you make a ranged attack, you spend a full round 
  lining up that attack. If you do so, you gain a +3 insight bonus 
  on your next attack roll. Once you begin aiming, you cannot take 
  more than a 5 ft. step in any direction. This is a full round action 
  that provokes attacks of opportunity.
  DEMOLITIONS TRAINING
  You have trained in the precision setting and use of explosives.
  Prerequisites: Knowledge (tactics) skill 3 ranks
  Benefit: You know how to handle explosives. You can safely 
  set a simple explosive and significantly reduce your risk of 
  accidentally blowing yourself up when using or handling 
  explosives. You can also use Disable Device to disarm an 
  explosive device set by someone else and your Knowledge 
  (tactics) skill to craft, set, and deploy basic explosives such as 
  pipe bombs, grenade traps, plastic explosives, nitroglycerine, and 
  dynamite – fun stuff!
  Check Setting a simple explosive to blow up at a certain spot 
  doesn’t require a skill check, connecting and setting a detonator 
  does. Also, placing an explosive for maximum effect against a 
  structure calls for a check, as does disarming an explosive device.
  Set Detonator Most explosives require a detonator to go off. 
  Connecting a detonator to an explosive requires a Knowledge 
  (tactics) check (DC 10). Failure means that the explosive fails 
  to go off as planned. Failure by 10 or more means the explosive 
  goes off as the detonator is being installed. A character can 
  make an explosive difficult to disarm. To do so, the character 
  chooses the disarm DC before making his or her check to set the 
  detonator (it must be higher than 10). The character’s DC to set 
  the detonator is equal to the disarm DC.
  Place Explosive Device Carefully placing an explosive against 
  a fixed structure (a stationary, unattended inanimate object) can 
  maximize the damage dealt by exploiting vulnerabilities in the 
  structure’s construction. The GM makes the check (so that the 
  character doesn’t know exactly how well he or she has done). On 
  a result of 15 or higher, the explosive deals double damage to the 
  structure against which it is placed. On a result of 25 or higher, it 
  deals triple damage to the structure. In all cases, it deals normal 
  damage to all other targets within its burst radius.
  
  137
  Disarm Explosive Device Disarming an explosive that has been 
  set to go off requires a Disable Device check. The DC is usually 
  10, unless the person who set the detonator chose a higher disarm 
  DC. If the character fails the check, he or she does not disarm 
  the explosive. If the character fails by more than 5, the explosive 
  goes off.
  SPECIAL A character can take 10 when using the 
  Knowledge (tactics) skill, but can’t take 20. A character 
  with the Military Career Path and at least 1 rank in this skill 
  gets a +2 bonus on all Knowledge (tactics) checks to use 
  demolitions. A character without a demolitions kit takes a -4 
  penalty on Knowledge (tactics) checks to use demolitions. 
  Making an explosive requires the Craft (chemical) skill. See 
  that skill description for details.
  TIME Setting a detonator is usually a full-round action. 
  Placing an explosive device takes 1 minute or more, 
  depending on the scope of the job.
  DODGE, IMPROVED
  Your continued training enables you to easily avoid your enemies’ 
  attacks.
  Prerequisites Dexterity 13, dodge, 5th level
  DOSH HANDLER (ACHIEVEMENT)
  “When it comes to dosh, there are tricks you need to learn…
  Here, take a look.”
  Prerequisite successfully harvest dosh at least 5 times
  Benefit Whenever you harvest dosh, you gain 10% more than the 
  normal amount for that encounter. 
  DOSH EXPERT (ACHIEVEMENT)
  When it comes to dosh, you know more than most…
  Prerequisite successfully harvest dosh at least 30 times
  Benefit Whenever you harvest dosh, you gain 25% more than the 
  normal amount for that encounter. 
  DRINKING BUDDY (TEAMWORK)
  When you and your friends go out, you make the most of it.
  Prerequisites 1st level, Charisma 15
  Benefit When an ally with this feat fails a Diplomacy skill 
  check, and provided you are within 10 ft. of your ally, you may 
  attempt to make the same skill check as a swift action, gaining 
  a +1 insight bonus when you do. If you, your ally, or the target 
  of the Diplomacy skill check is consuming alcohol, this bonus 
  automatically increases to +3. You may only use this feat a 
  number of times per day equal to your Charisma modifier.
  DRIVE-BY
  You know how to handle yourself in a moving vehicle, unlike 
  these rookies.
  Prerequisites Firearms Proficiency feat, Base Attack Bonus +2
  Benefit When firing from a moving vehicle, you do not suffer 
  any penalties.
  Normal While moving, you suffer a -4 penalty to hit.
   You’ve probably noticed by now that there are a number 
  of options that offer player characters dodge bonuses in 
  Bloodlines & Black Magic; this is on purpose. Unlike 
  previous modern variants, Bloodlines & Black Magic 
  lacks two of the fundamentals players often rely on for 
  optimization: widespread armor usage and low-level magic 
  items. The assumption in the standard, fantasy versions 
  of the Pathfinder Roleplaying Game® is that you’ll use 
  the wealth by level chart, and across any number of 
  encounters, keep your character well equipped with all the 
  necessary consumables, as well as serviceable armor.
   In Bloodlines & Black Magic, we don’t make that 
  assumption. The fact is, while specialists of all sorts 
  (including law enforcement officers, mercenaries, soldiers, 
  and related security professionals) do wear armor, they 
  are often the exception rather than the rule. Most people, 
  including the PCs, aren’t going to be going around decked 
  out in armor. As a result, both PCs and NPCs are going 
  to have – on average – a lower AC. To counter this, 
  Bloodlines & Black Magic introduces more feats and 
  abilities to balance out that progression in place of adding 
  class-based defense bonus or a similar mechanic.
  Benefit You gain a +2 dodge bonus to your AC. Any condition 
  that makes you lose your Dexterity bonus to AC also makes you 
  lose the benefits of this feat.
  STACKING DODGE
  ENDURANCE TRAINING
  You have been working on increasing your overall health and 
  stamina.
  Prerequisites 7th level
  Benefit You gain hit points equal to 1d4 plus your Constitution 
  modifier.
  SPECIAL You can gain this feat more than once. Its 
  effects stack.
  EXOTIC FIREARMS PROFICIENCY
  You have working knowledge of several specialized, exotic, 
  and restricted weapons.
  Prerequisites Advanced Firearms Proficiency feat, Intelligence 
  12
  Benefit Select a number of specialized or restricted weapons 
  equal to 3 + your Intelligence modifier. You are now proficient 
  with these weapons. Additionally, when using firearms from this 
  category you are not proficient with, you only suffer a -2 penalty.
  Normal Player characters attacking with weapons they are 
  not proficient in suffer a -4 penalty on all attack roles, as well 
  as double their misfire chance. You must be proficient with a 
  weapon before adding any special feats (like Weapon Focus) or 
  other bonuses to it.
  
  138
  SOMETIMES
  THE SCARIEST
  MONSTERS...
  ...ARE OUR  
   FELLOW 
  HUMANS
  
  139
  FIGHTING STYLE FEATS
   The following new Feats are all combat Feats, but can also be 
  selected as “Style” Feats by monks. Each of the following is a 
  specific style of fighting. But it is more than just the system; each 
  of the following feats represents not only a “fighting style,” but 
  also a lifestyle and philosophy. The following styles are available to 
  humans (blooded or non-blooded) at 1st level.  
  AIKIDO STYLE
  You know how to harmoniously redirect the attacks of your 
  enemies, protecting both yourself and them in the process.
  Prerequisites ase Attack Bonus +1, 
  Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +3 to your CMD.
  When you choose to deal nonlethal damage when making an 
  unarmed strike, you do not suffer the normal -4 penalty to hit 
  your opponents.
  BOXING STYLE
  You know how to weave, duck, and strike your opponents where 
  it hurts.
  Prerequisites Base Attack Bonus +1, Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +1 dodge bonus to your armor class.
  You gain a +1 bonus to hit and damage when making unarmed 
  strikes with your hands.
  JUDO STYLE
  You have trained in judo and know how to defend yourself using 
  a series of defensive throws.
  Prerequisites Base Attack Bonus +1, Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +1 to your CMB.
  You gain a +1 to your CMD.
  You gain a +1 dodge bonus to your AC
  .
  KARATE STYLE
  You have trained in karate and know how to execute most of its 
  common moves with precision.
  Prerequisites Base Attack Bonus +1, Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +1 to hit and damage while wielding a dagger, kama, 
  nunchaku, sai, shortsword, tonfu, or quarterstaff.
  You gain a +1 dodge bonus to AC. 
  MIXED MARTIAL ARTS STYLE
  You have trained in the octagon and know how to end a foe.
  Prerequisites any other fighting style, Base Attack Bonus +1, 
  Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +2 to your CMB.
  You gain a +1 to your CMD.
  You gain a +1 bonus to hit and damage when making unarmed 
  strikes.
  THAI KICKBOXING STYLE
  You hardened yourself, turning your fists and legs into brutal 
  weapons.
  Prerequisites Base Attack Bonus+1, Improved Unarmed Strike
  Benefit You gain the following benefits:
  You gain a +1 to your CMB
  You gain a +1 bonus to your natural armor.
  You gain a +1 bonus to hit and damage when making unarmed 
  strikes with your legs. 
  WRESTLING STYLE
  You have practiced techniques that focus on grappling and 
  pinning your opponents.
  Prerequisites Base Attack Bonus +1, Improved Unarmed 
  Strike
  Benefit You gain the following benefits:
  You gain a +2 to your CMB.
  You gain a +2 to your CMD.
  You gain a +1 insight bonus to resist attacks that knock you 
  prone.
  FIGHTING MANEUVERS
   In an O7 game (and especially in Bloodlines & Black Magic), 
  fighting maneuvers represent specialized actions (in the form of 
  feats) that heroes can unleash in combat against their foes. Unless 
  otherwise noted, all of these fighting maneuvers take a full-round 
  action to complete.
  ELBOW SNAP
  With a flourish that distracts everyone, you slide next to the 
  gunman and disarm him.
  Prerequisites Base Attack Bonus +3, Improved 
  Unarmed Strike, Dexterity 13
  Benefit When a target holding a firearm moves within 15 ft. of 
  you, you may, as an immediate action, move up to 15 ft. and 
  attempt to disarm them. This attack does not provoke an attack 
  of opportunity. The PC also gains a +1 insight bonus to their 
  CMB role to disarm the target.
  FOCUSED STRIKE
  Your attacks cut through objects like a hot knife through 
  butter…
  Prerequisites Base Attack Bonus +3, Improved Unarmed 
  Strike, Karate Fighting Style feat
  Benefit Whenever you take a full-round action to attack a foe or 
  object with your hands, you may ignore DR or hardness equal 
  to your base attack bonus.
  PAINFUL STRIKE
  Your unarmed attacks hurt. A lot.
  Prerequisites Base Attack Bonus +3, Improved Unarmed 
  Strike, any fighting style feat.
  Benefit Whenever you take a full-round action to attack a foe 
  with your natural weapons, you deal an additional 1d6 points of 
  damage with each hit.
  
  140
  PSYCHIC STRIKE (COMBAT)
  You draw upon your own inner power to enhance your otherwise 
  mundane weapons.
  Prerequisites Ability to cast psychic spells, bonded object or 
  bonded weapon.
  Benefit As a swift action, you can imbue your bonded weapon with 
  a fraction of your psychic power. For one minute, your bonded 
  object or bonded weapon deals +1 damage and is considered 
  magical for the purpose of overcoming damage reduction. This 
  bonus increases to +2 at 5th level.
  QUICK TO RETALIATE (COMBAT)
  Your training allows you to attack enemies using your natural 
  weapons, even when grappled. 
  Prerequisites Dexterity 13, any fighting style feat, Improved 
  Unarmed Strike
  Benefit You may, as an immediate action, make a single attack 
  using a natural weapon (a head butt, a bite, an elbow, and so on) 
  upon gaining the grappled condition. After making this initial 
  attack, provided you are still grappled, you may an additional 
  natural attack as a swift action on your turn. You may not make this 
  attack if you are pinned.
  ROUND HOUSE (COMBAT)
  When you wind up and hit em’, they feel it!
  Prerequisites improved unarmed strike.
  Benefit You may, as a full-round action, make a single natural 
  attack against a foe within reach. When you make this attack, you 
  suffer a -1 penalty to hit. If you succeed, you deal an additional 1d6 
  plus double your Strength modifier as nonlethal damage. If you 
  confirm a critical while making this attack, the target must make 
  a Fortitude saving throw (DC 15 + total damage dealt) or gain the 
  unconscious condition.
  SABLE STANCE (COMBAT)
  Your style of fighting makes it harder to strike you…
  Prerequisites Dexterity 15, dodge, improved unarmed strike, 
  karate fighting style feat.
  Benefit Provided you move no more than 5 ft. this turn, you gain a 
  dodge bonus to your AC equal to your Charisma modifier. 
  FIREARMS PROFICIENCY
  You are proficient with a handful of firearms you handled in the 
  past. 
  Prerequisites Intelligence 10
  Benefits Select a number of simple firearms equal to 3 + your 
  Intelligence modifier. You are now proficient with those weapons. 
  Additionally, when firearms from this category you are not 
  proficient with, you only suffer a -2 penalty.
  Normal Player characters attacking with weapons they are not 
  proficient in suffer a -4 penalty on all attack roles, as well as double 
  their misfire chance. You must be proficient with a weapon before 
  adding any special feats (like Weapon Focus) or other bonuses to it.
  FIRST RESPONDER 
  You’ve been trained as a first responder. 
  Prerequisites Intelligence 10
  Benefits You gain a +3 insight bonus to Heal skill checks to 
  perform First Aid or to Treat Deadly Wounds. You also gain a +1 
  bonus to Initiative checks.
  FOCUSED SHOT (COMBAT)
  They taught you to shoot to bring down even the biggest targets 
  quickly.
  Prerequisites Intelligence 13, Wisdom 13, Point Blank Shot, 
  Precise Shot
  Benefit As a standard action, when you are about to attack with 
  a firearm you are proficient with, you can add your Intelligence 
  modifier to your damage if you hit. 
  FOUNDATION OF THE INNER CIRCLE
  You have begun the first steps toward establishing your secret 
  empire, forging in darkened flame those initial bonds of loyalty 
  and scholarship that shall soon – in deepest shadow – blossom 
  into a most-glorious cabal of like-minded seekers after occult 
  knowledge. At the moment, you have someone to answer the door, 
  check Twitter, pull the car around or carry the luggage.
  We all start somewhere.
  Prerequisite Bloodline; character level 3rd 
  Benefit You attract a single 1st-level apprentice, loyal to you in all 
  ways. Your apprentice possesses the same Bloodline as your own 
  and is otherwise created identically to a 1st-level PC, as directed by 
  your GM. 
  Your apprentice must possess an alignment within one step of 
  your own. Your apprentice may gain NPC levels or take levels in 
  any classes that you possess; she may not gain more levels than 
  your own in any PC class. She is not required to select the same 
  archetype or archetypes that you possess. 
  Your apprentice advances by character level at approximately the 
  same rate that you do, as guided by your training.
  Note Although your apprentice is but the first of many, you cannot 
  recruit further followers until you possess the Mastery of the Inner 
  Circle feat (see Graduation, below).
  Whenever you gain a level, your apprentice also gains one or more 
  levels; she may not gain more than two levels at a time in this way. 
  Your apprentice stops leveling at level 5.
  If you release your apprentice from service, you may gain a 
  new 1st-level apprentice by searching-out and testing potential 
  candidates, a task which requires 1d6 days of uninterrupted work 
  within a relatively populated area. This task can also replace an 
  apprentice who has given her life in service to your cause.
   For Example John Churchstreet is a 4th-level mesmerist with 
  the shadow bloodline who gains this ability. He recruits a 1st-level 
  mesmerist with the shadow bloodline, created in conjunction with 
  his GM.  
   When the esteemed Mr. Churchstreet achieves 5th level, his 
  apprentice becomes a 3rd level character; she likewise becomes a 
  4th level character when her master reaches 6th level. She will gain 
  
  141
  her 5th level when Mr. Churchstreet advances to 7th level, and this 
  feat is upgraded. 
   Graduation When you achieve 7th level, this feat automatically 
  upgrades to the Mastery of the Inner Circle feat (see below); you 
  effectively lose this feat and immediately replace it with that feat.
  HEDGE MAGIC INITIATE
  You’ve learned to access magic through slow and deliberate 
  practice, you’ve learned to ritually cast a few spells..
  Prerequisites Intelligence 12.
  Benefit You may ceremonially cast spells of 0th or 1st level 
  from manuscripts or spellbooks. You may learn a number of 
  ceremonially cast spells equal to your character level plus your 
  Intelligence bonus, which you may cast without a spellbook. All 
  casting must be done ceremonially, with or without a spellbook. If 
  you later gain a level in a spellcasting class, you may choose to use 
  ceremonial casting or normal casting when casting a Hedge Magic 
  effect. You may also perform incantations of less than 4th level, if 
  you have a manuscript, or if you’ve been taught the incantation. 
  You may not create incantations as a result of this feat.
  HERMETIC EYE
  You possess unique insight into the world of the occult allowing 
  you to unlock its secrets.
  Prerequisite The ability to cast psychic spells.
  Benefit: You can use your Knowledge (occult) skill to make 
  Spellcraft or Use Magic Device checks as per the Spellcraft and 
  Use Magic Device skills in The Pathfinder Core Rulebook.
  IN THE PIT
  You’ve surfed more crowds than you care to count; the pit 
  toughened you up.
  Benefit Your history with loud music and drunk, violent 
  concertgoers has prepared you for the brutality of life. You gain 
  sonic resistance 5 and gain a +2 bonus whenever you make saving 
  throws against spells that deal sonic damage. You also gain DR 2/
  slashing.
  INVESTIGATE
  You are skilled in the collection thorough analysis of evidence. 
  Prerequisite: Criminal Path, Law Enforcement Path, Military 
  Path, or Investigator Class.
  Benefit: You can use your Perception skill to perform any of the 
  following functions to analyze clues and collect evidence for a 
  crime lab.
  Analyze Clue The character can make a Perception check to apply 
  forensics knowledge to a clue. This function of the Investigate 
  skill does not give the character clues where none existed before. It 
  simply allows the character to extract extra information from a clue 
  he or she has found.
  The base DC to analyze a clue is 15. It is modified by the time that 
  has elapsed since the clue was left, and whether or not the scene 
  was disturbed.
  Circumstances  
   
  DC Modifier
  Every day since event past (max 5) +2 (+10 max)
  Scene is outdoors  
   
  +5
  Scene slightly disturbed 
   
  +2
  Scene moderately disturbed 
  +4
  Scene extremely disturbed  
  +6
  Collect Evidence: The character can collect and prepare 
  evidentiary material for a lab. To collect a piece of evidence, make 
  a Perception check (DC 15). If the character succeeds, the evidence 
  is usable by a crime lab. If the character fails, a crime lab analysis 
  can be done, but the lab takes a -5 penalty on any necessary check. 
  If the character fails by 5 or more, the lab analysis simply cannot 
  be done. On the other hand, if the character succeeds by 10 or 
  more, the lab gains a +2 circumstance bonus on its checks to 
  analyze the material.
   This function of the Investigate skill does not provide the 
  character with evidentiary items. It simply allows the character to 
  collect items he or she has found in a manner that best aids in their 
  analysis later, at a crime lab. If you have an evidence kit, you gain 
  a +4 bonus on your Perception check.
  Try Again? Generally, analyzing a clue again doesn’t add new 
  insight unless another clue or information is introduced. Evidence 
  collected cannot be recollected, unless there is more of it to take. 
  Special: A character can take 10 when making an Investigate 
  check, but cannot take 20.
  Time Analyzing a clue is a full-round action. Collecting evidence 
  generally takes 1d4 minutes per object.
  LEGENDARY TRAINING
  With enough training, you can learn  - or unlearn – anything.
  Prerequisites 7th level; must be a dual or multiclass character
  Benefits You may unlearn a single level from one class, 
  exchanging that level for a single level in another class which you 
  already have levels in.
  SPECIAL You can gain this feat twice. Its effects stack. If, 
  when removing a level, you lose a class ability that also causes 
  you to fail to meet the prerequisites required for spells, feats, 
  traits, powers, or any other times or abilities, you also lose use 
  of those items, feats, spells, or other abilities as well.
  LIGHT TOUCH
  When you work, you remain precise but gentle. 
  Prerequisites Dexterity 15
  Benefit You gain a +2 bonus on all Disable Device and Sleight of 
  Hand skill checks. 
  LUBRICATED 
  Sometimes, a drink or two is all you need to really get motivated.
  Prerequisites Constitution 13
  Benefit While drinking alcohol, you gain a +2 morale bonus to 
  all Charisma-based skill checks. If you gain the confused, dazed, 
  fatigued, exhausted, or sickened conditions, this bonus becomes a 
  penalty while the condition is in effect.
  
  142
  OCCULT TRAINING
  You have focused on the hidden magic of the world, learning more 
  of its secrets.
  Prerequisites 7th level
  Benefit You gain additional spell slots as if you had gained another 
  level in one of the O7 spellcasting classes to which you previously 
  belonged. This training only unlocks additional spells slots of 3rd 
  level or lower.
  SPECIAL You can gain this feat more than once. Its effects 
  stack.
  ONE HAND ON THE WHEEL
  Some people take this whole “vehicular safety” thing, like, way too 
  seriously. Twitchy reflexes save lives, man.
  Prerequisite Drive skill 1 rank.
  Benefit You may make a Drive skill check during a Chase (see 
  Vehicular Chase Rules) as a move action rather than as a full-round 
  action. If you desire, you may choose to expend two move actions 
  and thereby perform a pair of Drive checks in a single round during 
  a Chase: you take only the better of these two rolls. In addition, 
  you may always use a standard action to Aid Another character 
  with her own Drive roll, so long as you are a passenger in (or on) 
  her vehicle, or if both of your vehicles are the same category of 
  distance from the Chase leader.
  Normal Only a character in the passenger seat or otherwise 
  directly adjacent to a driver may use the Aid Another action to 
  assist a driver with a Drive roll.
  MASTERY OF THE INNER CIRCLE
  A living legend in the worldwide illuminated community, you have 
  come to find yourself surrounded by loyal subordinates, initiates, 
  disciples and novice magicians ... all eager to serve, and thus shine 
  in the majesty of your reflected glory.
  Prerequisite Bloodline; character level 7th; see Special, below:
  Benefit You attract a single major domo and several lower-level 
  followers, all with levels determined by your Mastery Score (see 
  below).
  Note If you graduated into this feat, replacing the Foundation 
  of the Inner Circle feat (above) with this ability, your former 
  apprentice automatically becomes your new major domo. An 
  apprentice who becomes a major domo cannot lose levels in this 
  way.
   Your followers must possess the same Bloodline as your own 
  and are otherwise created identically to NPCs of the appropriate 
  level, as directed by your GM. Neither your followers nor 
  your major domo may ever rise above 5th level, and followers 
  do not normally increase in level.  However, if your Mastery 
  score increases (see below) and you gain access to higher-level 
  followers, you may decide (with your GM’s permission) that one 
  of your followers has increased in level and has been “replaced” by 
  another, lower-level supplicant.
   You automatically know if a follower has violated any tenet or 
  ideology espoused by your teachings, such as behaving contrary to 
  the alignment of your espoused religion – if any – or breaking your 
  Code of Conduct (see below). You must be able to see, hear, smell 
  or otherwise perceive your follower clearly to gain this insight, but 
  you always gain this knowledge automatically – with no roll or 
  special action required – upon interacting with your follower, no 
  matter when or where such an indiscretion occurred.
   Specific information gained is dependent upon your 
  teachings: if you instruct your students in Omertà, for example, 
  you automatically know if a follower has informed on your 
  organization immediately upon seeing that follower, although you 
  do not immediately learn what was said or how. Similarly, if you 
  practice a specific religion, you know instantly upon seeing your 
  follower if they have aided an enemy of the church, broken a vow 
  or performed an action which would necessitate either an act of 
  contrition or expulsion from the faith. You might likewise learn 
  if a student has used forbidden magic, spoken a lie to a brethren 
  follower, withheld a tithe, broken a dietary restriction, or otherwise 
  disobeyed you direct commands.
   For purposes of this feat, your Mastery Score is equal to your 
  Intelligence modifier, your Wisdom modifier or your 
  Charisma modifier (your choice) as adjusted by the following 
  factors:
  These factors and adjustments always stack.
  Factor or situation
  Bonus
  You have a secluded mansion, a hidden lodge or another 
  vast secret lair.
  +2
  You possess a large but normal-seeming home that 
  can house at least half of your followers and serve as 
  convenient cover.
  +1
  You have unrestricted access to a public space – such as 
  a bar, bookstore, art gallery, church or coffee shop – that 
  can be closed for private events.
  +1
  You possess a reputation for fairness, rewarding both 
  loyalty and success.
  +1
  You possess a unique mystical power, unknown or 
  unmatched by others.
  +1
  You do not a have a “headquarters” that can house 
  more than five people at a time without drawing undue 
  attention.
  -1
  You are constantly on the move, returning to your “home 
  locale” for less than one week per month.
  -1
  You work a day-job occupying more than 20 hours of 
  your time each week: cumulative -1 per 20 hours worked 
  each week.
  -1
  You are known to have long periods of inactivity.
  -1 
  You have caused the death of your apprentice or major 
  domo: cumulative -2 per apprentice or major domo killed
  -2
  You have caused the deaths of followers: cumulative per 
  specific incident
  -1 
  You are known to be indecisive, unreliable or prone to 
  failure.
   -1
  You are known to be in the thrall of another – including a 
  would-be deity, a monster or a magical item – that might 
  give you unknown commands.
  -2
  
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  MASTERY SCORE 
  Negative Two or Lower: 3rd-level major domo, no followers
  Negative One: 4th-level major domo, no followers
  Zero-to-Two: 5th-level major domo, no followers
  Three: 5th-level major domo, five 1st-level followers
  Four: 5th-level major domo, seven 1st-level followers
  Five: 5th-level major domo, nine 1st-level followers
  Six: 5th-level major domo, ten 1st-level followers, and one 2nd 
  level follower
  Seven: 5th-level major domo, fifteen 1st-level followers, and one 
  2nd-level follower
  Eight: 5th-level major domo, twenty 1st-level followers, two 2nd-
  level followers and a 3rd-level follower 
  Nine: 5th-level major domo, twenty-five 1st-level followers, two 
  2nd-level followers and one 3rd-level follower
  Ten: 5th-level major domo, thirty 1st-level followers, three 2nd-
  level followers, one 3rd-level follower, one 4th-level follower
  Eleven: 5th-level major domo, thirty-five 1st-level followers, 
  three 2nd-level followers, two 3rd-level followers, one 4th-level 
  follower
  SPECIAL You may gain this feat multiple times. Each time 
  you select this feat, you may double the number of followers 
  you possess of any given level or increase your total Mastery 
  score by +2.
  For Example John Churchstreet gains this feat upon achieving 
  7th level, graduating his Foundation of the Inner Circle feat into 
  this ability. Upon gaining his first feat after achieving 7th level, Mr. 
  Churchstreet decides to select this feat a second time: he possesses 
  a total Mastery Score of seven, granting him one 2nd-level follower, 
  which he decides to double. Upon gaining another feat, John 
  decides to bump his Mastery Score to nine. Upon doing so, he 
  increases his total number of 2nd-level followers to four, adding one 
  additional 3rd-level follower.
  DESIGNER’S NOTE
  This feat replaces Leadership within Bloodlines & Black Magic.
  PARKOUR
  Your training lets you navigate the city like no others!
  Prerequisites Dexterity 16; Acrobatics 3 ranks, Climb 3 ranks.
  Benefit This feat provides three benefits:
  You may, a number of times per day equal to 3 + your Intelligence 
  score modifier, ignore the first 20 ft. when falling, provided you 
  start your descent adjacent to and remain adjacent to a wall, tree, 
  ladder, or similar structure.
  When you move, you may ignore the first 10 ft. of difficult terrain 
  by making a DC 10 Acrobatics skill check. You may ignore an 
  additional 5 feet by increasing the DC accordingly (DC 15 = 15 
  ft., DC 20= 20 ft., and so on). Once per week, provided you are 
  adjacent to a wall, bridge, tower, or similar building, you may take 
  an immediate action to try and slow your descent from a fall; when 
  you do this, you gain the benefits of the featherfall spell, which 
  lasts up to a minute.
   You may not be carrying a medium or heavy load, or be 
  otherwise encumbered when performing any of these activities.
  PHYSIKER OF UNNATURAL 
  REMEDIES
  Magic is to modern medicine as aerospace rocketry is to tinker-
  toys. By intense occult study, you have made of the living human 
  body a complex road-map: a circuit of interlocking breath, tissue 
  and bone; the form of a flesh-bound soul is only a dense, wet web-
  way of pressure points, alchemical gates, harmonious furies and 
  energy-knots; all of them yours, using the philosopher’s panacea, 
  to adjust or reconfigure as you see fit.
  Prerequisite Alchemist Discovery Investigator Talent; Infusion 
  Discovery; character level 3rd 
  Benefit Choose any one Mercy that a paladin of your character 
  level could select. Whenever an ally receives a healing effect from 
  an extract that you prepared and held in-hand within the last round, 
  you may apply the benefits of any one Mercy you possess.
  SPECIAL You may gain this feat multiple times. Each time it 
  is selected, you gain another Mercy, as per the rules above. In 
  addition, your level is considered to be +2 higher for purposes 
  only of this feat; by means of this feat, you may be considered 
  to have a character level of up to 12th.
  REFLEXIVE TRAINING
  You have been training to respond better to threats in combat.
  Prerequisites 7th level
  Benefit You gain a +2 bonus to Reflex saving throws and a +1 
  dodge bonus to AC.
  Special You can gain this feat twice. Its effects stack.
  SKILL BEYOND AGES
  You are legendary for your art, even in your own time.
  Prerequisites 7th level
  Benefit Choose any skill. Your maximum skill-rank increases by 2.
  Special This feat may be taken multiple times. You may choose to 
  stack the effects or to choose another skill to which the feat applies. 
  You cannot apply this feat to the same skill more than once.
  SKILL TRAINING
  You have trained several of your skills.
  Prerequisites 7th level 
  Benefit You gain 4 skill points.
  Special Although you may gain this feat more than once, you may 
  not place more than 7 ranks in any single skill (unless you possess 
  the Skill Beyond Ages feat). 
  SPRINTER
  You have no problem getting up to speed.
  Prerequisites Dexterity 13
  Benefit Once per day, you can cast the spell burst of speed as a 
  swift action that does not provoke an attack of opportunity. When 
  you use this ability, the magic is considered psychic. Additionally, 
  you gain a +1 bonus to Initiative checks.
  STUNT DRIVER
  Any so-called “crash” you walk away from is technically a 
  landing.
  Prerequisite Drive skill 1 rank
  
  144
  Benefit Once per round when your vehicle would otherwise be 
  reduced by one step from masterwork to mundane, to broken, to 
  destroyed, you may attempt a Drive check as an immediate action. 
  The damage is entirely negated if this special Drive check result is 
  greater than the targeting opponent’s attack roll or the DC of the 
  initial obstacle, hazard or complication (as applicable).
  STRONG ONE
  You are naturally stronger than other people.
  Prerequisite: Bloodline (any)
  Benefit You gain a +1 racial bonus to your starting Strength score. 
  This increase allows you to exceed your maximum cap, setting it to 
  20 at level 1.
  Normal No character can begin play with any attribute above 19. 
  SURGEON
  You have learned the art of surgery.
  Prerequisite: Medical Career Path
  Benefit: You can use your Heal skill to perform surgical 
  procedures. Unlike a normal Heal skill check, you use your 
  Dexterity Ability modifier instead of your Intelligence modifier 
  to determine the results. If you have a surgery kit, you gain a +4 
  bonus on Heal checks to perform surgery.
  Basic Surgery (DC 20): Performing basic surgery requires 1d4 
  hours. If the patient is at negative hit points, add an additional 1d4 
  hours. Basic surgery restores 1d6 hit points for every character 
  level of the patient (up to the patient’s full normal total of hit 
  points) with a successful skill check. Surgery can only be used 
  successfully on a character once in a 24-hour period. A character 
  who undergoes surgery is fatigued for 24 hours, minus 2 hours 
  for every point above the DC the surgeon achieves. The period of 
  fatigue can never be reduced below 6 hours in this fashion.
  Critical Failure: On a roll of 1, the surgery not only fails, but you 
  instead injure your patient further. The unfortunate patient gains the 
  bleed condition, taking 1d4 points of damage per round until the 
  bleeding is staunched with a DC 15 Heal check.
  Field Surgery (DC 25) Field surgery refers to any surgery you 
  perform in an emergency situation under dangerous conditions 
  and with few resources. It is often performed quickly, but 
  the risk of failure is much greater. Unless the patient is at 
  negative hit points, field surgery only takes 30+1d4x10 
  minutes. The GM should allow the surgeon determines 
  the time before making the check to estimate how long the 
  surgery will take before performing it. Field surgery check 
  only restores 1d4 hit points for every character level of the 
  patient with a successful skill check. The range of critical 
  failure increases to any roll of 1-5.
  SPECIAL If you perform surgery under optimal 
  conditions (such as in a hospital) you add your Heal 
  skill ranks to each 1d6 points restored, to determine 
  the total hit points restored.  
  Normal: Characters without this feat take a –10 penalty 
  on Heal checks made to perform surgery.
  Do they know? 
  Can she still hear us?
  TECHIE
  You don’t care if Ted doesn’t get your UDP jokes. 
  Benefit You gain a +2 bonus to Craft (electronic) and Computer 
  Use skill checks.
  UNLOCKED MAGIC
  You have mastered the most potent of magics.
  Prerequisite: Caster level 7th
  Benefit Select a single 4th-level spell. Henceforth, that spell is a 3rd-
  level spell for you in all respects, although it requires a full-round 
  action to cast rather than a standard action. It is added to your 
  spellbook if you prepare spells; otherwise, it is added to your list of 
  spells known as a 3rd-level spell.
  SPECIAL Subject to GM discretion.
  WILLPOWER TRAINING
  You have been training your mind and heart to respond better to 
  those who would dominate you!
  Prerequisites 7th level
  Benefit You gain a +2 bonus to Will saving throws and a +1 insight 
  bonus to Sense Motive skill checks.
  SPECIAL You can gain this feat twice. Its effects stack.
  
  145
  TRAITS
   In Bloodlines & Black Magic, traits represent important or 
  critical moments in a character’s life. Much like in the Pathfinder 
  Roleplaying Game, traits can also be used to describe a character’s 
  background or illuminate parts of her past.
   In Bloodlines & Black Magic, for instance, player characters 
  begin play with two traits: one from their arcana (representing the 
  event when they first pierced the veil) and one other of their choice. 
  They also gain a single career as part of their background, which 
  also acts as a trait. Just like in a traditional Pathfinder Roleplaying 
  Game, player characters can acquire traits in play, too; they do so 
  generally by either buying them with a feat, by earning a special 
  reward, or by GM caveat. In any case, both the player and the GM 
  should consider traits an opportunity to add nuance and depth to 
  characters, not to just optimize them.
  BODY GUARD
  You’ve worked a few gigs before.
  Benefit You’ve been trained to quickly, but smartly assess a 
  situation. You know how to identify targets and how to quickly 
  locate cover. You gain a +1 trait bonus to Knowledge (tactics) skill 
  checks.
  CORPORATE PRAYER
  You’re invested in keeping the world “sold as is.” You plan on 
  making nice returns on it, in fact.
  Benefits Once per day, as a swift action, you can whisper a quick 
  prayer to Hetrathreal. After you do so, you gain a +1 sacred bonus 
  to your Will saves for 1 minute. If you allow the Archon to you 
  use as a sacred sensor (allow it to see through your eyes), you may 
  increase this bonus to +3.
  DABBLER
  You’ve always had a thing for the occult.
  Benefit You gain a +1 trait bonus to Knowledge (occult) skill 
  checks.
  EVIL EYE
  More like ‘resting beast’ face.
  Benefits Once per day, you may make an Intimidate skill check 
  against a single target within 30 ft. (that can see you) as an 
  immediate action. When you do, you gain a +3 insight bonus to 
  this check.
  GHOST
  Dude, he didn’t ghost her. He ghosted his whole squad. He ghosted 
  the city. It’s pissed.
  Benefit While in cities (or dense urban sprawl), you gain a +2 trait 
  bonus on Stealth skill checks.  
  ONE OF THE MILLIONS
  You didn’t sit down when it was time to stand; you know that to 
  fight the “good fight,” you need to be on your feet.
  Benefit You gain a +1 trait bonus to Street skill checks.
   Similar to the Pathfinder Roleplaying Game, Bloodlines & 
  Black Magic includes mechanics to purchase fetters for your 
  characters – elements that are intended to hinder you in specific 
  cases or circumstances, often in exchange for an equally beneficial 
  and specific bonus as a balance. Player characters will often select 
  drawbacks and flaws to enhance or fine-tune their characters, often 
  to a specific end. 
   Flaws are the opposite of Feats. When you select one, you 
  effectively “earn” a Feat in turn. Drawbacks work much the same 
  way; in essence, they are Traits in reverse. Instead of granting you 
  a boon, they grant you a negative effect, typically in particular 
  circumstances. If you choose to take a Drawback, you can take a 
  third Trait of any kind that you have access to. You are not required 
  to take a Drawback. 
   With your GM’s permission, you may select two Drawbacks at 
  character creation rather than one. If you choose to do so, you gain 
  use of a bonus feat rather than a pair of Traits.
   You may normally buy-off a Drawback with the expenditure of a 
  Trait, often by purchasing the Additional Traits feat when you gain 
  a new level.
   All normal Drawbacks from the Pathfinder rule-set are available 
  within the context of a Bloodlines & Black Magic game, with 
  your GM’s permission; in addition, several new Drawbacks are 
  presented here.
  ARCHAIC BACKGROUND: 
  COMPUTERS (FLAW)
  Maybe you grew up on a farm in a strictly religious family. Maybe 
  you were really poor as a kid and never spent the time to learn 
  about tech later in life. Maybe you’re just much older than anyone 
  would ever suspect. Whatever the reason, you don’t know anything 
  about computers, phones, faxes or any new-era communications-
  technology.
  Effect You cannot make Computer Use rolls. 
  DRAWBACKS
  & FLAWS
  MILLENNIAL 
  You grew up with the Internet. You don’t always get those who 
  didn’t. 
  Benefit You gain a +1 trait bonus to Computer Use skill checks. 
  SON OF A GUN (COMBAT) 
  You were raised with a gun in your hands.
  Benefit You gain proficiency with a single simple or advanced 
  firearm.
  TEENAGE WITCH
  You were “one of the weirdos.”
  Benefits You gain a +1 trait bonus to Intimidate skill checks. 
  
  146
   You can open a laptop or a flip-phone, of course, but you can’t 
  unlock either. You can call a number preprogrammed into your 
  own phone, but not someone else’s phone. If a member of your 
  team wants to communicate with you wirelessly or digitally, 
  someone will have to sit down with you for a minimum of an hour 
  and explain to you exactly how the machine works. Otherwise, you 
  cannot send or receive emails, open a file, run a program nor make 
  calls except with a landline.
  ARCHAIC BACKGROUND: FIREARMS 
  (FLAW)
  Maybe they scared you a lot, as a kid. Maybe they were forbidden 
  in your home for any number of reasons. Maybe you just never had 
  any interest in them ... until now. Maybe you’re much older than 
  anyone would ever suspect. Whatever the reason, you don’t know 
  the first thing about guns.
  Effect You may not make normal ranged attacks with a firearm, 
  nor can you reload a firearm. Even picking up a firearm is 
  dangerous for you, because you don’t know how to check the 
  safety or determine if the weapon is loaded. You can attempt to 
  puzzle this out with a successful Disable Device roll, DC 15, but 
  failure by 5 or more will cause a loaded firearm – with the safety 
  disengaged – to discharge accidentally (see Stray Shot, below).
   If a firearm is handed to you with the safety on, it requires a 
  full round action to disengage the safety and requires a Disable 
  Device roll, as above, possibly causing the weapon to discharge 
  accidentally (see below). 
   If a loaded firearm is handed to you with the safety disengaged, 
  you may perform ranged attack rolls with the weapon – as noted 
  below – until it is unloaded. Any time that you fail any check or 
  save by 5 or more while holding a loaded firearm with the safety 
  disengaged, you fire off a single shot accidentally. 
  Stray Shot A round accidentally-discharged from a firearm might 
  strike any creature within range – including you, the wielder. In 
  order of distance from the firearm, you roll a d20 for each target 
  in range (including vehicles and valuable objects), starting with 
  yourself; if you are specifically pointing the weapon at a single 
  target rather than simply carrying or examining the firearm, you 
  instead begin with the selected target.  
   On a roll of natural 20, the shot hits and deals damage to the 
  struck target as normal. Roll for each possible target in range. Once 
  the shot strikes and deals damage in this way, you cease rolling for 
  potential targets unless there is another potential target standing 
  directly behind the first.
   If you decide to make a ranged attack with a firearm, you hit 
  your target only on a roll of a natural 20; on any other die-result, 
  you hit something in the general area of your target and roll as the 
  Stray Shot rules, above
  ARCHAIC BACKGROUND: VEHICLES 
  (FLAW)
  Maybe you only rode bikes. Maybe you grew up in the boroughs 
  and only took the bus or the subway. Maybe no one ever got around 
  to teaching you, and you had more important concerns. Maybe 
  you flunked out of Driver’s Ed. after one too many scary accidents. 
  Maybe you’re much older than you look. Whatever the reason, you 
  simply don’t drive cars.
  Effect You may not make Drive checks. You do not know how to 
  start a car, truck or motorcycle, nor how to perform basic actions 
  like turning on the headlights or using the turn signal. You may be 
  passingly familiar with simple traffic laws, but you do not know 
  how to maneuver a motorized vehicle into a space that you want. 
  You could take the wheel, briefly, during a long-distance drive 
  along an empty desert highway, but even that’s a risk. Getting 
  across town behind the wheel is right out.
  BARELY HANGING ON (FLAW)
  Some people have shattered completely. You’re not there ... just yet.
  Effect: You suffer a -3 penalty whenever you make threshold 
  checks.
  FELONIOUS BACKGROUND (FLAW)
  Doesn’t even matter if you did it or not; you’ve got the record, now.
  Effect A basic, most-rudimentary background check reveals that 
  you are a felon or that you are otherwise hampered by a legal 
  record listing your dangerous criminal background (as determined 
  by you and your GM). Checking your background in this way may 
  not be legal, but it is certainly not difficult. If you ever manage 
  to acquire a new identity, you may replace this flaw with another 
  (such as Legally Dead, below) or you may buy it off with the 
  expenditure of a feat.
  LEGALLY DEAD (FLAW)
  No one is looking for you, especially not now. Heck, there weren’t 
  even that many people at your funeral.
  Effect You have a paper-thin identity based on a fake ID that 
  doesn’t even look very much like you. You deal in cash, primarily, 
  because few financial institutions – no matter how desperate in 
  this struggling economy – are going to extend a line of credit to 
  someone with an obituary and an official time of death. A super-
  basic background check of your false identity – just typing your 
  fake name into a search – will reveal that “you” exist. However, a 
  more thorough investigation (such as by law enforcement) will see 
  right through your charade. 
  RECOGNITION (FLAW)
  Your fame (or infamy) makes it hard to go unnoticed.
  You take a -5 penalty to Disguise skill checks.  
  DRAWBACKS
   The following is a short list of drawbacks characters may select 
  to penalize their characters.
  -IST.
  A particular identity or ideology drives your actions, thoughts, and 
  dreams.
  Penalty. Pick a social group, political party, or other ideology. 
  When you deal with members of this social group, you gain a +1 
  bonus to all Diplomacy and Intimidate skill checks. This bonus 
  
  147
  MODERN LANGUAGES
   Language is as important in Bloodlines & Black Magic as it is 
  in the world we know today, and that’s before considering that 
  there are hidden kingdoms singing in celestial and forgotten gods 
  who refuse to speak with anyone unless they address them in 
  Punjabi. While the technologically savvy can easily use a modern 
  translator, they cannot mimic the connection people establish 
  when they speak the actual language; there is a special magic in 
  learning a new tongue. Academics will quickly point out that there 
  is a nuance and cultural connection that translators, electronic or 
  organic, just can’t convey. Smart travelers also know this. When 
  one dares walk beyond the Veil, a mastery of language gives you 
  a distinct edge, although that’s no promise your efforts will find 
  fertile soil – everyone who’s seen it knows things beyond the Veil 
  gets weird, fast. 
   When learning languages in Bloodlines & Black Magic, PCs 
  have two options at their disposal. GMs wishing to stay close to 
  the classic method described in The Pathfinder Core Rulebook 
  can refer to Chapter 4 – Skills for more information on how to 
  learn new skills using Linguistics. PCs wanting a more detailed 
  or realistic method of learning new languages should consider the 
  Immersion Rule, described below:
  THE IMMERSION RULE
   The immersion rule assumes that language is difficult to learn, 
  but that this learning can be reflected in a simple, three-tiered 
  model. Using this model, each rank invested in a language 
  describes a greater understanding of a particular language, 
  including nonverbal traits, particular bits of lexicon, and even 
  insight into the wider culture from which the language arises. 
  Simply put, each individual’s understanding of a single language is 
  broken down into three parts.
   
  1ST RANK– When an individual invests a single rank into a 
  language, they gain a rudimentary understanding of that language; 
  this includes speaking, writing, or even listening to others. These 
  characters tend to speak slowly, often take longer to read things, 
  and may even have to ask NPCs to repeat themselves during 
  encounters. These players may have to make Linguistics skill 
  checks during play to understand a particular concept. Finally, 
  individuals who barely speak a language suffer a -1 penalty on all 
  Charisma-based skill checks while speaking that language. 
  2ND RANK– When an individual invests a second rank in a 
  particular language, they gain full proficiency in that language; 
  although they are clearly not native speakers, their abilities are 
  transform into a -2 penalty to all Bluff and Diplomacy skill checks 
  with members of that group’s opposition group(s).
  NOTE GMs and storytellers may modify these penalties 
  between certain groups, especially if tensions are high. 
  SECONDARY NOTE Most –isms have real-world ties that 
  can be ugly. Discuss potentially offensive or toxic character 
  concepts with your GM and fellow players beforehand. This 
  drawback is not an excuse to be toxic at the table.
  A LITTLE CRAZY
  You’re a little off the path when it comes to a particular topic and 
  it bleeds through.
  Penalty You’re a little slow to act, prone instead to consider the 
  situation. You suffer a -1 penalty to Initiative checks.
  A WEAK IMMUNE SYSTEM 
  You’re prone to getting sick.
  Penalty You suffer a -1 penalty to Fortitude saves against diseases, 
  bacteria, toxins, poisons, and anything else that might make you 
  sick. 
  BLUNT
  “Nope. He was not pleasant… not in the least bit.”
  Penalty You suffer a -1 penalty on all Diplomacy skill checks.
  ODOROUS
  You smell. 
  Penalty You lower the DC to discover, locate, or otherwise 
  perceive you by scent by 2.
  OFFENSIVE
  You have an offensive public behavior that upsets people. Maybe 
  you flagulate in small spaces, or pick your nose in public. 
  Whatever it is, it’s gross. Please stop.
  Penalty You suffer a -1 penalty to all Diplomacy skill checks.
  SCOWL
  Well aren’t you the happy little #UniKeane? No? Yeah, die in fire…
  Penalty You don’t like people and it shows. You instantly lower 
  the starting attitude in any social encounter that you officiate to 
  unfriendly; if it is already unfriendly, it does not worsen. You 
  should probably smile at some point. Maybe try some orgami.
  SHAKY
  You’ve had the tremors since you were a child. You can hold on 
  to things if you concentrate, but that’s exhausting and sometimes 
  things just slip.
  Penalty You suffer a -1 penalty to all Disable Device and Sleight 
  of Hand skill checks.
  SNORE
  People can barely stand you. Most of your friends, if forced to 
  share a hotel room with you, retreat to the bathtub.
  Penalty While sleeping, you are loud, possibly attracting nearby 
  foes or just annoying your allies. You lower the DC to discover, 
  locate, or otherwise perceive you with sound by 2 while you sleep. 
  TALKATIVE
  Do you ever shut up? Seriously, you’ve been at it for at least 15 
  minutes. No one cares what level your character is.
  Penalty You are the social equivalent of a broken record player. 
  You drone on and on. You suffer a -1 penalty on all Intimidate and 
  Stealth skill checks.
  
  148
  respectable, and they can navigate most conversations with ease. 
  These players rarely have to make Linguistics skill checks while 
  speaking or listening.  
  3RD RANK–  When an individual invests a third, final rank 
  into a language, they gain a mastery of that language; these 
  individuals can argue over nuance and meaning, easily matching 
  native speakers in their understanding of that language. Although 
  they may not be scholars, these individuals have the strongest 
  understanding of a particular language. Moreover, individuals who 
  master a language gain a +1 insight bonus on all Charisma-based 
  skill checks with targets who share that same language as one of 
  their native tongues.
   
  This is described in the skill block like this:
   
  Languages Language 3, Language 1, Language 1…
   
  Example: Languages English 3, Spanish 1, Elven 1
   
   Characters beginning play using this rule start play fully 
  proficient (2 ranks) in a single language, which you select from 
  Table: Modern Languages. This first language is generally the 
  dominant language of your family, tribe, or social group, even if it 
  doesn’t match that of the wider culture into which you were born. 
  Players should discuss how best to implement any deviations to 
  this guideline with their GMs.
   
   Additionally, you gain a number of ranks equal to your 
  Intelligence score modifier; you may immediately invest these into 
  one or more languages, gaining proficiency and eventual mastery 
  in these new languages as you see fit, provided you can pay the 
  cost to do so.
   
   Finally, every time you gain a new rank in 
  Linguistics, you may apply it to any single language you have 
  access to (and pending GM approval); provided you have not 
  already mastered that language and your GM approves of your 
  choice, you may learn any languages you want. 
   
  EXAMPLE
   Carissa (a 1st-level expert with a 15 Intelligence) begins play 
  proficient in a single language. Because her character is from 
  California, she decides her expert speaks English. However, 
  because of her Intelligence score is 15, she gains two additional 
  points she can immediately convert into ranks in Linguistics (she 
  can’t do anything else with these points). This means Carissa 
  could, if she wanted, learn two additional languages – like French 
  and Spanish – although she’d hardly be fluent in either. Of course, 
  Carissa could also focus on a second language, dumping those 
  points in Spanish, gaining complete proficiency in the process. If 
  Carissa did this and gained another rank in Linguistics, she could 
  master either of these two languages. She could also invest that 
  rank into learning a third language if she wanted!
   
  Broken down, languags look like this:
  TABLE: LANGUAGE PROFICIENCY
  Proficiency
  Rank
  Effect
  The Basics
  1
  You have a hard time with this 
  language. You suffer a -1 penalty 
  when making Charisma-based 
  skill checks with this language.
  Full 
  Proficiency
  2
  You read, write, and speak this 
  language fluently.
  Mastery
  3
  You navigate this language 
  better than some of its native 
  speakers. You gain a +1 insight 
  bonus when making Charisma-
  based skill checks with this 
  language.
   Of course, Carissa would still calculate all of her Linguistics 
  skill checks using her total skill bonus from Linguistics, not based 
  on any individual language. Even if Carissa only invested a single 
  rank into learning Spanish, she’d skill make all her skill checks 
  using her +8 (+2 Intelligence, +3 ranks, +3 class skill), which 
  allows her to focus all of her training toward a single problem, 
  whether she’s mastered that tongue or not.
  
  149
  GROUP
  LANGUAGES
  Algic
   Algonquian, Arapaho, Blackfoot, Cheyenne, Shawnee
  Armenian
  Armenian
  Athabascan
  Apache, Chipewyan, Navaho
  Attic
  Ancient Greek, Greek
  Austronesian
  Filipino, Malayo-Polynesian, Tagalog
  Baltic
  Latvian, Lithuanian
  Celtic
  Gaelic (Irish), Gaelic (Scots), Welsh
  Chinese
  Cantonese, Mandarin
  Enochian
  Celestial
  Finno-Lappic
  Estonian, Finnish, Lapp
  Germanic
  Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, 
  Swedish, Yiddish
  Hamo-Semitic
  Coptic, Middle Egyptian
  Indic
  Hindi, Punjabi, Sanskrit, Urdu
  Iranian
  Farsi, Pashto
  Japanese
  Japanese
  Korean
  Korean
  Romance
  French, Italian, Latin, Portuguese, Romanian, Spanish
  Semitic
  Akkadian (Babylonian), Ancient Hebrew, Arabic, Aramaic, Hebrew
  Slavic
  Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak, Ukrainian
  Tai-Kadai
  Thai
  Tibeto-Burman
  Burmese, Sherpa, Tibetan
  Turkic
  Azerbaijani, Turkish, Uzbek
  Ugothic
  dæmons, demons, devils, and similarly-aligned Goëtic Spirits
  Ugric
  Hungarian
  TABLE: MODERN LANGUAGES
  
  150
  CHAPTER 9
  EQUIPMENT & GEAR
  
  151
   “I… Uh.” I mustn’t impose.
   “It’s no trouble at all.” 
   The leather-and-patchouli scent lured me in and I shifted my 
  backpack from my shoulder to the car’s footwell. The driver in the 
  front was a young woman, hair tucked under a cap. Her gray eyes 
  flicked in the rearview mirror as I obeyed Guinevere, but she didn’t 
  turn around to look. I was conscious of how rough my jeans were 
  against the upholstery, and the interior’s walnut finish
   “That’s a good girl,” she crooned once I’d shut the door.
   The car accelerated so smoothly, it felt as if we glided along the 
  road. I sank back, squeezed shut my eyes. “Thank you.”
   “You’ve finally plucked up the courage to leave him, have you?”
   “Is it that obvious?”
   “I have seen that expression on the faces of dozens of young 
  women over the years.”
   “Yes.” I whispered the word, the enormity of my decision 
  spiraling me into free-fall. Even if I asked Guinevere to stop the 
  car so that I could get out, there was no returning to that cottage, to 
  that old life.
   “I know this question might strike you as inopportune, but I’m 
  curious—”
   “About the book,” I answered and tilted my head so that I could 
  regard her.
   Guinevere leaned slightly forward, one hand inches from my 
  right knee. “Indeed.”
   “The root of all my troubles,” I said as I pulled open the 
  backpack and reached inside. A curious reluctance overtook me. 
  Why should I show her? And yet, it was this gift of hers that had 
  transformed my life, for better or worse.
   Guinevere’s face was pinched with emotion as she accepted the 
  journal. With one bony hand she stroked the cover, inhaled deeply 
  and closed her eyes for a few heartbeats, as if she could somehow 
  absorb the book’s essence through her skin. “Yessss.”
   “It was the strangest thing…” My words were insufficient.
   The woman opened the book and began to scan, sometimes 
  pausing, lips moving silently before she flipped a few more pages. 
  By the time she was halfway, she was fair quivering with poorly 
  suppressed excitement, and she leaned over to tap the driver on her 
  shoulder. “Marilyn, no need to go into the Hollow. We can go back 
  to the hall.”
   “Shouldn’t we be—” Faint alarm fluttered its first wings in my 
  stomach.
   Guinevere fixed her pale eyes on me, and it was impossible to 
  break away. “Oh, you’ll do nicely, my girl. Very nicely indeed. The 
  Scrae blood runs strong in you, ladybird. Now, before you make 
  any rash decisions, you simply must come have tea with me. We 
  have much to discuss.”
  PRICING: THE INTERNET RULE
   Previous attempts to create wealth systems for modern gaming 
  has produced some interesting ideas that included over simplified 
  wealth checks, as well as complicated (not to mention pedantic) 
  tracking systems – encouraging you to track every single copper 
  piece. While both of those systems are fun for different types of 
  gamers, neither addresses the problem of inflation, the cost of 
  things in modern economies, or how best to estimate prices for 
  goods that, in a few years, might be sold exclusively in BitCoins. 
  Lacking a clear vision of how these economies might evolve, 
  we adopted a rather simple rule for pricing special gear, general 
  equipment, or even regular services (car rentals, hotel costs, etc); 
  base all of your prices on the costs found online. 
   Throughout Bloodlines & Black Magic, gear will always 
  described and given a distinct value, especially if they are 
  important or named items. All other items are assumed to be the 
  cheaper versions of themselves; their costs and values can be based 
  on similar items found online.
   Example Carissa has been creeping around her place of work 
  after dark, trying to figure out where that strange whispering is 
  coming from. Carissa doesn’t have dark vision, so she needs a 
  flashlight to look around at night. She decides to order a nicer 
  version, shows it to her GM, and she approves it; Carissa gets her 
  new flashlight two days later (thanks to Prime Delivery). Had she 
  commissioned a custom light or invested in a high-end item, she 
  may have gained an associated equipment bonus (granted by a 
  masterwork item). 
  USING EQUIPMENT
   Equipment plays the same role in Bloodlines & Black Magic 
  that it does in any other roleplaying game; it enables the player 
  character to tackle tasks they would otherwise be unable to 
  complete. Whether you’re changing a tire, reloading ammunition, 
  or pen-testing your neighbor’s Wi-Fi, certain jobs are going to 
  require specialized tools. 
   In addition to their starting wealth, each hero in Bloodlines  & 
  Black Magic begins play with a set of gear. This gear could be 
  anything, from gear they have on hand to gear directly related to 
  their career or class. Of course, gear is always expandable and 
  customizable, and player characters are going to, in their quest to 
  be prepared, create all sorts of unique collections of gear. What 
  follows is a handful of items, kits, and specialized equipment. 
  Starting equipment for each class is listed under those entries.
  PROFESSIONAL EQUIPMENT
   This category covers a wide variety of specialized equipment 
  used by professionals in adventure-related fields. Some objects 
  contain the tools necessary to use certain skills optimally. Without 
  
  152
  the use of these items, often referred to as kits, skill checks made 
  with these skills are at a –4 penalty. Skills and the kits they are 
  associated with are listed below. See the descriptions of the kits for 
  additional details. Note that kits should be restocked periodically.
  Note that some skills, by their nature, require a piece of equipment 
  to use. While not every skill requires gear, some benefit from it.
  Skill
  Associated Gear
  Climb
  Climbing Gear
  Craft (chemical)
  Chemical Kit, Pharmacist’s Kit
  Craft (electronics)
  Electrical Tool Kit
  Craft (mechanical)
  Mechanical Tool Kit
  Disable Device
  Car Opening Kit, Electrical Tool Kit, 
  Lockpick Set, Lock Release Gun
  Disguise
  Disguise Kit
  Heal
  First Aid Kit, Medical Kit, Surgery Kit
  Linguistics
  Forgery Kit
  Perception
  Evidence Kit
  Perform 
  Musical Instrument
  Bolt Cutter
  An exceptionally heavy wire cutter, a bolt cutter can snip through 
  padlocks or chain-link fences. Using a bolt cutter requires a 
  Strength check (DC 10). A bolt cutter weighs 5 lbs.
  Canvas Hip Bag
  Easy to tie to your leg, this bag is often attached to a belt and holds 
  7 lbs. of additional gear, provided the items are smaller (items 
  normally no larger than 8 inches in diameter).
  Car Opening Kit
  This set of odd-shaped flat metal bars can be slipped into the 
  window seam of a car door to trip the lock. The DC of a Disable 
  Device check to accomplish this varies with the quality of the lock; 
  see the skill description. This kit weights 6 lb.
  Carnie Gear
  This gear includes a shoulder bag, a lighter, 6 packages of incense 
  (with 20 sticks per package), 10 candles, a non-magical spirit 
  planchette set, a tarot deck, a magnet, a ball 50 ft. ball of string, a 
  USB charger, a small flask, and a journal and pen. This gear weighs 
  9 lbs.
  Chainsaw
  This portable, gas-powered equipment can be used to loudly cut 
  through wood, plaster, and similar, non-metallic objects with a 
  hardness less than 5. Operating a chainsaw is a full round action 
  that provokes an attack of opportunity. When used in combat, a 
  chainsaw is considered an improvised weapon that deals 2d4 points 
  of slashing damage with a critical range of 20. Wounds caused by 
  a chainsaw automatically deal an additional 1d6 points of bleed 
  damage.
  Chemical Kit
  A portable laboratory for use with the Craft (chemical) skill, a 
  chemical kit includes the tools and components necessary for 
  mixing and analyzing acids, bases, explosives, toxic gases, and 
  other chemical compounds. This kit weights 5 lbs.
  Climbing Kit
  This small but thorough kit includes a harness, safety cables, hooks, 
  rope, a helmet, storage bags, and additional climbing supplies. It 
  can be customized to climb anything from buildings to telephone 
  poles, to the side of a mountain. This kit weighs 15 lbs.
  Demolitions Kit
  This kit contains everything needed to use the Demolitions feat 
  to set detonators, wire explosive devices, and disarm explosive 
  devices. Detonators must be purchased separately. This kit weighs 
  10 lbs.
  Detective Gear
  This gear includes a shoulder bag, a flashlight, 50 pairs of medical 
  gloves, a several magnifying glasses, a small journal with several 
  pens, 25 large evidence bags, 100 small evidence bags, 1 pair of 
  cloth gloves, 1 roll of crime scene tape (with associated pegs), and 
  a compact digital camera. This gear weighs 7 lbs. 
  Disguise Kit
  This kit contains everything needed to use the Disguise skill, 
  including makeup, brushes, mirrors, wigs, and other accouterments. 
  It doesn’t contain clothing or uniforms, however. This kit weights 
  5 lbs.
  Duct Tape
  The usefulness of duct tape is limited only by a character’s 
  imagination. Duct tape can support up to 200 pounds indefinitely, 
  or up to 300 pounds for 1d6 rounds. Characters bound with duct 
  tape must make a Strength or Escape Artist check (DC 20) to free 
  themselves. A roll provides 70 feet of tape, 2 inches wide. 
  Electrical Tool Kit
  This collection of hand tools and small parts typically includes a 
  variety of pliers, drivers, cutting devices, fasteners, power tools, 
  and leads and wires.
  Basic: This small kit grants a +2 equipment bonus on Craft 
  (electronics) checks to fabricate or repair electrical or electronic 
  devices.  It only has enough components to be used 10 times. This 
  kit weights 12 lbs.
  Deluxe: This kit consists of a number of specialized diagnostic 
  and repair tools as well as thousands of spare parts. It grants a +4 
  equipment bonus on Craft (electronics) checks to fabricate or repair 
  electrical or electronic devices. This kit weights 30 lbs.
  Evidence Kits
  Law enforcement agencies around the world generally use the same 
  tools to gather evidence. Having an evidence kit does not grant 
  access to a law enforcement agency’s crime lab; it merely assists in 
  the proper gathering and storing of evidence for use by such a lab.  
  TABLE; GEAR & SKILLS
  
  153
  Basic: A basic evidence kit includes clean containers, labels, 
  gloves, tweezers, swabs, and other items to gather bits of physical 
  evidence and prevent them from becoming contaminated. It grants 
  a +2 equipment bonus on Perception checks under appropriate 
  circumstances (whenever the GM rules that the equipment in the 
  kit can be of use in the current situation). A basic kit has 10 uses 
  before it needs to be restocked. This kit weights 3 lbs.
  Deluxe: A deluxe kit includes all the materials in a basic kit, plus 
  supplies for analyzing narcotic substances at the scene and for 
  gathering more esoteric forms of physical evidence such as casts 
  and molds of footprints or vehicle tracks, as well as chemical 
  residues and organic fluids. It also contains the necessary dusts, 
  sprays, brushes, adhesives, and cards to gather fingerprints. 
  It grants a +4 equipment bonus on Perception checks under 
  appropriate circumstances (whenever the GM rules that the 
  equipment in the kit can be of use in the current situation).
  Using a deluxe kit to analyze a possible narcotic substance or basic 
  chemical requires a Craft (chemical) check (DC 15). In this case, 
  the +4 equipment bonus does not apply. A deluxe kit has 10 uses 
  before it needs to be restocked. This kit weighs 8 lbs.
  Fake ID
  Purchasing a falsified driver’s license from a black market source 
  can produce mixed results, depending on the skill of the forger. 
  Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 
  ability modifier. When a character purchases a fake ID, the GM 
  secretly makes a Forgery check for the forger, which serves as 
  the DC for the opposed check when someone inspects the fake 
  ID. The purchase DC of a fake ID is 10 + the forger’s ranks in the 
  Linguistics skill.
  First Aid Kit
  Available at most drugstores and camping supply stores, this 
  kit contains enough supplies (and simple instructions for their 
  use) to treat an injury before transporting the injured person to a 
  medical professional. A first aid kit can be used to help a dazed, 
  unconscious, or stunned character by making a Heal check (DC 
  15). A first aid kit can be used only once. A first aid kit gives you a 
  +1 bonus on Heal checks. This kit weights 5 lbs.
  First Responder’s Gear
  This gear includes an advanced first aid kit, a defibrillator, a hand 
  axe, a stabilization board and braces, and some other stuff. This kit 
  grants you a +2 equipment bonus on Heal skill checks. It has only 
  10 uses. This gear weighs 12 lbs.
  Forgery Kit
  This kit contains everything needed to use the Linguistics skill 
  to prepare forged items. Depending on the item to be forged, a 
  character might need legal documents or other items not included 
  in the kit. This kit weights 3 lbs.
  Gym Gear 
  This gear includes a gym bag, weight training gloves, running 
  shoes, a week’s worth of vitamins, protein bars, a 1-liter water 
  bottle, training clothes, a small utility knife, a USB charger, a small 
  portable MP3 player, and a small bag of personal hygiene items. 
  This gear weighs 6 lbs.
  Handcuffs
  Handcuffs are restraints designed to lock two limbs—normally the 
  wrists—of a prisoner together. They fit any medium-size or small 
  human or other creature that has an appropriate body structure.
  Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a 
  break DC of 30, and require a Disable Device check (DC 25) or 
  Escape Artist check (DC 35) to remove without the key.
  Zip-Tie: These are single-use disposable handcuffs, much like 
  heavy-duty cable ties. They have hardness 0, 4 hit points, and a 
  break DC of 25. They can only be removed by cutting them off 
  (Disable Device and Escape Artist checks automatically fail).
  Hipster Essentials
  This gear includes an recycled shoulder bag (made from 
  repurposed plastics), a smart phone, a USB charger and associated 
  cables, custom pends, a six-pack of craft beers from exclusive 
  breweries, a small mirror, a laser pointer, a journal and pen, beard 
  oil, and copy of the latest issue of Wired. This gear weighs 6 lbs. 
  Hunter’s Gear
  This gear includes a small backpack, a lighter, a flashlight, a first 
  aid kit, a gun-cleaning kit, a utility knife, a hunting knife, a hand 
  axe, a machete, four wooden stakes, a USB charger, a small flask, 
  and a journal and pen. This gear weighs 12 lbs.
  Instrument
  Portable keyboards, drum sets, electric guitars or flutes are all 
  examples of instruments necessary in order to use the Perform 
  skill related to that particular family of instrument, be it keyboard, 
  percussion, stringed or wind, and so on..
  Lockpick Set
  A lockpick set includes picks and tension bars for opening locks 
  operated by standard keys. A lockpick set allows a character to 
  make Disable Device checks to open mechanical locks (deadbolts, 
  keyed entry locks, and so forth) without penalty.
  Lock Release Gun
  This small, pistol-like device automatically disables cheap and 
  average mechanical locks operated by standard keys (no Disable 
  Device check necessary).
  Mechanical Tool Kit
  This collection of hand tools and small parts typically includes a 
  variety of pliers, drivers, cutting devices, fasteners, and even power 
  tools.
  Basic: This kit, which fits in a portable toolbox, provides you 
  with a +2 equipment bonus on Craft (mechanical) checks. This 
  kit weights 13 lbs.
  Deluxe: This kit fills a good-sized shop cabinet. It includes 
  a broad variety of specialized hand tools and a selection of 
  high-quality power tools. This kit provides a +4 bonus on Craft 
  (mechanical) checks. This kit weights 20 lbs.
  
  154
  Scope
  A scope is a magnification device that is commonly attached to 
  rifles, but might also be attached to a pistol, as well. Designed to 
  magnify distant targets, when a scope is attached, the character 
  firing the weapon reduces the range increment penalty by 1, 
  suffering a -1 penalty per increment instead of the normal -2; the 
  number of increments a scope effects is listed by the scope. For 
  simplicity, these are outlined below:
  Scope, Magnification I
  Characters using this scope reduce the penalty for firing into the 
  first range increment by 1. The penalty for the second through fifth 
  range increments remains the standard -2.
  Scope, Magnification II
  Characters using this scope reduces the penalty for firing into the 
  first and second range increment by 1. The penalty for the third 
  through fifth range increments remains the standard -2.
  Scope Magnification III
  Characters using this scope reduces the penalty for firing into the 
  first three range increments by 1. The penalty for the fourth through 
  fifth range increments remains the standard -2.
  Scope Magnification IV
  Characters using this scope reduces the penalty for firing into the 
  first four range increments by 1. The penalty for firing into the fifth 
  range increment remains the standard -2.
  A note on scopes: while we realize this is an oversimplification of 
  how scopes work (and are classified), we opted to develop around 
  mechanics that were game-friendly and fit better into the existing 
  mechanical framework. So, instead of listing countless types of 
  scopes, with all of their magnification settings (and don’t get us 
  started on red dots or lasers), as well as their ranges, we thought it 
  smarter to identify the strength of its magnification by the number 
  of range penalties it can reduce. Taken with something like the feat 
  Far Shot, this could potentially make a sniper even more deadly. 
  But hey, don’t les us give you any ideas…
  Search-and-Rescue Kit
  This waist pack contains a first aid kit, a compass, waterproof 
  matches, a lightweight “space” blanket, a standard flashlight, 50 
  feet of durable nylon rope, two smoke grenades, and one signal 
  flare. This kit weights 7 lbs.
  Spike Strip
  This device is designed to help the police end car chases. The strip 
  comes rolled in a spool about the size of a small suitcase. Deploy 
  it by rolling it across a roadway, where it lies like a flat, segmented 
  belt. (The user can roll it out onto the road without entering the 
  lane of traffic.) Until the strip is activated, the spikes do not 
  protrude, and cars can pass safely over it. When the user activates 
  it (via a control device attached to the end of the strip by a 10-foot-
  long cord), the spikes extend.
   Each time a creature moves through a square containing an 
  activated spike strip at any rate greater than half speed, or each 
  round a creature spends fighting in such an area, the spike strip 
  makes a touch attack roll (base attack bonus +0). The strip deals 2 
  Medical Kit
  About the size of a large tackle box, this is the sort of kit 
  commonly carried by military medics and civilian EMTs. It 
  contains a wide variety of medical supplies and equipment. A 
  medical kit can be used to treat a dazed, unconscious, or stunned 
  character, to provide long-term care, to restore hit points, to treat 
  a diseased or poisoned character, or to stabilize a dying character 
  (see the Heal skill). A medical kit can be used 10 times before it 
  needs to be restocked. A medical kit gives you a +2 circumstance 
  bonus on Heal checks. This kit weights 8 lbs.
  Metal Detector
  This handheld device provides a +10 equipment bonus on all 
  Perception skill checks to find metal objects. 
  Metal Detector, Advanced
  This advanced (often expensive) variant of the metal detector 
  provides a +15 equipment bonus on all Perception checks to 
  find metal objects of all kinds. It is often waterproof and can be 
  submerged in up to three meters of water before gaining the broken 
  condition.
  Multipurpose Tool
  This device contains several different screwdrivers, a knife 
  blade or two, can opener, bottle opener, file, short ruler, scissors, 
  tweezers, and wire cutters. The whole thing unfolds into a handy 
  pair of pliers. A multipurpose tool provides a +2 bonus on Craft 
  (mechanical), Craft (electronic) checks to make simple repairs. The 
  tool is useful for certain tasks, as determined by the GM, but may 
  not be useful in all situations.
  Nightvision Goggles
  When applied to a helmet or similar headwear, nightvision goggles 
  grant the wearer darkvision out to a 120 ft. range. Wearing the 
  goggles also temporarily bestow light sensitivity on the wearer, 
  who suffer a -4 penalty to Reflex saves and Perception skill 
  checks to avoid seeing bright lights (anything brighter than a small 
  flashlight) while wearing the goggles. Anyone who fails such a 
  save gains the dazzled condition for 1 minute while their eyes 
  adjust to the new light source.
  Occultist Gear
  This gear includes a shoulder bag, 10 candles, a lighter, 6 packages 
  of incense (with 20 sticks per package), a tarot deck, a small 
  flashlight, a laser pointer, a blank journal and pen, a USB charger, 
  essential oils, a small flask, and a small portable MP3 player. This 
  gear weighs 7 lbs.
  Pen-Testing Gear
  This gear includes a relative modern laptop, with a full suite of 
  penetration testing software (like Kali), extra hard drives, smaller 
  USBs (some preloaded for parking lots), extra batteries, cables, 
  adapters, power cords, and associated antennas. These kits are 
  commonly highly customized, and may contain common-looking 
  items that contain completely different items (like hidden cameras). 
  Pharmacist Kit
  A portable pharmacy for use with the Craft (chemical) skill, a 
  pharmacist kit includes everything needed to prepare, preserve, 
  compound, analyze, and dispense medicinal drugs. This kit weights 
  6 lbs.
  
  155
  points of damage on a successful hit, and the injury reduces foot 
  speed to half normal (a successful Heal check, DC 15, or one day’s 
  rest removes this penalty). Wheeled vehicles passing over the strip 
  are automatically hit—although vehicles equipped with puncture-
  resistant tires are not affected.
  Stage Magic Gear
  This gear includes a shoulder bag, deck of marked cards, a deck 
  of normal playing cards, a small journal with pen, a 50 ft. ball of 
  string, a small mirror, a USB charger, and a small portable MP3 
  player. This gear weighs 5 lbs.
  Surgical Kit 
  About the size of a small backpack, this kit contains the 
  instruments needed for rudimentary emergency field surgery. A 
  surgical kit is generally used when performing field surgery (see 
  the Surgery Feat) and provides a +4 equipment bonus on Heal 
  checks to perform surgery. The kit has enough supplies for 5 uses 
  before it must be restocked. This kit weights 8 lbs.
  WireTap Detector
  Built to fit in the palm of a technician’s hand, this tool detects 
  hidden, wireless cameras, phone taps, audio bugs, hidden 
  transmitters, and a multitude of additional devices in a multitude 
  of rangers, including the 3G/4G/GSM, WiFi, and even Bluetooth. 
  Using the tap detector takes approximately 1d6 rounds and grants 
  a +10 equipment bonus to Perception skill checks to find hidden 
  devices (as described above) within a 30 ft range (or within 10 ft. 
  for Bluetooth devices). 
  Yoga Gear
  This gear includes a small backpack, a lighter, 6 packages of 
  incense (with 20 sticks per package), a small flask, a USB charger, 
  a MP3 player, lotion, yoga clothing, a yoga mat, and a small 
  journal with pen. This gear weighs 7 lbs.
  FIREARMS
   “Shoot it. Shoot it!!!....”
  “Ummm… I think we just made it angrier…”
   Firearms serve an important role in society, whether or not we 
  care to admit it. Used largely as a deterrent to violence, the firearms 
  people have invented tend to be used against animals and humans. 
  In fact, nearly all of the advanced, exotic, and specialized (often 
  restricted) firearms designed today are meant to be employed 
  against people (or equipment); they are often used by law 
  enforcement and the military to slow or stop enemy combatants. 
   In Bloodlines & Black Magic, firearms are split into three 
  categories; simple, advanced, and specialized. Although the 
  principles for using firearms are largely the same between the 
  three types, simple or basic firearms often involve less training 
  to clean, clear, load, and fire. Advanced firearms often include 
  additional steps and options; these can include additional firing 
  modes like ‘burst’ or even ‘automatic,’ although those settings vary 
  from weapon to weapon. Finally, specialized weapons (which are 
  often also highly restricted) almost always include special firing 
  modes (like ‘automatic’), as well as special options for using 
  them in alternative environments (like underwater). Specialized 
  weapons include harpoons, elephant guns, the H&K P11, most 
  military weapons, custom-built firearms, and so on. All of these are 
  described below.
  CRITICAL RANGES 
  & EXPLODING DICE
   In Bloodlines & Black Magic, all weapons threaten a critical on 
  a 20. When confirmed, firearms deal “exploding” damage using 
  a x2 multiplier. When a critical is confirmed, PCs rolls twice as 
  many dice. If any of the dice rolled on a critical are the maximum 
  for their type (6 on a d6, 8 on a d8, or 12 on a d12, for instance), 
  that die (and that die alone) ‘explodes’ and the player can add that 
  value and continue rolling, although only the die that exploded. A 
  PC who confirms a critical continues to roll until the dice no longer 
  ‘explode.’
   As you might imagine, this makes firearms in Bloodlines & 
  Black Magic potentially very deadly (like in real life). GMs who 
  do not wish to use this rule, however, are welcome to use the 
  standard multipliers as presented in the Pathfinder Roleplaying 
  Game: Ultimate Combat .
   Although Bloodlines & Black Magic does not introduce a wide 
  array of firearms, we’ve included the following examples to help 
  you get right into the action.
  FIREARMS PROFICIENCY
   In Bloodlines & Black Magic, proficiency with firearms is 
  handled in a specific manner. In order to safely fire a given firearm, 
  the player must be proficient with that specific firearm. In fact, 
  in Bloodlines & Black Magic, PCs never gain proficiency with 
  entire groups of firearms; instead, they can select the Firearms 
  Proficiency, Advanced Firearms Proficiency, or Exotic 
  Firearms Proficiency feats (see Chapter 8), each of which grant 
  proficiency with a number of guns, although not all guns of that 
  type. Additionally, each class and some traits may also grant 
  firearm proficiencies, as well.
   Player characters who lack proficiency with a firearm suffer a 
  -4 penalty to hit and double all misfire chances. Player characters 
  who fire a weapon rapidly or who have excessive recoil issues, 
  may suffer additional penalties, as described below.
  MODES OF FIRE
   In Bloodlines & Black Magic, like in real life, most firearms 
  – especially advanced and specialized weapons – are capable of 
  firing in more than a single mode. Nearly all modern firearms have 
  two modes; safety mode and single-fire modem. Additionally, 
  some firearms have additional modes (like automatic or burst) that 
  allow the PC to deal more damage if they hit. These modes are 
  described below. Unless otherwise noted, switching between firing 
  modes on most firearms is a swift action.
  
  156
  SAFE MODE
   When a firearm is in safe-mode, the trigger cannot be pulled and 
  ranged attacks cannot be made with the weapon.
  SINGLE-FIRE MODE
   When a firearm is in single-fire mode, each time you pull the 
  trigger, you make an attack with the firearm that spends a single 
  round of ammunition. This is the default mode for most firearms, 
  and is the only mode of operation for some. A lot of older, 
  classic weapons only operate in this mode, as do most revolvers. 
  Semiautomatic pistols and rifles also fire in this mode by default. 
  Certain feats, like Rapid Shot, allow PCs to pull the trigger a little 
  faster.
  BURST FIRE
   When a firearm is in burst mode, each time you pull the trigger, 
  you make an attack that spends three rounds of ammunition. When 
  you make an attack in burst mode, you automatically suffer a -2 
  penalty from the recoil. If you hit your target, that attack deals an 
  additional die of damage (if a single shot normally deals 2d8 points 
  of damage, in burst fire it deals 3d8). If you confirm a critical while 
  firing a burst weapon, you double the additional die (so you’d deal 
  6d8 points of damage, not 4d8). 
  AUTOMATIC FIRE MODE
   When a firearm is placed into automatic mode, the pull of the 
  trigger makes an attack against a square that expends all of the 
  remaining ammunition. When you make an attack in automatic 
  mode, you have two options. 
  COVERING FIRE
   You make an attack against a single square. When you fire your 
  weapon like this, you suffer a -2 penalty to your attack; if you 
  hit when you make this attack, you multiply the final damage by 
  X, where X is equal to the number of rounds remaining in the 
  magazine divided by 3 (rounded down). Firing a firearm in this 
  way expends the rest of a magazine, which can be ejected as a free 
  action.
  SPRAY & PRAY
   When you make an attack like this, make a single attack against 
  everyone in a 30 ft. cone (cover applies as normal), forcing a 
  Reflex save equal to (DC  = 8 + BAB + Dexterity modifier 
  + any bonuses from applicable feats). This attack 
  deals 
  triple the normal damage, expending the 
  remainder of the magazine in the process. 
  Once empty, this magazine may be 
  ejected as a free action. Targets who fail 
  this save suffer full damage, while 
  those who succeed suffer only half 
  as much. 
  AIMING
   Player characters willing to take a full-round action to aim their 
  firearm gain a +2 competence bonus on their next attack provided 
  they make that attack on the following round. Aiming at a target 
  takes up most of the PC’s attention, imposing a -2 penalty on 
  Perception skill checks that round. Additionally, PCs must focus 
  while aiming at a target. PCs cannot aim while distracted, and may 
  need to make Concentration checks in order to aim under certain 
  conditions (like while moving or being grappled). 
  RECOIL 
   When a player characters fires their weapon over a consecutive 
  number of rounds, they must compensate for recoil. The first 
  time a character makes an attack, they suffer no penalty. When 
  the PC makes a second attack (this includes attacks made in the 
  same round), that attack suffers a -1 recoil penalty. Should the PC 
  make additional attacks (by using feats like Rapid Shot), these 
  attacks also suffer the penalty, incrementing by 1 again, increasing 
  to -2, -3, and so on; these penalties stack with range modifiers 
  and any other penalties to attack. Certain items (like a bipod), 
  training (breath control), and stances (like firing prone) can help 
  compensate for these penalties.
  SIMPLE FIREARMS
   Although we describe them as simple, many the firearms in 
  this category are fairly advanced. In fact, many of them can be 
  modified, both with lasers, scopes, fails, and other accessories; to 
  the untrained eye, modifications like these would make even the 
  most basic firearms look ‘scary.’ Those additions don’t change the 
  simple facts, however. Each firearm has its own, unique features 
  and these must be learned before someone can successfully use 
  them. These are, of course, the easiest to learn.
  PISTOLS
  Beretta 9 Designed for use by law enforcement and the military, 
  the Beretta 9 is one of the standard semi-automatic 9mm pistols 
  used by civilians, as well. Carrying 11 rounds in its magazine, this 
  weapon is commonly used in home and personal defense.
  Beretta PX4 Storm Offering a higher capacity and a polymer 
  body, the PX4 Storm is a common option for individuals who wish 
  to use a 9mm in the field, but who want a little more punch in a 
  smaller, semiautomatic frame. This weapon holds 15 rounds in its 
  extended magazine.
  Bond Arms Backup Derringer This incredibly small and easily 
  concealed .45 carries two (2) rounds in its stainless steel frame. 
  Although it is fairly simple to reload, this pistol is designed 
  primarily for single, last-minute engagements.  
  Glock G20 Gen4 Firing a slightly larger round, the Glock G4 is 
  available in a host of options and finishes that make it a destination 
  firearm for many individuals. Firing a 10mm round, this all-
  weather weapon holds 15 rounds inside its polymer frame.
  
  157
  Glock G42 Firing the .380 ACP, these smaller, compact pistols are 
  favored by both civilians and law enforcement officers, both who 
  often carry these firearms concealed. Holding only 6 rounds in their 
  magazine, these pistols can be fitted to include lasers, specialized 
  grips, and similar accessories.
  H&K VP Tactical Coming in two models, this tactical pistol fires 
  two calibers: 9mm or .40 S&W. Depending on how the pistol is 
  configured, it can hold 11, 13, or even 15 rounds. Heavier than 
  most, this pistol weighs almost 2 lbs.
  H&K SP5K Mirroring the popular H&K M5 in appearance, this 
  legal single-fire, pistol can hold up to 30 rounds (although 10 round 
  magazines are very popular) of 9mm x 19 ammunition. Weighing 
  a little over 4 lbs., this weapon often features lasers, short-range 
  optics, and a weapon sling for easy carry.
  H&K VP9SK Smaller and more concealable 
  than the VP Tactical, this 9mm pistol is a favorite 
  with experienced shooters, law enforcement officers, military 
  contractors, and more. Weighing under 2 lbs., this semiautomatic 
  pistol holds 10+1 rounds.
  Ruger LCRx .38 SW Special Featuring adjustable rear sights, this 
  small, compact revolver holds a total of five (5) .38 rounds. Easily 
  concealable, this weapon is popular with law enforcement officers, 
  private contractors, and other security personnel.
  Ruger SR22 Lightweight and reliable, this small pistol holds a 
  total of ten (10) .22 LR rounds. Built from rugged polymer and 
  aerospace-grade aluminum, the Ruger SR22 is popular with 
  civilians and beginning hobbyists. It is 
  a common sidearm for hunters, as well.
  Smith & Wesson Model 442 Airweight This light 
  and effective revolver carries fire (5) .38 rounds. Hammerless, 
  lightweight, and easily concealable, this firearm sees a lot of use 
  among both law enforcement officers and hobbyists. 
  Taurus Millennium G2 Intended to be concealed, this lightweight 
  9mm holds 12+1 rounds and features an auxiliary rail, a loaded 
  chamber indicator, and an adjustable, two-dot rear sight. Less 
  expensive than similar models, the G2 is popular with hobbyists.
  Pistol
  Damage
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Beretta 9 (9mm)
  2d6
  20
  30 ft.
  1
  11
  2.5 lbs.
  P/B
  Beretta PX4 Storm 
  (9mm)
  2d6
  20
  40 ft.
  1
  15
  2.5 lbs.
  P/B
  Bond Arms Backup 
  Derringer (.45)
  2d6+2
  20
  20 ft.
  1
  2
  1 lbs.
  P/B
  Concealable
  Glock G20 Gen4 
  (10mm)
  2d6+2
  20
  40 ft.
  1
  15
  2 lbs.
  P/B
  Glock G42 (.380 ACP)
  2d6
  20
  30 ft. 
  1
  6
  2 lbs.
  P/B
  Concealable
  H&K VP Tactical 
  (9mm)
  2d6
  20
  30 ft.
  1
  11/13/15
  2 lbs.
  P/B
  H&K VP40 (.40 S&W)
  2d8
  20
  40 ft.
  1
  10/13
  2.5 lbs.
  P/B
  H&K SP5K (9mm)
  2d6
  20
  30 ft.
  1
  30
  4.5 lbs.
  P/B
  H&K VP9SK (9mm)
  2d6
  20
  30 ft.
  1
  11
  1.5 lbs.
  P/B
  Concealable
  Rugar LCRx .38 SW 
  Special (.38)
  2d6
  20
  20 ft.
  1
  5
  1.5 lbs.
  P/B
  Concealable
  Ruger SR22
  2d4
  20
  20 ft.
  1
  10
  1.5 lbs.
  P/B
  S&W Model 442 
  Airweight (.38)
  2d6
  20
  20 ft.
  1
  5
  1.0 lbs.
  P/B
  Concealable
  Taurus Millennium G2 
  (9mm)
  2d6
  20
  30 ft
  1
  13
  1.5 lbs.
  P/B
  Taurus 738 TCP (.380 
  ACP)
  2d6
  20
  20 ft.
  1
  7
  1.0 lbs.
  P/B 
  Concealable
  Uberti Cattleman II 
  (.45 Colt)
  2d6+2
  20
  40 ft.
  1
  6
  2.5 lbs.
  P/B
  Uberti Cattleman II 
  (.357 mag)
  2d8
  20
  30 ft.
  1
  6
  2.5 lbs.
  P/B
  Uberti Cattleman II 
  (.44 Mag)
  2d8
  20
  40 ft.
  1
  6
  2.5 lbs.
  P/B
  TABLE: PISTOLS
  
  158
  Taurus 738 TCP Weighing less than 11 oz., this extremely 
  lightweight .380 ACP is designed to be carried concealed. 
  Constructed of stainless steel and polymer parts, this inexpensive 
  weapon holds 7 rounds in its magazine.
  Uberti Cattleman II This single-action revolver is an exceptional 
  replica of legendary Colt revolvers of early America. Coming in 
  a range of calibers (including .45 Colt, .357 Mag, and .44 Mag), 
  these pistols harken back to the 1870s, when ‘6-Shooters’ were 
  ‘Peacekeepers’ and cowboys a common sight.
  RIFLES
  Century Arms AK63DS Semi Auto AK-47 Based on the 
  Hungarian AK-47 of the same name, this rifle features a collapsible 
  stock, AKM sights, and carries 30+1 rounds (7.62x39). Weighing 
  approximately 7.5 lbs., this rifle is common favorite with 
  hobbyists, largely due to its lower price point. 
  H&K MR556A1 Designed as a precision competition rifle, this 
  H&K looks similar to the M4A4, can accommodate a series of 
  optics and accessories, and weighs a comfortable 9 lbs. Firing 
  5.56x45 mm NATO rounds, this rifle accepts magazines with 10 
  round, 20 round, and 30 round capacity.
  Rifle
  Damage
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  C.A. AK63DS Semi Auto AK-
  47 (7.62)
  2d8
  20
  80 ft.
  1-3
  10/20/30
  7.5 lbs.
  P/B
  H&K MR556A1 (5.56)
  2d8
  20
  100 ft.
  1-2
  10/20/30
  9 lbs.
  P/B
  Molot Vepr AK308 (.308)
  2d8+2
  20
  110 ft.
  1-2
  5/10/11
  8 lbs.
  P/B
  Mossberg 500 Hunting Rifle 
  (12 gauge)
  2d8
  20
  30 ft.
  1
  6
  7.5 lbs.
  P/B
  Mossberg 500 Hunting Rifle 
  (16 gauge)
  2d6
  20
  40 ft.
  1
  6
  7.5 lbs.
  P/B
  Mossberg 500 Hunting Rifle 
  (20 gauge)
  2d4
  20
  60 ft.
  1
  6
  7.5 lbs.
  P/B
  Remington 700 VTR (.223)
  2d8
  20
  120 ft.
  1
  5
  7.5 lbs.
  P/B
  Remington 700 VTR (.260)
  2d8
  20
  120 ft.
  1
  4
  7.5 lbs.
  P/B
  Remington 700 VTR (.308)
  2d8+2
  20
  120 ft.
  1
  4
  7.5 lbs.
  P/B
  Sig Sauer MCX Patrol 300 
  (5.56)
  2d8
  20
  90 ft.
  1
  10/20/30
  8 lbs.
  P/B
  Taser M26C Stun Gun
  3d6
  20
  15 ft.
  1
  2
  1 lbs.
  P
  Stun DC 20
  Troy Defense PAR Sport 
  (.308)
  2d8+2
  20
  120 ft.
  1
  11
  8 lbs.
  P/B
  Troy Defense PAR Sport (.300 
  AAC)
  2d8+2
  20
  120 ft.
  1
  11
  6 lbs.
  P/B
  Troy Defense PAR Sport 
  (.223)
  2d8
  20
  100 ft.
  1
  11
  6 lbs.
  P/B 
  Winchester 1866 Short (.44 
  Win)
  2d10
  20
  120 ft.
  1
  11
  7 lbs.
  P/B
  Winchester 1866 Short (.38 
  Win)
  2d8
  20
  80 ft.
  1
  12
  7 lbs.
  P/B
  TABLE: RIFLES
  Molot Vepr AK308 Banned in several States in the U.S., this 
  semiautomatic, gas-powered rifle takes a variety of magazines, 
  although it comes standard with a 5- and 10-round magazine. 
  Holding up to 10+1 .308 rounds, the AK308 looks a lot scarier than 
  it actually is. It is 922r-compliant with foreign-made magazines.
  Mossberg 500 Hunting Rifle Arguably one of the most prolific 
  guns in the modern world, this rifle is available in a variety of 
  styles, models, and even calibers. Common among hunters, 
  this rifle can fire 12=, 16=, and even 20=gauge rounds; weapon 
  capacity also varies by model, but is generally 6 rounds of the 
  appropriate type. It commonly weighs between 6 and 8 lbs.
  Remington 700 VTR A more precise version of Remington’s 
  older bolt-action rifles, the VTR is optimized to extend its range 
  and reduce recoil. Featuring a 22-inch barrel, the Remington VTR 
  comes in several models, firing Remington .223, Remington 260, 
  and .308. 
  Sig Sauer MCX Patrol 300 This versatile rifle features a 
  3-position telescoping stock an ambidextrous safety, and an easily 
  changed barrel, enabling it to fire 5.56 NATO rounds, .300 Blk, or 
  even 7.62x39. This weapon takes a standard AR-15 magazine that 
  holds 30 +1 rounds.
  
  159
  Troy Defense PAR Sport This black, customizable rifle fires a 
  variety of rounds, including Winchester .308. Remington .223, 
  and .300 AAC Blackout. As sold, this semiautomatic rifle features 
  a built-in rail and flattop (optic ready) reminiscent of the M4A4. 
  Legal in all 50 States, it carries 10+1 rounds in its magazine, 
  although these can be changed to easily increase its capacity. 
  Winchester 1866 Short Built to honor the Old West and those 
  who fought in it, this centerfire rifle is available in two models; 
  one that carries 10+1 .44-40 Winchester rounds, or 11+1 .38 S&W 
  Special rounds. Weighing a full 7 lbs. loaded, this rifle features a 
  full-length magazine tube and open-top ejection port.
  ADVANCED FIREARMS
   Advanced firearms are often restricted to military use, but can 
  sometimes be purchased with special licensing or fired on special 
  sites where others have the needed licenses. Regardless of their 
  legality, these firearms often have special features and additional 
  firing modes (like automatic or burst). Restricted to only a select 
  few, advanced firearms almost always fall into the realm of 
  mercenaries, government agents, combat operators, and other 
  contractors.
  AK-103 The AK-103 has inspired a spectrum of variant rifle 
  designs, all of which owe their thanks to the classic AK-47. 
  Used in India, Pakistan, Russia, Saudi Arabia, and in many other 
  countries around the world, this fully automatic rifle is reliable, 
  resistant, and time-tested. The AK-103 has two firing modes: safe 
  and fully auto.
  AK-47 The classic 
  Cold War rifle. Found in nearly 
  every country and used in more wars, the AK-
  47 was originally designed by Mikhail Kalashnikov 
  in the 1940s, although it did not enter service until 
  1948. Universally recognizable for its curved 
  magazine and shorter stock, the AK-47 
  is a arguably one of the most common 
  automatic weapons.
  Colt M4A1 The new standard for 
  American military 
  forces and many of their allies, this 
  fully automatic weapon 
  fires the standard NATO round (5.56). Supported by countless 
  vendors and military contracts, this weapon can be fitted out in an 
  endless array of configurations. It normally is normally configured 
  with 30-round magazines.
  H&K MP5/40 A common submachine gun, the MP5/40 is a 
  variation on the iconic SMG. Short, compact, and often featuring a 
  thin, curved magazine (here, holding .40 S&W), the H&K MP5/40 
  is used by several navies as a boarding weapon, as well as by 
  special forces units and elite police forces around the world
  H&K MP5K-PDW Built atop the standard MP5 frame, the 
  MP5K-PDW (personal defense weapon) is a compact, rugged 
  SMG that comes standard with either 15- or 30-round magazines. 
  Used by independent contractors, independent operatives, combat 
  engineers, and elite police forces, this German weapon is a 
  common sight when doors start getting kicked in.
  M16A1 An American standard, the M16 saw widespread use 
  during the Vietnam War, as well as in countless smaller conflicts. 
  Used extensively by the U.S. military, the M16 is slowly being 
  phased out by the Colt M4A1. Firing the standard NATO round 
  (5.56), the M16 can be fitted with several magazines, as well as 
  several specialized drums, allowing it to fire hundreds of rounds.
  Nexter FAMAS-G2 An infamous French assault rifle, the 
  FAMAS-G2 fires the standard NATO round from a top-loaded 
  box. It is comes fitted with a standard 25-round box, but this has 
  been extended to 30 rounds in some places. It operates in three (3) 
  modes of fire: safe, semi, and fully automatic.
  EXOTIC FIREARMS
   Extremely unique and often specialized, these weapons are 
  normally rare; they are custom built, or designed for a very 
  specific use. These include harpoons, elephant guns, the H&K P11, 
  specialized championship rifles (like those used in the Olympics), 
  custom or experimental military weapons (early rail guns, lasers, 
  etc.), custom built firearms, and so on.
   The Table: Exotic Firearms lists five experimental, exotic 
  firearms that GMs can introduce into their stories.
  Barrettax M82 An infamous and exotic firearm, this precision 
  sniper rifle sees extensive use in the Secret and Invisible Worlds. 
  This bolt-action rifle has only one firing mode and holds seven (7) 
  rounds in its magazine.
  Cressti Cherokee Ocean Speargun A common weapon 
  for combat and rescue divers, this speargun can be 
  deployed against hostile sea monsters, the angry undead, 
  and similar foes. This speargun must be manually 
  reloaded and holds only a single spear at a time.
  CZ 550 (.558) This heavy weapon 
  is used almost exclusively to take 
  down 
  big game, 
  although some exotic organizations 
  will employ it against other, equally dangerous supernatural foes. 
  The CZ 550 is a bolt-action rifle that holds only five (5) rounds in 
  its magazine.
  G.E.M. 144 (7.62) This fully automatic cannon is frequently 
  mounted in the back of jeeps, SUVs, and armored personnel 
  carriers. Capable of firing 144 rounds upward toward 4,000 rounds 
  per minute, this weapon is fired in six-second bursts that deal 
  damage to a single 5 ft. square. Enemies who succeed on a Reflex 
  save (DC = 10 + damage dealt) save for half.
  M203 Grenade Launcher An American favorite, this single-shot 
  40mm grenade launcher can hit precision targets, dealing its listed 
  damage to everyone in a 10 ft. radius. Targets who succeed on a 
  Reflex save (DC 10 + damage dealt) save for half. The M203 must 
  be reloaded after each firing.
  
  160
  TABLE: ADVANCED FIREARMS
  Rifle
  Damage
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  AK-103 (7.62)
  2d8
  20
  110 ft.
  1-2
  30
  7 lbs.
  P/B
  Burst
  AK-47 (7.62)
  2d8
  20
  80 ft.;
  1-2
  20/30/40/100
  8 lbs.
  P/B
  Burst
  Colt M4A1 (5.56)
  2d8
  20
  90 ft.
  1-2
  20/30/100
  7.6 lbs.
  P/B
  Automatic
  H&K MP5/40 (.40 S&W)
  2d8+2
  20
  40 ft.
  1
  15/30/40
  6 lbs.
  P/B
  Single,2r,3r, 
  auto
  H&K MP5K-PDW (9mm)
  2d6+2
  20
  30 ft.
  1
  15/30
  6.5 lbs.
  P/B
  Single,2r,3r, 
  auto
  M16A4 (5.56)
  2d8
  20
  110 ft.
  1-2
  20/30/100
  9 lbs.
  P/B
  Automatic
  Nexter FAMAS-G2 (5.56)
  2d8
  20
  100 ft.
  1-3
  25/30
  8.5 lbs.
  P/B
  Safe, semi, 
  auto
  Rifle
  Damage
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Barrettax M82 (.50)
  2d10
  19-20/x2
  120 ft.
  1
  10
  10 lbs.
  B/P
  Cressti Cherokee Ocean 
  Speargun
  2d4+2
  19-20/x2
  60 ft.
  1
  1
  2 lbs.
  P
  Submersible
  CZ 550 (.558)
  2d12
  20
  150 ft.
  1-2
  5
  12 lbs.
  B/P
  G.E.M. 144 Minigun (7.62)
  3d6+3
  20
  60 ft.
  1-2
  belt
  85 lbs.
  B/P
  Always Auto
  M203 Grenade Launcher
  3d6
  20
  50 ft.
  1
  1
  3 lbs.
  B/P
  10 ft. radius
  TABLE: EXOTIC FIREARMS
  GUNS, DEMONS & GUNSMOKE
  “Demons love gunsmoke.
  “We’re not quite sure what it is – exactly – about the reek of spent 
  and burning gunpowder that attracts demons, but they love it. 
  Empty enough ammunition, and those beasts-from-beyond will 
  come running – not that most folks could see them there, standing 
  just beyond the peripheral, cloaked in darkness and hunger. 
  “I’ve talked to a lot of occultists over the years, and all have 
  offered unique insights as to why this is: maybe the dead love the 
  sound of unnatural thunder; maybe the sparks remind elder spirits 
  of creation’s forge. Whatever. But it was an alchemist who offered 
  the sanest reason: it’s the gunpowder. There’s sulfur in it. And 
  demons are born from sulfur. It’s part of their homelands. 
  “The Infernal is made of many things, and sulfur is one of the main 
  ingredients.”
  -- John Churchstreet
  "THIS IS NOT 
  GUNS AGAINST THE DARKNESS."
  -CLINTON BOOMER
   In lots of excellent movies –  from Aliens to Ghostbusters, from 
  The Thing to Resident Evil, from Predator to Men in Black – we 
  encounter the classic tale of capable, competent military-industrial 
  Westernized gun-toting scientists, citizens and soldiers taking down 
  terrible and twisted, inhuman monsters of myth and campfire-story 
  with a combination of grit, smarts and raw heavy firepower.
   And that’s perfectly well and good; delightful stories, all well 
  told! 
   However, within Bloodline & Black Magic –  and the greater 
  text of Occult 7 – the darkness isn’t the enemy … and guns simply 
  aren’t the best tool with which to fight against the supernatural and 
  the unknowable.
   Let’s take that last bit one piece at a time.
  “The darkness” isn’t 
  the enemy...
   The mysterious and the unnatural are a constant backdrop of 
  Occult 7 ... and they cannot hope to be overcome, defeated or 
  banished by the PCs. 
   The PCs, to one degree or another, are the darkness. It is within 
  the mists and the shadows that the game takes place; any lasting 
  victory will be had only deep beneath that world which the mass of 
  humanity ever knows or sees. 
   In fact, the PCs are a living, breathing part of this ever-present 
  tangle of riddles and secrets … as are their friends and their family, 
  their mentors and their associates, along with angels, bright fey and 
  a smattering of strange, semi-benevolent spirits. You can quit using 
  magic, you can beat the bad-guys with magic … but you can’t 
  defeat magic itself.
  
  161
  GUNS SIMPLY AREN’T THE BEST 
  TOOL...
   Firearms still work on people, of course. Plenty of black-magic 
  gunshoes pack a six-shooter in a jacket-holster or a sawed-off 
  shotgun in the trunk, and they’ll tear through mooks, leg-breakers 
  and cultists with exactly the kind of bone-shattering, flesh-rending 
  horror you would expect. But against the true horrors of the occult, 
  guns are less than useless; heavy artillery cannot hope to defeat the 
  sort of ghosts and devils that haunt the shadows here.
   In fact, firing off a few rounds is a good way to attract the 
  attention of a local gunsmoke-blessed creature or half-summoned 
  creature (see below). There are more of them lurking out there, 
  just beyond the light, than you might expect, and some of them – 
  creatures like dretches, babau and succubi – can choose to arrive at 
  the location of a potential feast with dimension-ripping speed.
  GUNSMOKE-BLESSED CREATURE
   Out in the creaking dark, far past the place where the asphalt 
  ends, there are beasts who fear no bullet; their eyes shine with a 
  malevolent brilliance, and even the dullest of them have learned 
  inhuman, unnatural patience. They hunt even among the hunters, 
  seeking out only the choicest prizes: magicians and their blood.
  at a range of 900 ft.
  Defensive Abilities A gunsmoke-blessed creature gains the 
  Firearm Immunity and Occult Hunger extraordinary abilities, 
  below.
  Firearm Immunity (Ex) Mundane firearm ammunition – of any 
  kind – cannot harm a gunsmoke-blessed creature. This includes 
  military-grade ordinance and non-magical explosives. This 
  immunity does not apply to bombs created by alchemists.
  Occult Hunger (Ex) A gunsmoke-blessed creature does not 
  need to eat, and most such beasts abstain from feeding or 
  hunting entirely out of pure convenience. However, so long as a 
  gunsmoke-blessed creature has fed upon the flesh of an individual 
  possessing a bloodline within the last 24 hours, it has fast healing 
  10. Consuming the body of an individual with a bloodline who 
  was killed within the last hour instantly heals all ability damage 
  and ability drain the gunsmoke-blessed creature has taken.
  CREATING A GUNSMOKE-
  BLESSED CREATURE
   “Gunsmoke-Blessed” is an acquired template that 
  may be applied to any creature with an Intelligence score 
  of 3 or higher that does not possess the half-summoned 
  creature template (referred to hereafter as the base 
  creature). A gunsmoke-blessed creature uses all the base 
  creature’s statistics and abilities except as noted here.
  CR A gunsmoke-blessed creature has a CR equal to the 
  base creature’s CR +1
  Senses A gunsmoke-blessed creature gains the Scent 
  special ability, but only with regards to recently spent 
  gunpowder, to manufactured firearms and to individuals 
  who have killed another sentient creature using a firearm. 
   If a creature fulfills two of those three criteria – because 
  she is carrying a firearm that has been used within the 
  last minute, for example – she possesses a strong scent; 
  if a creature fulfills all three of the criteria listed above 
  – because she is carrying a firearm that she used to kill 
  someone within the last minute, for example – she instead 
  possesses an overwhelming scent.
   If the gunsmoke-blessed creature already possess the 
  Scent special ability – because the base creature is a 
  winter wolf, for example – the range of this Scent ability 
  is multiplied ten-fold for purposes of the criteria listed 
  above: thus, a gunsmoke-blessed winter wolf could 
  automatically detect a character fulfilling all three criteria 
  
  162
  ARMOR
   The counter to most small arms fire or similar threats, of course, 
  is armor. In the medieval world, this alone would be a deterrent; 
  today, it might be the only thing that saves your life. 
   Although most of the civilized world have access to body armor, 
  few people wear it. Much like their medieval counterparts, most 
  folks rely on their public servants (the army and the police) or 
  private security to defend them, armoring up only in desperation or 
  when they know violence is likely. As a result, most individuals go 
  about wholly vulnerable, relying on the safety and predictability of 
  civil society to keep them safe. 
   When people do put on body armor, it is almost always a 
  vest of some variety, although plenty of hobbyists and 
  sports professionals use their types. With only a few 
  exceptions, this armor is useless against firearms but 
  may offer some protection against melee attacks. 
  Specialized armor includes football pads, motocross 
  safety gear, and might even include chainmail 
  wetsuits (used to dive with sharks). GMs should rule 
  on these as needed for their games.
   Anyone wishing to use traditional armor 
  should refer back to Chapter 6 of The 
  Pathfinder Roleplaying Game®.
  Body Armor Most people will not have access 
  to body armor (law enforcement, the military, 
  and private contractors being the notable 
  exceptions), but it does exist. Instead of just 
  increasing AC, body armor in Bloodlines & 
  Black Magic offers both. However, instead 
  of just offering DR, body armor also 
  convert any damage below its threshold 
  to nonlethal damage (that’s how real 
  body armor works). Anything that 
  bypasses it pierces the armor and does 
  damage as normal (although the soaked 
  damage is still converted). This keeps guns 
  dangerous, but offers players something to offset 
  that danger.
  Armor This is the general name of the armor. 
  All of the listed armors are common and most 
  can be 
  purchased online at the listed costs.
  Type – This is the type of armor.
  DR & Damage – This column has two numbers. 
  The first number lists the amount ot DR the armor 
  grants the wearer. Damage ‘soaked’ by the DR is 
  instantly converted to nonlethal damage and 
  taken from the armor’s hit points, instead. 
  This brings us to our second number (the 
  one in paranthesis). This number lists 
  the total amount of damage the armor can 
  sustain before becoming useless. 
  Max Dex - This number is the maximum Dexterity bonus to 
  Armor Class that this type of armor allows. Dexterity bonuses in 
  excess of this number are reduced to this number for the purposes 
  of determining the wearer’s Armor Class.
  Armor Penalty - Any armor heavier than leather or a light 
  bulletproof vest, as well as any shield (like a riot shield), hurts 
  a character’s ability to use Dex- and Str-based skills. An armor 
  check penalty applies to all Dex- and Strength-based skill checks. 
  A character’s encumbrance may also incur an armor check penalty.
  Speed Medium or heavy armor slows the wearer down. The 
  number on table describes the character’s speed while wearing the 
  armor. Most humans have an unencumbered speed of 30 feet.
   
  The protection levels listed do not have direct correlation 
  in game, but are based on the real standards established 
  for body armor used by police, private security, and some 
  military contractors. Many types of lighter body armor 
  can also work in tandem with higher-rated plates, 
  allowing for much more reliable protection, at 
  the cost of movement and flexibility. Although 
  more advanced types of body armor likely 
  exist, they are not generally available to the 
  public. All of the listed body armor types, 
  however, are.
  II-A – This is the minimum level of 
  protection required for police and 
  private security forces. Will stop a 
  9mm or .357 at medium range.
  II – This is the common level 
  of protection used by most law 
  enforcement. Will generally stop a 9mm 
  or .357 at medium to close range.
  III-A – This is a more expensive level of 
  protection that will stop heavier-caliber weapons, 
  including the .44 magnum and some sub-machine-
  guns. This level of protection is common among 
  veteran law enforcement and private security 
  contractors.
  III – This advanced armor often includes plates 
  (or will include carriers for plates) and can stop 
  heavier rounds, including the common 7.62, 
  51mm, and .308 rounds.
  IV – This is a far more advanced set of 
  armor that often includes tactical plates, 
  specially woven fiber, and other advanced 
  features that can stop a small number 
  (1d4) armor-piercing rounds. Commonly 
  found as part of vehicle armor, this degree 
  of protection is rare in personal body armor 
  (but does exist).
  A NOTE ABOUT THE PROTECTION 
  LEVELS
   
   
  
  163
  
  164
  Armor
  Type
  AC 
  Bonus
  DR &
  Damage.
  Max 
  Dex
  Armor 
  Penalty
  Speed
  Weight
  Cost
  Protection 
  Level
  Heavy 
  Jacket
  Light
  +1
  —
  +6
  0
  30
  5 lbs.
  $150
  N/A
  Light Bulletproof 
  Vest
  Light
  +1
  5 (20)
  +5
  0
  30
  6 lbs.
  $300
  II-A
  Standard 
  Bulletproof Vest
  Light
  +2
  5 (30)
  +5
  -1
  30
  8 lbs.
  $500
  II
  Advanced 
  Ballistics Vest
  Light
  +3
  10 (40)
  +4
  -2
  30
  10 lbs.
  $750
  III-A
  Standard Tactical 
  Vest
  Light
  +3
  10 (50)
  +4
  -3
  30
  15 lbs.
  $1200
  III
  Stadard Tactical Vest 
  (with plates)
  Medium
  +4
  15 (90)
  +3
  -4
  20
  20 lbs.
  $1800
  III
  Advanced Plated 
  Tactical Armor
  Medium
  +4
  20 (120)
  +2
  -4
  20
  35 lbs.
  $2400
  IV
  Heavy Entry Armor
  Heavy
  +7
  20 (150)
  +1
  -5
  30 ft.
  50 lbs.
  $2000
  III-A
  A standard bulletproof vest
  A standard tactical vest
  A standard tactical vest
  (with plates)
  A light bulletproof vest
  
  165
  NOTHING IS AN 
  ACCIDENT.
  ATBASH
  WHAT IS 
  WYRD?
  CHAPTER 10
  THE MAGIC BEHIND THE TV
  RITUALS, RITES, & SPELLS OF THE INVISIBLE WORLD
  
  166
   Some things don’t work. And no matter what you think you 
  know or want to happen, that’s how it’s going to be. I want to tell 
  the client this every time one of them throws up on the Persian rug 
  in the parlor, but I never do. Nobody wants to hear that they’re 
  out of options. And nobody wants to pay me to say that to them, 
  either. In the interests of rent and solvency, my rug has had a lot of 
  intimate moments with a lot of upset people over the years.
   Case in point: Sinda Long, looking like five miles of bad road.  
  She was on hands and knees with a big yellow sponge and a bucket 
  of soapy water, crying into the mess she made 20 minutes earlier 
  when I let her to talk to the shade of her husband’s late mistress. 
  Well, who wouldn’t puke? Maybe I’m jaded. I could have wiped it 
  up for her. In fact, I used to say, Oh don’t bother. I’ll get the paper 
  towels. But now I don’t. Call it wisdom or turning 40 but, frankly, 
  I’ve reached the point at which I’ve stopped cleaning up other 
  people’s messes.
   Delilah was also sitting at the table. She leaned back in her chair 
  and smiled – artificially sweetened with her usual dose of motherly 
  compassion – while Sinda wept and scrubbed.  
   Delilah was Sinda’s regular spiritual advisor. Today, Delilah 
  was wearing purple silk with her usual antique bronze sestertius 
  medallion encrusted with sapphires. I watched it glitter in the 
  candlelight while we waited for Sinda to finish cleaning. I tend to 
  think the medallion has become the most real thing about Delilah, 
  but I could be wrong. I’m not a psychic. And in this dysfunctional 
  carnival, I once called a career; I’m often wrong about the simplest 
  things.
   “I’m sorry,” Sinda said. “It was just too much.” The elbows of 
  her calfskin jacket were stained with orange vomit and scrub water.
   Delilah winked at me from across the round, black oak table.  
  The table had a crystal trapezoid in the center that I sometimes 
  used for evocations when the client was too vanilla to handle a 
  Solomonic Triangle and shit getting real right in front of them. For 
  clients like Sinda – and most of them are like Sinda – hearing the 
  shades of the dead speak and looking at them through a crystal is 
  real enough.
   I slouched in my antique wooden chair. It has relief carvings of 
  rabbits and hunting dogs just like the edge of the table. Everything 
  in the parlor looks antique, whether it is or it isn’t. I lit a menthol. 
  I’d started smoking again. But when I thought about it, I couldn’t 
  figure how long it had been since I fell off the no-tobacco wagon. 
  I’d walk around the house some mornings and wonder when the 
  ashtrays had overfilled.
   “If you’re going to have one,” said Delilah. I flicked a cigarette 
  to her like a playing card without looking up. I knew she caught 
  it the same way – two delicate fingers quick as a spark.  Delilah 
  Moon can plant a kiss on your forehead and pick your pockets 
  at the same time. Too bad she does psychic readings and conjure 
  work the same way. Three full sessions with Delilah run a client 
  upwards of $1500. And she gets paid regularly. The sad thing is I 
  taught her almost everything she knows about the real work. But 
  she rarely goes beyond a cold reading.
   “Damien. Delilah. I just want to say, well, I can’t thank you 
  enough. I just feel like I haven’t really compensated you for what 
  this means to me.” Sinda stood beside the table with hands clasped 
  in front of her like a schoolgirl. She looked ill, exhausted, and she 
  hadn’t noticed the long streak of vomit clinging to her jeans just 
  above the left knee. Behind her, Delilah smirked and raised an 
  eyebrow.
  THE WORLD OF MAGIC...
   In the occult world, the only form of magic typically available 
  to characters is psychic magic. Certainly, there are exceptions, 
  situations where arcane and divine magic exists, but 90% of the 
  time, the magic encountered during play will be psychic magic. 
  The O7 system and setting limits characters to 7th level; this sets a 
  ceiling of level 3 effects with very few exceptions. Additionally, 
  that level of power is accessible to only a fraction of 1% of the 
  people in the world, all to keep the world suitably awe-inspiring, 
  gritty, and wondrous. Magic is rare; it is fantastic, it breaks the 
  rules and the boundaries of reality in ways everyday people don’t 
  think possible. Consider what 3rd -level effects potentially achieve; 
  a 3rd-level spell can create a ball of fire or a bolt of lightning out of 
  the clear blue capable of killing ten regular people in the blink of 
  an eye. That’s the sort of event that ends up on the nightly news. 
  And it’s at your fingertips or in your future if you can live that 
  long. 
  DAYS & PLACES OF POWER
   There are days throughout the calendar pregnant with the 
  world’s inherent mystical power, in the conjunction of the stars, 
  planets, sites, and circumstances. This celestial alignment can 
  increase the risks, ease rituals, or even augment spell casting. Wise 
  and observant practitioners learn to consider such conjunctions 
  before important incantations, or when planning auspicious tasks.
   Table: Days of Power lists some of those days.
  Date
  Holiday
  February 1st
  Imbolc, the Planting
  March 21st
  Ostara, the Spring Equinox
  April 30th
  Walpurgis Night, the Witches’ Gathering
  May 1st
  Beltane, the Fertility Celebration
  June 21st
  Litha, the Summer Solstice
  August 1st 
  Lughnasadh, the Harvest
  September 
  21st 
  Mabon, the Autumn  Equinox
  October 31st
  Halloween
  November 1st 
  Samhain, the Celtic New Year
  November 2nd
  All Souls Day, the Day of the Dead
  January 1st
  New Year’s Eve and New Year’s Day, Renewal
  TABLE: DAYS OF POWER
  
  167
   Other days occur unexpectedly, often due to a number of 
  esoteric and unique occult variables, resulting in a wide range 
  of effects. Likewise, each site can contain a magical reservoir of 
  potential. Sites of mystic significance – like the Externstein in the 
  Teutoberger Wald, the pyramids in Egypt or Central America, and 
  Stonehenge, all contribute to the magic being performed there. 
  However, this also extends to places invested with power by 
  modern culture, such as the Statue of Liberty, the Eiffel Tower, or 
  the London Bridge. Some augmented reality games claim to spot 
  sites with “exotic” power, and true practitioners know there are 
  quite a few places of power properly identified by those otherwise 
  mundane “scanners.” Even reality shows about finding love or 
  traveling the world might grant certain benefits when casters 
  perform magic at the hour of their initial broadcast, more so if this 
  coincides with a holiday like Beltane, focused on fertility.
   In play, a caster may make a Knowledge (occult) check (DC 
  25) to determine the influence of the day and the situation for the 
  next 2 hours, be it the location or circumstances. A named day 
  of power adds +4 to the caster’s check and a potent site adds an 
  additional +2, which stacks unless otherwise defined. Additionally, 
  at the GM’s discretion, a caster may make a second check (DC 
  30) to determine an esoteric action or sympathetic event, like 
  an appropriate viral post to social media, or a suitable reality 
  show broadcast, or another popular culture influence, which can 
  contribute a +1 to +3 circumstance bonus to the total of the first 
  check (+1 per 3 the check exceeds the DC). Making these checks 
  takes an hour in total.
   For every three the first check exceeds the DC, increase the 
  numerical benefit rolled below by one, to a maximum of four. 
  Alternatively, the roll to select an effect may be shifted up or down 
  by 1 for each +1 of benefit sacrificed, to a minimum of +1. If a 1 
  is rolled on either check, have the GM roll again in secret. Success 
  indicates nothing happens, failure indicates the benefit is actually a 
  penalty. The GM should roll one last time using the casters bonus 
  to Knowledge(occult) to determine this penalty (using the same 
  method as determining the bonus) and keep it secret until the 
  unfortunate conjunction passes in two hours. A caster cannot take 
  10 or 20 on this check. If the caster believes, after casting, that 
  the effect was negative, they may make another check (DC 30). 
  Success on this post-casting check reveals the actual modifier to 
  the effect.
   The benefit lasts for the next spell or incantation cast in the next 
  two hours by the caster who made the checks. If no effect is cast, 
  the benefit is lost, and the caster must make new checks.
   For instance, David wants to determine if there’s a benefit to 
  casting his magic at Stonehenge on Beltane. He has a total bonus 
  of +8 to his Knowledge(occult) skill. He gains a +4 to the check 
  because today is Beltane. He gains another +2 because he is at 
  Stonehenge, for a total of +14. He rolls a 15, for a total of 29. 
  David wants to gain a circumstancial bonus, too, and makes a 
  second check, rolling a 12, for a total of 26. He does not gain a 
  bonus, and his total is 29. This exceeds the DC by 4, so he gains 
  a +2 bonus when he rolls on the chart or he may shift the number 
  rolled on the chart by 1 up or down, and just gain a +1 indicated 
  bonus. This bonus is good for the next two hours and applies to the 
  next spell effect David casts.
  d6
  Effect
  1
  +1 to the DC.
  2
  +1 to skill checks or +1 round of duration.
  3
  +1 to die of damage or +1 round of duration
  4
  +1 target or one 5 ft. square of effect. 
  5
  +1 square (5 ft.) of range or +1 to save DC..
  6
  +1 CL
  TABLE: DAY/SITE EFFECTS 
  ON SPELLS
  FETISHES AND OBJECTS OF POWER 
   In Bloodlines & Black Magic, the number of actual, physical 
  wondrous magical items are meant to be rare, making those items 
  more valuable, and relatively more powerful. Combined with the 
  attunement rules provided later in this book, it becomes apparent 
  characters need to make important choices about the items they 
  find and keep. However, this isn’t meant to limit the number of 
  magical trinkets available to player characters throughout the 
  game. Instead, it is much more common to discover fetishes, 
  single-use items which function like many magic items the players 
  know and love, but cannot be used repeatedly.
   Characters can craft fetishes if they have the proper feat. The 
  base price for Crafting a fetish is:
  $50 X SPELL-LEVEL X 2
   This is a similar price when compared to scrolls, but these 
  items may be activated by any character as a standard action, 
  which does not provoke attacks of opportunity, and fetishes do 
  not occupy slots. There is no limit to the number of fetishes a 
  character may carry. Fetishes may not have a base effect higher 
  than 4th level. Additionally, at the GM’s discretion, a standard 
  wondrous item, ring, or rod may be made into a fetish for a cost 
  of 1/10th its final price or $500, whichever is more. These items 
  function for 10 rounds or 1 use, whichever is more beneficial to 
  the user, depending on the item’s description. The crafter must 
  know the necessary spells or have the spells in spellbook, scroll, 
  or manuscript form throughout the construction process. A crafter 
  may make $1000 worth of fetishes per day and may take as many 
  days as necessary to craft the fetish, working 8 hours per day. 
   Other objects of power include bonded weapons, implements, 
  named implements, and magical items. Bonded weapons, 
  implements, and named implements are described in Chapter 5.
   Standard wondrous items, rings, rods, and staves are as described 
  in the Pathfinder Core Rules, but should be extremely rare in play, 
  with most characters encountering perhaps a dozen devices over 
  the course of their career. The occult-aware value these items 
  immensely, considering them a class of value above and beyond 
  anything mundane.  
  
  168
  CRAFT FETISH (ITEM CREATION)
  You can create fetishes, a type of magic item.
  Prerequisite: Caster level 3rd.
  Benefit: You can create a wide variety of magic fetishes. 
  Crafting fetishes takes 1 day for each $1000 worth of fetish 
  price; multiple fetishes may be made in a day so long as they 
  total $1000 in price. To create a fetish, you must use up raw 
  materials costing half of its base price.
   While the common schools of magic exist, they establish basic 
  mechanical descriptors of how magic “works” in the dark, gritty 
  modern world of Bloodlines & Black Magic, like types of tools or 
  kinds of clay. They are not representative of the sorts of magical 
  practitioners who live and explore, research and fight, create 
  rivalries and teach apprentices. Those organizations are called 
  “tradere,” Latin for traditions, and there are seven commonly 
  accepted among the supernaturally aware:
  Alchemy (transmutation, conjuration)
  Dæmonology (abjuration, conjuration, divination)
  Divination (divination)
  Mentalism (divination, enchantments, illusions)
  Necromancy (conjuration, necromancy)
  Sahir (abjuration, conjuration, divination)
  Sorcery (abjuration, evocation)
   These are explained in further detail below, but each one 
  comprises countless unaffiliated groups which seek to exist, 
  defend, or expand their scrap of territory in the wider world. Some 
  know of the Archons and hope to battle them, others are painfully 
  unaware of even the bloodline families or the greater occult 
  communities and stumble through existence until they learn the 
  basics or another group devours them. Competition is fierce, and 
  resources are limited. You can never be sure what the status quo is 
  in a particular city until you’ve had a chance to walk the streets and 
  talk to the locals – even then you need to be careful.
  MAGIC & THE SEVEN OCCULT 
  SCHOOLS
  LAY OF THE LAND
   Learning a town’s supernatural community can be dangerous. 
  A Knowledge (local) check, DC 20, will reveal one or two 
  groups. Failure indicates the character’s investigation has 
  drawn the attention of a supernatural individual, who comes to 
  warn off or attack the character for trespassing. For every three 
  the check exceeds DC 20, another group or detail about the 
  discovered group is revealed.
   Sample information includes location, disposition towards 
  outsiders, tradere of the group, number of people in the tradere, 
  possible sites to meet the tradere
  WHY?
   Because there are rules when it comes to something even as 
  powerful and cool as magic in the occult world; as sure as a live 
  wire will shock you or fire will burn you, the average human 
  animal isn’t hardwired to handle magic, and it shows. These are the 
  laws of mundane/magic interaction.
  FEAR OF MAGIC
   If a character uses a spell, spell-like ability or supernatural ability 
  in front of a group of normal people, and she can’t figure out a way 
  to make those people ignore it, those normal people freak out. 
   At best, folks turn and run; at worst, a cunning mage gets strung-
  up from a lamp-post after being beaten half-dead with bricks, bats, 
  and broken bottles then drowned in the nearest font of holy water.
   A magic-user may always use her spells, spell-like abilities 
  and supernatural abilities in front of her fellow “initiated”; 
  once you’ve seen and accepted that magic exists – and that 
  sometimes the so-called “Laws” of Thermodynamics can be bent, 
  broken, cheated, charmed or reversed outright – you can get your 
  head around even the more bizarre applications of spell-power 
  without succumbing to a blood-pumping, rage-fueled panic attack 
  mixed with a bad acid trip.
   Normal people don’t handle it well, though; uninitiated folks 
  react to seeing sharp-edged proof of [2+2=5] the same way they’d 
  react to a rotting clown-baby bursting into their darkened bedroom 
  screaming, thrashing, and vomiting spiders. Witnessing raw 
  sorcery unravel and rewrite reality in the flesh activates the fight-
  or-flight response the same way that a loaded pistol pointed directly 
  at your own skull does, while simultaneously pinging the uncanny 
  valley just as hard as the primitive lizard hind-brain can register a 
  sense of wrongness.
   Any character who sees magic for the first time is panicked for 1 
  minute; a successful Will save (DC equal to the normal save for a 
  spell or spell-like ability of that level) reduces this to shaken for 1 
  minute.
  
  169
  13-7E-BE-B6-DC-13
    Re-writing someone’s identity is easy. We do it quickly, in two steps. First, we disappear them. The old Cold War approach to this was 
  pretty brutal, so we modified the technique. One team of agents intersects with the target and brings it over into the Invisible. Once here, 
  we move it to one of our safe houses and get to work.
      While our first team is apprehending the target, we create a secondary event; often, this is a local crisis with professional agents in 
  critical positions. With our teams in place, we create a narrative that establishes the alibi we need to disappear our initial target. We create 
  a crisis and during it, execute our mission. 
   It’s really that simple.
  AGENT:
  Ryan Masters
   A lobbyist for the automotive safety industry by day, Ryan 
  Masters is a charismatic older man with ties on Capital Hill. 
  Ryan is a calm and reserved man in public; his close friends 
  claim he is a vastly different person in private.
  
  170
  “GET’ EM!”
  [AKA the Panicked-Mob Self-Defense Rule]
  Now, if there are an unusually large number of mundane 
  witnesses to the casting of exceptionally dangerous and violent 
  magic – especially the kind that harms innocents –  then ‘fear of 
  the unknown’ can quickly turn to outright blood-frenzy as pack 
  instincts kick in.
   Something old – lurking just beneath the tense, stressed-out 
  surface of every muttering suburbanite – still believes in magic and 
  monsters; that wide-eyed, blood-caked monkey knows that the best 
  way to deal with wolves, demons and tigers in the dead of night is 
  to wake the tribe with screams, light the big fires and start throwing 
  heavy stones.
   Casting pyrotechnics to spook normal folks probably won’t do 
  it; in fact, that’s a great way to clear a room. Using divine favor 
  before wading into a fight is most-likely safe. You could probably 
  even get away with using bestow curse live on national television 
  without doing much more than eliciting terrified screams and sobs.
   But whipping a fireball into a crowd? Casting magic missile 
  while being watched by a group that out-numbers you and your 
  crew three to one? Hitting a cop – or god help you, a kid – with the 
  results of any spell that would break invisibility?
   They’ll come at you with bare fists and teeth, friend. 
   When a good-sized group has true magic revealed to them in this 
  way – especially if they’ve been drinking or watching a sporting 
  event – they fly into a frenzy as per the rage spell if they succeed at 
  their Will save, above … and you might even want to look up the 
  rules for mobs.
   Any character that casually unleashes an observable and 
  provably magical spell, spell-like ability or supernatural ability 
  in front of mundane non-initiated folks risks sending everyone 
  running.
   Or, of course, getting them into fighting mood.
   Bad stuff.
   
   Sure.
   If a character openly casts in front of a group of such individuals, 
  she – or an ally – can then attempt an immediate Bluff check to 
  convince all of the witnesses that they should calm down; she can 
  explain.
   Maybe it was swamp gas! Or gang-members on PCP! Perhaps 
  just a harmless YouTube prank!
   It wasn’t “magic spells,” though.
   For serious.
   The base DC for this Bluff check is 10, with an additional +1 to 
  the difficulty for each mundane witness past the first.
   If the check succeeds, the caster in question – or an ally, as above 
  – can start trying to spin a web of lies elaborate enough to make the 
  headaches, cold sweats, nausea, pupil-dilation, adrenaline-dump 
  heart-palpitations and involuntary intestinal constrictions go away.
   Alternatively, if the check succeeds, the caster can go ahead and 
  let the witness in on the big, terrible secret behind the universe.
   This does not always end well.
   Occult characters may wish to begin play as a member of a 
  secret society or mystery cult that pursues hidden wisdom. These 
  fellowships are organized around the types of magic known as 
  tradere. In nearly all cases, characters should start as fresh initiates, 
  outsiders just, or even not quite, accepted within the group’s 
  ranks, and progress into the organization’s structure through 
  play. Whether this group is just a collection of amateurs with an 
  heirloom tome, a scattered band of loners, or a tightly structured 
  circle is for the GM to decide. Others may take this trait, as well, 
  and often gain access to fetishes or other occult items in exchange 
  for their membership, rather than a wider spell library.
   Such characters should take the “inverted Guru” Arcana Trait, 
  which replaces the Guru’s benefit with:
   “You begin play as a member of a secret society determined 
  in conjunction with the GM. You have access to its library and 
  resources but must periodically fulfill obligations commensurate 
  with that access.”
   For all other instances where an Arcana Trait is referenced or 
  used, treat this character as possessing “the Guru” Arcana Trait.
  ALCHEMY
   Beyond the popular depiction of a pseudoscience as the vulgar 
  transmutation of lead into gold, alchemy is more about the journey 
  of self-discovery, transformation, and possible ascension. Certainly, 
  it keeps the mystique of such creation as a litmus test to determine 
  an aspirant’s motivations, but those initiated into the inner secrets 
  know its true riches are enlightenment. The journey, however, 
  is often intertwined with traditional alchemical processes, used 
  both as mystery plays and to produce useful items and mixtures. 
  The fabled philosopher’s stone, the holy grail of the tradere, is 
  the epitome of this paradigm, an accomplishment which heals 
  all wounds and grants immensely extended life. The sacrifice 
  necessary to create it is a matter of great debate.
   Occultists and psychics usually study alchemy. Alchemy groups 
  are scattered across the globe, from New England to Europe and 
  the Levant, to South East Asia and China. Some of them include 
  Avicenna’s Guild, based out of Damascus and considered experts 
  in the philosopher’s stone; the Emerald Triangle, a group of Eastern 
  medicinal providers founded in China but dispersed throughout the 
  world; and the Thrice Sworn, a collection of amateurs in the New 
  England area around Boston and Providence. 
  JOINING TRADERE
  
  171
   Spells specific to alchemy include ability-boosting effects, both 
  healing and curing spells, and elemental forms or effects. These 
  also include combat effects, like burning hands or shocking grasp. 
  They are also noted fetish crafters.
  DAEMONOLOGY
   Not the infernal business of dealing with devils, although 
  occasionally members of this tradere do count them as allies, 
  dæmonology involves summoning and binding outsiders to 
  instruct, to complete tasks, to cast spells, or to serve as assassins 
  and bodyguards. Some call it theurgy, and others consider it 
  an element of either necromancy or sahir, although rarely to a 
  practitioner’s face. Ancient druidism often falls within this tradere 
  or the medieval forms of “spirit magic.” It is less concerned with 
  gaining a spirit’s consent or cooperation and focused on binding the 
  creature to a task because it suits the caster’s needs and philosophy.
   Individuals who are mediums, occultists, and spiritualists are 
  often dæmonologists; they often suffer brutal, short terms if the 
  members of their group are careless in their summoning. 
   Dæmonology groups exist anywhere, as they bring their 
  resources to them through their casting. However, they tend 
  to congregate in areas with powerful natural locales, which 
  can augment their summons. A few such groups include the 
  Apocalypse Blockade, who traffic in extortion and bits of souls and 
  outsiders captured from unwanted possessions. The Duskbringers 
  are an apocalyptic group hoping to cripple civilization through 
  focused, political possessions that they believe can be used to 
  bring about destruction. Finally, you have the Unholy Rollers 
  Club, a group of former geeks who moved from horror movies 
  and role-playing games to occultism. The URC often describes 
  their magical conquests in gaming terms – much to the chagrin of 
  gamers and magicians alike.  
   The styles of magic specific to this tradition are similar to those 
  of the sahir, and include summoning circles, circles of protection, 
  and effects which help them bind spirits and outsiders to their will. 
  (Dæmonologists may use the rules for binding outsiders from 
  Ultimate Magic).
  DIVINATION
   This tradere concerns itself with learning the future before 
  it happens, and it is quite popular among those with little 
  understanding of the occult, if only for the promise of learning of 
  events before one’s enemies and rivals. There are many supposed 
  ways to see the shape of things to come: the innards of beasts, the 
  shape of molten metal poured into buckets of cold water, throwing 
  geomantic sticks, astrological readings, or deciphering the lines 
  in the palms of hands – all of which default to the occult power of 
  divination seeing the future. A few, however, serve as fronts for 
  conmen and thieves, intent on taking advantage of the unwitting.
   Diviners are drawn from the ranks of mesmerists, occultists, 
  spiritualists, as their magics are usually quite suited to divination.  
   Groups focused on divination tend to keep low profiles to 
  minimize the number of attempts made to harass or intimidate 
  them. A few of these groups include the Framlinton Ladies Library 
  Auxiliary Club, located just outside Salem, Massachusetts and who 
  maintain a rather expansive library of many tradere; the Keepers of 
  the Rod, a nomadic and philanthropic group never far from areas 
  with drought or desert communities; and the Lottery Club, a group 
  of NYC hustlers who occasionally strike it rich. 
   Members of this tradition specialize in learning information, 
  often by reading people’s behaviors, reading people’s minds, or by 
  merely combining their powers with old-fashioned deduction and 
  observation. They have psychic versions of most detect spells, and 
  several specialized, unique variants.
  MENTALISM
   This is the art of the mind, of telepathy, telekinesis, remote 
  viewing, ESP, and mental influence. Death is not a boundary to this 
  tradere, and the mind of a ghost or shade is just as valid as that of 
  the living. This is perhaps what most people think of when they 
  think of occult and psychic magic.
   Mediums, mesmerists, occultists, psychics, and spiritualists 
  usually follow this path. It is the most common tradere.
   Like daemonology groups, mentalism organizations exist 
  everywhere. The Cells of Nogojiri operate in Korea and China, 
  out of Hong Kong and Seoul, focusing on politics and business. 
  Originally a “club” dedicated to the discussion of phenomena by 
  high society’s scions, the Ruby Eye now consists of a bunch of 
  older fools being used by the Duskbringers.
   Finally, the Vril Society is a global, secret society focused on 
  preparing the world for the Archimedeans - a hyper-advanced race 
  of men and women who they believe will “arrive from Beyond.” 
  Whether they come from the underground, the stars, or another 
  dimension - The Vril Society plans to be ready for them. 
   The spells of mentalism are the spells of the occult world. Any 
  spell with the language-dependent or mind-affecting tag is a good 
  candidate to appear in mentalism texts and manuscripts.
  NECROMANCY
   This tradere involves not only the practice of animating corpses 
  and modifying flesh and bone, but also the control and influence of 
  both spirits and unquiet dead. These two branches often compete, 
  but true masters possess skill-sets rich in both Arts. There is not 
  much difference between an occult necromancer and standard 
  necromancer; both want mastery over the undead in all their forms. 
  Necromancers tend to be loners, or teacher/student pairs; groups 
  are uncommon.
   Mediums, occultists, psychics, and spiritualists usually follow 
  this path. 
   Many necromancy groups are quite old, given the tradere’s long, 
  ubiquitous past. Some of those groups include Delone’s Devotees, 
  
  172
  a small group centered in Baton Rouge and focused on the texts of 
  their former founder; the Catacombs Society, a tight-knit society of 
  urban explorers in Paris who have discovered a number of secrets 
  deep underground; and the Family of Anubis, a group descended 
  from the last priests of the island of Philae in Egypt and purported 
  to be more than 1500 years old.
   Necromancers keep spells enabling them to create undead 
  servants and are notoriously secretive about their findings, even 
  with members of their circles. Their methods do not always follow 
  standard practices; some utilizing spells like animate dead (and its 
  iterations, discussed in Kobold Press’ Deep Magic), gentle repose, 
  or vampiric touch.
  SAHIR
   Elementals, spirits, dæmons, outsiders of any provenance, 
  all serve as tools for the sahir. Through bargaining, 
  cajoling, intimidation, and sometimes 
  downright one-sided sales, sahir 
  utilize the magic of others 
  to expand their powers or 
  accomplish feats beyond 
  mortal means. A dangerous 
  tradere, only 
  its most canny members 
  survive long; the 
  careless often find themselves 
  consumed by 
  those they meant to bind. This 
  also includes 
  those usually considered shamans, 
  or 
  Goëtics. The difference between sahir 
  and dæmonologists is the way service is 
  acquired; sahir bargain, and dæmonologists 
  bind and coerce (Sahir may use the rules for 
  binding outsiders from Pathfinder® Roleplaying Game: 
  Ultimate Magic™). At their heart, some may call this semantics, 
  but members of either tradere claim it is a profound distinction. 
  Because the core of their activities involves an exchange, sahir 
  often make deals for unusual items or seek out odd trinkets or 
  people. They know the truth; the tastes of spirits and outsiders are 
  usually fickle and inscrutable.
   They know Austin’s secret and keep it Wyrd.
  Mesmerists, occultists, and spiritualists are all common to 
  sahir groups, although a few adepts will wander in as well 
  - from time to time. Those who survive in this tradere are 
  usually very formidable.
   A few sahir organizations include the Benevolent Fellowship 
  of Solomon in Malta; the Citizens of Ubar, established in Sana’a, 
  Yemen, but now scattered across the world; and the Court of 
  Shadows, which keeps their location secret, unless you make it 
  clear you’re looking for them.
   Sahir include spells like lesser planar ally, a 3rd-level spell 
  for mesmerists and spiritualists, kept hidden in the sanctums of 
  legitimate sahir groups. They also tend to favor spells that help 
  them acquire the items they need to bargain, so charms, memory, 
  and illusory effects are also common. 
  SORCERY
   The blatant use of magic to blast foes, to create sheets of flames, 
  to call bolts of lightning, or to fling objects without the touch 
  of a hand, is the popular choice of the revenge-minded, of the 
  power-hungry, of the thrill-seekers looking to shatter tree trunks 
  or set abandoned objects ablaze. Unfortunately, those who study 
  this tradere and practice it recklessly often find a terrible fate at 
  the hands of panicked mobs. Only those who learn to control 
  their impulses and unleash the magic at the proper time survive 
  to become veterans of their art. Sorcery is the way of the direct 
  approach, unsubtle and violent. Its practitioners favor elemental 
  foci and evocations. Incantations are unusual, as they favor combat 
  over indirect methods: however many use an athame, a ritual 
  dagger, as a bonded weapon.
   
  Mediums, occultists, and psychics 
  most often study sorcery; they are 
  most likely to enjoy the company of 
  a sorcery-focused group.  
   
  Some organizations which 
  pursue sorcery include the Light 
  Brigade Memorial Club, group of ex-
  pats living in Istanbul; the Order of the 
  Silver Chrysanthemum, a collection 
  of 
  kids in Newark with delusions of fighting 
  crime in NYC; and the Merlin Society, a 
  conglomeration of three groups in the San 
  Francisco/Sacramento/Bakersfield area with 
  contentious leadership.
   
  Sorcery has the most violent spells, vicious 
  attack spells used to strike at foes and control the 
  battlefield. Sorcery-focused occult characters often 
  believe in facing enemies head-on and straight up, and 
  everything looks like a nail to the blasting hammer in 
  their hands.
  ADAPTING STANDARD 
  PATHFINDER 
  SPELLS
   
  When transitioning in a fact from 
  either a divine or arcane effect to a psychic effect, 
  remember that emotion and thought components equate to verbal 
  and somatic components, but the GM needs to decide if any 
  Focus remains necessary. Focus is not consumed in the course of 
  casting psychic spells. The GM remains the final arbiter of a spells 
  transition from arcane or divine to psychic list and should carefully 
  consider whether a spell suits classes focus and theme.
   Psychic classes and their rough approximation to core classes are 
  described below. This does not mean these classes are equivalent or 
  even vaguely the same, but that they have a similar role or feeling 
  in comparison to the core class, and are meant to help guide players 
  and GMs who are trying to determine whether non-psychic spell 
  most fits a particular class. In all cases, if you feel a spell suits your 
  game or your character, feel free to convert it appropriately. 
  
  173
  NEW SPELLS
   The following spells have been newly created or updated for the 
  Bloodlines & Black Magic setting. 
  BROADCAST VISION
  School divination Level mesmerist 2, occultist 2, 
  psychic 2, sorcerer/wizard 2, witch 2
  Casting Time standard action
  Components V, S, M
  Range touch, special (see text)
  Target creature touched, device
  Duration 1 min/level (D)
  Save Will negates (harmless); SR yes
  Description
  You transmit what you see to a device which must begin 
  within close range. The signal may be broadcast from the 
  device to the Internet or an app, but you must direct the device 
  to do so. Otherwise, it plays on the screen in real time and is 
  lost. The device does not need to remain on or in range once 
  transmission begins, but if the device is destroyed the spell 
  ends. If the device is turned off and turned back on during the 
  effect, the play continues uninterrupted throughout the entire 
  duration.
  CONTROL DEVICE
  School Enchantment Level mesmerist 2, occultist 2, psychic 2, 
  spiritualist 2, sorcerer/wizard 2
  Description
  As per glitch, but allows one more function to be activated 
  or deactivated, or allows the size of the affected device to be 
  increased by one step, up to Huge. Thus, two functions could 
  be manipulated on a Large device, or one function on a Huge 
  device
   Mediums are somewhat similar to bards. They have a  
  Charisma-based casting, and have versatile spell lists.
   Mesmerists fall into the same theme as enchanters, trickster 
  clerics, and some sorcerers. They are focused on manipulation and 
  are also Charisma-based casters.
   Occultists have the most in common with wizards and sorcerers, 
  mostly those wizards and sorcerers with very specific foci on 
  particular schools of magic. Occultists are Intelligence-based 
  casters.
   Psychics most closely resemble sorcerers, with their different 
  specialties. However, psychics are Intelligence-based casters.
   Spiritualists are kissing cousins to the summoner. While their 
  companion is representative of some emotion or past connection, 
  and the summoner’s eidolon is a planar construct. Spiritualists are 
  Wisdom-based casters.
  DETECT OUTSIDER
  School divination Level adept 2, cleric/oracle 2, 
  medium 2, mesmerist 2, occultist 2, psychic 2, 
  spiritualist 2, sorcerer/wizard 2, witch 2
  Casting Time standard action
  Components V, S
  Effect 45-foot cone
  Duration 1 round/level + concentration
  Save Will partial; Spell Resistanc yes
  Description
  As per detect magic, however, the caster may concentrate to 
  discover the presence of outsiders. In the first round, the caster 
  can detect the existence of outsiders. 
   
  In the second round, the caster can detect the strength 
  of the outsider as a measure of hit dice. In the third round, the 
  caster can detect the specific creature, as long as the creature 
  failed its saving throw. If the creature makes its saving throw, 
  the caster knows the creature exists, but cannot specify the 
  exact location or creature if there are many creatures present. 
  Detecting the nature of the creature beyond three rounds can 
  reveal its subtype, resistances, or special abilities, but only if 
  the creature has failed its saving throw. Once a creature has 
  made a successful saving throw against this spell, it cannot be 
  detected again by the same caster for 24 hours. Detecting the 
  presence of an outsider with more than 20 hit dice than the 
  caster results in stunning the caster as if they had detected an 
  overwhelming aura.
  DRAW NATURE’S IRE
  School enchantment (compulsion); Level cleric/oracle 3, druid2 , 
  mesmerist 3, occultist 3, psychic 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or individual; or one object of Large size or 
  smaller.
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  Description
  This compulsion causes animals in the area to be drawn to 
  the target and harass or mark the object in some way until it 
  goes indoors or out of sight. Birds may defecate on the target. 
  Cats hiss, spit and scratch at the target. Dogs yowl, urinate, or 
  bark incessantly at the target. Rodents may swarm or infest the 
  object, giving individuals the nauseated condition, and objects 
  gain a foul odor which causes anyone within 5 feet of the object 
  to make a DC 15 Fortitude save or gain the sickened condition. 
  The odor remains until the rodents are dispersed, and the object 
  is washed. The animals depart for 1 minute if chased off, but 
  return while the duration is in effect. Any time the target is 
  outdoors for more than 5 minutes, animals appropriate to the 
  area arrive to harass the target.
  
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  FORCED BROADCAST VISION
  School divination Level mesmerist 3, occultist 3, 
  psychic 3, sorcerer/wizard 3, witch 3
  Casting Time standard action
  Components V, S, M
  Range close (30ft + 5ft/level), special (see text)
  Target 1 creature, device (see text)
  Duration 1 min/level (D)
  Save Will negates; Spell Resistanc yes
  Description
  You target a creature in range and a device in hand. If the 
  target fails their save, they begin to transmit what they see 
  to the specified device which must begin within close range. 
  The signal may be broadcast from the device to the internet or 
  an app, but you must direct the device to do so. Otherwise, it 
  plays on the screen in real time and is lost. The device does not 
  need to remain on or in range once transmission begins, but if 
  the device is destroyed the spell ends. If the device is turned 
  off and turned back on during the effect, the play continues 
  uninterrupted throughout the entire duration. 
  GLITCH
  School enchantment Level mesmerist 1, occultist 1, psychic 1, 
  spiritualist 1, sorcerer/wizard 1
  Casting Time standard action
  Components V, S
  Range close (30ft + 5ft/level)
  Target 1 mechanical or technological item
  Duration instantaneous
  Save Will negates; Spell Resistanc yes
  Description
  You may activate or deactivate one known function of a 
  mechanical or technological device no larger than a 4-door 
  sedan (a Large device). If this object is attended by a pilot 
  or operator, or in the possession of an individual, then the 
  individual may make a saving throw to resist the effect. 
  Unattended mechanical items get no saving throw. However, 
  technological items, such as ATMs or computers, receive a 
  +5 bonus to the Will save to be affected, unless otherwise 
  indicated.
  GREATER CONTROL DEVICE
  School enchantment Level mesmerist 3, occultist 3, psychic 3, 
  spiritualist 3, sorcerer/wizard 3
  Description
  As per the spell glitch, but allows two more functions to be 
  activated or deactivated, or allows the size of the affected 
  device to be increased by up to two steps, up to Gargantuan. 
  Thus, three functions could be manipulated on a Large device, 
  or two functions could be manipulated on a Huge device, or one 
  function on a Gargantuan device.
  GREATER SAHIR’S LURE
  School enchantment Level mesmerist 3, occultist 3, sorcerer/
  wizard 3, witch 3
  Description
  This spell acts as sahir’s lure but affects target’s of CR 7 or less.
  NULL PULSE
  School conjuration Level mesmerist 3, occultist 3, psychic 3, 
  spiritualist 3, sorcerer/wizard 3
  Casting Time immediate action
  Components V
  Range touch
  Effect 30-foot burst
  Duration instantaneous
  Save Will negates(harmless); Spell Resistanc yes
  Description
  As per the zero out spell, but this spell affects the contents of all 
  electronic devices in a 30-foot radius, which may or may not be 
  broken or disabled.
  PARKOUR
  School transmutation Level adept 2, cleric/oracle 2, medium 2, 
  occultist 2, spiritualist 2, sorcerer/wizard 2
  Casting Time standard action
  Components V
  Range personal
  Duration 1 minute/Level (D)
  Description
  You gain a 20 ft. competence bonus to your movement rate, and 
  all jumps you make during the duration are considered running 
  jumps. You also gain a +5 insight bonus to jump checks, and 
  may make any part of your movement between walls and 
  adjacent floors and jumped spaces, as long as your movement 
  ends in a valid space.
  RECOVER INFORMATION
  School divination Level adept 2, cleric/oracle 2, occultist 2, 
  psychic 2, spiritualist 2, sorcerer/wizard 2
  Casting Time standard action
  Components V, S, M (a blank storage device)
  Range touch
  Target one storage device
  Duration instantaneous, special (see text)
  Save Will negates (harmless); Spell Resistanc yes
  Description
  Copy the informational contents of one broken or disabled 
  electronic device to the storage device held by the caster. 
  Devices held by an individual are permitted a saving throw 
  against the copy. Otherwise, the data is copied. The newly 
  copied data is magically compressed to fit on the held storage 
  device, no matter what its original capacity, but it can only 
  be copied from the storage device one time. It remains in this 
  magically compressed and saved state for 1 day per caster level. 
  Afterward, or after being copied from the magical storage, if 
  
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  the data is small enough to fit, it remains on the caster’s storage 
  device; otherwise, it is truncated to the available space. Data 
  copied to a third storage device functions normally.
  SAHIR’S LURE
  School enchantment Level mesmerist 2, occultist 2, sorcerer/
  wizard 2, witch 2
  Casting Time 10 minutes
  Components V, S, M
  Range touch
  Effect 120-foot radius aura
  Duration 1 hour + 10 minutes/level
  Save Fortitude negates; Spell Resistanc yes
  Description
  This spell creates a suggestion effect targeting any CR 3 (or 
  lower) fey, magical beast, or outsider which enters the area of 
  effect, such as “Approach to the light post inside the circle and 
  bargain in good faith.”
   
  When a valid creature enters the area of effect, they must 
  make a successful Fortitude save or enact the suggestion. If 
  a single, specific type of target creature is set by the caster, 
  either fey, or magical beast, or outsider, but not the others, then 
  increase the save DC by 5. If a target’s True Name is used in the 
  casting, increase the save DC by 10; this stacks with the bonus 
  provided by limiting the acceptable target creature type. Once a 
  creature successfully saves against this effect, they are immune 
  to the sahir’s lure for the next 24 hours by the same caster.
   
  Creatures must still be either bargained with for service 
  or bound, as per rules for outsider binding. (See Pathfinder® 
  Roleplaying Game: Ultimate Magic™.) Creatures willing to 
  bargain generally desire decent exchanges unless intimidated. 
  Intimidated creatures will respond poorly to future interactions.
  SENSOR SHROUD
  School illusion Level cleric/oracle 2, mesmerist 2, 
  occultist 2, psychic 2, sorcerer/wizard 2, witch 2
  Casting Time Standard action
  Components V, S, M
  Range close (30 feet + 5 ft/level)
  Effect aura, 10-foot radius
  Duration 1 round/level
  Save Will negates (harmless); Spell Resistance yes
  Description
  When cast, this spell creates a ten-foot radius aura on an 
  object, point in space, or individual. Technological sensors 
  and recording devices do not function or activate inside the 
  aura. Alarms and sensors do not activate. Cameras and other 
  recording devices continue to show or record what was in the 
  area when the spell was cast or when the aura enveloped them. 
  Technological alarms and sensors continue to function normally 
  after the aura passes or expires.
  SING THE TENFOLD SONG OF ESSENTIAL 
  NAMES 
  School enchantment (compulsion); Level cleric/oracle 4, medium 
  4, occultist 4, spiritualist 4, sorcerer/wizard 4, witch 4; Domain 
  community 4, knowledge 4; Subdomain family 4;
  Casting Time 1 round
  Components V, S, M (an unhatched, stillborn chicken in the egg)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or individual
  Duration 1 round/level or instantaneous
  Saving Throw Will negates; Spell Resistance yes
  Description
  This vicious compulsion forces a spirit or individual in the 
  caster’s sight to hold in place and sing its name and the names 
  of ten generations of its ancestors, revealing its True Name 
  in the process. Even in cases where the person may not know 
  their lineage, the spell magically reveals it. The target may still 
  defend itself, but it cannot cast spells, use spell-like abilities, or 
  activate other powers that require the use of their voice. Psychic 
  spellcasting requires a caster level check against a DC of (10 + 
  the effect level), or the spell is lost.
   
  Alternatively, the caster may simply force the target to 
  hold still for a single round, becoming flat-footed, and reveal 
  its True Name. If the target has more hit dice than the caster’s 
  character level, the caster must make an effective caster level 
  check against a DC of (10 + the target’s HD). Failure indicates 
  the name acquired is false. The name is fleeting in the caster’s 
  mind, and if the process of copying it down is not begun 
  within a minute after casting, it is lost. As an occult connection 
  generated by a spell-effect, this True Name cannot be recorded 
  by mundane means, and only the caster hears it clearly at the 
  time of the effect.
  SOULS THRASH LIKE ABANDONED BANNERS
  School necromancy; Level adept 4, medium 3, 
  occultist 3, psychic 3, spiritualist 3, sorcerer/wizard 3, witch 3; 
  Domain death 3; Subdomain psychopomp 3;
  Casting Time 1 round
  Components V, S, M (a headstone fragment)
  Range close (25 ft. + 5 ft./2 levels)
  Effect aura, 15-foot radius
  Duration concentration, up to 1 minute/ level (D)
  Saving Throw Will partial; Spell Resistance yes
  Description
  In harsh, clipped syllables, this spell specifically destroys 
  ghosts and other incorporeal spirits, causing them to manifest 
  as more ragged, patchy, and worn, like old tapestries, until 
  they simply cease to exist. Any such creature that enters the 
  aura may be struck by attacks as if they were corporeal but 
  only takes half damage from nonmagical attack forms, and full 
  damage from magic weapons, spells, spell-like effects, and 
  supernatural effects, and also suffers (1d6/2 levels, maximum 
  5d6) damage, save for half damage. If a spirit’s True Name is 
  known and used as part of the spell, the spirit need not even be 
  present at the time of the casting to be affected. Damage caused 
  by this spell cannot be recovered by undead, except by negative 
  channeling.
  
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  SPEAK WITH THE SOUL OF THE CITY
  School divination; Level adept 3, cleric/oracle 3, 
  medium 3, occultist 3, psychic 3, spiritualist 3, 
  sorcerer/wizard 3, witch 3; Domain community 3; Subdomain 
  industry 3;
  Casting Time 10 minutes
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  Description
  You contact the genius loci of a city or town and to 
  learn the answer to three questions that can 
  be answered by a simple yes or no. The 
  answers given are correct within the 
  limits of the entity’s knowledge. 
  “Unclear” is a legitimate 
  answer, because genius loci 
  are not omniscient, and can 
  occasionally be deceived 
  or unable to sense events 
  or creatures within their 
  associated site. In cases 
  where a one-word answer 
  would be misleading or 
  contrary to the spirit’s 
  interests, a short phrase (five 
  words or less) may be given as 
  an answer instead.
   
  The spell, at best, provides 
  information to aid character decisions. 
  The entity contacted structures its answers 
  to further its purposes. If you delay, discuss 
  the answers, or go off to do anything else, the spell 
  ends.
  SUMMON SPIRIT I
  School conjuration Level cleric/oracle 1, medium 1, mesmerist 1, 
  occultist 1, psychic 1, spiritualist 1, sorcerer/wizard 1, witch 1
  Casting Time full round action
  Components V, S
  Range close (30 feet + 5 ft/level)
  Effect one simple spirit
  Duration 1d4 +1 round per level
  Description
  Summons a simple spirit (see page 240) to fight or perform 
  tasks for the caster. The caster may command the spirit 
  throughout the duration as a move action that does not provoke 
  attacks of opportunity. The spirit may move beyond the range 
  after being summoned.
  SUMMON SPIRIT II
  School conjuration Level cleric/oracle 2, medium 2, mesmerist 2, 
  occultist 2, psychic 2, 
  spiritualist 2, sorcerer/wizard 2, witch 2
  Description
  As per summon spirit I, but it summons either an awakened 
  spirit (see page 241) or a pair of simple spirits.
  SUMMON SPIRIT III
  School conjuration Level cleric/oracle 3, medium 3, mesmerist 3, 
  occultist 3, psychic 3, spiritualist 3, 
  sorcerer/wizard 3, witch 3
  Description
  As per summon spirit II, but it summons either an advanced 
  spirit (see page 241) or a pair of awakened spirits.
  TIME SINK 
  School enchantment (compulsion) [mind-
  affecting]; Level bard 2, mesmerist 2, 
  psychic 2, sorcerer/wizard 2, witch 
  2
  Casting Time 1 standard action
  Components V, S
  Range Close (25 ft + 5ft/
  level).
  Targets one creature
  Duration 1 minute + 1 
  minute/level (max 10 
  minutes)
  Saving Throw Will negates; 
  Spell Resistance yes
  Description
  You cause a creature to become 
  fascinated with an object in their 
  possession or immediately adjacent to 
  them, and cause them to spend the duration 
  focused on the object in lieu of anything else. 
  If the target fails its Will save, it immediately centers 
  its attention on the object, dropping an already held object 
  if necessary, and gains the fascinated condition. It will not 
  stop focusing on that object until the end of the duration, 
  or unless interrupted by another creature. Another creature 
  may interrupt the target by taking a move action to shout 
  at the target while within 30 feet, or to touch the target. 
  This interaction allows the target to make another saving 
  throw as an immediate action; success indicates the target                                                                                                                                           
                    is no longer fascinated.
  TRANSMUTE METAL TO CERAMIC
  School transmutation Level mesmerist 1, occultist 1, sorcerer/
  wizard1, witch 1
  Casting Time standard action
  Components V
  Range touch
  Target one metal object
  Duration 1 minute/level
  Save Will negates (harmless); Spell Resistance yes
  Description
  With a touch, you transform a metal object into a ceramic one. 
  Which target?
  
  177
  This still permits it to function normally for the duration, but it 
  will not register with metal detectors, and it shatters if critically 
  hit in a sunder attack or if a one is rolled when attacking 
  with the transmuted item, gaining the broken condition. 
  In compound items, like firearms, even the ammunition is 
  transformed, but still functions normally for the duration.
  WIREWALK 
  School conjuration Level mesmerist 4, occultist 4, psychic 4, 
  spiritualist 4, sorcerer/wizard 4
  Casting Time full round action
  Components V, S
  Range touch (special, see text)
  Target one person
  Duration instantaneous
  Description
  This spell lets you teleport, as per the spell, but requires 
  you travel through the telephone system. You must make a 
  successful phone call to the intended destination. As long as the 
  call is answered, you may travel through the telephone system 
  to the site of the receiving phone. Going straight to voicemail, 
  or texting doesn’t count, but answering machines do allow you 
  to travel.
  ZERO OUT
  School conjuration Level mesmerist 1, occultist 1, psychic 1, 
  spiritualist 1, sorcerer/wizard 1
  Casting Time immediate action
  Components V
  Range touch
  Target one storage device
  Duration instantaneous
  Save Will negates(harmless); Spell Resistance yes
  Description
  Copy over the contents of one electronic device, which may 
  or may not be broken or disabled, replacing its contents with 
  all zeros. Any previous data is wiped, replaced entirely with 
  repeating “0” or “NULL.” This includes device firmware. 
  Devices held by an individual are permitted a saving throw 
  against the copy. Otherwise, the data is copied. This renders 
  devices inoperable until restored from a backup or source 
  media. Any data not saved to some other backup media is 
  permanently lost. Devices which boot through a network device 
  might only be temporarily disabled, as they download new boot 
  and operating system images.
  RITES & RITUALS
   
   With the wide diversity of the supernatural in the world of 
  Bloodlines & Black Magic, there are many incantations, ritual 
  magic detailed in Pathfinder® Roleplaying Game: Occult 
  Adventures™ and Deep Magic, available for the occult-aware 
  to learn their power. A variety of instructors exist who might 
  teach incantations from many sources; these sources include 
  rituals encoded within otherwise mundane texts, supernatural 
  manuscripts, human instructors, and even supernatural instructors.
  Where’s the bad magic?
  LEARNING INCANTATIONS
   Mastering an incantation requires either self-instruction 
  or instruction from someone who has already mastered the 
  incantation. This process requires (10 + 1 day per effective level 
  of the incantation) days of instruction, and that timeframe can be 
  reduced with a successful DC 15 Intelligence or Spellcraft check. 
  An instructor may add their Intelligence bonus to the student’s roll, 
  and may make a DC 20 Spellcraft check to also Aid Another on 
  this check. For every 3 the check result exceeds the DC, reduce the 
  time necessary by 1 day. The student or instructor may not Take 
  10 or Take 20 on any of these checks. Failing with a 1 means the 
  student must learn a different incantation before making another 
  attempt on the failed incantation.
   The price for acquiring instruction is a matter of negotiation 
  between the student and the instructor. The value of highly 
  intelligent, supernatural instructors becomes more apparent as they 
  make learning incantations much easier; their prices, however, can 
  be deathly high.
  BINDING THE SEVEN-FOLD FELLOWSHIP
  (Incantation)
  Through the shared experience of the mystery, we each enjoy the 
  enlightenment of the journey and grow.
  School divination; Effective Level 9th
  Skill Check Knowledge (occult) DC 30, 9 successes
  masterwork tools permitted.
  Casting Time 7 hours
  Components F, M, S, V
  Focus – A ceremonial dagger or athame worth $5000
  Material Components – mind-altering incenses worth at least 
  $500.
  Other– Must have access to a subterranean space capable of 
  holding all of the participants at once.
  Secondary Casters – Up to 10 secondary performers may assist 
  the primary caster.
  Range Touch
  Target The performers of the incantation.
  Duration One year.
  Saving Throw None Spell Resistance Yes
  Description
  Through a communal ritual of bloodletting and symbolic 
  rebirth, the participants descend into the underground space, 
  such as a basement, cave, or cellar, filled with mind-altering 
  incenses and shrouded in complete darkness. Then, as the 
  ceremony concludes, each caster leaves a bloody personal 
  mark on the wall before each plunging their hand into a pit 
  of freshly overturned earth. Finally, the casters exit together, 
  reemerging into the world.  
   
  Successful completion of the incantation grants each 
  member the following abilities for the next year:
  • 
  A +2 insight bonus to a skill check once per day, spent 
  as an immediate action before the result of the check is 
  known
  
  178
  • 
  A supernatural ability, Call of the Mark, to send a single 
  communication simultaneously to any number of living 
  participants, regardless of distance between participants, 
  as per the sending spell, but with a 50 word limit. This 
  is a standard action which does not provoke attacks of 
  opportunity
  • 
  A supernatural ability, Death Sense, to know when 
  and how any participant dies while the effect is active, 
  regardless of distance. This is a constant effect, and a free 
  action
  • 
  An extraordinary ability, Locus Sense, to know the exact 
  distance and direction to the incantation site, as long as the 
  caster is on the same plane. This is a constant effect, and a 
  free action
   
  If the underground space is destroyed, such as through 
  a cave-in or fire, the effect immediately ends. While the effect 
  is ongoing, the space serves as an active occult connection, 
  equivalent to a body part, to all the individuals whose personal 
  marks are on the walls, living or dead. Lesser versions of 
  this incantation exist, with the appropriate fewer Knowledge 
  (occult) checks. Each one is a level lower and offering one less 
  benefit over the course of the year. (EG, the 7th level option only 
  has two benefits, the 6th level option only offers one benefit.)
  Backlash
  All performers participating in this incantation are exhausted and 
  suffer 2d6 damage.
  Failure
  Failing three skill checks during the incantation causes it to fail. 
  The performers still suffer Backlash, but the performers also suffer 
  a negative level.
  COLLECTED RODS OF UNBREAKABLE 
  WILL
  (Incantation)
  Alone, we are weak. Together, we create a cabal. We will be feared 
  for ages.
  School evocation; Effective Level 9th
  Skill Check Knowledge (occult) DC 24, 9 successes
  masterwork tools permitted.
  Casting Time 90 minutes
  Components F, M, S, V
  Focus – A collection of wooden rods and an athame ($5,000).
  Material Components—A pool of purified water.
  Other – All participants must be the same type of caster (Arcane, 
  Divine, Psychic).
  Secondary Casters – Up to 10 secondary performers may assist 
  the primary caster.
  Range touch
  Target incantation performers, up to 11.
  Duration 19 days
  Saving Throw None Spell Resistance No
  Description
  The performers gather around a pool of purified water, and 
  each one makes a small cut on their body using the athame. 
  Then, each performer bloodies their wooden rod before stirring 
  it into the water. As the ritual concludes, each performer 
  may contribute spell slots and spells, up to the bonus of the 
  performer’s primary casting ability score, to a create a magical 
  reservoir of communal spells. Contributed spells must be of 
  a level usable by all performers, and no higher than 4th level. 
  All participants in this ritual must be the same type of caster 
  (arcane, divine, or psychic).
   
  This pool of spells lasts for 19 days, and may be accessed 
  by all incantation participants during the duration, at any 
  distance, even from other planes of existence. These spells may 
  have metamagic feats applied; a participant using a contributed 
  spell does not need the feat to use the spell. Each member may 
  use a number of spells equal to the number contributed. Using 
  a contributed spell does not remove it from the pool. While the 
  incantation’s effects are active, contributed spell slots may only 
  be used to pull spells from the collective pool. For instance, 
  if two 4th-level casters and a 3rd-level caster all contribute 
  two different 2nd-level spells, they may each use their now-
  contributed 2nd-level slots only to use two of the six spells in the 
  pool. 
   
  Casting a spell from the pool is a full-round action 
  which provokes attacks of opportunity; the effect is cast with 
  the caster’s CL, not the contributing performer’s CL, and the 
  caster must have any necessary components on hand. When a 
  performer exhausts his contributed spell slots, his spells remain 
  in the pool for other performers until the duration ends. Any 
  spells unused at the ritual’s expiration return to the contributing 
  performer and may be used normally, as if they had been 
  prepared that day. Spontaneous casters simply recoup the spell 
  slots for normal use, rather than the limited use available during 
  the active effect of the ritual.
   
  If the physical pool is somehow destroyed before the 
  expiration of the effect, the spell slots are lost and may not be 
  used until the effect expires. If all the participants use their 
  contributed spell slots, the effect concludes and the pool must 
  be purified before it can be used again.
  Backlash
  The performers participating in this incantation take 2d6 damage 
  and suffer a -4 penalty to their Constitution score for the duration 
  of the effect. This ability penalty cannot be removed while the 
  performer has access to the pool; they are effectively under an 
  ongoing magical effect. Dispelling the ritual effect on an individual 
  eliminates the penalty and their access to the pool, as if the 
  performer had used all of their contributed spell slots.
  Failure
  Failing three skill checks during the incantation causes it to fail 
  completely. The performers still suffer Backlash and also lose the 
  contributed spell slots until the duration expires. In this case, the 
  effect cannot be dispelled until it expires. The pool becomes tainted 
  and must be purified again in a ceremony that costs $5000.
  
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  SENSE TRACES OF SHADOWS PAST
  (Incantation)
  “We can learn what happened here, trust me.”
  School Divination; Effective Level 6th
  Skill Check Knowledge (occult) DC 21, 6 successes
  Casting Time 60 minutes
  Components V, S
  Secondary Casters – Up to 10 secondary performers may assist 
  the primary performer
  Range personal, each caster (see text)
  Effect one structure/area (see text)
  Duration 1 minute/primary caster character level
  Saving Throw Will negates (harmless); 
  Spell Resistance yes
  Description
  Through this incantation, the casters gain the ability to see 
  the echoes of previous supernaturally associated events in a 
  structure or within a 50-foot radius. The may make Perception 
  checks as if they had the Pierce the Veil ability as free actions 
  (even if they do not have the ability) with a +8 insight bonus 
  for the duration. Sometimes, this may even replay psychically 
  significant events to casters, depending on the site.
  Backlash
  All performers participating in this incantation suffer a -2 penalty 
  on all checks, attacks, and saves while in areas of normal or bright 
  illumination, including normal daylight, for 24 hours. Wearing 
  protective eyewear, such as masterwork sunglasses or welder’s 
  goggles, which reduces the level of visible illumination to dim or 
  less, negates this penalty.
  Failure
  Failing three skill checks during the incantation causes it to fail 
  completely. The casters suffer backlash and gain the exhausted 
  condition.
  Hedge Magic
  Cantrips for Commoners
   Hedge magic is a simpler form of magic, allowing 0th- to 
  1st-level effects to be cast ceremonially with simple skill checks, 
  and incantations of 4th-level or less to be performed. These spells 
  have normal casting options for other spellcasting classes. The 
  ability to cast a ceremonial spells requires the proper training, 
  represented by the Hedge Magic Initiate feat or levels in a 
  spellcasting class, and either the knowledge of the ceremonial 
  version of the spells or a spellbook with the proper ceremonial 
  spells. Actual ceremonial spellcasting requires a Knowledge 
  (occult) skill check (DC 20 + spell level); success indicates the 
  spell is cast. Unlike incantations, these spells have no backlash 
  aspects, but failure does require the caster to make a DC (15 + 
  spell level) Will save or gain the dazed condition for (5 – their 
  Intelligence ability bonus, minimum 1) rounds and the exhausted 
  condition. If you fail the skill check with a 1, you must make a 
  Breaking Point check or gain (1+ spell level) Breaking Points. 
  You may not Take 10 or Take 20 on skill checks for incantations 
  or ceremonial spells. You still suffer normal Backlash and Failure 
  results from incantations you fail to perform correctly.
   A manuscript is a book or document containing a single 
  ceremonial spell, like pages removed from a spellbook, and with 
  an equal cost to scribing such pages in a spellbook. It can be used 
  by a ceremonial caster to cast a hedge magic effect; ceremonially 
  casting a spell from a manuscript or spellbook does not consume 
  the text, unlike a scroll. However, these are simply books or 
  parchment; they can be destroyed by normal means.
   The following effects are a sample of hedge magic spells and 
  incantations. Any spell from the Adept spell list can be found in 
  ceremonial form, except those from the evocation school. As a 
  general consideration, hedge magic spells take longer to cast when 
  their duration is longer. No hedge magic spell can be cast in less 
  than a full-round action.
  CLEANSING BURST
  School abjuration; Level adept 0, cleric/oracle 0, 
  medium 0, mesmerist 0, occultist 0, psychic 0, 
  spiritualist 0, sorcerer/wizard 0, witch 0; 
  Domain community 0; Subdomain home 0;
  Casting Time 10 minutes
  Components V, S, M (a handful of salt)
  Ceremonial Casting Time 10 minutes
  Range special, see text
  Effect one item or one structure inside a circle no more than 40-
  foot in diameter
  Duration 1 hour/ level (D)
  Saving Throw none; Spell Resistance no
  Description
  When cast on an object, the spell both mundanely cleans 
  the object and wipes clean any fingerprints or other material 
  that might be used as an occult connection. This effect is 
  instantaneous; new fingerprints or other materials deposited 
  later are unaffected. Cast on a structure, it sweeps away dust 
  and tiny insects, and prevents their return for the duration; 
  magically created swarms and vermin larger than common 
  insects are unaffected by the spell.
  MAKE CELLULAR PHONE CALL
  School conjuration (summoning); Level cleric/oracle 0, medium 0, 
  mesmerist 0, occultist 0, psychic 0, 
  spiritualist 0, sorcerer/wizard 0, witch 0; 
  Domain community 0; Subdomain home 0;
  Casting Time Full-round action
  Components V, S, M (a broken cellphone)
  Ceremonial Casting Time 1 minute
  Range special, see text
  Effect one cellphone call to a specific number
  Duration 1 minute/ level (D)
  Saving Throw none; Spell Resistance no
  Description
  Casting the spell imbues the target phone with a magically 
  generated cell phone signal. This signal works in areas which 
  otherwise have no signal available; the incoming phone always 
  shows an inbound call from 212-555-5555. The spell only 
  works on a single phone call. If no one answers, a voicemail 
  
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  may be left; if no voicemail is available, the spell is lost. Once 
  the first call is made, no additional calls may be affected by this 
  spell; each time a PC makes a new call, they must recast it.
  SECRET PALIMPSEST
  School conjuration (summoning); Level adept 0, cleric/oracle 
  0, medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0, 
  sorcerer/wizard 0, witch 0; Domain knowledge/trickery 0; 
  Subdomain deception 0;
  Casting Time Full-round action
  Components V, S, M (a bit of old parchment)
  Ceremonial Casting Time 1 minute
  Ceremonial Check V, S, M (a bit of old parchment); Skill Check 
  Knowledge (occult) DC 20
  Range touch
  Effect one book, document, or printed item 
  Duration 1 minute/ level (D)
  Saving Throw none; Spell Resistance no
  Description
  With a touch and a quiet word, the caster causes the text 
  and visual contents of a single spread of two pages of 
  printed material to either become blank or filled with some 
  combination of two pages of new text or images of your 
  choice. The caster is meant to observe and handle the contents, 
  but the object must be closely scrutinized before the illusion 
  may be challenged. For instance, if the target is subjected to a 
  successful Appraise or Knowledge check to determine its value, 
  reveal the illusion. Casual interaction is insufficient, however. 
  Characters may also make a character level check (DC 10 + 
  CL) to pierce the illusion. While success reveals the illusion, 
  anyone who beats the DC by 5 or more may read the text 
  beneath (assuming they are fluent) for the duration of the spell.
  THE CORNUCOPIA SACK
  (Incantation)
  “I could carry it all around, but that’s just inefficient.”
  School enchantment; Effective Level 5th
  Skill Check Knowledge (occult) (DC 22), 3 successes, Knowledge 
  (planes) (DC 22), 2 successes
  Casting Time 5 hours
  Components F, S, V
  Focus – two masterwork bags, backpacks, or other fabric 
  containers, an obsidian knife or silver athame worth $5000 or more
  Secondary Casters – None.
  Range touch
  Target Two bags touched
  Duration 1 Day/Character Level
  Saving Throw none; Spell Resistance Yes (harmless)
  Description
  With the athame or knife, remove the lining of both bags and 
  swap them with each other. Place one bag inside the other 
  and then plunge the blade through both simultaneously. Then 
  draw the inner bag through the outer bag. The bags may later 
  be mended. The bags need not remain nested throughout the 
  duration and are not expected to remain nested. They are 
  meant to be separate.
   
  For the duration, when reaching into the inner back, the 
  possessor may draw forth an item from it weighing no more 
  than one pound and no larger than 6 cubic inches contained 
  within the outer bag. The items being drawn must be unliving 
  and the individual drawing the items cannot pick which item 
  is drawn, so the item should be relatively identical: arrows 
  or poker chips or small books; otherwise, an item is drawn at 
  random. When the outer bag is empty, nothing may be drawn 
  through the inner bag until the outer bag is refilled. The outer 
  bag may be emptied and refilled any number of times over 
  the course of the duration. 
   
  If either bag gains the broken condition, the effect ends. 
  If the bags are later repaired, the incantation can be recast 
  to restore the connection. If the outer bag is only filled with 
  objects unable to pass to the inner bag, then nothing passes 
  through. Objects may only pass from the outer back to the 
  inner bag, and not in reverse. The bags are not considered 
  extraplanar spaces and may normally interact with items such 
  as bags of holding or handy haversacks. 
  Backlash
  Upon completing the incantation, the primary Caster is exhausted, 
  suffers 2d6 damage, and suffers from mild claustrophobia for 
  the duration of the effect. This means the Caster will not enter an 
  enclosed space such as a car or an elevator, where they cannot see 
  for 100 ft in at least three directions, without a DC 20 Will save 
  each minute. 
  Failure
  Failing 2 consecutive skill checks or three checks before four 
  successes, the Caster is panicked by areas of no illumination to 
  dim illumination without a DC 20 Will save every minute for the 
  duration of the effect. The primary Caster will not enter a squeezed 
  space or remain in a squeezed space without a successful a DC 20 
  Will save each round.
  
  181
   True Names are detailed in Pathfinder® Roleplaying Game: 
  Ultimate Magic™. Discovering one requires approximately one 
  month and $25000 worth of research and appropriate arcane 
  resources. At the end of that month, make a Spellcraft check with 
  a DC of (15+ the creature’s CR). Success indicates you have 
  discovered the creature’s True Name. True Names are occult 
  connections, detailed in that section of Chapter 6. Please reference 
  that section for additional details on what can be done with True 
  Names as occult connections. Creatures guard their True Names 
  viciously, hunting those known to possess them and attempting 
  to destroy them absolutely or selling them into slavery in places 
  where they can never utilize a True Name.
  HEDGE MAGIC INITIATE 
  [GENERAL]
  You’ve learned to access magic through slow and 
  deliberate actions.
  Prerequisites: 12 Intelligence.
  Benefit: You may ceremonially cast spells of 0th- or 1st- 
  level from manuscripts or spellbooks. You may learn a 
  number of ceremonially cast spells equal to your character 
  level plus your Intelligence modifier, which you may cast 
  without a spellbook. All casting must be done ceremonially, 
  with or without a spellbook. If you later gain a level in 
  a spellcasting class, you may choose to use ceremonial 
  casting or normal casting when casting a Hedge Magic 
  effect. You may also perform incantations of less than 4th 
  level, if you have a manuscript, or if you’ve been taught the 
  incantation. You may not create incantations as a result of 
  this feat.
  FORGOTTEN TOMES 
   Spellbooks from the Hidden World exist in a variety of formats 
  and styles. Some are books, but many take the form of objects 
  of all kinds; these relics, artifacts, and oddities often look like 
  something you’d see in a museum. Some others might even be 
  places. Those who possess them prize them all, and they are often 
  well known around the world. Some famous tomes not detailed 
  here include On Alignment, a book on alchemy, and Perspectives 
  of Servitude, a text on dæmonology. GMs are encouraged to 
  customize the contents of spellbooks to best fit their campaigns.
  GLORIA AB ASTRA
  Often found gently folded and bound by a silver cord, this blue-
  purple hide map is studded with silver rivets connected with a 
  fine silver metal ribbon stitched into the material. The text itself, 
  an in-depth look at sorcery and the realm of dreams, is engraved 
  in tiny, yet legible, vermillion lettering written on the ribbon. The 
  locations on the map seem alternatively real, such as “800BC, 
  Crete,” or fantastic, like “Coliseum of the Nightmare Khan.” If 
  utilized in the Realm of Dream, the map is accurate. The title of the 
  work is embroidered across the top of the map in a flowing Latin 
  script, stitched with a fine mithril thread. It contains 9 spells from a 
  variety of schools and a single incantation. It provides a +4 bonus 
  to checks made in Dream Duels and checks made to navigate or 
  find one’s way in the Realm of Dreams.
  Contents: 9 spells, 1 Incantation
  HALF THE BATTLE
   Kept in a red US Suzuki corporate three-ring binder and written 
  in a 1987 Sears Annual Home/Hardware/Leisure catalog in a 
  combination of rough handwritten sharpie notes, pink highlighted 
  passages, and gold underlined sections, Half the Battle is a 
  masterpiece of situational, modern-day divination, exemplifying 
  how to read immediate manifestations of precognition. The cover 
  of the catalog itself bears a more modern sticker bearing the idiom, 
  which gives the book its name. It contains 12 divination spells and 
  two incantations. It provides a +4 bonus to Automatic Writing and 
  Prognostication checks. 
  Contents: 12 spells, 2 Incantations
  KAPALA OF SHROUDED TRUTHS
   A yellowing skull the color of fatty wax, this carved bone of 
  an adult human male bears a half-dozen spells etched into its 
  surface with an angular script later traced with a coppery green 
  ink. The spells carved across and inside the unorthodox spellbook 
  exist on the outer surface, the inner dome, even the edge of the 
  mandible. The iridescent color of the text makes the spells easy 
  to identify among the interwoven embossed images of dancing, 
  headless skeletons, theurgy and mentalism insights, and celestial 
  iconography. The crown and mandible both detach with puzzle 
  box-like intricacy, allowing one to read the spells scratched into 
  the interior surfaces or for the Kapala to serve as an improvised 
  container. The spells are written in iambic heptameter, requiring 
  occasional blasts from the whistle carved into the lone vertebra 
  fused to the base of the skull. Those who have heard the whistle 
  claim it sounds eerily like the distant screams of the dying. It 
  provides a +2 bonus to Phrenology checks.
  Contents:  6 spells
  THE SCORPION’S SURA
   Comprised of 88 pages of yellowed parchment bound in a 
  pebbled black skin of indeterminate origin, the Sura is written in 
  ninth-century Arabic with a neat, tight script. Untitled, it draws 
  its name from the remnant stain on the inside cover, where a 
  previous owner crushed a scorpion. The facing page has no mark. 
  Considered a decent treatise on sihr-related topics, it provides 
  a +4 bonus to Knowledge (planes) checks, and offers a +2 on 
  incantation skill checks to summon creatures. The Scorpion’s 
  Sura contains 8 spells, 4 incantations, and the True Names of two 
  entities. It is unclear if the True Names are correct.
  Contents: 8 spells, 2 Incantations
  ATTUNING TO MAGICAL ITEMS 
   In Bloodlines & Black Magic, magical devices require an 
  investment by the bearer to function. A person may only have 
  five active magical items at any one time. This number does not 
  include bonded items, such as a bonded weapon, a wizard’s bonded 
  
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  casting item, an occultist’s implements, or consumable items like 
  potions, scrolls, or wands. Set items, like gloves or boots, count 
  as a single item. Attuning an item is a full-round action which 
  provokes attacks of opportunity, and lasts for 24, unless the item 
  remains in a character’s possession, in which case the attunement 
  is continuous until the bearer decides to break the attunement. 
  Breaking attunement is an immediate action, which does not 
  provoke attacks of opportunity; it frees the character to attune to a 
  new item, as long as the character did not attune to the previously 
  attuned item within the past 24 hours, or unless they have not yet 
  attuned to five items. If the character was attuned to the previously 
  attuned item for less than 24 hours, and had attuned to five total 
  magic items, they must wait 24 hours from breaking attunement 
  before attuning to a new item.
   For example, Finnegan is attuned to two rings, a pair of boots, 
  and a rod. He finds a belt and decides he would like to attune to 
  it. Then, later in the evening, he finds a pair of goggles a redcap 
  is willing to trade for the belt. He can break attunement to the 
  belt and trade with the redcap, but he can’t attune to the goggles; 
  Finnegan must wait for a full 24 hours from the time he breaks 
  his attunement with the belt before he can use the goggles. If he’d 
  only attuned to one ring, the boots, and the rod, Finnegan could 
  have broken the attunement to the belt, and then still attuned to the 
  goggles, because he’d still only attuned to five magical objects in a 
  day. 
   GMs wishing to make a campaign harder might only allow a 
  character to attune to a number of items equal to their Charisma, 
  Intelligence, or Wisdom modifier, while others may allow PCs 
  to attune to a number of magical items equal to their Hit Dice (or 
  character levels). 
  ADDING OCCULT 
  COMPONENTS
   Arcane magic sometimes takes advantage of rare 
  items used during the casting process which wizards 
  or sorcerers call “power components.” Such 
  components also exist for psychic magic, but 
  they must be wrung from the minds of sentient 
  creatures, drawn forth. Fortunately, supernatural 
  creatures have taught men just how to 
  accomplish this task, and wait eagerly in the 
  shadows, hoping to acquire them.
  INCANTATION OF MEMORY 
  DISTILLED
  “Of course they have value beyond nostalgia. 
  Trust me, you’ll learn soon enough.”
  School enchantment; Effective Level 4th
  Skill Check Knowledge (occult) (DC 22), 
  2 successes; Knowledge (nature) (DC 22), 2 
  successes
  Casting Time 40 minutes
  Components F, M, S, V
  Focus – a small edible foodstuff, a leech, or a fragile item
  Material Components – an obsidian knife or athame
  Other During a full moon
  Range touch
  Target creature touched
  Duration 24 hours
  Saving Throw none; Spell Resistence no
  Description
  You make a small cut on the target creature, using the blade, 
  and transfer a specific memory to the focus object, which may 
  be consumed or destroyed. The transfer of this recollection 
  results in a -4 penalty to a skill or -2 to all other rolls that 
  lasts for 24 hours. The focus object retains the memory until 
  consumed or destroyed. The focus object may be traded, and is 
  accepted as currency in some quarters. The Memory Distilled 
  may be used as a power component for psychic magic, 
  with the following potential benefits. GMs and players are 
  encouraged to work out specific effects for individual spells 
  that best suit their play style. Examples include:
  Conjuration – Conjured object or creature’s duration is 
  extended by 2 rounds, extend the distance traveled by 10%, 
  reduce the chance of mishap by 10%, increase DC or CL by 1.
  Divination – Increase chance of accuracy by 5%, permit an 
  additional question, reduce time necessary to learn information 
  by 2 rounds (minimum 0 or instantaneous), increase provided 
  bonus by +1, or extend duration by 2 rounds.
  Enchantment/Charm – Increase DC or CL by 1, permit extra 
  complexity to suggestions or commands, extend duration by 2 
  rounds.
  Evocation – Spell inflicts an additional +1d6 damage, spell 
  inflicts an appropriate condition for 1 round, extend duration 
  by 2 rounds.
  Illusion – Increase DC or CL by 1, permit extra complexity to 
  images or effects, extend duration by 2 rounds.
  Necromancy – Spell inflicts an additional +1d6 damage, spell 
  inflicts an appropriate condition for 1 round, extend duration 
  by 2 rounds.
  Transmutation – Increase DC or CL by 1, increase 
  provided bonus by +1, extend duration by 2 
  rounds.
  Backlash
  You cannot actively consume any 
  written or broadcast media for 1d6+1 
  days. Doing so causes you to gain the 
  Sickened condition for 24 hours unless you 
  successfully make a DC 16 Willpower save. 
  You must make this save each time you 
  actively consume the media, regardless of the 
  source, or if you previously successfully saved 
  when consuming from that source.
  Failure
  Failing two consecutive skill checks, you suffer 1d4+1 points 
  of damage to a randomly selected Ability Score (Charisma, 
  Constitution, Intelligence, or Wisdom).
  
  183
  OCCULT CONNECTIONS
   Usually reserved for ritual magic but incorporated into a 
  few non-ritual spells, occult connections create a deeper link 
  between the magic and the target if the caster supplies the proper 
  components. Occult connections allow a caster to increase the 
  possible range of a spell and possibly modify the Save DC of an 
  effect by incorporating personal aspects of the target or information 
  tailored specifically to the target. 
  RELICS, OCCULT IMPLEMENTS, 
  & OTHER MAGICAL TOOLS
   Over the course of a truly capable and storied character’s 
  career, an occultist’s implements, a wizard’s bonded item, another 
  character’s bonded weapon sometimes manages to accumulate a 
  fraction of the power of its own. A truly pious saint’s faith might be 
  concentrated in some fragment of their body and refuse to decay, 
  infused with holy power. Those items often gain a reputation, 
  adding a signature bit of magic or skill to the repertoire of a new 
  owner. There have been some willing to go out of their way to 
  steal, purchase, or otherwise acquire the famous implements of 
  someone else so that they could take advantage of that particular 
  edge. Named Implements or Relics, as they are known, require a 
  character level check (1d20 + character’s level vs. DC) in order 
  to master them and allow the possessor to use them freely. This is 
  listed in the item’s description. Until mastered, they often inflict 
  a penalty of some kind, but can still be used for their intended 
  purpose of casting spells or combat, in the case of bonded 
  weapons.
   
  IMPLEMENTS WITH STYLE
   The following are examples of several Named Implements 
  and Relics. Named implements cannot be manufactured, and 
  therefore do not have a construction cost. There is a +2% chance/
  character level that a Named Implement or Relic will be created 
  when a character dies. If the character is brought back to life for 
  some reason, the Named Implement may only be mastered by the 
  owner, who does not need to make a check. A Relic’s previous 
  owner renders a Relic non-functional if they are restored to life. 
  The bonus provided by a Named Implement or Relic should be 
  determined by the GM, and should not be more powerful than a 
  signature power of the previous owner in life. They never grant 
  class abilities, but might augment them in some way, providing 
  extra uses or enhancing the effect. Such items can still be destroyed 
  normally, so Named Implements and Relics tend to appear and 
  disappear over the years. If the previous owner died quite violently, 
  the item might house a haunt, which must be resolved before the 
  item can be mastered.
  CORTANA, +3 SHORTSWORD, BONDED 
  SWORD OF OGIER THE DANE
  Description
  Legend states as Ogier was about to kill the son of 
  Charlemagne, an angel appeared and knocked the weapon 
  from its target, sundering the tip and stating, “Mercy is better 
  than revenge.” Cortana imposes no penalty when used for 
  nonlethal damage, and it acts as a Bane weapon when attacking 
  any Archon. It requires a DC 20 check to master. When 
  unmastered, it subtracts 3 points of damage from any attack 
  made with it, to a minimum of 0.
  SILVER - THE BONDED WEAPON OF 
  ANNIE OAKLEY
  (+1 silver pistol) 
  Aura Strong Evocation
  Description 
  While Annie Oakley’s legend as a sharpshooter is undeniable; 
  few know she fought sinister powers of the world in her travels 
  until a vengeful enemy infected her with a terrible, eventually 
  terminal disease. Her death infested this seemingly mundane, 
  if archaic, revolver with a haunt. Once this haunt is defeated, 
  the possessor may attempt to master the weapon, with a DC 19 
  check. Until it’s been mastered, anyone who rolls a 5 or less 
  suffers a misfire. It still fires if it has the broken condition, and 
  can only be destroyed through physical damage (Hardness 10, 
  30 hit points). 
  EXCRUCIATING DEATH OF 
  ANNIE OAKLEY  
  CR 6
  XP 2,400
  LE persistent item-bound haunt (30-ft. radius); 
  Aura strong conjuration
  Caster Level 6th; Notice Perception or Knowledge (occult) DC 25 
  (to hear a faint weeping and coughing when someone handles the 
  weapon)
  hp 27; Weakness handled using Object Reading, Read Aura or 
  decrepit disguise; Trigger proximity; 
  Reset 1 day
  Effect
  When an individual handles the pistol, it weeps blood and 
  the area slowly becomes covered in bloody handprints. All 
  creatures within 30 feet are targeted by a contagion spell 
  (Fortitude DC 16), inflicting red ache.
  Benefit
  The pistol may be mastered.
  Destruction
  The pistol must be cleaned with holy water after killing a 
  creature with it; doing so destroys the haunt.
  Caster’s Knowledge
  Target’s Will Modifier
  Name only
  +15
  Secondhand (you have heard of the 
  target).
  +10
  Firsthand (you have met the target).
  +5
  Familiar (you know the target well).
  +0
  Caster knows the target’s True Name
  -5
  TABLE: CASTING CHECK MODIFIERS
  
  184
  PUNCHING UP
   Such connections between objects or information and 
  a creature or individual allow the PCs to engage targets 
  and antagonists with much more power than themselves, 
  but only if they invest the time and effort necessary to 
  acquire these connections. These connections also justify 
  the paranoia of pseudonyms, idiosyncrasies, and strange 
  behaviors common among the occult-aware. Occult 
  Connections provide GMs a way to offer characters story 
  arcs driving towards a final confrontation with a potent 
  enemy, where they must use the collected items in a 
  ritually significant way and thereby weaken or injure the 
  target enough to offer the heroes a fair fight. And they 
  offer escaped enemies a means to strike out against heroes 
  who thought themselves completely insulated against 
  revenge. Just saying.
  CROWLEY’S CARDS
  (Tarot Cards of Aleister Crowley)
  Aura Moderate divination
  Description
  Once the personal deck of the renowned occultist, Aleister 
  Crowley, this deck serves as an occultist’s divination implement 
  and allows the possessor to use either the Future Gaze or 
  Mind Eye powers once per day without expending a point of 
  mental focus. The duration of the mind eye power is doubled. 
  It requires a DC 22 check to master. When unmastered, any 
  divination spell cast by the possessor has a +3% chance/per 
  casting, cumulative to draw the attention of a minor Goëtic 
  Spirit, who appears in place of the next divination spell and 
  attacks, trying to claim the cards. If successful, the cards 
  disappear for 1d6 months and reappear in a random town store, 
  for sale, cheap.
  KENNETH’S PEN
  Aura faint Transmutation
  Description
  This small, silver pen is rumored to have originally belonged 
  to the renowned ceremonial magician Kenneth G., who many 
  whispered imbued a bit of his essence into his beloved writing 
  tool. In the hands of those unable to master this object of 
  occult power, this pen appears to be a severe fetter, imposing 
  a -4 penalty on all Knowledge (occult) and Linguistics skill 
  checks. In the hands of someone who has mastered it (DC 20), 
  Kenneth’s Pen provides the writer with a +1 equipment bonus 
  on all Knowledge (occult) and Linguistic skill 
  checks, as well as an additional +4 morale bonus 
  to Will saving throws against spells with the chaos 
  descriptor.
  UNSPOILED EYE OF ST. 
  ALBAN
  Aura faint Divination
  Description
  Considered the patron martyr of England, this 
  perfect eyeball floats in a small glass vial, perhaps 
  two inches tall, and two inches in circumference. 
  It can be used as a Divine Focus for classes that 
  require one, or as a necromancy implement, but 
  provides the most benefit to an oracle or occultist. 
  When activating the occultist’s soul shroud power, 
  the number of temporary hit points gained is 
  doubled. If the possessor is an oracle, they may 
  increase the DC of a revelation power by 2. It 
  requires a DC 20 check to master. Until mastered, 
  the Unspoiled Eye of St. Alban imposes a -3 
  penalty on any Charisma-based check made by the 
  possessor.
  
  185
  OF
  CHAPTER 11
  THE HOUSE
  
  186
   “You’ve paid us quite enough for our services, my friend,” I said.  
  “Be at peace.  I know this is hard, but sometimes we have to suffer 
  through the hard part before we can set our minds at ease.”
   Delilah sighed and blew a line of smoke out the side of her 
  mouth. When Sinda turned to hug her, Delilah was already standing 
  with arms wide like that warm center of the universe you lost when 
  Mom fell over in the back yard. That was something I didn’t teach 
  Delilah. Like any performer, she brought her gifts to the field and 
  made them work.
   “Thank you,” Sinda said, crying a little bit more and holding 
  onto Delilah for support. “I’ll never forget this.”
   “We’re always here when you need us.” Delilah got her cigarette 
  from the ashtray on the bookcase shelf behind her, where it had 
  been smoking up the Papyri Graecae Magicae and my ancient 
  lead curse tablet in its black iron frame. My books and the various 
  magical impedimenta that clutter my shelves, like the suits in my 
  closet, would forever smell like incense and Marlboro Menthol 
  Lites. I was wearing a black Brooks Brothers three-piece with a 
  gray linen dress shirt and onyx cufflinks set in white gold spiders. 
  At 6’3”, I towered over most clients. On my best days, I looked 
  like a pale undertaker, which was not necessarily a drawback in this 
  business.
   I shook Sinda’s hand instead of a hug and led her down the dark, 
  carpeted hallway, with an arm around her shoulders, to the front 
  door. Before stepping into the hall outside, she leaned in and kissed 
  me on the lips.
   “I might call you later.”
   “As you wish.” I bowed like some monk or, in all honesty, 
  probably just like an undertaker. An undertaker-monk. Inwardly, 
  I made a note to put her on the “no entry” list down at the front 
  desk and swore to myself that this was the last time I’d be helping 
  Delilah out with a client.
   When I got back to the parlor, Delilah had taken my last cigarette 
  and put it behind her ear. She’d blown out the candles and raised 
  the black satin drapes that usually shrouded the room in heavy 
  darkness. Outside, Bidwell Park stretched into the distance. From 
  the 12th floor condo on the edge of the park, I could see all the way 
  to the Sierra Nevadas. But the sharp midday light seemed painful 
  and ugly after hours of candlelight. Like most of the nicer things 
  I owned, I inherited the condo from my mother. And sometimes I 
  felt like I inherited the view as well, being able to see for miles into 
  the protected wilderness that runs out of the City of Chico to the 
  mountains. Though, I seldom opened the blinds except at dusk.
   Delilah sat back down and put a pale bare foot up on the table. 
  “You know she’ll be back in no time, looking for a curse on 
  hubby’s head.” I gently lifted her foot off the table, but she pressed 
  it against my thigh. 
   “These days, you’re about as fun as a thunderstorm. Know that?”
  “Since when have you thought thunderstorms were bad?”
  THINGS UNSEEN
   After the shock and terror of learning the world you know is 
  nothing like you imagined, you change; maybe you suddenly 
  sober up and get serious, or maybe you roll out your ‘to do’ list 
  of vices. Some folks get serious about family, about religion, and 
  about politics – anything to block out the noise of knowing. People 
  deal with trauma, grief, and anxiety issues daily, and most – hell, 
  99.693% of them have never even seen a real monster. Sure, they 
  gasp in secret glee while feigning horror at the nightly news, but 
  they’re disengaged. It’s not real to them. It’s all music, Netflix, and 
  video games until your little brother gets hit by a drunk driver who 
  mysteriously disappears, or you discover that strange circle in the 
  woods.
   As players develop their characters in a Bloodlines & Black 
  Magic campaign, it’s important that players have fun dealing with 
  the stress of discovering a whole new world. In fact, the very 
  narrative of the players changing as they dive deeper, deeper, and 
  deeper still into the Occult world they thought they knew. Let 
  players explore side quests, or visit the graves of the loved ones; let 
  them use the campaign to tell their stories.
   To this end, it’s important to note that one of the reasons we 
  created Threshold was to encourage players to focus on their 
  characters’ immersion into the supernatural world. Whether by 
  role-playing short psychotic episodes or by creating personality 
  traits that reflect that process, we hope that players will recognize 
  that each failed Threshold save isn’t necessarily a death sentence, 
  but is instead a vital and important role-playing opportunity. 
  Of course, by encouraging players to explore this part of their 
  character development, GMs should be mindful of their topics; 
  even horror stories have boundaries. And remember – never push 
  your players!
  I SHOT THE SHERIFF
   We’ve all done it.
   Maybe we had our character slip out of town under cover of 
  night, and those two guards had it coming. Or maybe, the guards 
  were just corrupt, and your character was doing the town a service; 
  regardless of how they went, we’ve all killed a few town guards 
  now and again. And most of us, in these fantasy games, didn’t 
  think twice about it – they’re just NPCs. 
   Right? 
    
  Right? 
   That’s not a mentality that works here. In Bloodlines & Black 
  Magic, the PCs’ actions matter. When a PC interacts with any 
  character, the impression that PC leaves is going to inform future 
  encounters. If an NPC walks away unhappy in an encounter, that 
  means they’ll probably start there, or worse. In short, those actions 
  are going to translate quickly into future encounters. If Haystack 
  leaves the local town sheriff angry and on the lookout, when he 
  finally does find Haystack, the sheriff is going to be far worse than 
  “indifferent.” He’s going to be unfriendly.  
  
  187
   Moreover, when PCs harm, maim, or worse – kill – these NPCs, 
  those actions will have ramifications, especially in the game. 
  When Daddy doesn’t come home from work, you’re going to see 
  crying children on the news. If the PCs are responsible, you can 
  bet they’re going to find the public’s starting attitude considerably 
  lower than normal.
   Generally speaking, when a PC comes into contact with an 
  NPC, they leave an impact. Although that impact is generic (and 
  left largely to the GM’s discretion), it should have an impact on 
  gameplay; if a PC leaves the local pharmacist in good spirits, he’ll 
  probably react favorably to their future requests (although that 
  doesn’t mean he’ll break the law). Of course, this includes local 
  law enforcement, state law, and especially federal employees – all 
  of whom are likely just ‘doing their jobs.’ Should a PC come into 
  violent conflict with one of the NPCs, and should they kill them, 
  this should have a direct and immediate impact, both on the story, 
  as well as on all additional social encounters, especially when the 
  PCs are in public. If a group of PCs starts killing off NPCs (even 
  if they are evil cultists), those missing individuals will likely make 
  the nightly news – everything makes the nightly news. Of course, 
  if the PCs have a direct physical connection with any of these 
  missing NPCs, they’ll likely make it onto the news, too.
   How far (and for how long) an individual’s actions might have 
  an impact in the game is going to be entirely up to the GM; players 
  looking for a good mixture of realism and horror might opt to have 
  the world respond a little slower, especially if the PCs called them. 
  Or, the cops might roll by at just the wrong time, forcing them 
  to either mask their actions with magic or by engaging in a very 
  serious bluff – “oh, we’re a local film crew. Here’s our permit...”
  THE SHIFTING SANDS OF FATE
   Things don’t sit still, and as most experienced GMs already 
  know, the world doesn’t go to sleep when the PCs do. Nope, it 
  continues to spin. GMs wishing to keep social encounters spicy 
  while keeping the world around the PCs alive and fluid should 
  invoke the Shifting Sands rule below. However they choose to do 
  it, GMs should aim for that cinematic tension that wins awards and 
  keeps medical dramas on every Monday night.
  OPTIONAL RULE: SHIFTING SANDS
   Once per encounter (or once each minute), the GM should ask 
  the PCs for a new Diplomacy skill check, either to keep the NPC 
  engaged, distracted, or otherwise placated; the concept here is 
  simple – not every NPC has the patience to deal with PCs’ actions. 
  Unless the PCs really wow them during the initial encounter, 
  an NPC’s warmth could easily cool during play. To keep things 
  exciting, GMs can ask for additional, random checks, as well. 
  Or, they can ask for checks whenever a PC misspeaks, uses the 
  Intimidate skill, attacks someone, or even when they pause to 
  correct their story. Creative GMs might describe the surrounding 
  crowd’s focus as they shift their attention (and possible support) 
  between the PCs and the world around them.
  GRUMPY OL’ MEN
   While there’s always the temptation to design new, 
  exciting rules that enhance a game, I don’t think this is a 
  place where any of us need another rule. So, consider this 
  advice – from one GM to another. When a PC leaves an NPC 
  particularly angry or upset, that NPC starts future encounters 
  with that attitude (or worse, depending on the offense). So, 
  when a new encounter begins, that sets the new DC for 
  Charisma-based skill checks.
  Why?
  Because. 
  People remember.
   Bloodlines & Black Magic is a modern setting that presents 
  many of the same challenges any of us might face when it comes 
  to violence. Unlike fantasy settings, the modern world has 
  forensics labs, heavily enforced laws, and is – in general – a lot 
  less violent than the fantasy worlds most of us are accustomed 
  to. While GMs will handle their modern games differently, it is 
  important to remember that there are a lot of scientific tools at the 
  state and national level that can be leveraged to bring individuals 
  “to justice.” GMs are encouraged to pursue PCs who engage in 
  random acts of violence or who, without any consideration of the 
  consequences, go on criminal sprees (especially any that feature a 
  lot of violence).
  GMS, PLEASE 
  CONSIDER THE FOLLOWING..
  
  188
  
  189
  THINGS TO CONSIDER…
   When you’re building or playing through a Bloodlines & Black 
  Magic campaign, it’s important to remember that the 
  characters are going to have established lives previous to 
  discovering that things do go bump in the night. They’re more than 
  just their careers, skill sets, feats, and traits; every character in a 
  Bloodlines & Black Magic campaign should have a few essentials, 
  even if they’re just written on note cards and shared privately with 
  the GM. 
   Each character should have:
   This is something that only the GM and the specific player know 
  about the character. It could be any number of horrible secrets, or 
  much, much worse. Regardless of the secret, it should have some 
  impact on the group, or at least act in part as a reveal.
   It doesn’t have to be elaborate, but it should add depth to the 
  character. It might be a time when the character threw the winning 
  touchdown, or a memorable moment laughing with their family 
  at breakfast, or even that one firefight uncle Joey will never stop 
  talking about. But it should be something that adds personality and 
  depth.
   This doesn’t need to manifest immediately, but adding a fear to 
  a character naturally adds depth and color to them, be it needed 
  levity or that last-ditch moment of heroic courage.
   Occasionally disguised as an aim or ambition, every character 
  should have something they’re driving toward. Maybe they’re 
  looking for safety, or looking for a lost relative, or seeking to 
  uncover a secret they know the government is hiding…
   Tied to a secret, a reveal is something that fundamentally 
  changes the character’s view of the world, but without requiring 
  validation from the immediate party, environment, or even 
  storyline. Whether you’re in space or fighting a demon in hell, 
  suddenly discovering your foe is a relative can quickly change the 
  tone of a scene in an episode. GMs are encouraged to develop their 
  reveals with their players.  
   
   The idea here, of course, is that adding all of these elements to 
  the story gives both the GM and the players a chance to steer their 
  campaign in a specific direction, without forcing anyone’s hand. 
  Framed as coincidences or even synchronicities, these elements 
  (the discovery of a Secret might have the same gravitas as a 
  Reveal, for instance) can impact the campaign in truly meaningful 
  ways. You can personalize the world as your players explore it, but 
  without painting it on billboards.
  The stuff if your most essential self...
  A SECRET
  A SECRET
  A STORY
  A STORY
  A DREAM
  A REVEAL
  A REVEAL
  A FEAR
  A DREAM
  A FEAR
  A ROUTINE…
   In addition to all of those fun elements a new player character 
  is going to have, the players should consider the most mundane 
  aspects of their character. Are they college graduates? Do they have 
  a long lost love they occasionally drunk dial? Are they veterans 
  struggling with personal demons, or just refusing to leave their 
  discipline behind? Up at 4 A.M. and back from their run at 5?
   Although it’s not outlined on the character sheet, each player 
  should consider outlining a routine for their character; give the GM 
  the tools she needs to tell her best story. Consider the following:
  GM – “Hey Jim, it’s 2 PM on a Thursday. Where’s your 
  character?”
  Jim – Shuffles through some papers, looks at note, and asks the 
  GM, “Is this the first Thursday of the month?” 
  GM The GM nods yes in response. “It is.” He says as he looks at a 
  small calendar clipped to his screen.
  Jim – Jim continues, “Well, every month Shawn goes to an AA. 
  meeting, so he’s downtown taking a late lunch. Or maybe he’s 
  taking a half-day. Either way, he’s at his meeting.” Jim is telling the 
  GM to adjust the story as needed, but ultimately he’s downtown at 
  a meeting.
  GM – “Jim, you hear several sirens past your meeting. One all but 
  stops outside. Something bad is happening right outside.” The GM 
  smiles and glances down behind the screen. 
   Not only does having a routine give your character some 
  additional depth, it potentially solves a lot of logistical problems, 
  as well. Of course, if not handled delicately, routines could easily 
  cause problems, too. The point of including this concept is fairly 
  simple – it gives the character additional meaning and context. No 
  player or GM should be a slave to this schedule, but should instead 
  see the routine as a tool to enhance his or her character, and when 
  possible, enhance the story as well.
  
  190
  BUILDING A MODERN CAMPAIGN        
   One of the concepts we wanted to encourage in Bloodlines & 
  Black Magic was fairly simple; we wanted sessions to feel like 
  you were in an episode of your favorite supernatural show, with 
  GMs and players determining precisely how dark they wanted to 
  make things. This is one of the reasons we choose to call our pre-
  created ‘adventures’ episodes instead; sitting down to an episode 
  should feel like you’re about to dive into some damn fine television 
  (hopefully with some damn fine coffee to compliment it). With all 
  of this in mind, GMs setting the mood and theme should reach out 
  and use every modern option at their disposal. If you have the time, 
  build a soundtrack for your episode, matching key encounters with 
  songs or themes. Additionally, you can use songs (and other media) 
  to foreshadow concepts, or even as clues to a wider story. 
   With this in mind, GMs should easily be able to adapt any of 
  our published episodes and either personalize them, or otherwise 
  incorporate them into their home games. Of course, GMs actively 
  participating in or interacting with the current, active season of 
  Bloodlines & Black Magic might influence the larger world 
  through their home games, with PCs easily becoming important 
  NPCs or other figures in the larger, growing world.
   Building a modern campaign is more than just interaction, 
  however. It’s largely about motives, goals, and an individual’s 
  willingness to go into the dark places and fight monsters. While 
  you could spend hours speculating on what your players might 
  want to do, running a modern campaign requires you to be a lot 
  more lenient – you need to be willing to flow as you’re telling your 
  story instead of trying to force it. With this in mind, finding your 
  players’ motivations (for themselves and their characters) is key. 
  You’ll still want to focus on the story you want to tell, but you also 
  want to spend a lot of time listening to your players; if you’re quiet 
  enough, wait long enough, your players will tell you exactly what 
  story they want you to tell them.
   Of course, if you find yourself dry for ideas, spending a few 
  hours watching any daytime television should fix you. If you can’t 
  weed out and twist a story out of one of those classic, do-gooder 
  cop shows, I don’t know what to tell you. If you do, however, 
  make sure you watch the villains and their motivations; they are 
  often common themes you can naturally draw out over time in your 
  own stories or games. They are often simple motivations, too: they 
  are things like jealousy, greed, lust, anger, and pride.
   Understanding this, GMs should be able to easily weave stories 
  from the episodes we publish, as well as all of the additional 
  groups, locations, NPCs, and other elements we’ll be releasing as 
  the world expands and grows.
  HORROR TROPES
   Bloodlines & Black Magic is a modern game that uses a variant 
  of the traditional Pathfinder Roleplaying Game rules; its focus, 
  however, is of a darker, horror-filled world. This means anyone 
  running a Bloodlines & Black Magic game should be designing 
  adventures or campaigns to both challenges the players and 
  also scare the crap out of them. Fortunately, we have a world of 
  influences we can draw from, including modern literature, comics, 
  television, music, and cinema; GMs designing their Bloodlines & 
  Black Magic sessions have plenty of tropes to pull from. 
   Let’s take a look at a few.
  BLOOD CURRENCY
   This trope describes blood as an incredibly precious commodity 
  regarding mortals dealing with the supernatural world. Is it used to 
  purchase favors or as “dosh” among those who walk Beyond the 
  Veil. Does the shedding of blood improve rituals, spells or serve as 
  a material component for summoning demons? Is blood a binding 
  agent used to create supernatural pacts? Does it have healing or 
  psychological properties important to various individuals? Does 
  it provide sustenance, immortality, or youth? Can you use a 
  creature’s blood to scry into the future or learn about the past?  Will 
  drinking blood provide you with additional power? Is the blood of 
  a supernatural or alien creature so foreign that it possesses qualities 
  that might be beneficial to humans?
   In Bloodlines & Black Magic, this is an established trope. 
  COSMIC HORROR
   This genre consists of classic pulp, Lovecraftian/Clark Ashton 
  Smith horror in which some powerful, nihilistic, incomprehensible 
  beings lurk beyond the edge of comprehensible reality. These 
  beings aren’t bound to morality or the laws of physics. Neither 
  do they care one iota for mortals or their concerns. Sure there are 
  some mortals that seek either their approval or to harness their 
  power. However, all such attempts prove fruitless and typically 
  result in madness or death. It best lends itself to investigative 
  adventures with characters seeking answers to ancient mysteries.
   Bloodlines & Black Magic shies away from the cosmic horror 
  trope, although it fully acknowledges there are plenty of great 
  elements that both GMs and PCs can borrow from this genre, 
  especially in terms of dealing with the Veil as being vast, unknown, 
  and ultimately terrifying. 
  DARKNESS
   Darkness is an entity in and of itself. In this trope, darkness 
  exists as energy or even as a sentient creature that is capable of 
  assuming shape and form which can interact on a physical or 
  mental level with mortals. Perhaps the darkness can assume the 
  shapes of mortals. Does the darkness draw life from the living or 
  does contact with beings formed from darkness rob a mortal of it 
  life force or of its soul? Can the darkness be shaped into specific 
  entities and if so, are these entities incorporeal or solid? Are 
  creatures of darkness strictly undead, or can darkness manifest as 
  a unique substance? Darkness can also be an excellent substitution 
  for gas, fog, or other obscuring physical elements.
  
  191
  GOTHIC HORROR
   To keep it simple, gothic horror = classic monsters of literature 
  and film such as zombies, vampires, and werewolves. Most 
  gothic horror is solidly rooted in European folklore, and the 
  creatures tend to be mortals who have somehow transcended into 
  horrific monsters. To keep Bloodlines & Black Magic gritty, we 
  recommend taking the less refined and more traditional aspects 
  of gothic horror monsters. To make an analogy, let’s look at the 
  classic vampire. In many settings, he’s refined and almost timeless; 
  he’s sipping a fine wine as he sups on your life. In Bloodlines & 
  Black Magic, vampires are savage killers; think 30 Days of Night, 
  not True Blood or Twilight. As enemies of the PCs, it’s important to 
  establish both their role of gothic monsters and why the PCs face 
  off against them. Does the PC fear a family curse or omen? Is the 
  PC on a crusade of vengeance or does she seek to cure the horrid 
  affliction which has befallen a loved one?
  RELIGION
   Being a contemporary setting, Bloodlines & Black Magic 
  invariably brushes up against the topic of religion, especially in our 
  willingness to play around in an occult world that has its close ties 
  to religion. With that said, we take no official stance when it comes 
  to religion. You banish your demons your way, and we’ll write 
  adventures about ours! That said, if you want to write adventures 
  about religion, sacred bloodlines, missing grails, or even the 
  breaking of the final seals that lead to the Apocalypse, be our guest. 
  Just make sure you discuss it with all the players and the GM first; 
  if folks aren’t comfortable with those themes, don’t explore them. 
  It’s that easy. In short, be cool to each other.   
  SPLATTER
   This trope centers on – gore – notably the descriptively bloody 
  remains of victims left behind by evil creatures and villains. The 
  star of a splatter campaign isn’t a monster, villain, or the heroes; 
  it’s the blood itself. Think buckets of blood. Bloodlines & Black 
  Magic doesn’t employ rules for gore, but creative GMs can easily 
  combine this trope with the blood trope to exciting ends.
  THEY’RE WATCHING 
   With this theme, GMs focus more of the concept of the players 
  constantly being observed, which can be later confirmed through 
  the placement of treasure (hint – scrolls of spells from the school 
  of divination). In Bloodlines & Black Magic, this “they” could 
  easily be the Archons, who have suddenly taken an interest in the 
  PCs, or could be any number of governmental agencies. In either 
  scenario, the PCs have either discovered something that can change 
  the universe, or they’re about to. Whether or not they succeed, the 
  Archons continue to watch the PCs, guarding against them they 
  way inmates stay safe in prison; by staying vigilant.
   GMs who aren’t willing to ask for additional Perception checks 
  (especially those who aren’t afraid to describe creepy, evil children 
  silently retreating into the woods) is missing out…
  THE WITCH 
   Using this theme, the GM focuses mainly on the witch as a 
  classic villain. Conversely, GMs using this trope for a game in 
  Bloodlines & Black Magic could easily align the PCs with one 
  or more heroes who are witches (who might also be modern 
  environmentalists, feminists, or other socially minded activists); 
  perhaps the PCs have to protect the last of several hunted 
  bloodlines.
   Regardless of how aligned, the GM can quietly slip clues into 
  the game, giving the PCs more opportunities to discover the witch, 
  her coven, the Goëtic Spirit they have taken as their patron, or any 
  of the other items the GM needs (or just wants) to share with the 
  players.
   On the GM’s side, this theme could easily involve a second 
  concept (like lust, greed, or even vengeance) that the PCs have 
  to discover, leading to a larger story and hopefully, to a more 
  immersive experience.
  THE UNCANNY VALLEY
   Working with the Uncanny Valley trope is a little harder for 
  some stories, but if you can convince one of your players to play 
  the deceptive golem (or the phantom-infused mannequin) for a 
  story without spoiling the reveal, you can pull this off. Your players 
  may not trust you as much after shooting for this, either; something 
  to consider. To enhance this theme over a series of sessions, use 
  (or describe) mirrors, as well as places where copies of things 
  are made. Using pairs of objects (an exact set of two identical 
  silver mirrors, two nearly identical photos, and so on) also helps 
  to establish the strange sense of familiarity that comes with the 
  Uncanny Valley.
  SURVIVAL
   In this trope, the characters face the overwhelming horror 
  that threatens to destroy everything. The terror is widespread, 
  perhaps as the result of a pandemic or catastrophe and is often 
  apocalyptical. There is a scarcity of resources and shelter, and true 
  allies are few and far between. Player character objectives shift 
  from solving mysteries and hunting monsters to figuring out how 
  to survive. These games can be challenging because of the inherent 
  survivalism they create; often the biggest challenge doesn’t lie 
  in killing opponents but instead lies in the struggle to keep one’s 
  humanity. The Walking Dead or Lost would be a good example of a 
  survival-themed game. 
  THAT DELICATE UNEASE
   In the world of Bloodlines & Black Magic, player characters are 
  only a precious few safe steps on the mundane side of the Veil at 
  any given time. The fact is, once you awaken to this second world, 
  it is almost impossible to turn over and go back to sleep. The alarm 
  clock keeps ringing. You can’t return to the flock. The Abyss is 
  staring into you. Do you stare back? 
  
  192
   Once you turn your back on the world of 401ks, family picnics, 
  and 24-hour fear-driving television, you embrace something 
  that will always be with you, even when you close your eyes. 
  Reinforcing this atmosphere is essential to running an immersive, 
  memorable game set in Bloodlines &Black Magic. While many 
  great GMs will tell amazing stories set in this world, we also think 
  that keeping players on their toes requires special attention, as well 
  as special tools.
   In Bloodlines & Black Magic, we embody some of that unease 
  tangibly, allowing them to manifest as supernatural events that 
  are, truly, entirely random and meaningless. GMs could use these 
  completely as red herrings, as distractions for their PCs, or as we 
  intend – to enhance the environment around the table, to keep 
  things creepy. GMs who want to keep things truly random can 
  roll a d20; GMs who want to select how the supernatural world 
  manifests can just choose one of the events they like best (or better 
  yet, custom tailor their events to their campaigns).
  USING MUSIC
   Music can easily enhance or distract a gaming session, and 
  this is especially true for Bloodlines & Black Magic. Although 
  we naturally tend to enjoy darker music, any sort of music can 
  change the feel of an encounter. Want to get weird in the country? 
  Try leading into the session with something twangy. You could 
  use some classic rock to introduce a new biker gang, or even 
  some classic goth for the Church when you’re downtown Dallas 
  haunting the clubs. 
   In between the action scenes, car chases, and hauntings, try 
  something dark or atmospheric to maintain the mood; sometimes a 
  low, steady tension is all you need to keep things tuned to the right 
  sort of weird.
   If you’re not sure where to start, consider some of the following 
  bands for your episodes: Apex Infernal, Atrium Carceri, Desiderii 
  Marginis, Hecq, Herbst9, In Slaughter Natives, Lamia Vox, Randal 
  Collier-Ford, and Sabled Sun. All of this music is atmospheric, but 
  some songs will have words, so be mindful. Additionally, you can 
  easily use a specific song as the background music of the over-
  arching story. 
   Additionally, there are countless music mixes online that you, 
  as a GM, can use to amplify the experience you want to establish 
  at the table. If you want to focus on a cinematic experience, 
  considering opening and closing each episode with the same song. 
  You could also cue up a particular song every time the PCs initiate 
  combat (combat music!), or when danger is close by, as well as use 
  music to indicate nearby, a general threat that the PCs have yet to 
  identify. When coupled with sound effects and lowered lighting, 
  this can establish the kind of environment to tell excellent stories.
  USING ICONIC SONGS
   In Bloodlines & Black Magic, music has a lot of room to work, 
  both to establish the mood for an episode, as well as to highlight 
  other, important themes. But, it can also be used to deliver clues, to 
  frame encounters, or as the theme songs for particular villains. If 
  you hadn’t already considered it, selecting a particular playlist for 
  a given episode is always a good idea, especially if the music has 
  lyrics or a title that is suggestive of a theme you want to emphasize 
  (or features some piece of information you want to highlight). In 
  The Unloved Ones, we use music directly in that adventure, but 
  how a GM mirrors that at their table is entirely up to them. 
   GMs interested in taking a longer look at some of our influences 
  should check the index for more information.
  THE MAGICAL ECONOMY
   
   That potion or wand a character runs across in an isolated market 
  stall or the back of a strange bookstore costs something, but does 
  the weird old man with the wandering eye take Visa or American 
  Express?
   In many ways, the economy of the magical world has more in 
  common with the Middle Ages than it does with the modern era. 
  Magical, occult or supernatural goods (basically any item not 
  found in the regular, modern world) are usually not mass produced. 
  Individual artisans create the items and sell the goods themselves 
  without the bother (or cost) of middlemen.
   In general, no item worth more than 16,000 gold pieces (which 
  would cost about twenty-one million dollars in modern currency) 
  should be placed within the game; no character – even at the 
  highest of levels – should ever expect to have more than 85,000 to 
  100,000 gold pieces worth of total magical items. Any ultra-rare 
  exceptions to this should be remarkable, usually signifying the 
  swiftly approaching conclusion of the campaign.
   The human or more human-ish craftsmen may take modern cash 
  (or even credit cards) for mundane items, but most do not. Instead, 
  most supernatural objects in Bloodlines & Black Magic can only be 
  bought through barter or with dosh.
  REMEMBER
   
  Supporting creator-driven products 
  means supporting excellent local and 
  international artists, musicians, and 
  other creators, as well. If you discover 
  new music or other media while 
  reading this book, please consider 
  purchasing original copies from the 
  artists directly!
  
  193
  d20
  Supernatural Events
  1
  The lights flicker on an off for a few seconds. 
  2
  Every working clock stops for 1d4 minutes.
  3
  The room temperature drops by 20 degrees; it returns to normal 1d4 minutes later.
  4
  Phone coverage drops off, and every phone in 30 ft. powers down automatically. 1d6 rounds later, the phones 
  automatically power back on.
  5
  Nearby, a wall appears to ooze blood. The vision lasts only a few seconds, and only one player notices it.
  6
  All the lighting in 15 ft. dims for a minute. If the environment has normal light, it shifts to low light; if the environment 
  has low light, it becomes darkness. 
  7
  An animal crosses your path. It could be a black cat, a small pack of rats, a crow, or even a black goat. The key to making 
  this encounter creepy is to choose an animal connected to a superstition and make its appearance seem incongruous to the 
  existing environment. The animal should enter, acknowledge the player characters and then exit as quickly as possible. 
  PCs who attack the animal miss and on its action, the animal disappears into the bushes, around a corner, or however 
  seems appropriate. The PCs cannot find it once they lose sight of it.
  8
  The appearance and disappearance of a cryptic message, preferably written in a language which the PCs cannot read very 
  well. The message forms in the condensation on a mirror or window and fades within a few seconds. The next time the 
  PCs attempt to make air condense on the same surface, the writing is gone.
  9
  When a PC rolls a natural 20 on a Perception check, they also hear faint sound such as the whimpering of a small child or 
  chains being dragged across the floor upstairs. After that, no matter how many attempts they make to hear that sound, it 
  never reappears.
  10
  A character finds a small crumpled receipt in her coat pocket. On the back of the receipt is scribbled a cryptic or occult 
  symbol. Running this after the PCs check a coat in an encounter (going out to dinner, for instance) can enhance a story, or 
  act as a powerful red herring. This event can also be used to direct the PCs back onto a story. 
  11
  A small gust of wind whistles through the area. Only the PCs can hear it. 
  12
  An electronic device with an alarm in it goes off for no reason. It could be a clock radio, a bunch of car alarms on the 
  street, a fire alarm, or even an alarm on a cell phone.
  13
  The next time a character makes a successful Perception check, immediately afterward a sharp pain shoots through her eye 
  or her ears begin to ring painfully. The sensation lasts a single round and does no permanent damage.
  14
  For a moment, there is a subtle change in air pressure that results in the entire party getting goosebumps.
  15
  Something invisible brushes up against one of the PCs. If the PC can see the invisible (naturally or through magic), they 
  see the ghost of a small girl dragging a torn, battered teddy bear. She looks back at you sadly before fading. 
  16
  Shifting facts; this event can cause friction in your group and should be handled carefully. If you have a well-established 
  or resilient group, you might consider trying this element/event. Over the course of a series of episodes, gradually change 
  the facts of major NPCs they PCs think they know. Changing their name, altering facts they’ve previously established, 
  or even revealing deceptions that trusted NPCs might have exploited against the PCs is a good way to create unease and 
  destroy trust. But use this element carefully and discuss it with your players beforehand. 
  17
  The next time a character steps into a transportation device (a bus, car, whatever), it stops for a few seconds. If it has a 
  display, it lights up in a bizarre pattern, then returns to normal. This might be a car that stalls and has the dashboard light 
  up in a weird pattern, a subway, an elevator, or even a ride at an amusement park.
  18
  A door that the PCs opened or even left open, automatically closes and is relocked with an audible “click” as if by some 
  unseen hand. The PCs do not necessarily need to witness the door closing or relocking. 
  19
  The characters catch a sudden whiff of a vaguely familiar scent such as copper, blood, sulfur, or formaldehyde. No matter 
  how hard they search, they cannot discover the source of the smell.
  20
  The next time a player character makes a Perception check, all color drains from the environment. The startling effect 
  causes the character to blink after which his sight returns to normal. Alternately, the GM can choose another effect such as 
  the sight becoming more vivid, blurred, or be struck with a flash of static.
  
  194
  GOLD PIECES IN A MODERN ECONOMY
   From a design standpoint, prices for supernatural or magic 
  items could follow a strict, weight-based conversion calculation 
  from gold pieces to the American dollar (or the Euro). The math 
  wouldn’t be terribly complex, but would be more work than most 
  GMs and players want to entertain. It’s simple enough to say, “Hey, 
  a potion of cure light wounds, is 50 gp. Cool. You pick one up.” 
  That’s your typical fantasy game. 
   If we want to be accurate, we have to establish a baseline. 
  Let’s do this by looking at a sample coin, which we’ll use as our 
  baseline. Typically it is assumed that a single coin weighs one-third 
  of an ounce and that the weight of 50 coins is a roughly pound. 
  Now, in a strict conversion, we would be talking about the cost of 
  one pound of gold in dollars!
   A. POUND. OF. GOLD. 
   Using today’s price point, we’d calcuate that this simply by 
  multiplying today’s rate for 1 troy ounce of gold times sixteen - 
  the number of ounces in a pound of gold. We quickly learn that a 
  potion of cure light wounds would cost nearly $22k. But none of us 
  want to be constantly doing all that math; it’s simply not fun.
   Instead, Bloodlines & Black Magic uses bartering and dosh as an 
  easy conversion mechanic.
  MAGICAL CURRENCY: DOSH
   Dosh is a catchall term in the supernatural community for items 
  with magical or occult usefulness. The value comes from how 
  much magical power it contains or how it can be used in rituals and 
  incantations or item construction. Some items that are considered to 
  be Dosh include angel’s tears, demon bile, human skulls, magical 
  teeth, monster hides, imbued gemstones, coins from lost continents, 
  art from an alternate reality… if it has lingering traces of magical 
  power or occult significance, it is Dosh.
   It is left to the GM to decide on the exact nature of the harvested 
  part(s), though some items could include teeth, skulls, blood, finger 
  bones, eyeballs, preserved internal organs, hair, nails, skin/pelt...etc. 
  For example, after defeating a CR 4 vampire spawn, and making 
  a successful harvest check, the PCs gain 80 gp worth of parts. The 
  GM decides that this is a vial of blood and a single eyeball.
  USING DOSH
   In a Bloodlines & Black Magic game, a character’s amount 
  of dosh is listed as an equivalent amount of gold pieces. For 
  example, ghoul skull (dosh) 20 gp. Mechanically, this is done to 
  foster an easier compatibility with the items and economy from 
  The Pathfinder Core Rulebook. Thus, if the PCs collect enough 
  dosh to equal 12,000 gp they could exchange it for boots of speed, 
  assuming they can find someone selling a pair. 
  COLLECTING DOSH
   In Bloodlines & Black Magic the most common method of 
  collecting dosh is by harvesting parts from supernatural creatures 
  but only certain parts from any monster are imbued with magical 
  significance. Each HD of the creature grants one harvestable part 
  that is worth the equivalent of 100gp of dosh. For creatures without 
  physical bodies, the same ratio applies. 
   To successfully harvest a creature part, a PC must make a 
  harvest check. This is either a Dexterity check or an Intelligence 
  check (PC’s choice) modified by any applicable feats or traits. The 
  DC is 10 + CR of the monster + the number of rounds it took to 
  slay the creature. A critical success grants one extra dosh on top 
  of the usual gained per HD. On the other hand, a critical failure 
  indicates that the harvested part was ruined. 
   In an encounter, things tend to get shattered, burnt, broken or 
  cracked, so a prolonged battle has a negative effect on the chance 
  of harvesting usable teeth. Additionally, several other factors may 
  impact the difficulty of harvest checks as reflected in the following 
  table.
  Conditions
  DC Adjustment
  Creature is an aberration or outsider
  +2
  Destroyed with Elemental damage 
  (fire, ice...etc)
  +5
  Teeth
  -1
  Reduced to double its Hit Points before death.
  +5
  Has no physical body
  +10
  TABLE:CONDITIONAL MODIFIERS 
  FOR DOSH
  THE MAGICAL OBJECT MARKET
  THE COMPACT OF TOOTH & COIN
   The Archons take vicious and violent actions to keep the 
  knowledge of the Hidden World from spreading wider among the 
  humans, and few things attract their attention more than dealing 
  in magical items. Luckily for those who trade in the occult, the 
  Compact of Tooth and Coin offers some protection from the 
  scrutiny and reprisals of the Archons.
   It is unclear if the Archons established the Compact themselves 
  or if canny merchants discovered this loophole on their own. 
  By 1760 BC, occult purveyors realized that while the Archons 
  seemed to ignore the exchange of certain, low-level magical 
  objects. Through fatal trial and error, it was discovered that buying 
  and selling magical items up to 3000 gp in value does not draw 
  unwanted attention. Thus was born the Compact of Tooth and 
  Coin.
   Anything above that value is too risky. The Exchange and 
  other establishments dealing in the occult rigorously adhere to 
  the Compact for their protection. Brave, or foolish, black market 
  dealers can be found who trade in more powerful items, but they 
  
  195
  are constantly at risk of being detected by the Archons and dealt 
  with.
  PLAYER TREASURE, INCOME, 
  & TAXES
   Let’s be realistic for a moment. In a long-term campaign, the 
  IRS would be a concern. After all, given the PC treasure by level 
  table, a hero would be pulling in a significant amount of money 
  in a short period. GMs can choose to hand-wave this if they wish. 
  The other option is to sic the IRS on players who are wave around 
  their wealth too much. The specifics of this are left up to individual 
  GMs, but it is important to remember that the IRS Criminal 
  Investigation Unit is one of the only IRS units whose agents are 
  authorized to carry firearms.
  HAGGLING & BARTERING FOR ITEMS
   There is no fixed price for any item in the supernatural world. 
  The craftsmen or seller determines an item’s worth but the prices 
  can change depending on local or regional conditions, supply and 
  demand, especially because of the interaction between buyer and 
  seller. A homeless person buying a scrap of food will pay much 
  less than a PC occultist no matter how many ranks in diplomacy 
  and bluff the character has. 
   Haggling In general, haggling is left up to individual GMs to 
  manage. However, for those who want a suggested mechanic, 
  simply use table below (adapted from the starting attitude 
  table from the Diplomacy skill section in The Pathfinder Core 
  Rulebook). 
  TABLE: PRICE ADJUSTMENT DCs
  Price Adjustment
  Diplomacy DC
  +25%
  Suceed by 15 or more.
  +10%
  Succeed by 10 or more.
  No adjustment
  The baseline is 15 plus the 
  creature’s Charisma modifier. 
  -10%
  Fail by 5 or less.
  -25%
  Fail by 6 or more.
   
  A merchant’s starting attitude is set by the GM and 
  depends on how the PCs approached him as well as any local 
  conditions, racial bias or any other factors.
  Barter As with haggling, bartering for items is left for individual 
  GMs. However, in general, most merchants will happily 
  exchange one of their goods for an item of equal value (or several 
  items whose combined total equals the value). The gold piece 
  value of magical items as presented in The Pathfinder Core 
  Rulebook should be used as a baseline for bartering. 
   
  A successful diplomacy check can convince a merchant 
  that the item a PC is offering is worth more than it is. Use the 
  table above to determine a price result.
   
  Some merchants will ignore the value of their goods 
  to gain something of the PCs that catches their eye even if they 
  CREATING NPCS
   As noted in earlier chapters, the great majority of individuals 
  the PCs encounter are normal people. Few of these individuals 
  require a stat block, and the GM may safely assume that a 1st -level 
  player character can readily best these average Joes or Janes in 
  any class skill or ability in which they possess. As with everything 
  else, there exist exceptions and handful of ordinary citizens do 
  acquire extraordinary skills. In game terms, such individuals are 
  given levels in an NPC class. These classes represent additional 
  training or education who the individual may have learned during 
  the course of one’s life. The class provides the NPC with additional 
  hit points, a skill set, and some feats. Frequently, these abilities are 
  tied to a career, but they can also be tied to personal interests, sport, 
  or even family tradition. 
   While they allow characters to advance themselves, NPC classes 
  are far more limited than the player classes. 
   All NPC classes have additional requirements that give them a 
  soft cap at 3rd level. To advance beyond 3rd level in an NPC class, 
  your Primary Ability score must be at least 16. 3rd level is also the 
  highest level an NPC class can attain if you want to multiclass.  
  NPC classes do not progress beyond 5th level. Any character with 
  NPC levels that seeks to gain power beyond 5th-level may only do 
  so by taking levels of a player character class. 
   There are five NPC classes – Adept, Aristocrat, Commoner, 
  Expert, and Warrior. In addition to the player classes, an individual 
  may gain levels in any of these classes. These classes have been 
  modified to reflect their place in modern society.
  THE ADEPT
   Adepts are individuals born with a sixth sense that ties them 
  to the realm beyond the veil.  Some believe themselves in 
  communication with the world of dead; others think themselves 
  magicians, or as divine vessels receiving inspiration through their 
  strength of faith. Despite their personal beliefs, every adept’s 
  powers are strictly drawn from psychic energy and strongly tied to 
  the Goëtic Spirits. 
  Alignment Any.
  Primary Ability Score Wisdom
  Hit Die d6.
  Class Skills A 1st-level adept chooses 6 skills from either the 
  Cultural or Practical Career skill groups.
  Skill Ranks per Level 2 + Intelligence modifier.
  CLASS FEATURES
   All of the following are class features of the adept NPC class.
   Weapon and Armor Proficiency: Adepts are skilled with all 
  simple weapons. Adepts are not proficient with any type of armor 
  or shield.
  are giving away something expensive for something nearly 
  worthless. In these cases, the GM must determine any possible 
  result.
  
  196
   Spells: An adept casts psychic spells, which are drawn from the 
  adept spell list. Like an occultist, an adept must choose and prepare 
  her spells in advance. 
   To prepare or cast a spell, an adept must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against an adept’s spell is 10 + the spell level + the 
  adept’s Wisdom modifier.
   Adepts gather the psychic energy they need to cast spells 
  thorough meditation or prayer. Each adept must choose a time each 
  day during which she must spend an hour in quiet contemplation 
  to regain her daily allotment of spells. Time spent resting does not 
  affect whether an adept can prepare spells.
   Like other occultists, an adept can cast only a certain number of 
  spells of each spell level per day. Her base daily spell allotment is 
  given on Table: Adept. In addition, she receives bonus spells per 
  day if she has a high Wisdom score.
   Where Table: The Adept indicates that the adept gets 
  0 spells per day of a given spell level, she gains only the 
  bonus spells she would be entitled to based on her Wisdom 
  score for that spell level.
   Occult Focus: Each adept has a particular heirloom or 
  fetish depending on the adept’s magical tradition. The item 
  serves as an occult focus for casting spells, and the adept 
  cannot cast spells without it.
  Pierce the Veil: At 2nd level, an adept gains Pierce the Veil 
  as a bonus feat.
  Adept Spell List
  Adepts choose their spells from the following list.
  0 Level: create water, detect magic, ghost sound, guidance, light, 
  mending, purify food and drink, read magic, stabilize, touch of 
  fatigue.
  1st Level: bless, burning hands, cause fear, command, comprehend 
  languages, cure light wounds, detect chaos, detect evil, detect 
  good, detect law, endure elements, obscuring mist, protection from 
  chaos, protection from evil, protection from good, protection from 
  law, sleep.
  2nd Level: aid, animal trance, bear’s endurance, bull’s strength, 
  cat’s grace, cure moderate wounds, darkness, delay poison, 
  invisibility, mirror image, resist energy, scorching ray, see 
  invisibility, web.
  Level
  Base Attack Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Spells per Day
  0/1st/2nd/
  1
  +0
  +0
  +0
  +2
  Spells, occult focus, 
  pierce the veil
  3 / 1 / - 
  2
  +1
  +0
  +0
  +3
  3 / 1 / - 
  3
  +1
  +1
  +1
  +3
  3 / 2 / - 
  4
  +2
  +1
  +1
  +4
  4 / 2 / 0 
  5
  +2
  +1
  +1
  +4
  4 / 3 / 0 
  TABLE: THE ADEPT
  THE ARISTOCRAT
   Aristocrat is a catchall term that represents a range of individuals 
  whose lives were in sculpted by their association with society’s 
  upper crust. This may include actual nobility, but more often 
  it represents people with great corporate, financial, or political 
  influence. These individuals my have been born to their positions 
  or worked their way up to them. Conversely, it may also represent 
  an individual born into a powerful family who has denounced 
  materialism and power, but cannot shed the fact he remains the 
  scion to his family name.   
  Alignment Any
  Primary Ability Score Charisma
  Hit Die d8.
  Class Skills A 1st-level aristocrat chooses 8 skills from either the 
  Academic, Cultural, or Political Career skill groups.
  Skill Ranks per Level: 4 + Intelligence modifier.
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  1
  +0
  +0
  +0
  +2
  Silver Spoon
  2
  +1
  +0
  +0
  +3
  3
  +2
  +1
  +1
  +3
  4
  +3
  +1
  +1
  +4
  5
  +3
  +1
  +1
  +4
  TABLE: THE ARISTOCRAT
  CLASS FEATURES
   The following is a class feature of the aristocrat NPC class.
   Weapon and Armor Proficiency: The aristocrat is proficient 
  in the use of all simple and martial weapons and with light armor, 
  as well as a single shield (their choice). The aristocrat is also 
  proficient with a number of specific types of common or advanced 
  firearms equal to their Intelligence modifier.
   Silver Spoon a 1st level aristocrat gains the Rich feat (in 
  Bloodlines & Black Magic, increase the character’s starting wealth 
  by +2).
  
  197
  THE COMMONER
   Commoners are everyday people. They consist of shopkeepers 
  and school children, farmers, artists, homeless people, 
  homemakers, and businesspeople. A commoner typically only 
  possesses those the skills they need to succeed at the life they’ve 
  chosen and remain bound to the mundane reality in which they 
  grew up.
  Alignment Any
  Primary Ability Score Wisdom
  Hit Die d6
  Class Skills A 1st level commoner chooses 7 skills from either 
  the Practical Career skill group, plus any one additional skill.
  Skill Ranks per Level 2 + Intelligence modifier.
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  1
  +0
  +0
  +0
  +0
  Ignorance
  2
  +1
  +0
  +0
  +0
  3
  +1
  +1
  +1
  +1
  4
  +2
  +1
  +1
  +1
  5
  +2
  +2
  +2
  +2
  CLASS FEATURES
   The following is a class feature of the commoner NPC class.
   Weapon and Armor Proficiency: The commoner is proficient 
  with one simple weapon. He is not proficient with any other 
  weapons, nor is he proficient with any type of armor or shield. 
  Commoners are proficient with a number of specific types of 
  firearms equal to their Intelligence modifier.
   Ignorance Once per day a commoner can automatically 
  succeed on a paradigm check to avoid the negative mental effects 
  of witnessing a supernatural event. If he succeeds, he remains 
  traumatized by the event and instead forms a mundane reason to 
  explain the phenomenon. Ignorance doesn’t prevent the commoner 
  from being physically or mentally damaged by powerful effects; it 
  only prevents his threshold score from advancing.
  TABLE: THE COMMONER
  TABLE: THE EXPERT
  THE EXPERT
   Experts represent individuals that relentlessly pursue a specific 
  area of interest. Many are pushed by intellect into the fields of 
  law, politics, science, and engineering. Still, a master craftsman, a 
  superior artist or musician, or anyone whole-heartedly devoted to 
  becoming a master in their field may be considered an expert.
  Alignment: Any
  Primary Ability Score: Intelligence
  Hit Die: d8
  Class Skills A 1st-level expert chooses 10 skills from either the 
  Academic, Covert, Cultural, Political, or Practical Career skill 
  groups.
  Skill Ranks per Level 6 + Intelligence modifier.
  CLASS FEATURES
   The following is a class feature of the expert NPC class.
  Weapon and Armor Proficiency The expert is proficient in the 
  use of all simple weapons and with light armor, but not with any 
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  1
  +0
  +0
  +0
  +2
  2
  +1
  +0
  +0
  +3
  3
  +2
  +1
  +1
  +3
  Skill Focus
  4
  +3
  +1
  +1
  +4
  5
  +3
  +1
  +1
  +4
  Skill Focus
  
  198
  THE WARRIOR
   Warriors represent those individuals who rely upon their 
  physical attributes to accomplish their jobs. Athletes, criminals, 
  nightclub bouncers, police officers, and soldiers are all examples of 
  characters that might take the warrior NPC class.
  Primary Ability Score any physical
  Alignment Any
  Hit Die d10.
  Class Skills A 1st-level expert chooses 6 skills from either the 
  Covert or Physical Career skill groups. 
  Skill Ranks per Level 2 + Intelligence modifier.
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  1
  +1
  +2
  +0
  +0
  2
  +2
  +3
  +0
  +0
  3
  +3
  +3
  +1
  +1
  4
  +4
  +4
  +1
  +1
  5
  +5
  +4
  +1
  +1
  CLASS FEATURES
   The following is a class feature of the warrior NPC class.
  Weapon and Armor Proficiency
   The warrior is proficient in the use of all simple and martial 
  weapons and with all types of armor and shields. Warriors are 
  proficient with common and advanced firearms, but not with 
  specialized or restricted weapons. 
  TABLE: THE WARRIOR
  type of shield. Experts are proficient with a number of specific 
  types of common or advanced firearms equal to their Intelligence 
  modifier. 
  Skill Focus At 3rd-level, and a gain at 5th-level, the Expert gains 
  Skill Focus as a bonus feat.
  
  199
  CHAPTER 12
  THE TOWER
  OF
  
  200
   Delilah stood and went over to the little altar I kept to Santisma 
  Muerte, Saint Death, by my ceiling-high bookcase of necromantic 
  texts. Some of them were real treasures, preserved in glass cases I 
  had custom made. Last time I suggested to Delilah that she should 
  read the classic texts of her field, she laughed in my face.
    
   She lit a coil of my good dhoop incense, red sandal, a tiny 
  petrified snake of it in a circular maze-coil, its head glowing an 
  angry orange. “But a hundred Sindas don’t mean a thing, and you 
  know it, Damien.”
   
   My real name was James Butterworth. Unlike Delilah, I wasn’t 
  blessed with a magical-sounding name. Hence, “Damien Black.” 
  To my former student’s credit, she had her last name officially 
  changed from Keernan to Moon years ago – Delilah Moon, 
  Spiritual Advisor in red cursive on her business card.
   “You know,” I said, making a flourish with my hands as I opened 
  the empty box of menthols and peered inside, “one place money 
  doesn’t grow is on imaginary trees.”
   “That’s my point.” She fanned smoke into the ebony statue of 
  Santisma Muerte. The smoke clung to the statue’s carved folds, 
  rising around the little scythe as if the figure were heat-blackened 
  with mystical power – Lady Death, Saint Death, the female grim 
  reaper with a rope cincture around her waist, the scythe in one 
  hand, and a miniature hourglass in the other. The Lady comes to us 
  all – maybe to menthol cigarette smokers before others.
   “I always said I’d teach you enough to have a living. I believe 
  I’ve done that.”
   “Don’t be an asshole, Jim. Five long years of companionship and 
  doing your housework and looking the other way while you ‘got 
  acquainted’ with your clients. And now it’s see ya, good luck?
   “Go easy on the dhoop. Red sandalwood’s going extinct.”
   “You’re damn impossible,” she said, and I nodded. At least, in 
  that, we agreed. Though the last bit about my clients wasn’t exactly 
  true. About eight years ago, I spent the night with a client in the 
  condo. It was the last bad decision in a long line of bad decisions 
  I’d made with that person. Delilah had been staying in my spare 
  bedroom at the time. And, even though we sometimes slept in the 
  same bed, I’d always assumed she’d had a boyfriend or a girlfriend 
  – more likely the latter back then. But she hadn’t, and she never 
  forgave me for my indiscretion.
   “You have abandonment issues,” I said.
   “You just have issues, Jim. One of the many is forgetting all 
  about the people who need you.  Think about it.” Delilah ran her 
  fingers over the necromantic texts, her eggplant-purple nails 
  clicking on the spines. Then she turned toward me and leaned 
  against the bookshelf behind her, arms resting flat on the shelf as 
  if she were in a chorus line. She grinned, kicking one of her white, 
  flat-bottomed sandals at me. It had little silver bells where rivets 
  held the straps together. It tinkled when it hits me in the knee.  
   “You can’t say no to me,” she said. “You never could.”
  
  201
  THE ARCHONS
   Cassandra leaned back, took a drag from her clove, and slowly 
  exhaled, letting the smoke twist, turn, and curl in the air like a thin, 
  translucent tentacle stained with chemicals. She smiled at a private 
  thought, knowing it would unnerve her guest, then looked away. 
  She glanced over at her library, then back at her clove, before 
  brushing her bangs out of her long, dark hair and looking directly 
  at her guest, a much younger man. 
   Then, she spoke.
   “I don’t know what to tell you, darling. The Archons could 
  be anything. Most folks associate them with angels, and those 
  who think they’re in the know often proclaim that they are truly 
  archangels, those same beings that Solomon commanded so long 
  ago. But I’m not so sure. I’ve heard too many tales and read, even 
  more, books, that lead me to believe they’re something entirely 
  different, something from beyond our world – something sent to 
  slow our progress and supplant our own, native spirits. Of course, 
  if I had uttered those words a few centuries ago, I would have been 
  burned as a heretic, or worse. And I’m not stupid. For all intents 
  and purposes, these beings are gods, beings so powerful that they 
  could burn entire cities before breakfast, without so much as lifting 
  a wing. The sad thing is, our modern world doesn’t know the truth, 
  and if the average Joe saw one on the street, he’d swear he saw an 
  angel, drop to his knees, and start praying. The rest of us might, in 
  our ignorance, try to run. It wouldn’t matter in either case. We’re 
  nothing to them. Ants. Protoplasm. Pond scum. Take your pick.”
  ABOUT THE ARCHONS 
   
   Only a rare few individuals know who and what the Archons 
  truly are. To most people (at least those who seek answers beyond 
  the Veil), they are powerful angels, celestial beings that could, with 
  a touch, cure diseases, raise the dead, or wipe a small city from the 
  face of the earth. Luckily for those same cities, the Archons are too 
  busy elsewhere, fighting invisible wars against the outer darkness, 
  running celestial domains few men will ever see, and stamping out 
  their old enemies – namely the Goëtic Spirits they drove from Earth 
  well over two millennia ago.
   Were any of us unlucky enough to gaze upon one of the Archons 
  for even a brief second, we’d face a towering giant that resembles 
  a humanoid cloaked in fire, with layers of feathered, pure white 
  wings – layers upon layers of wings. Most of us would probably 
  assume the Archons are Seraphim of the highest order, but we’d 
  be wrong – very, very wrong. Because while the Archons certainly 
  fit the Hollywood or Hallmark version of angels, they are anything 
  but – they are alien creatures that care little for our individual lives, 
  and instead focus on maintaining a universal coherence that is far 
  beyond the cusp of our understanding. The fact is, the Archons are 
  more akin to universal superintendents, celestial managers who sit 
  atop fiery thrones while they oversee the operation of a mechanical 
  universe that is both invisible and indivisible, the literal stuff of 
  stars, Will, and old wives’ tales. They rule a world that resonates 
  with indiscernible patterns, using rules and laws that would baffle 
  even the best-trained physicist.
   That knowledge doesn’t come cheap, either. You won’t find the 
  Archons listed in any occult appendix, and you simply won’t find 
  them referenced online – they’ve made sure of that. Those who 
  have learned of the Archons’ existence have gone to great lengths 
  to do so, spending decades courting strange shadows, learning 
  forbidden lore, diving into ancient history, and exploring the long 
  corridors of space and time. You see, there’s a bit of information 
  floating around about the Archons, but you have to know where 
  to look, who to ask, what to discard, and how to piece all of it 
  together. All without ending up dead, mad, or worse.
   Of course, the Archons aren’t alone in their tasks, and they 
  have legions of lesser servants, spirits of light, sound, harmony, 
  and will – beings that most of us would call lesser angels, at least 
  here in the West. These beings, with their missions and particular 
  portfolios, are the creatures your occultist friends read about 
  online, the creatures they think are the true angels of the hidden 
  worlds, the powers you summon when you want to best an enemy 
  or discover hidden treasures. Some of them even favor us, too. 
  But they aren’t interested in our wellbeing. In fact, those Archons 
  who stood as allies to mankind defected and joined the ranks of the 
  Goëtic Spirits long ago. The current Archons do not. Instead, they 
  continue to carry on their original, mysterious tasks, and they only 
  favor us when our actions align with theirs.
  HIERARCHY OF THE ARCHONS
   In Bloodlines & Black Magic, the Archons operate under a strict, 
  but secret hierarchy. This hierarchy is topped by the Seven of the 
  Secret Names, whose true names are hidden. These Archons are 
  known by their common names and titles, which are: 
  Anzreala, Grand Archon of Pillars and Cities
  Leshiræl, Grand Archon of Flames and The Infernal
  Haziliah, Grand Archon of Spirits and Lightning
  Nannareal, Grand Archon of Secrets and Whispers
  Yasazziel, Grand Archon of Glittering Things and Earthly Delights
  Sehrial, Grand Archon of Watchman and Spies
  Hetrathreal, Grand Archon of War and Wealth.
   Beneath these Archons are the lesser archons, who are divided as 
  follows: 
  The Ashmeræl – Those Who Watch
  The Anavakha – Those Who Deliver
  The Umuniah – Those Who Serve
  The Nemanah – Those Who Smite
  The Anerriel – Those Who Teach Secrets
  The Babdaih – Those Who Whisper
  The Veniel – Those Who Bring Love. 
   Beneath these Archons are the Grand Hosts, each with their 
  numbers, leaders, consorts, and guides. Listing those is beyond the 
  scope of this current document, however.
  THE SEVEN OF SECRET NAMES
  “People ask me: if the Seven are truly so powerful, why don’t they 
  rule the world? Short, simple answer: they do. Everything exists, 
  
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  as they desire; all creatures great and small bow and dance – 
  unknowingly or otherwise – to the vast unsung symphony of their 
  hidden design. Longer, scarier answer: they mostly do, and the 
  naked truth that you know that they don’t -- not just yet, at least 
  – makes you an extremely expendable liability in their weird old 
  war.”
  –John Churchstreet
   Highest of the high and wisest of the wise, firstborn children of 
  the Creator and heirs of the towering Celestial, hidden queens of 
  an incomprehensibly complex cosmos, faceless masters behind 
  the deepest of mysteries: the great Seven of Secret Names bend, 
  craft and reshape our world moment by moment according to the 
  inscrutable instruction of their shadowy council, answering to 
  none.
  WHAT WE KNOW
   The Archons are spiritual agents of pure supernatural 
  righteousness, ageless wisdom and universe-spanning goodness, 
  and they can prove this using magic (see Cosmic Good & Street-
  Level Evil, below). They aren’t omniscient or omnipotent; they 
  cannot be everywhere at once, they can be tricked, and strange 
  forces we either don’t understand or cannot name often limit 
  their influence in unexpected ways. Within the broad parameters 
  of those relatively scant limitations, however, the Seven Grand 
  Archons are decidedly the outright scariest things in our universe.
  WHAT WE THINK WE KNOW
   Each one of the Seven possesses an array of unique abilities, 
  defining them above and beyond the powers granted as Trumpet 
  Archons [see the Pathfinder Roleplaying Game Bestiary for 
  details]. Although they share a single over-arching goal to preserve 
  and reinforce the Veil in any number of ways, each one of the 
  Seven also has several “pet projects” at any given time; these 
  smaller-scale jobs can take centuries to complete and are often 
  deeply elaborate – by human standards – in scope and design, 
  comparable to the founding of a worldwide manufacturing empire 
  or a hidden political dynasty.
   Above all, no one has ever successfully killed an Archon, nor 
  inconvenienced all seven enough to make them retaliate together in 
  force.
  WHAT WE DON’T KNOW
   Do the Grand Archons, as a collective, pursue secondary 
  goals beyond merely maintaining the Veil and keeping the Goëtic 
  Spirits humbly in-line? Many sorcerers suspect that they must, as 
  occasionally another of the Seven will pick up, adapt and continue 
  a seemingly discarded “side project” left half-completed by another 
  of her sisters; this hints at greater designs yet-incomprehensible to 
  humanity.
   
   Is there a single master plan, one that guides the individual 
  actions of each of the Grand Archons? The sisters often refer 
  to certain “clockwork of cosmic design” – a set of schemes or 
  strategies allegedly far beyond the comprehension of mortals, 
  pertaining to the maintenance of top-to-bottom multiplanar 
  harmony – but is this merely a metaphor ... or is it something more 
  concrete?
   Can the sisters be replaced if they are slain? As far as we 
  know, the Grand Archons are the same figures of myth and half-
  whispered urban legend that they have always been, since the time 
  before time ... but immensely powerful Goëtic Spirits and their 
  cults have gravely injured the sisters in ages now long past. Is it 
  possible that mechanisms exist to elevate lower-tier angels (or even 
  mortals) to their illustrious ranks? Are the current Seven of Secret 
  Names truly the originals, or have some of them ascended to their 
  position by clandestine violence?
  COSMIC GOOD & STREET-LEVEL EVIL
   The core Bloodlines & Black Magic universe continues to 
  operate under the base assumptions of the nine-point Alignment 
  system, but – mechanically – this subsystem has few “moving 
  parts,” so to speak: that is, no class in the game requires the 
  maintenance of any specific alignment or code of conduct, no class 
  in Bloodlines & Black Magic possesses the out-of-the-box ability 
  to magically detect or to discern alignment (yet), and no class in 
  the game possesses straightforward access to powerfully aligned 
  spells like blasphemy, chaos hammer or magic circle against evil.
   In fact, except the Tier 2 Religious Path Talent ‘Sense Moral 
  Character’ and a few easily altered feats, a GM so inclined could 
  remove Alignment from her campaign entirely without changing 
  any rules. Even if a GM decides to incorporate Alignment in a 
  strong and thematic way, PCs might never know that the system is 
  active: a dedicated player could obtain a wand of detect evil and the 
  skill ranks in Knowledge (occult) to properly wield the thing, of 
  course, but remember that mundane humans of 4th -level and lower 
  – even those sincerely committed to evil – reveal no aura under a 
  divination of this type.
   Most creatures need an alignment only as a quick throwaway 
  descriptor, useful in briefly summarizing the broadest outlines of 
  their ideology or personality.
    All of that goes out the window with the Seven of Secret 
  Names, however: the Grand Archons shine like a sky-darkening 
  solar eclipse with an overwhelming, soul-stunning aura of law and 
  goodness ... even as they stride from a burning orphanage with 
  blood on their hands. There is no act so wicked, no betrayal so vile, 
  that it could tarnish their righteousness; all mortal works of cruelty, 
  tyranny, and iniquity pale by comparison to the utter holiness of 
  their very design. 
  
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  THE SCARIEST THING IN THE 
  UNIVERSE ...
   Within the text of Bloodlines & Black Magic, the Seven of 
  Secret Names are intended to fill much the same “ecological niche” 
  as the mightiest undead great wyrm red dragon, arch-lich or demon 
  prince in a more traditional sword-&-sorcery fantasy-adventure 
  campaign: while there might, theoretically, be yet more-powerful 
  creatures or more-dangerous coalitions hidden somewhere far off-
  stage, these are the ultimate threats that any PC could ever face.
   Above all, because the underground investigators and criminal 
  occultists of Bloodlines & Black Magic are not purely martial 
  heroes, hewing through swarms of degenerate sub-humans with 
  impunity and facing horrid, mindless beasts vomited from the Pit 
  with magic sword in hand, it is important the “apex predator” role 
  of this setting is filled with creatures that are intelligent, well-
  spoken, sophisticated, cunning, fashionable, eloquent and urbane.  
   The Seven of Secret Names are not the Tarrasque. They are 
  not interested in destroying the world. They do not – with few 
  exceptions – want your soul, your treasure or your kingdom. They 
  can be met, talked-to and bargained-with. 
   They come to dinner parties and gallery openings, sometimes.
   They are all the more terrifying because of this.
  ANZREALA, GRAND ARCHON 
  OF PILLARS & CITIES
   She is tall and beautiful, cold and hard, classically statuesque; 
  Anzreala is a sculptor of steel, neon and glass who wields the twin 
  instruments of social trust and mortal terror to grow and shape her 
  playthings. 
   If she believes that there is a chance that your actions will lead 
  – directly or indirectly – to a major terrorist attack that she did not 
  orchestrate, she will kill you and everyone you know as a quiet, 
  professional matter of self-preservation.
  SUSPECTED ABILITIES
   It is known that Anzreala is immune to firearms, as per the 
  Gunsmoke Blessed Creature template. She possesses a greater 
  number of followers than any of her other sisters – save, perhaps, 
  Yasazziel – so it is likely that Anzreala also possesses the Suzerain 
  Creature Template [see the Advanced Bestiary].
  BLESSINGS
   Those who serve Anzreala directly are most likely to possess the 
  Streets Mystery.
  LESHIRÆL, GRAND ARCHON 
  OF FLAMES & THE INFERNAL
   Few beings in the universe could be described as more 
  businesslike than Leshiræl: she is taciturn, humorless efficiency 
  carved in icy-cold flesh. She takes great care to maintain an 
  aura of precise and absolute control, as she has focused all of 
  her incomparable abilities upon the singular, impossible task of 
  re-arranging the very Infernal. To this end, she has begun carving 
  a vast city of torment into the plane itself, seeking to pair an 
  appropriate punishment with each sinner.
   At the moment, she has only a very small domain under her 
  direct control: a towering megalopolis-prison containing nearly 
  twenty-five million damned souls out of the countless billions 
  inhabiting the Infernal. Her fiefdom is growing every day, however, 
  as her sorrowful inmates – draped in white-hot chains – lay bricks 
  of iron and silver to pave over this smoldering realm of absolute 
  choice.
  SUSPECTED ABILITIES: 
   As a master over living fire and bedrock of brimstone, it is 
  believed by most scholars that Leshiræl possesses the Magma 
  Creature Template [See Green Ronin’s Advanced Bestiary],
  BLESSINGS
   Worship of Leshiræl is more common than religious service to 
  any of the other Seven; creatures killed by her followers are said 
  to be somehow “dedicated” to her region of control within the 
  Infernal. Those granted spell-power traditionally gain the Flame, 
  Godclaw, Metal or Volcano Mystery.
  
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  ABHORRENT HEAVENS, THE CELESTIAL & 
  THE INFERNAL
   The key difference between any one of the Abhorrent Heavens and the 
  very foulest churning pit of the deep Infernal is subtle but distinct: within 
  an Abhorrent Heaven, one person is having a wonderful time. These 
  grotesque realms, home to souls perfectly selected by their mistress for 
  obsession and malice, are obscene in the extreme. On the surface, some of 
  these blood-splattered abattoirs may appear as 1950s suburbs or modern-
  era cities, but all merely hide the hunger of a psychotic spree-killer finally 
  unleashed from all consideration of consequences. 
  HAZILIAH, GRAND ARCHON 
  OF SPIRITS & LIGHTNING
    Usually seen only on the far side of a dim-lit computer monitor 
  or through the dark lens of a cellphone camera, Haziliah is 
  simultaneously everywhere and nowhere. She is the black heart of 
  the Internet, queen of the digital wasteland and sys-admin of the 
  gods, able to arrive at a moment’s notice – like a searing gray bolt 
  from the roiling heavens – anywhere she deems necessary.
   She’s the reason that occultists across the modern world still 
  communicate primarily through hand-written letters sealed in wax.
    Haziliah watches the world with ten-thousand-thousand hidden 
  eyes; she observes and listens and makes her little adjustments: 
  deleting YouTube accounts and killing users who come too close to 
  tearing the Veil, scrubbing Wikipedia pages, moderating Dark Net 
  chats, sending and receiving email from every corner of the world 
  at speed beyond thought. It’s amazing what you can accomplish 
  with just Internet access, genius-level intellect, the ability to 
  teleport, no need to eat or sleep, epic-scope magic and complete 
  immunity to everything. 
  SUSPECTED ABILITIES
   Without a doubt, Haziliah possesses both the Thunder Child 
  Creature Template and the Savant Creature Template [Advanced 
  Bestiary], with a focus on Computer Use. She may have other, as-
  yet-unseen abilities.
  BLESSINGS
   Haziliah does not act through mortal agents, preferring to get 
  her hands dirty personally whenever the great show of shows gets 
  boring or frustrating. She does occasionally answer desperate, 
  suitably contrite pleas for intervention that are addressed directly to 
  security cameras in coffee shops.
  NANNAREAL, GRAND ARCHON 
  OF SECRETS & WHISPERS
   It is an open secret among occult researchers that Nannareal 
  never reveals her interests, nor her presence, to anyone; instead, 
  the Grand Archon of Secrets and Whispers always takes great 
  care to cloak her activities behind several layers of lies, masks, 
  misdirections, and illusions. She often appears in the guise of one 
  of her sisters ... although she has been known to assume the form 
  of mortals, Goëtic Spirits, lesser angels and even stranger entities 
  when it suits her.
   As recompense for her occasional identity theft, Nannareal 
  allows her sisters free use her name and august title, as they desire: 
  for this reason, any individual claiming to be – or to represent – 
  Nannareal can be trusted only to be acting in the service of another 
  Archon entirely.
   Woe be to the mortal who attempts to engage in such chicanery, 
  however. Few things arouse the interest of Nannareal like 
  unauthorized use of her power, and her interest is very dangerous 
  curse indeed. 
  SUSPECTED ABILITIES
   Most scholars attribute abilities in line with both the Rogue 
  Creature Simple Class Template [see the Pathfinder Roleplaying 
  Game Monster Codex] as well as the Inveigler Creature Template 
  [see Green Ronin’s Advanced Bestiary] to Nannareal, although she 
  might possess mastery over any number of other, more-surprising 
  techniques or gifts.
  BLESSINGS
   Any spellcaster with access to the Intrigue Mystery should be 
  suspected as acting in service to Nannareal. Of course, maybe 
  that’s just what she wants you to think...
  
  205
  YASAZZIEL, GRAND ARCHON 
  OF GLITTERING THINGS & EARTHLY 
  DELIGHTS
   If any of the Grand Archons could be described as a ‘manic pixie 
  dream girl,’ it’s Yasazziel. An apex chatterbox and immortal patron 
  of all bright-painted social butterflies, it can be somewhat difficult 
  to separate signal from noise when it comes to Yasazziel and her 
  direct wishes. Considering how much she says, Yasazziel is not 
  particularly clear; her (supposed) motivations have been detailed at 
  elaborate lengths, but it can be difficult to parse exactly what she 
  means by what she says.
   In short, she claims to want to reward those who – in life – 
  resisted their strongest impulses for the sake of society, law, and 
  order, giving them a safe place to express their creative spark for 
  all eternity to an audience who “gets it.” 
  SUSPECTED ABILITIES
   By some unknown means, Yasazziel possesses the capability 
  to create demiplanes within the greater realm of the Celestial; 
  she uses these so-called ‘Abhorrent Heavens’ as her playground,  
  stealing away souls from across the multiverse to serve either 
  as artists or as subjects. Depending on how you categorize and 
  quantify such ability, this potentially establishes her as the most-
  powerful Grand Archon of them all.
  BLESSINGS
   Yasazziel is known to impart access to the Joy Mystery to those 
  mortals who serve her. Just as often, however, Yasazziel simply 
  unleashes a creature from one her Abhorrent Heavens upon the 
  world – usually taking the shape of a kyton or barbed devil – in the 
  vague general direction of a problem, expecting her sisters to clean 
  up the resultant mess.
  SEHRIAL, GRAND ARCHON 
  OF WATCHMAN & SPIES
   Smiling, friendly to a fault, charming, gracious and beautiful, 
  Sehrial is only one of the Grand Archons who will deign to appear 
  in a mortal guise that is shorter than the humans around her. She 
  has a calm, relaxed grin, and often adopts a slight Southern drawl 
  to her speech: always eager to lend an ear.  
   Of course, all of this is a carefully constructed lie.
   It can be assumed when dealing with Sehrial, that she is seeking 
  information; it’s also safe to believe that she already knows 
  whatever it is you think you’re keeping secret from her and that 
  she is, in fact, after some other type of detail altogether. Among 
  the rare occultists who have dealt with her privately and lived, all 
  universally encourage a campaign of total, painful honesty when 
  dealing with her ... and to remember that anyone looking to play 
  the game against Sehrial has already lost: she only shows herself 
  when victory is already assured.
  SUSPECTED ABILITIES
   Any details about Sehrial’s abilities have likely been corrupted; 
  as the patron of all counterintelligence campaigns, she’s never to be 
  trusted.
  BLESSINGS
   Mortals in service to Sehrial are usually blessed with the Lore 
  Mystery, although some have been appointed with the Mystery of 
  the Dark Tapestry.
  
  206
  HETRATHREAL, GRAND ARCHON 
  OF WAR & WEALTH
   She is the power behind the throne, the church, the Pentagon, the 
  military-industrial complex itself: tall, commanding, professional, 
  rapturous in her beauty and occasionally given to outbursts of 
  eerily human rage or levity, Hetrathreal is – in many ways – the 
  archetypal Archon: when young occultists first imagine what the 
  Archons are like, it’s her they’re picturing.
   You can find her dining at the country club or sidle up to the 
  bar on certain back-alley streets in Washington D.C.; she might be 
  smoking a cigar in a boardroom in Tokyo or sipping whiskey at 10 
  Downing Street in London. She plays chess in the afternoons in 
  New York and takes late-night walks along the canals of Venice.
   Above all, she gets what she wants: blood, oil, and prosperity.
  SUSPECTED ABILITIES
   As befits her purpose as champion against all threats to the order 
  and stability of the multiverse, Hetrathreal is known to possess the 
  Fighter Creature Simple Class Template [Monster Codex].
  BLESSINGS
   Hetrathreal’s servants are legion, though only the most powerful 
  of her followers are blessed with the Battle or Life Mystery.
  CASSANDRA'S CURSE
   Cassandra, now a little more comfortable, leaned deeper into 
  her velvet chair, letting her hair fall back in her face. Her guest 
  Michael remained focused on her words, staring deeply into 
  her emerald colored eyes as she spoke. He knew that she was 
  exercising her will on him, enchanting him with both her words 
  and her nature, focusing on him in a way that would unnerve lesser 
  men. But he, too, had studied in the shadows for a long time, and 
  he suspected she was unaware of the charm that secretly altered 
  him to her mesmerizing powers, reinforcing his will even as she 
  sought to subvert it to hers. He returned her smile, letting her finish 
  her clove. When she stabbed it into her crystal ashtray on her ebon 
  desk, he sat up and asked her another question.
   “So, what about the fallen spirits, the beings the Archons 
  defeated in their rise to power?” 
   He suspected he knew the answer, but like all things in his secret 
  world, each exchange was a test, a challenge to his power. His 
  conversations with Cassandra were no different.
   “Oh darling, you know as well as I that those beings are too 
  numerous to list. Of course, my knowledge of them is fairly specific, 
  as I’ve only dealt with the ancient jinn and their companies. I’ve 
  always had a thing for the red spirits of the desert, I suppose, 
  although that’s probably due to my interest in the old, monstrous 
  goddesses of ancient Sumer – Ninhursag, Ningal, and their kin. It’s 
  probably in my blood.”
   She smiled, pushed her dark hair back, and went on.
   “We occultists have a harder time with the Goëtic Spirits or 
  did so until we started sharing notes sometime in 1904. In either 
  case, most of them are forgotten or defeated gods, beings who lack 
  worshippers and who have, over the millennia, went into hiding. 
  Some of them were nature spirits, kami, fey, that sort of thing. They 
  have their own, distinct and individual interests, and if Mathers is 
  correct, their personalities, as well. Of course, they’re all still far 
  more powerful than any single one of us, but compared to the far 
  more popular conquerors, the Archons, only a few could even hope 
  to stand against them. Their powers are, as you might imagine, 
  quite diminished. That’s probably why they work together, referring 
  to themselves as ‘legion,’ at least in popular culture. You see, while 
  the Archons have power, the Goëtic Spirits have the numbers. And 
  they are everywhere.”
   Cassandra picked up another clove, lit it, and continued. 
   “No, Michael, they are far too numerous to list. I think that’s why 
  most occultists really get into spiritual hierarchies and try to sort 
  out who is the duke of this or the marquees of that. Worse, most of 
  them don’t spend the time to figure out their ancient names, or even 
  bother to try and give them some of their power back, doing dumb 
  things like addressing them in English when they should be carving 
  their names out in red ink, in true cuneiform. But that’s what you 
  get when your average occultists accept the lie, treating them like 
  devils and demons – which they are not.” 
   Cassandra inhaled, then continued. 
   “Don’t get me wrong, darling… they’re not all forgotten or 
  defeated gods, either. Like I said, some of them are ancestral 
  spirits, some are cultural heroes, and others are even stranger, 
  ancient beings who have long sought to serve humanity as allies 
  and teachers. In fact, I sometimes describe them as the Dactly, 
  those old Greek spirit-healer-magicians who once taught mankind 
  how to read, cut herbs, heal the sick, and the magic of numbers. 
  The sad fact is, none of them have a collective mission, and 
  unlike the Archons, they have no real hierarchy. They are massive 
  collective of spirits, some helpful, others selfish, and some, over 
  time, downright bastards. And yes, some of them are monsters, the 
  sorts of beings you’d do better not to summon. You know, the things 
  that possess men and do evil in their names…”
   
  ABOUT THE GOETIC SPIRITS
   A collective of spiritual beings under siege by the Archons and 
  their followers, Goëtic Spirits are a conquered, diverse group of 
  outsiders. Ranging from a wide range of cultures, locations, and 
  times, these entities are sometimes referred to as ‘the little gods,’ 
  a direct reference to their original positions as tribal or ancestral 
  spirits, cultural heroes, or even ancient, forgotten gods. While 
  these little gods still maintain a great deal of power (especially in 
  
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  comparison to that of mankind), many of them do so only through 
  their ties to the historical or mundane world – keeping what little 
  power they have secret names that still haunt the neglected corners 
  of dusty libraries.
   Unlike the Archons who conquered them, the Goëtic Spirits 
  are fiercely independent beings, with loose hierarchies (when and 
  if those exist) and who work toward their own, individual ends. 
  Additionally, most of these spirits are unique expressions of the 
  cultures or aeons that spawned them, behaving much in the same 
  way they did when they stepped outside of time, crystalizing their 
  states against the ravages of time, memory, and ignorance.
   Of course, not all of these Goëtic Spirits are good, and many of 
  them are selfish, self-focused beings whose sole concern is their 
  survival. This means that some have stopped helping humanity, and 
  in instead, have focused on carving out new territories in the realms 
  beyond Earth, creating hidden kingdoms in the Astral, the Ethereal, 
  and even in the Infernal. Worse, some have embraced evil, 
  accepting the titles their conquerors’ servants bestowed on them. 
  It is this fact alone that causes some confusion, especially among 
  occultists who see most of these creatures as little more than 
  demons or devils – even if they once were quite different beings. 
  While this isn’t a universal truth (some spirits remain both good 
  and helpful, actively working to help mankind evolve), more than 
  enough of these spirits have served beside mankind to reinforce the 
  simple fact that they, unlike the Archons, want to watch humanity 
  become. 
   Goëtics are a race of neutral, independent incorporeal outsiders 
  who were overthrown by the Archons well over two millennia ago. 
  Goëtic Spirits have the wildly diverse abilities that are often linked 
  to their cultures. The following traits are suggestions for most 
  Goëtic Spirits:
  A Goëtic Spirit possesses the following traits:
  Darkvision 60 feet and low-light vision.
  Immunity to death effects, disease, and poison.
  Resistance to cold 10 and fire 10.
  Spiritsense (Su) A Goëtic Spirit notices, locates, and can identify 
  living and undead creatures within 60 ft, as if it possessed the 
  blindsight ability.
  Lesser Possession (Su) A Goëtic Spirit can, as a move action, 
  freely enter into an inanimate object it is adjacent to. While 
  possessing inanimate objects, the Goëtic Spirit cannot interact 
  with its environment at all (including the item it is possessing), 
  but can still observe its surroundings with all of its normal senses. 
  While possessing an inanimate object, the Goëtic Spirit cannot 
  communicate with others, nor take any action that would reveal 
  its presence. It may leave the inanimate object as a move action, 
  appearing in an adjacent square.
  Greater Possession (Su) Once per day, a Goëtic Spirit can, as 
  a standard action, attempt to possess another living creature 
  as if it had cast the spell possession, greater. When the spirit 
  attempts to possess another living creature in this fashion, that 
  creature is entitled to Will saving throw (the DC is equal to 10 + 
  the Goëtic Spirit’s Hit Dice). If the target fails, the Goëtic Spirit 
  may occupy its body for a number of hours equal to its Hit Dice. 
  While possessing a living creature, the goëtic spirit must is treated 
  as having successfully cast the possession, greater spell and is 
  limited in all ways by that spell. Once a Goëtic Spirit has left the 
  target’s body, that creature is immune to the Goëtic Spirit’s Greater 
  Possession ability for 24 hours.
  Manifest (Ex) A Goëtic Spirit can, as a move action, manifest in 
  an ectoplasmic form. It may remain in this form for a number of 
  hours each day equal to its Hit Dice, but these hours need not be 
  consecutive. While in its ectoplasmic form, the Goëtic Spirit gains 
  DR 5/magic. If it possesses 5 Hit Dice or more, this increases to 
  DR 10/magic.
  STORIES OF THE ARCHONS
   In Bloodlines & Black Magic, the Archons represent the ultimate 
  ordering of the universe, although by whose hand and to what 
  end remains to be seen. Popular myths would have most people 
  believe the Archons have always been the servants of the Grand 
  Architects of the Universe, regulating the universe’s slow and 
  steady unfolding. Whether that’s true, the Archons do work behind 
  the scenes, keeping everything running smoothly. But they haven’t 
  always remained behind the curtain, and stories abound of them 
  in many cultures, often as winged men and women, descending 
  from the celestial realms to interact with mankind. In many of 
  these ancient stories, they are simply angels. In some, they are 
  the Annunaki, the princely offspring of Anu. In others, they are 
  noble Valkyrie, the Faravahar, ancient shining Ælves, or even the 
  Nephilim, come to mate with the daughters of men. In many of 
  these stories, there is a war in the heavens, with these beings set 
  against one another, some favoring mankind, while others remain 
  loyal to the heavens themselves. In all of these stories, these beings 
  represent order over chaos, whether that is through the path of 
  personal enlightenment or a strict adherence to divine laws. But are 
  these stories true?
   Those who trade secrets from beyond the Veil tell a different tale, 
  one in which the Archons overthrew the Grand Architects of the 
  Universe, ousting them in brief, but violent ambush and anointing 
  themselves the new rulers, taking up their royal scepters and their 
  crowns of fire. Those who keep these stories swear that there was 
  no true war, but rather a series of distinct battles, spread across 
  the Great Tree of All Life, each corresponding with the clash of 
  various cultures and kingdoms here on Earth. And if these stories 
  are even remotely true, then the Archons are not the kind creators 
  of mankind, but rather its new, cruel taskmasters.
   But eternity is a long time, and some stories change with each 
  telling.
   There are others who whisper that the Goëtic Spirits were the 
  original servants of mankind, bestowed with great magic by a 
  singular power, the original Grand Architect of the Universe 
  so that they might awaken humanity to their gifts, giving them 
  the Secret Fire and teaching them both art and science. In these 
  stories (and some of their variations), the Archons are invaders, 
  a race of advanced, ancient outsiders who overthrew the Grand 
  Architect in the absence of its servants. Over time, as the Goëtic 
  
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  Spirits returned, they were ousted and forced back to Earth. In 
  these stories, the Goëtic Spirits act as the Nephilim, marrying the 
  daughters of mankind and creating the various bloodlines that 
  populate the Earth. Acting as terrestrial wardens, these spirits 
  held dominion over all of the Earth, while the Archons ruled the 
  heavens. The Archons, in the fullness of their power, saw the rise 
  of the bloodlines as a curse, and over time, began to visit Earth 
  to wipe them out, defeating Earth’s champions and hunting down 
  rogue spirits, sometimes in their full form, other times using human 
  proxies. At the height of the great magical bloodlines, miracle 
  workers roamed the Earth, delivering prophecies, healing the sick, 
  and penning magical tomes of great power – until the Archons 
  could tolerate them no longer.
   A little over two millennia ago, in a surprise move, the Archons 
  descended in force, severing the magical connection most of the 
  Goëtic Spirits had with their perspective bloodlines, and banished 
  those same spirits to the other planes, forcing them to carve out 
  new homes in the Astral, Ethereal, and Infernal planes. At the same 
  time, the Archons elevated their bloodlines, setting them up as 
  a new, hidden aristocracy on Earth. With the other bloodlines in 
  hiding, asleep, or scattered like leaves in the wind, they set out to 
  manifest their destinies, founding modern empires, built atop the 
  bodies of countless human tragedies, wars, or worse.
   Today, the hard lines between truth and propaganda are thinning, 
  and the Archons know it. They know the power of an inclusive 
  world, and make easy use of alienation, isolating any who seek the 
  truth and turning society against them. Of course, most individuals 
  consider these stories little more than fun fiction or crackpot 
  conspiracies. The few individuals who do heed them, do so at their 
  risk, knowing that even openly agreeing to such “nonsense” could 
  result in ruined careers, social mockery, or a few fading moments 
  in the limelight. Most people, however, are too invested in one 
  another, spending their days, mindlessly consuming sitcoms and 
  social media.
   The fact is, even the most educated humans have a hard time 
  determining Earth’s true history, which is something the Archons 
  are perfectly happy with.
  COSMOLOGICAL PERSPECTIVES: 
  ORDER VS. CHAOS
   In many of Earth’s myths, the war in heaven is a classic tale, one 
  that sets the table for the classic battle between good and evil. In 
  Bloodlines & Black Magic, however, this story is a little different 
  (or can be, depending on how the GM wants to tell it). The primary 
  conflict in the setting pits the collective “good” of an ordered 
  universe, controlled by the Archons and their servants against the 
  individual occultists and the Goëtic Spirits they interact with, many 
  of which have their own goals and agendas. 
   While it would be easy enough to equate order with good, this 
  is not always the case. History is filled with horrible events, from 
  fascist regimes systematically destroying life to chaotic freedom 
  fighters founding whole new nations. In short, evil is not always 
  chaotic, and order is not always good.
   Taking this into account, GMs have a lot more room to play 
  with. They can easily twist traditional tales, reversing roles, playing 
  with ethics and questioning the motives of everyone involved 
  – from the lawful paladins who serve the Archons and society, 
  to the self-focused occultist with her magical blood and Goëtic 
  connections. Of course, none of these scenarios are defined, and 
  villains could easily become heroes, and if the heroes of the setting 
  aren’t careful, they could become the villains.
  NO GODS IN HEAVEN
   In Bloodlines & Black Magic, there are no true deities, and the 
  few divine spellcasters (a handful of oracles) able to cast divine 
  spells get them from the Archons. Players wishing to play one 
  of these classes could certainly do so with a GM’s permission 
  but should understand that they may never know the true source 
  of their power. In general, these classes are discouraged, as the 
  setting embraces the classes and magical system from Pathfinder® 
  Roleplaying Game: Occult Adventures. By default, all magic is 
  considered psychic magic, and any healing or other miracles are a 
  result of the application of human willpower, using archaic tools 
  and forgotten methodologies – the magic of the past executed 
  wondrously in our modern world.
   Bloodlines & Black Magic also acknowledges the many faiths 
  of humankind but elects not to comment on them. What people 
  believe is their concern. We’ll not be weighing in (or promoting) 
  one particular faith, story, or religion over another. If players or 
  GMs have strong convictions about one of these topics, they should 
  discuss them before they begin a campaign, clearly establishing 
  the ground rules for their games long before anyone has a chance 
  to get hurt. The modern world, as portrayed in Bloodlines & Black 
  Magic, is dark and mature, and everyone playing in it needs to 
  know that before moving forward.
  AN IMPORTANT NOTE FOR 
  GMS & STORYTELLERS
  Remember, if a theme starts to cut a little too “close to home” 
  for a player (or group), take a step back, breathe, and make 
  sure everyone is in agreement. 
  This setting should 
  never be used to 
  promote personal 
  bias, to attack others, 
  or to reinforce 
  stereotypes. 
  Let’s be better than 
  that!
  
  209
  ALIGNMENT IN 
  BLOODLINES & BLACK MAGIC
   Bloodlines & Black Magic uses the Pathfinder Roleplaying 
  Game’s standard alignment system to the letter, and players 
  should review Chapter 7 of the Pathfinder® Roleplaying 
  Game Core Rulebook™ when making their characters. With 
  that said, players should understand that the Archons (and 
  some of their servants), do not operate under these constraints; 
  instead, they determine their alignments according to greater, 
  often invisible universal laws. Their actions are often above 
  earthly scrutiny, as their understanding of the larger universe 
  often informs their decisions. As a result, nearly all Archons 
  and their servants possess the Aura of the Conquerors, 
  detecting as lawful good entities, regardless of their actions.
  CULTS &
  COLLECTIVES
   There are thousands of hidden orders, secret fraternities, and Old 
  World brotherhoods in the world today, and that fact is no different 
  in Bloodlines & Black Magic. And much like our world, the people 
  in Bloodlines & Black Magic are no less likely to believe stories 
  of witches, psychic powers, haunted dolls, or Goëtic Spirits – even 
  when presented with the facts. With so many individuals in the 
  dark, either by their hand or by those dedicated to keeping them 
  ‘safe,’ it’s easy to understand how folks might never learn of the 
  secret, or worse, hidden world. As a result, it is easy to understand 
  how these groups might quietly spread, eventually becoming 
  powerful entities in their own right! 
  JOINING
   How a particular group, cult, or organization approaches a PC 
  is listed under each entry. Generally speaking, most groups will 
  be cautious and careful, some even going to use layered contacts 
  before ever meeting with PCs directly. Likewise, discovering 
  contacts among specific groups should be equally challenging; PCs 
  should have to work overtime to discover these groups. 
  Once they find them, however...
  MEMBERSHIP HAS ITS PRIVILEGES
   Many of the following groups accept members from the larger 
  communities they operate, which means that PCs can join them. 
  PCs often join specific groups because they align with their vision 
  of reality, although they also sometimes join groups for much 
  simpler reasons – things such as cash, fame, power, or even just 
  access to secrets the larger world will never know. 
   Each of the following groups lists special items (feats, Capstone 
  abilities) that they grant access to. Simply put, as long as each 
  PC is in good standing with the group that taught them (or gave 
  them access to) the feat, membership in that group serves as the 
  prerequisites for that feat. This allows some PCs to take feats 
  that would not normally be available to them. If a PC leaves an 
  organization, they also lose its support, meaning they may no 
  longer qualify for certain feats. If a PC leaves a group but still 
  meets all of the feat’s other prerequisites, then that PC may keep 
  that feat. If they do not, the GM should consider them swapping 
  the feat for something new when they level next.
  FEAT UNLOCKS
   Unless otherwise noted, joining a particular group gives you 
  automatic access to the feats it “teaches” PCs, even if they would 
  not normally meet the prerequisites. Should a PC leave a group, 
  they also lose access to those feats unless they, without access to 
  the group, also meet all of the prerequisites for the feat on their 
  own.
  
  210
  CAPSTONE ABILITIES
   Once learned, these abilities cannot be unlearned. 
   The following groups are active (and can be joined) in 
  Bloodlines & Black Magic.
  APOCROPHITES
   Founded by a small group of occultists, sages, and alchemists, 
  the Apocrophites established themselves firmly in the 15th century. 
  Staunch and dedicated, these individuals committed their lives to 
  prevent the spread of evil occultism. At present, the four highest-
  ranking hierophants of their order claim possession of the Twenty-
  Four Scrolls of Apocrypha, loudly proclaiming – by the power of 
  tradition and possession – authority over their small but influential 
  order. Of course, regular readings of Apocrophitic Law is sure to 
  remind all of the cabals of their duties, responsibilities, and most 
  important matter at hand – their sacred charge to expel the demons 
  of the world back into the hells from which they clawed.
   With the group sworn to secrecy and to avoid being targeted by 
  demons, their primary goal remains to call supernatural beings into 
  mortal form to slay them and thus ensure the future of humanity 
  and escape the preordained doom depicted in the Apocrypha.
   Hailing from a number of monotheistic faiths, Apocrophites are 
  dedicated, well trained, and willing to die in the fight to reclaim 
  the Earth from the very hells others unleashed. Unquestioning and 
  willing to kill in the name of a new, hidden god, these cultists are 
  easily one of the Invisible World’s bigger problems, especially as 
  they spread from north Africa into most of Europe and Australia. 
  JOINING
   When it comes to the matter of a man’s potential, the 
  Apocrophites exempt no one from their search; when they do 
  search for those with special gifts, however, they always – as a 
  matter of principle – start with their flock first. When they do 
  discover these special individuals, they make a big production of 
  welcoming them into the flock, often showering them with lavish, 
  ego-friendly gifts, taking them to remote outings on tropical 
  islands. Of course, Apocrophites are quick to point out that only 
  the True Touched can ever pass the Trial of Seven Sufferings 
  – which marks the entrance into their order a vital event worth 
  celebrating. 
  Apocrophites have strict guidelines barring those with personal 
  relationships (such as spouses and children), as well as taking in 
  anyone with huge debt or other financial obligations, as they deem 
  completing such commitments is necessary before one can study 
  their sacred lessons. They also tend to stress the importance of 
  morality, making a point to exclude unlawful, evil-minded men, 
  unless those same individuals come openly seeking redemption, 
  the list of their sins easy on their lips.
   
  FEAT UNLOCKS
   At 3rd level Apocrophite members gain access to the following 
  feats: Abeyance (Blood Hex) , Consumption (Blood Hex), Extra 
  Blood Hex (Blood Hex), and Uncertainty (Blood Hex).
  CAPSTONE ABILITY
   Apocrophites can, in addition to those unlocked under their class, 
  select either of the following Capstone Abilities. They must still 
  meet all of the capstone ability’s prerequisites.
  PULL BACK THE VEIL (SU)
  Prerequisites Ability to cast psychic spells and the class ability 
  Pierce the Veil 
   A number of rounds per day equal to 3 plus your Wisdom 
  modifier, you can rend the veil between the worlds, pulling together 
  bits of the mundane to entangle supernatural foes. When your PC 
  pulls back the Veil, you force each supernatural creature within 
  30 ft. who has less than 7 hit dice to make a Reflex save (DC = 
  17 + your Wisdom modifier). Those who fail gain the grappled 
  condition, as fibers of light and shadow coalesce into tentacles, 
  pulling the unnatural creatures down to the earth, attempting to 
  grapple, pin, and eventually strangle them. Targets attempting to 
  escape the effects must succeed on either a CMB or Escape Artist 
  skill check (DC = 20 + your Wisdom score modifier) in order to do 
  so. 
  IRON BLADES 
  AGAINST ABADDON (SU)
  Prerequisites Psychic Weapon 
   A number of minutes per day equal to 3 plus your 
  Charisma modifier, you may bless your bonded or psychic 
  weapon, granting it one or more magical weapon traits whose 
  total cost is equal or less than a +3 bonus. Accordingly, you 
  may combine abilities, provided their total cost does not 
  exceed a +3 bonus. Thus, you could have an advancing bane 
  tire iron, but never a dancing tire iron. Additionally, you can 
  simply apply a generic +3 bonus to the weapon, gaining that 
  bonus to hit and damage on all attack rolls. This ability can 
  only be used with melee weapons. It does not function with 
  modern firearms at all.
  Is it starting to get a 
  bit weird yet? Or are you 
  dreaming of something 
  Wyrd?
  
  211
  THE CABAL
   Initially, a small game design study formed in the Midwest, the 
  Cabal left that industry to work on internal projects, and eventually 
  expanding their scope and publishing everything from roleplaying 
  games to occult-themed novels. In 2017, the company was sold 
  to a private group of investors who immediately rescinded all 
  of Cabal Entertainment’s licenses, canceled all of their planned 
  engagements, and took all of their content offline. The company 
  simply went silent.
   Years later, Cabal Entertainment opened its doors. When it did, 
  its whole approach to business was different. The company was 
  poised and professional, but also carried something unnatural about 
  it; there was an alien feel to the company, the idea that something 
  else had a hand in play. A few of the executives who left Cabal 
  claimed it had an air of ‘supernatural dread,’ as if it only tolerated 
  humanity because it had to.
   Today, Cabal isn’t much different. Joining the Cabal is 
  incredibly difficult, as most would expect. Run by a small group 
  of investors, many of whom are unknown to the general public, 
  the “entertainment group” spends most of its time on the sci-fi 
  fantasy convention circuit, meeting “fans” and recruiting new 
  members where it can. Because it favors those with magic in their 
  blood, most of Cabal’s members come from one or more lineages 
  (although many do not realize that impact). Of course, even if they 
  did, would those ties be reciprocated?
  JOINING
   Joining the Cabal comes via invitation, and only after a trusted 
  agent of the group has observed the potential member for at least 
  twelve months. Once someone accepts the invitation to join the 
  group, they must pass a number of tests before they are fully 
  embraced as lifetime members. Only about a third of applicants 
  gain entrance into the mysterious group.
  FEAT UNLOCKS
   At 3rd level, a member of the Cabal gains access to the following 
  feats: In the Pit, Improved Dodge, and Leadership. 
  CAPSTONE ABILITIES
   Members of the Cabal can, in addition to those unlocked under 
  their class, select either of the following Capstone Abilities.
  DREADSPEAKER (SU)
  Prerequisites Ability to cast psychic spells, Perform (oratory) 7 
  ranks
   A character who selects this capstone ability gains the ability to 
  speak dread-inducing words. When the player speaks, she causes 
  everyone who can see and hear her within 30 ft. to gain the shaken 
  condition unless they succeed on a Will save (DC 10 + ½ their 
  level + their Charisma modifier). This effect lasts for as long as the 
  individual speaks and for 1d6 rounds afterward. When a character 
  successfully saves against this ability, they are immune to its 
  effects for up to 24 hours (even if those effects originate from a 
  new individual). A character who gains this ability may speak for 
  a number of rounds per day equal to 3 + ½ their character level 
  + their Charisma modifier. This is a sonic-based, mind-affecting 
  effect.
   They must still meet all of the Capstone Ability’s prerequisites. 
  DREAMBREAKER (EX)
  Prerequisites Base attack bonus +5
   A character who selects this capstone ability becomes a 
  harrowing opponent in melee combat, distracting and harassing 
  enemy psychics in combat. While adjacent to the character, 
  characters who cast psychic spells suffer a -2 penalty on 
  attack rolls to deliver psychic spells, and a -4 penalty on any 
  concentration checks. Additionally, characters using this ability 
  can take an immediate action, each round, to step up to five feet 
  next to an opponent attempting to move away from them (as if 
  they possessed the feat Step Up). These penalties do not apply if 
  the player character is ever dazed, helpless, staggered, stunned, or 
  unconscious.
  
  212
  HERADLIC ORDER 
  OF THE 
  LAST RECKONING
   Victor Madiera, former gang leader (and later on, Brazilian 
  crime lord), formed the Heraldic Order of the Last Reckoning after 
  leaving prison in 2004. Claiming he was changed by a series of 
  divine revelations he had while in solitary confinement, Victor’s 
  complete and utter change – from hardened killer to gentle, 
  insightful guru – has stunned more than a few of his former critics. 
  Although he presents a passionate plea for global change, his 
  underlying message is fairly nihilistic; everything dies in the end. 
  Of course, if he can unlock the secrets to this divine patterns – a 
  feat he’s already set out to achieve – before the last minute ticks, 
  claims he’ll be able to save all of his followers, if not the whole of 
  the globe.
   Presenting a philosophy with one foot in Transhumanism and 
  the other in Western Occultism, Victor – who sometimes goes 
  by Adam X – teaches his followers that the Last Reckoning is 
  inevitable, but also necessary. In fact, many in the group believe 
  that the world and universe are in a state of metamorphosis, which 
  is only a few minutes away from universal evolution; they only 
  need to trigger it. When they do, the Earth will enter its final stage 
  and become transformed. 
   Victor doesn’t know the precise date when this shall occur. 
  However, he believes it will come soon. In fact, he teaches his 
  flock that only to the biblical Adam knew the precise date; he 
  learned this the moment he ate of the Tree of Knowledge. After 
  taking counsel with the archangels, he wisely decided to weave 
  this knowledge into the celestial weave, letting it unravel over 
  time, through the dreams of his descendants. Victor believes that 
  if his family unlocks all of this information early, they’ll learn the 
  combination or code that he believes unlocks a cosmic gateway 
  that enables all of Adam’s descendants to escape doom, allowing 
  them to evolve into the progenitors of a new species when the 
  world is rebirthed.
  JOINING
   The Heraldic Order of the Last Reckoning targets people who 
  are angry, desperate, naive, and who lack any skill at deductive 
  reasoning; basically, anyone dumb enough to drink the juice. Such 
  individuals tend to be weak-willed and fear-filled people who 
  indulge and even delight in his Victor’s demagoguery. Still, there 
  is a place within his order for those who are shrewd, manipulative, 
  and willing to play along with what they assume is just Victor’s 
  charade — if in fact, that is what it is.
  FEAT UNLOCKS
   At 3rd level, Last Reckoning members gain access to the 
  following feats: Adept Channel, Diviner’s Delving, and Eldritch 
  Eye.
  CAPSTONE ABILITIES
   Members of the Last Reckoning can, in addition to those 
  unlocked under their class, select either of the following Capstone 
  Abilities.
  COMPLETELY NORMAL (SU)
  Prerequisites ability to cast psychic spells
   For a number of rounds equal to 7 plus your Wisdom modifier, 
  you can completely suppress all of your psychic or magical auras. 
  For the duration, any attempts to determine if you possess such 
  powers automatically and utterly fail; you appear as nothing but a 
  mundane human – impotent, meek and forgettable. While your aura 
  is suppressed, you gain a +4 bonus on all Perception and Sense 
  Motive skill checks while actively using Pierce the Veil.
   
  LORD’S VENGEANCE (SU)
  Prerequisites ability to Pierce the Veil, Psychic Weapon.
   For a number of rounds equal to 7 plus your Charisma modifier, 
  you can focus all of your psychic energy into a single point, 
  wrapping it around your weapon like a mantle of power. While 
  active, your bonded weapon gains the brilliant energy magic 
  weapon trait.
  LORDS IN GLASS'S 
  SHADOW
   In tin-foil chat rooms and conspiracy forums, they whisper about 
  a secret group of media overlords who struggle to conceal the truth 
  and control the flow of information. Countless screeds and rants 
  and manifestos litter the Interwebs, with mostly wrong theories 
  about them, but on one small point, they’re correct.
   The Lords in Glass’s Shadow are real.
   Created by Australian cable tycoon, Reginald Bales IV, the 
  Lords in Glass’s Shadow believe their mission to be the protection 
  of the Known World’s status quo, to keep the occult hidden from 
  the public. This council of 7 magnates knows of the existence 
  of monsters and the paranormal, but work to ensure stories and 
  reports are “debunked,” quashed, or otherwise explained away 
  while their agents discreetly eliminate the actual threats by 
  whatever means necessary. 
   Bales serves as a level 7 oracle but dedicated unwittingly to the 
  Archons. He believes he is chosen by a higher power to protect 
  humanity. Reginald acts as chairman of the committee of Lords, 
  and guides the larger operations of the Lords. This involves 
  coordinating the pool of more than a hundred analysts who work 
  covertly as researchers and fact checkers for media outlets owned 
  by Bale’s conglomerate around the world. The analysts then pass 
  leads to station chiefs, who often maintain covers as line producers 
  and editors, and then potential events are assigned to field agents. 
  
  213
   They work fairly constantly to conceal or whitewash the 
  existence of the paranormal as misidentified elements of the 
  mundane throughout the world. Even in cases where a witness 
  refuses to follow their narrative, the Lords then proceed to discredit 
  the individual through misinformation, false quotations, and 
  journalistic hit-pieces meant to destroy a person’s reputation as 
  untrustworthy and deranged. Unfortunately, they don’t realize they 
  secretly prosecute the Archons’ agenda, and while they know of 
  people who possess Bloodlines, the Lords think such “polluted 
  degenerates” can be redeemed. This leads to a number of members 
  with little or no understanding of their emerging bloodline powers 
  and absolutely no comprehension or knowledge of the bloodline 
  families. 
  JOINING
   The Lords recruit their agents through both happenstance and 
  careful observation. Occasionally, a journalist or other individual 
  is in the right place at the wrong time, and the Lords extend that 
  person the opportunity to join the organization and fight or act 
  against the active threat. Such volunteers are considered disposable 
  and probationary; while they warned against revealing the true 
  nature of particular event, some do, and then do not live to regret 
  their indiscretion. A few survive and go on to become valued 
  operatives of the Shadow. Other brave souls are watched at a 
  distance, their investigations or research alerting the analysts of the 
  Lords, and they are either carefully integrated into the struggle or 
  involuntarily transferred to other projects which divert them from 
  the larger war waged by the organization and warned not to resume 
  their efforts. Communication between prospective members and 
  the Lords is always done by an agent in the field, either acting as 
  an emissary or participating in an operation, to keep the larger 
  organization insulated from discovery.
  FEAT UNLOCKS
   At 3rd level, members of Glass’s Shadow gain access to the 
  following feats: Diehard, Psychic Disciple, Quick Favor.
  CAPSTONE ABILITIES
   Members of Lords in Glass’ Shadow can, in addition to those 
  unlocked under their class, select either of the following Capstone 
  Abilities. They must still meet all of the capstone ability’s 
  prerequisites.
  COVER STORY (EX)
  Prerequisites Organization Membership, Charisma 12 or higher
   Glass Shadow agents can call upon the resources of their 
  organization, allowing them to create cover stories that 
  conceal the results of a supernatural event or entice an 
  individual to assist them. Once per three days, 
  the agent can make a call and choose 
  one of the following benefits: 
  Cause a combat encounter to be 
  ignored as gang activity or an 
  industrial accident, eliminating an 
  investigation or warrant. Gain limited access to a highly restricted 
  military or civilian area during business hours under a pretense. 
  Gain unauthorized access to a highly regulated civilian area outside 
  of business hours. Cut red tape, permitting agents to avoid law 
  enforcement or legal issues if no one was killed in a situation or 
  encounter. Or a benefit of the player’s choice similar to the ones 
  above but approved by the GM.
    A Cover Story’s effect becomes active 1d4 hours after being 
  initiated.
  STATIC AURA (SU)
  Prerequisites Ability to cast psychic spells or the Psychic 
  Sensitivity feat or the Psychic Disciple feat, Knowledge (occult) 3 
  ranks.
   Once per day, for a number of rounds equal to 2 plus your 
  Charisma bonus (minimum 2 rounds), you may activate a 30-foot 
  radius aura centered on you, as an immediate action which does 
  not provoke attacks of opportunity. This aura causes those outside 
  the aura to ignore what happens inside the aura unless they make 
  a successful Will save (DC 22 + Charisma bonus). Surveillance 
  equipment automatically fails this save. You may designate a 
  number of creatures up to your character level; these creatures are 
  unaffected by the aura. Affected creatures inside the aura when it 
  
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  is activated must make successful Will saves or treat unaffected 
  creatures as if affected by invisibility and sanctuary effects (CL 
  equal to your character level). 
   These benefits end when the aura ends; suppressing the aura is a 
  free action, but does not affect the duration.
  OBSIDIAN HEART
   
  The Obsidian Heart is a North 
  American fraternal collegiate secret society 
  designed to recruit, unite, and indoctrinate the societal elite 
  in the participation of occult practices to advance their success. 
  Members seek to teach its pledges the secrets of petitioning Goëtic 
  Spirits to further their agendas, including the acquisition of wealth 
  and power. Such goals are attained through the execution of 
  power rituals. Initiates are taught these rituals with the expectation 
  that upon graduating and returning to the “real world,” they will 
  apply their skills in the corporate world and later merger their 
  acquisitions with the collective. Individuals who fail to grasp the 
  primary tenets are quickly removed, often by force; others simply 
  disappear.
   Although their peers would call them agents of the Illuminati, 
  members of the Obsidian Heart are fairly straightforward in their 
  ambitions; they aim for acquiring power, influence, and financial 
  success in the mundane world, as well as in the Secret World. 
  While they are aware of the Archons, everyone in the OH has been 
  taught to avoid them at all costs. Instead, the call on a select set of 
  traditional Goëtic Spirits, all of who happily share their secrets.
   Recently, the Obsidian Heart is most interested in the acquisition 
  of property and altering education so that only those attaining 
  higher education become indoctrinated, allowing them to retain a 
  stranglehold on both political and financial power.
  JOINING
   This organization spends years watching and investigating 
  potential applicants, most of whom are legacies submitted by an 
  older relative who are also members of the organization. They are 
  incredibly secretive, heatedly deny the existence of their society. 
  The seek only intelligent and educated individuals of high social 
  standing who place their need to build in power and reputation 
  above the needs of other, less important individuals.
  FEAT UNLOCKS
   At 3rd-level, Obsidian Heart members gain access to the 
  following feats: Confabulist, Nameless One, and Masked Intent.
  CAPSTONE ABILITIES
   Members of Obsidian Heart can, in addition to those unlocked 
  under their class, select either of the following Capstone Abilities. 
  They must still meet all of the Capstone Ability’s prerequisites.
  ASTAROTH’S BLESSING (SU)
  Prerequisites ability to cast psychic spells.
   Twice per day, as a standard action (that provokes an attack of 
  opportunity), you may call on Astaroth the bless you and your 
  allies, granting you and up two additional allies access to a pool 
  of 11 Insight Points, which can be spent to gain an equal insight 
  bonus on a single d20 roll. All of the PCs who gain access to this 
  pool share it equally, so anyone spending points from the pool 
  decreases it for everyone else (if you spend two points before 
  anyone else did, the next person to use it would only have 9 points 
  to draw from. If you spent another 2, then the next person would 
  only have 7, and so on).
  MAMMON’S BLESSING (SU)
  Prerequisites none
   Whenever you attempt to determine the outcome of anything 
  related to your career or business affairs (such as a merger, 
  corporate buyout, or liquidation of assets) you may perform a ritual 
  allowing determine the safest course of action. This ritual takes 10 
  minutes, but is otherwise identical to the augury spell. You may 
  only perform this ritual twice per day.
  OMEGA 
  ASSOCIATION
   An alliance of various black book government agencies that are 
  aware of supernatural threats and work in secret to hunt and study 
  them, the Omega Association is truly a force in the Secret World. 
  Found all over the world, Omega agents come from groups like the 
  CIA, MI6, and FSB among others. Although they know a lot, the 
  Omega Association does not know of the greater conflict between 
  Archons and Goëtic Spirits, nor do they have any knowledge 
  about the bloodline families. What they do know is this – there are 
  magical creatures that threaten their world, and they are the ones 
  tasked to stop those threats.
   Despite only possessing a hint of the real struggle at hand, the 
  various Omega agencies have highly trained agents and access 
  to the best equipment available. The power of these men in 
  black cannot be discounted. Although their struggle is far less 
  glamorous than Hollywood often portrays it, the proud members 
  of the Omega Association know they are bringing an end to true 
  horrors, especially when those horrors can walk between angles 
  and haunt the shadows where the innocent rest peacefully. It is this 
  knowledge that drives so many of the Omega Association, whose 
  motto, “Silens Semper, Semper Expergiscere” indicates their 
  willingness to wait out the long night, patiently lurking, waiting for 
  the real monsters to appear.
  JOINING
   The Omega Association recruits from the best of the best, 
  recruiting its agents from esteemed groups like the US Navy Seals, 
  M16, the CIA, FSB, the KGB, Interpol, and Mossad. On occasion, 
  the Omega Association will recruit specialist civilians, as well 
  
  215
  Rifle
  Damage
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  AN-94LRE 
  (7.62 x 
  39mm)
  3d12+2
  18-20
  160 ft.
  1
  7
  9.5 lbs.
  Ballistics
  DuroCore
  M “Tories 
  Sun” X-99e 
  (9mm)
  3d4+3
  19-20
  60 ft.
  1
  45/180
  13.3 lbs.
  Ballistics
  SMRT, S/
  B5/A
  Styr AUG-
  X93e (5.56)
  2d10
  19-20
  120 ft.
  1
  30/50/90
  12.5 lbs.
  Ballistics
  SMRT, S/
  B3/A
  TABLE: OMEGA SPECIAL WEAPONS
  as gifted psychics willing to harness their abilities for “the good 
  fight.” Omega recruits with a vengeance, as the fight against the 
  dark, takes larger numbers of their loyal agents each year, their 
  numbers growing at an alarming rate. Although they are aggressive 
  when they recruit, there is a need for it; they have a lot to teach 
  people and little time to do it.
  FEAT UNLOCKS
   At 3rd level, members of the Omega Association gain access to 
  the following feats: Armor Training, Advanced Armor Training, 
  Exotic Firearms Proficiency, and Focused Shot. 
  CAPSTONE ABILITIES
   Members of the Omega Association can, in addition to those 
  unlocked under their class, select either of the following Capstone 
  Abilities. They must still meet all of the capstone ability’s 
  prerequisites.
  ACCESS TO THE ARMORY (EX) 
  Prerequisites Pierce the Veil, Exotic Firearms Proficiency 
   PCs who select this Capstone Ability gain a powerful weapon, 
  as well as the knowledge to repair, charge, and fire it. PCs who 
  gain this capstone gain access to the following three weapons:
   The AN-94LRE PCs who gain this masterwork weapon are 
  selecting an expensive, but effective long-range experimental 
  sniper rifle; designed to fire modified, smart variants of the 
  traditional 7.62, this weapon can also fire traditional ballistics of 
  the same caliber. While loaded with the DuroCore rounds, the 
  AN-94LRE bestows a +2 equipment bonus to hit and damage, 
  while halving all range increment penalties; when fitted with a 
  smart scope, this rifle only bestows a -1 penalty for every 3 range 
  increments, out to a maximum of -5 at 2,400 ft.
   The M “Tories Sun” X-99e PCs who gain this masterwork 
  weapon gain access to a truly deadly personal defense weapon 
  – the MX-99e is compact, light, and makes excellent use of its 
  state of the art, lightning fast recoil adjustment system. Akamoto 
  Juntoku designed this weapon to combat armored foes, as well as 
  to combat drones and some lightly armored vehicles. The Omega 
  Association has modified this weapon to make it even more 
  dangerous against armored and now, supernatural foes. When 
  targeting foes within 30 ft., PCs can enter smart mode and, as a 
  full-round action that does not provoke an attack of opportunity, 
  fire this weapon at a single 10 ft. square; this weapon ignores 
  everything but full cover, dealing 6d4+6 to everything in those 
  squares. It takes the 1d3 rounds to cool and reload the MX-99e 
  after firing it in this manner. 
   The Styr AUG-X93e PCs who gain this masterwork weapon 
  discover its true dangers; it can compensate for the user’s 
  shooting habits while auto-correcting its munitions in flight to 
  ensure maximum lethality. Once per minute, this weapon can be 
  overclocked to empty an entire drum of ammunition into a single 
  target square. When fired in this fashion, the weapon targets 
  a single square (AC 10) and deals 8d10 points of damage to 
  everything in that square. It takes the 1d4 rounds to cool and reload 
  the AUG-X93e after firing it in this manner.
   Additionally, Omega Agents get access to the following two sets 
  of advanced body armor.
  AXLABA Short for Armslite® Xtra Light Anti-Ballistic 
  Armor, this set of light but powerful armor is at the edge 
  of extreme protection performance; used exclusively by 
  presidents, princes, and Omega Agents, this light armor can 
  stop ballistics that would tear through traditional plate carriers.
  AXHe Short for Armslite® Xtra Heavy Experimental, this 
  set of heavy body armor can withstand massive amounts of 
  damage, preventing gross or precision damage to large and 
  small impact areas by compensating internally through quick-
  acting, smart chemical nanites. The first of many “next-gen” 
  body armors, the AXHe was designed to enhance soldiers 
  hunting armored or robotically enhanced foes.
  
  216
  Armor
  Type
  AC Bonus
  DR (rounds)
  Max Dex
  Armor Penalty
  Speed
  Weight
  Protection Level
  AXHe
  Heavy
  +8
  30 (90)
  +1
  -2
  20 ft
  30 lbs.
  IV-B
  AXLABA
  Light
  +5
  20 (50)
  +3
  None
  30 ft.
  14 lbs.
  III-B
  TABLE: OMEGA SPECIAL ARMOR TYPES
  ORDER OF 
  ST. CYPRIAN
   When the Order of Solomon’s Temple, better known as the 
  Knights Templar, was destroyed during the 14th century, a core 
  group of knights and supporting clerics went into hiding. They 
  worked in secret to continue the mission for whom their order was 
  founded: to protect civilization from supernatural threats. One 
  hundred years later, during the Spanish Inquisition, the Templars 
  emerged to protect the great wizard families of Europe who were 
  being systematically destroyed. This union of mage and knight 
  gave rise to the Order of St. Cyprian.
   Today, the Order of St. Cyprian continues to protect humanity 
  from the horrors of the supernatural world. They are aware of 
  both the Invisible World and the bloodline families but view both 
  Archons and Goëtic Spirits as demons intent on plaguing humanity. 
  Though a small organization when compared to Umbra Dei or the 
  Omega Association, what the Cyprians lack in number they make 
  up for it with magic. For where most of the modern world has 
  forgotten magic, the arcanists of the Order of St. Cyprian have not.
   Typically, the Order dispatches their agents in teams of two, a 
  knight and a mage, to combat supernatural threats and root out 
  any eldritch corruption of the human world. While the knight is 
  normally a battle-tested Templar, the Mage may serve as a healer 
  as well as a combatant, unleashing arcane or psychic magic to 
  dispatch those who would stand against them.
  JOINING
   Joining the Order of St. Cyprian is difficult, but far from 
  impossible – especially once the order makes itself known to you. 
  A collection of dedicated individuals, the Order of St. Cyprian’s 
  primary task is simple – ensure that magic is kept in secret, and 
  therefore, sacred. While their objectives often run concurrent to 
  that of the Omega Association, their reasons for doing so are often 
  vastly different. The Order of St. Cyprian tends to recruit directly 
  from the occult and religious communities, especially in remote or 
  insular communities.
  FEAT UNLOCKS
   At 3rd level, members of the Order of St. Cyprian gain access to 
  the following feats: Craft Wand, Craft Wondrous Item, Forge Ring, 
  and Scribe Scroll.
  CAPSTONE ABILITIES
   Cyprians can, in addition to those unlocked under their class, 
  select either of the following Capstone Abilities. They must still 
  meet all of the capstone ability’s prerequisites.
  ARCANE RESERVOIR (SU)
  Prerequisites Ability to cast psychic spells or the Psychic 
  Sensitivity feat or the Psychic Disciple feat, Knowledge (occult) 7 
  ranks.
   PCs who select this Capstone Ability gain a pool of magical 
  energy from which they can draw to power their psychic spells, or 
  even to activate other special abilities. The PC’s maximum arcane 
  pool is equal to 10 + their Intelligence modifier. Each day, when it 
  recharges (normally when the PC is preparing their spells for the 
  day), it replenishes 7 plus the character’s Intelligence modifier in 
  total points. PCs with this capstone ability can expend 1 point from 
  their arcane reservoir as a free action whenever they cast a psychic 
  spell. When they do this, they change the type of magic from 
  psychic to arcane, but may also add one of the following effects: 
  the PC can choose to increase the caster level by 1, increase the 
  spell’s DC by 1, gain a +1 to attack with that spell, gain a +2 
  insight bonus to a Concentration check, or to gain a +2 to penetrate 
  SR with that spell. The PC can expend no more than 1 point from 
  their reservoir on a given spell in this way.
  TOWER (EX)
  Prerequisites Ability to cast psychic spells or the Psychic 
  Sensitivity feat or the Psychic Disciple feat, Knowledge (occult) 7 
  ranks.
   When a PC selects this Capstone, they gain a single, remote, 
  secure, safe place to study. This location comes complete with 
  a small staff of arcane apprentices, whom the mages train in 
  exchange for their services. A PC who selects this capstone also 
  gains a small garrison of lower-level knights, who work as the 
  tower’s private security, but who also secretly work as spies for the 
  Order. This tower remains magically provisioned and, unless the 
  individual betrays the order, magically protected by it.
  
  217
  SOCIETY OF THE 
  ALL-SEEING EYE
   Founded in 1919 by the famous magician Charles Alexander, 
  the Society of the All-Seeing Eye is an open secret, an organization 
  of diviners, magicians, and occultists who continue to seek the 
  mysteries of the modern world. Dedicated to occult technologies 
  that never really took off, the Society of the All-Seeing Eye makes 
  regular use of weird science and spirit-infused tools, while also 
  making excellent use of modern science to try to measure that 
  which they just know exists in the Invisible. Although they lay 
  claim to dozens of patents, the society has yet to produce – at 
  least for the mundane world – a vast number of odd treasures and 
  trinkets, all of which carry their mark; when you see a triangle 
  with a single eye superimposed, you know you’re using something 
  crafted by the Society of the All-Seeing Eye. 
   Split evenly between mesmerists, occultists, and the occasional 
  psychic, most of the people who join the Society of the All-Seeing 
  Eye have absolutely no psychic abilities whatsoever; they come 
  because they’re curious, because they’re skeptics, or because 
  they’re trying to impress someone. And the society knows it. So, 
  slipping one new potential member an introduction each week is 
  easy enough, especially when you’re less interested in them, as 
  much as you are keeping their dues up to date. Although they have 
  a higher turnover rate than some of their peers, they also make 
  excellent use of this to filter out the best of those who pass through, 
  constantly upgrading and expanding as they do. 
   Today, the Society of the All-Seeing Eye has a small newsletter, 
  annual talent shows, lessons on stage magic, and a small office in 
  Austin, Texas. 
  JOINING 
   Joining the Society of the All-Seeing Eye is easy enough, and 
  anyone visiting one of their events more than twice will likely 
  receive an invitation. Once that invitation comes, potential 
  members are expected to act on it within 30 days, else which they 
  must wait a full year before 
  approaching the society again. The inner offices of the Society 
  of the All-Seeing Eye holds internal recruitment, as well, but that 
  process is private and takes years to complete.
  FEAT UNLOCKS
   At 3rd level, members of the Order of the All-Seeing Eye gain 
  access to the following feats: Craft Magic Arms and Armor, Craft 
  Wondrous Item, and Forge Ring.
  CAPSTONE ABILITIES
   Members of the Society of the All-Seeing Eye can, in addition 
  to those unlocked under their class, select either of the following 
  Capstone Abilities.
  PRETTY LITTLE LIAR (SU)
  Prerequisites ability to cast psychic spells.
   A PC who selects this Capstone Ability learns to sweeten their 
  words with their magic, twisting outlandish tales into absolutely 
  believable stories; a PC with this capstone ability can deceive truth-
  detecting magic (and technology). A creature using this sort of 
  magic against the PC must succeed at a caster level check against a 
  DC of 25; failure means the magic doesn’t detect their lies or force 
  them to speak only the truth. Anyone using truth-detecting magic 
  against the PC must make two DC 25 Knowledge (engineering) 
  skill checks to successfully detect and record the falsehood. 
  SOCIETY OF 
  THE ROSE
   Born an Age of Enlightenment fraternity in 1766, the Society 
  of the Rose could easily claim English roots if it hadn’t been born 
  in the heart of Boston before North America could lay claim to 
  America. An organization whose membership was traditionally 
  male up until the 1960s, the Society of the Rose is now a diverse, 
  inclusive, and welcoming organization with globalist ideals, a need 
  for real power, and a dangerous interest in uncovering the various 
  bloodlines that secretly rule much of the known world. 
  
  218
   While some claim that the Society of the Rose had a hand in 
  the American Revolution, it has never made a claim itself; in fact, 
  its members often refute such accusations with a kind smile or a 
  dismissive wave. While the possibility will always secretly dwell 
  in their minds, they also know the social power of denying such 
  ridiculous claims; it grants them a mythic quality that allows them 
  to recruit smarter, more resourceful, and better-trained agents for 
  their operations.
   Although the Society of the Rose presents itself as a noble 
  organization with high ideals, long-term, ranking members often 
  come to learn later in their surprisingly long lives – the Society of 
  the Rose only protects those in whom it has invested; everyone 
  else is simply a tool toward a brighter end. The Order proudly tells 
  its members that it will stand up when the great, global awakening 
  happens, although some of its members have begun to voice their 
  douhts. Some whisper a schism is coming.
  JOINING
   Joining the Society of the Rose is a rather simple affair, 
  primarily since the order actively seeks recruits from among those 
  who are still getting a grip on the Invisible World. Presenting itself 
  as an almost Luciferian order (often by making theatrical shows of 
  wealth, power, and prestige), the Society of the Rose often seeks 
  out human psychics, adepts, and wealthy occultists – all of whom 
  complement the order nicely. 
   Of course, while the Society of the Rose makes some big 
  promises to its members, it often comes through on them, 
  especially when there are Goëtic Spirits involved.
  FEAT UNLOCKS
   At 3rd level, members of the Society of the Rose gain access to 
  the following feats: Psychic Adept, Psychic Disciple, and Psychic 
  Sensitivity.  
  CAPSTONE ABILITIES
   Members of the Society of the Rose can, in addition to those 
  unlocked under their class, select either of the following Capstone 
  Abilities. They must still meet all of the Capstone Ability’s 
  prerequisites
  AURA OF THE ROSE (SU) 
  Prerequisites Ability to cast psychic spells or the Psychic 
  Sensitivity feat or the Psychic Disciple feat, Knowledge (occult) 7 
  ranks.
   PCs who select this capstone ability gain the ability to activate 
  their aura, infusing it with their latent psychic power and aiding 
  their allies as a result. When an individual activates their Aura of 
  the Rose, all of their allies within 30 ft. of them gain the following 
  benefits:
  • Each ally gains fast healing 1.
  • Each ally gains a +1 sacred bonus to their saving throws.
  • Each ally gains a +1 sacred bonus to their AC.
  • Each ally gains a +1 sacred bonus to hit with their bonded or 
  psychic weapon.
   PCs may activate this ability as a swift action that does not 
  provoke an attack of opportunity. PCs with this capstone ability 
  may activate it for no more than 7 + their Charisma modifier’s 
  bonus in rounds each day. There is no limit how often it can be 
  activated, provided the PC has rounds remaining to do so.
  CHAPTER HOUSE (EX) 
  Prerequisites Knowledge (occult) 7 ranks. 
   PCs who select this Capstone gain ‘the life’ they’ve been 
  working for; they gain a large property (or mansion) in a remote, 
  quiet area. This property comes with a financial windfall: members 
  mysterious receive large cash gifts from distant relatives, win the 
  lottery, or otherwise logically come into large amounts of cash. You 
  also gain the Mastery of the Inner Circle feat. You do not need to 
  possess a bloodline to gain this feat in this fashion. Individuals who 
  select this capstone often go on to research remote places that will 
  benefit the order in the future, as well as continue to grant them the 
  power and prestige they need to successfully operate in the secret 
  parts of the world.
  UMBRA DEI
   Though other religious groups have their answer to the 
  supernatural, the Church’s Umbra Dei is by far the largest and best 
  organized. Established during the Second Council of Nicaea in 
  787 AD, Umbra Dei was charged with defending the world from 
  supernatural threats. Though the group has undergone significant 
  changes during the following centuries, its impact has been felt 
  throughout history. Umbra Dei was partially responsible for both 
  the Spanish Inquisition and the Salem Witch Trials.
   The archbishops of the Church and the agents of Umbra Dei 
  are aware of both the supernatural and the bloodline families. 
  However, they view any information about the Archons and Goëtic 
  Spirits as a clash between angels and demons – with members of 
  the Umbra Dei favoring the Archons as their hopefuls. Deeply 
  religious with a longstanding attachment to the Church, this order 
  of holy adherents does not balk at the thought of using magic, 
  provided it comes from the holy champions of the Divine. 
   Knowing the world is as dark as some only fear, agents of 
  Umbra Dei have, over the centuries, decreased in numbers quite a 
  bit. Of course, over those long centuries that have also confiscated 
  many arcane devices, and today some of their agents can deploy 
  armed with some of those same weapons.
  JOINING 
   The Umbra Dei recruit almost exclusively from their flock, 
  although the occasional operative will pluck out a potential agent 
  from the general public, grooming them for the cold splash of 
  water that discovering the Invisible World is. Those smart enough 
  to discover the Umbra Dei on their own and who seek entrance are 
  æ#
  
  219
  FEAT UNLOCKS
   At 3rd level, members of Umbra Dei gain access to the following 
  feats: Bless Equipmen, Cut Your Loses, and Divine Protection.
  CAPSTONE ABILITIES
   Members of Umbra Dei can, in addition to those unlocked under 
  their class, select either of the following capstone abilities. They 
  must still meet all of the capstone ability’s 
  prerequisites.
  ANGELIC MERCY (SU)
  Prerequisites 7th level, ability to cast 
  psychic spells.
   PCs who select this capstone ability 
  learn how to channel the life around 
  them, using it to heal those who sorely 
  need it. A number of times per day equal 
  to 3 plus their Wisdom modifier, PCs 
  using this ability generate a pool of 1d4 
  healing points. Every time they activate 
  that pool (as a swift action that does not 
  provoke an attack of opportunity), they 
  may sacrifice a single point of healing 
  to channel 1d6 points of positive energy to allies within 30 ft. 
  Each round, the PC may sacrifice a single point of Constitution to 
  replenish this pool, gaining an additional 1d4 healing points each 
  time they do. 
  BLINDING LIGHT (SU)
  Prerequisites 7th level, Pierce the Veil.
   PCs who select this capstone ability learn how to harness 
  the latent psychic energy in a 30 ft. space, manipulating it and 
  condensing it, then releasing it suddenly in a blast that blinds 
  everyone for 1 round unless they succeed on a Fortitude saving 
  throw (DC 17 + your Charisma modifier). The PC may use this 
  ability a number of times per day equal to 3 plus their Charisma 
  modifier.
  almost always admitted; these rare individuals are often treated 
  like direct agents of the divine.
  PERSONALITIES 
   From the barista to the banker, there are no safe bets when it 
  comes to who’s who in the darker corners of the occult world 
  of Bloodlines & Black Magic. Both the Goëtic Spirits and their 
  counterparts, the Archons, employ thousands of agents around the 
  world; one is as likely to swap stories as one is to swap dosh in 
  the right places, cloaked in a darkness no mundane lights can truly 
  pierce. 
   Some of the personalities that bring color to these hidden places 
  follow below:
  ALICE KWAN, 
  Master of the Unseen
  (NG female shadow-blooded brawler 4/psychic 2)
   The stately Mrs. Kwan runs a small academy where she teaches 
  martial arts, along with physical therapy, alternative medicine, 
  and music lessons. Anyone who has seen her spar knows she 
  could’ve been an Olympian or a movie star, but she abhors the 
  spotlight. Mrs. Kwan’s humble daily occupations 
  are a cover for her life 
  of unseen secrets – of 
  the invisible world and 
  its deep shadows. By 
  night she can be found 
  meditating, studying rituals, 
  or weaving darkness itself 
  into cloak and weapon. 
  Her studio hides a potent 
  artifact in plain sight – an 
  enormous scrying mirror that 
  permits glimpses into other 
  worlds. For those willing to 
  train hard, Mrs. Kwan can be 
  an excellent guide through 
  the Veil, and she takes silent 
  delight at opening others’ eyes; 
  though this dark-eyed woman cautions that such awakening is 
  irreversible – and profoundly dangerous.
  CHERRY ICE (IMERIA CHERNIKOVA)
  (TN female dragon-blooded slayer 7)
   A semi-retired assassin and monster-slayer, this severe woman 
  looks stunning in her immaculate white trench coat, with a shaved-
  to-the-scalp haircut that reveals a multitude of wicked scars. 
  While some think she was nicknamed for her pale white skin and 
  cherry-red lipstick, “professionals” know the epithet stuck during 
  a bloody spate of vampire-slaying referred to ominously as the 
  “long night in Alaska.” Supremely lethal with wooden stakes and 
  her trademark katana, Cherry continues to train daily; she is as 
  much a killing machine today as she was on her first mission. Cold 
  and bitter from a lifetime of loss, she doesn’t ‘fight the good fight’ 
  anymore. However, under the guise of accepting contract work in 
  exchange for weapons, valuable items, dosh, or huge amounts of 
  cold hard cash, Cherry can be hired to bodyguard a sympathetic 
  innocent from supernatural threats, or, more commonly, provide 
  expert advice on how to slay a particular monster.
  “DOCTOR” JEAN
  (LN neutral gendered human expert 2/investigator 3)
   “Doctor” Jean dresses in ratty blue jeans and a mostly clean 
  lab coat with a pocket full of tongue depressors that taste like 
  cigarettes. Everyone can hear the air quotes around “doctor” 
  when said aloud, though patients who ask impertinent questions 
  
  220
  about medical degrees get kicked to the curb and blacklisted. 
  Unflappable and intensely self-medicated, the dear “doctor” 
  has seen everything from GSWs to vampire bites, doesn’t ask 
  questions, and will treat anybody who limps through the door 
  with a bloody grocery bag full of cash, or fresh organs to trade. 
  Jean’s tiny secret clinic always has ‘Girl From Ipanema’ playing 
  on loop in the cramped waiting room, where the only things to 
  read are dirty tabloids, dot-matrix printouts from conspiracy blogs, 
  and dog-eared children’s magazines from the 1980s. Well known 
  across the occult underground, “Doctor” Jean’s clinic has a near-
  sacred status as neutral ground.
  THE GUARDIAN
  (CG neutral-gendered unique Goëtic Spirit psychic 4)
   This faithful hound sniffs and growls and wags its tail like any 
  normal dog would, but when the shadows roar its bearing becomes 
  kingly, and its eyes glow with supernatural power. An ancient, 
  powerful spirit inhabits the dog; its essence damaged and its 
  abilities hobbled during a war in the heavens, it had made Earth 
  its new home. Limited to possessing small beasts, the Guardian 
  has, nevertheless, tirelessly pursued its mission: protecting the 
  children of prophecy – those destined to be soldiers in the coming 
  second war against the Archons. The Guardian has taken many 
  forms over the centuries, including dogs, cats, and one very 
  memorable serpent, each time working to protect the humans it 
  loves. Sadly, it has also failed many times, watching its hopes for 
  the future burned to ash again and again. Whether called Duke, Mr. 
  Scruffy, or Rutger Schnauzer, the Guardian plays its role as a loyal 
  watchdog, preparing for the final battle.
  JOHNNY TRENCH COAT
  (CN male jinn-blooded alchemist 3)
   Johnny “Trench Coat” Smoak thinks he’s a playmaker in the 
  Invisible World, but he’s an obsequious toad, shameless gossip, 
  and loathsome opportunist – the last guy you’d ever want knowing 
  your real plans, or phone number. However, Johnny remains 
  tolerated because he’s an equal-opportunity gossip and a half-
  skilled alchemist, vending potions in little-used liquor bottles 
  lining the inside of his trench coat – which he keeps flashing open 
  in back alleys to show off his inventory, no matter how many times 
  people cringe and tell him to stop doing that. Johnny is happy to 
  make black market connections for an immodest fee – he’s always 
  bragging about his Australian cousins (the Shaitan’s Own) who run 
  an international smuggling ring and can sell you any illicit good 
  imaginable. Johnny always survives, scuttling away from any fight 
  and playing yes-man to whoever is in power.
  JOSEPHINE LAUGHING EAGLE
  (LG female spirit-blooded expert 4/mesmerist 3)
   Josephine Laughing Eagle is a well-respected attorney licensed 
  to practice law in multiple states, with associates across the 
  country. Her law firm is the chief litigator for the mundane interests 
  of the members of the Totem Nations, so she’s plenty busy with 
  legitimate clients and won’t take just any case. However, she has 
  a soft spot for righteous causes and has been known to waive 
  up-front fees for heroes in a bind – if she believes their freedom is 
  in the best interests of the greater good. Discreet and occult savvy, 
  she’s your one phone call when you have a legal problem with 
  unspeakable paranormal complications, though you’ll owe her 
  favors for years. The careful counselor prefers to do things by the 
  book, but she isn’t naïve; she keeps her subtle skills of mesmerism 
  a closely held secret, reserved for emergencies beyond the law. 
  LUCIUS ENTWOOD SR
  (CG male fey-blooded medium 4)
   This elderly gentleman spends his days playing chess at the local 
  barbershop, dispensing unsolicited advice and arguing with his 
  friends over trivia. His grandsons run a successful chain of funeral 
  homes, which Lucius founded forty years ago, but the senior Mr. 
  Entwood is happily retired from the business. Despite his bragging 
  on other topics, Lucius never discusses the dark parts of his 
  past: fending off ghosts, zombies, and fouler things, which once 
  threatened folks around here. His body isn’t what it used to be and 
  his memory isn’t perfect, but tenacious old Lucius still has strength 
  enough to lead a séance and commune with the spirits. Lucius 
  doesn’t adventure anymore – that’s a young man’s game; however, 
  he can still smell the stenches of danger and death, and he’s the 
  type to pull someone aside who needs help but won’t ask for it.
  MADAME ZANZIBAR
  (N female undead spiritualist 4)
   This antique fortune-telling machine is a rickety brass-and-wood 
  box, with a creepy mannequin of an ‘old gypsy woman’ behind 
  its dusty glass. The ghost of a deceased spiritualist inhabits the 
  machine. Though the fortune-teller appears perpetually out of order 
  to the mundane world, and has been known to vanish mysteriously 
  and reappear elsewhere when not observed, when fed a nickel 
  dipped in the blood (of any of the bloodlines), the mannequin will 
  point her crooked finger toward Weal or Woe in answer to one well-
  phrased question (as per the spell augury). After the first novelty 
  reading, for any future fortune-tellings Madame Zanzibar demands 
  her customers perform esoteric errands per instructions printed 
  out on ragged ticker tape that spits from a slot in the machine. One 
  day, enough successful errands may complete Madame Zanzibar’s 
  complicated revenge against the cabal of underworld thugs who 
  murdered her, allowing her soul to move on. 
  MADDIE-BETH WYZNEWSKI
  (NG female human occultist 5)
   Magda Wyznewski was a foul-mouthed octogenarian occultist 
  who made the wrong enemy; her great-granddaughter Bethany 
  Wyznewski was an innocent 7-year-old girl in the wrong place at 
  the wrong time. Now they’re cursed and soul-swapped, trapped in 
  each other’s ageless, ill-fitting bodies for eternity. “Maddie-Beth” 
  (the occultist trapped in her great-granddaughter’s body) has been 
  toiling tirelessly for 30 years to break the curse, all while forced to 
  remain essentially home-bound with “Nanna” (the child trapped in 
  her great-grandmother’s elderly frame). As furious as she is about 
  the situation, Maddie-Beth remains patient and cautious, unwilling 
  to expose her great-granddaughter’s body or soul to further risk. 
  Out of resentful necessity, Maddie-Beth runs a discreet occult item 
  consulting business, trading her expert appraisal, psychometry, and 
  
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  research skills with outside intermediaries who can still operate in 
  the adult world and bring her what she needs to further her work.
  PAGLIACCI,
  THE BOOKWORM
  [LN male imp investigator (occult librarian) 4]
   This fussy little book imp lives in the attic of the local library, 
  where he has a nest lined with special books he has “re-shelved” 
  into his private collection. Pagliacci savors rare tomes like fine 
  aged cheeses – hoarding them, sniffing them, and occasionally 
  taking an exquisitely forbidden nibble. Guilty about his closeted 
  bibliophagy, Pagliacci presents himself as an academic and doesn’t 
  tell new faces about his odd appetites (or his secret laboratory in 
  the basement). Pagliacci stress-eats, so he obsesses over keeping 
  calm lest he absent-mindedly chew through something important.
   The imp has been hiding in the mundane world his entire life 
  and is terrified of being sent back to Hell, so he avoids public 
  appearances at all costs. For those who can look past Pagliacci’s 
  devilish appearance and nervous quirks, his encyclopedic 
  knowledge and insightful research skills are beyond priceless.
   
  PROFESSOR KILLIAN RHODES, 
  THE MONSTER EATER
  (LN male advanced ghoul vigilante 2)
   The urbane and well-heeled Killian Rhodes is 
  an accomplished professor of 
  anthropology, with a keen interest in 
  cryptozoology – disciplines which 
  benefit from his personal experience, 
  as he has been one of the living dead 
  for hundreds of years. This brilliant 
  ghoul long ago perfected the art of 
  passing for human, relishing the simple 
  pleasures of teaching classes, leading 
  museum tours, and hosting dinner 
  parties. However, the ghoul half of 
  Killian’s identity still hungers for flesh; 
  rather than stoop to base pursuits such as 
  murder or grave-robbing, the professor 
  has quietly grown a client base among the 
  underworld which uses his services as a 
  “cleaner.” When summoned to gore-soaked 
  crime scenes or the fresh corpse of a slain 
  monster, the professor commonly holds 
  a handkerchief to his face – not so stifle 
  the smell, but rather to conceal his eager 
  salivation.
  RYAN BOCELLI,
  THE GHOST IN 
  THE MACHINE
  (CN male unique spirit expert 3)
   Ryan used to be an above-average computer guy, paying his way 
  through community college by pulling shady “data security” jobs... 
  until he launched a fateful attack on a server linked to shadowy 
  megacorporation Ark Neurologics. While he was gazing through a 
  bleeding screen into an abyss of forbidden data, Ryan’s spirit was 
  sucked into his computer while his body collapsed into a perpetual 
  vegetative state. Now, trapped in electronic purgatory, Ryan is 
  trying to survive, but he needs cold hard cash to pay the bills, so his 
  ignorant sister and off-the-grid hospice care facility don’t pull the 
  plug on his body. Accessible online as “ghostdawgsays,” Ryan’s 
  extralegal computer skills are available for hire, but he’s weird, 
  paranoid, and intensely risk-averse if any “big” target is suggested, 
  as he’s leery of drawing any unwanted attention that could get him 
  deleted for good.
  SISTER MILLICENT KAMPF, 
  THE IRON ROSARY
  (LG female seraphic-blooded inquisitor 6)
   Sister Millicent is as old as dust but still hard as iron. Fueled 
  by righteous fervor and bitter-old-lady spite, this judgmental, 
  uncompromising nun detests hearing about evil running amok. 
  When prompted by one too many odd news reports or fearful 
  whispers from the congregation, Sister Millicent leaves her life of 
  quiet devotion and wreaks holy havoc on whomever or whatever 
  has disturbed the peace, cleansing the unclean – or at least beating 
  them back into the shadows. While experienced in practical lore for 
  witch-hunting and monster slaying, she is willfully 
  ignorant of the larger occult cosmos and frames 
  everything concerning Heaven and Hell, Good and 
  Evil, black and white. Likewise, she devoutly believes 
  her supernatural abilities are the work of divine 
  providence and has no idea about her status as a 
  blooded individual (and tool of the Archons).
  THE STYGIAN
  (LE neutral-gendered unique Goëtic Spirit 
  occultist 6)
   This ominous yet accessible disembodied 
  spirit inhabits earthly bodies of water and has a 
  reputation as an information broker for matters 
  beyond the Veil, particularly the comings 
  and goings of spirits, jinn, and other trans-
  dimensional entities. The Stygian proclaims 
  it ‘knows all’ because it drinks forgotten 
  memories directly from the river Styx, but 
  such puffery is total nonsense – this shameless 
  supernatural gossip has no actual connection 
  to the eponymous underworld waterway, it is 
  just a huge fan of the band by the same name. 
  The only thing the Stygian loves more than classic rock 
  is human sacrifice, though mortals who wish to barter for answers 
  without resorting to murder can make do with a fattened calf or 
  exotic beast; in exchange for such lesser payment the Stygian will 
  ‘ask around’ half-heartedly, usually providing accurate intelligence 
  – unless something else pays it more to keep quiet.
  
  222
  TRENT DUTCHMAN, 
  ASPIRING CULTIST
  (CE male non-blooded adept 1/warrior 2) 
   Trent was a big deal in high school – honor roll, prom royalty, 
  captain of the fencing team – until he got expelled for cheating, 
  dealing steroids, and strangling the principal’s cat. Now, this 
  entitled bully works at his rich dad’s restaurant, smiling insincerely, 
  up-selling appetizers, and skimming cash. Trent wants to make his 
  life great again. He has heard the dark whispers of The Master, and 
  he needs that power. Trent’s ready to prove himself – he’s juiced 
  up, blasting it at the gym every night, and he’s not afraid of stealing 
  things or hurting people if that’s what it takes to please The Master. 
  He’s got a sweet super-duty pickup truck, Dad’s big revolver, 
  and that special dagger he nabbed from the cemetery. Frankly, 
  Trent will be stoked when this crummy world burns because then 
  everyone who ever told him ‘no’ is going to pay.
  MONSTERS
   Monsters play a special role in any Bloodlines & Black Magic 
  game, and keeping their frequency low should always highlight 
  that. While fantasy games rely on a staple of low-level, easy-to-
  slaughter baddies to help players raise their characters past level 1, 
  and onto the path of survivability. However, in Bloodlines & Black 
  Magic, we instead use immersion into the setting, completing 
  episodes, and even completing story-aligned objectives as ways 
  to level characters. The result plays into how one should expect – 
  monsters are rare, and therefore, scary.
   When running a Bloodlines & Black Magic campaign, GMs 
  should look for special ways to use monsters, embracing modern 
  takes on older themes, as well as looking to Hollywood to how 
  they use monsters, either to wonderful or to terrible effect. When 
  you look at fiction, what do you want to emulate? What sort of 
  monsters do you want to use? And most importantly, how do you 
  keep them scary?
   Want to make a traditional monster scary? Consider applying 
  one of the following:
  Controls Something – Foes with 
  an innate control over something 
  in our environment can make 
  things a lot darker, primarily when 
  used to suggest violence without 
  enacting it. While a crazed hobo 
  with a kitchen knife is going to 
  worry most, discovering the spirit 
  in your hotel room can turn on the 
  natural gas by itself can be even 
  more terrifying, especially if it 
  does so right before you wake up 
  one morning. Spirits or entities 
  that display an innate control 
  over something (such as water or 
  air) can become genuinely 
  terrifying, especially when 
  they exercise those abilities 
  against the PCs. GMs should be able to find monsters with these 
  racial abilities easily and should not need to adjust CRs. 
  Immunity to Bullets – We, consistently as a species, rely on 
  firearms to solve our problems. In fact, when it comes to violence, 
  we almost exclusively fall back on shooting first and asking 
  why later; fear of the other keeps this scary. What happens when 
  the bullets just bounce off? While most supernatural creatures 
  are resistant to some forms of damage at lower levels, PCs can 
  bypass these resistances by using their psychic weapons. But to 
  do that, those same PCs have to get up real close and personal, 
  and that’s not something everyone wants to do when it comes 
  to monsters. So, when the gunfire does start, and the bullets 
  bounce off, and folks start yelling or worse, panicking, have fun 
  with this immunity. In Bloodlines & Black Magic, this is easily 
  accomplished giving the foe the following and adjusting its CR by 
  +1.
  Immunity (ballistics) (Su)
  A creature with Immunity (ballistics) takes no damage from 
  firearms of any sort; this includes enchanted and blessed 
  firearms. This does not include other missile weapons.
  Format: Immune ballistics; Location: Defensive Abilities.
  Make It Smart – There are dozens of horror movies based around 
  the idea that most animals, when given human intelligence and 
  abilities, turn on their masters. We’ve all seen the classic examples, 
  the moments when the giant dog holds the kids hostage in their 
  parents’ car, or when the shark has had enough and finally starts to 
  hunt down innocent swimmers. The dangerous, smart, and strong 
  ape. Or deadly dinosaurs – all of them seem to be a little scarier 
  when you give them a little intelligence. In Bloodlines & Black 
  Magic, this is easily accomplished by “awakening” the animal via 
  the awaken animal spell and adjusting its CR by +1.
  Unwilling Host – Nothing makes us recoil in horror like 
  discovering (or worse, suddenly recognizing) that the monster 
  we’re fighting is a loved one, or worse, possesses one of our loved 
  ones. Shackled with a moral decision, a lot of groups will 
  shy away from destroying these monsters, especially 
  if there is a chance of saving their friend, the unwilling 
  host. While it doesn’t warrant adjusting its CR, 
  GMs should certainly consider awarding 
  PCs who saved their friend more 
  XP, as if they had overcome a 
  more difficult foe.  
  ADJUSTING 
  MONSTERS FOR O7
   
  In theory, any monster from the 
  core Pathfinder rule-set can work within 
  the context and framework of your 
  Bloodlines & Black Magic campaign, 
  as the rules are designed to be fully 
  “forward compatible”; however, care 
  should be taken to ensure that a creature 
  
  223
  THE HALF-SUMMONED 
  CREATURE TEMPLATE
   In the eldest of times, before the rise of the Archons and the 
  falling of the Veil, it is said that potent demon-binders and God-
  empowered sword-saints alike freely twisted the threads of our 
  multiform reality to their whim, drawing forth divine and profane 
  spirits bodily into this world through gaping rents in abused space-
  time, forcing their conjured slaves to serve as guardians, spies, 
  weapons, tools, toys, and even companions.
   Much has come to an abrupt end in the modern era, of course, 
  and it is this forbidden art – more so than any other -- that might 
  be considered utterly lost. There are still some truly bizarre and 
  phantasmagorical creatures lurking unseen in the dim. neon-lit 
  twilight, unknown to humanity – until they strike. Whether they 
  were drawn here in days now long-since passed or only recently 
  called up and bound by mad experiments of truly cataclysmic 
  power, these beings represent the most dangerous and inscrutable 
  horrors of the current age.
   Half-summoned creatures are, above all, only partially real: 
  composed just as much of failing mystical bonds, shifting shadow 
  and sparkling glamour as they are of flesh and bone, blood and 
  steel. These limitations cripple many such beasts with any number 
  of grave disadvantages, yet their dualistic nature also transforms 
  them into near-perfect predators, all-but-undetectable in a mundane 
  world.
  CREATING A 
  HALF-SUMMONED CREATURE
   “Half-Summoned” is an acquired template that may be applied 
  to any creature that does not possess the gunsmoke-blessed 
  creature template (see pg.161), referred to hereafter as the base 
  creature. A half-summoned creature uses all the base creature’s 
  statistics and abilities except as noted here.
  CR A half-summoned creature has a final CR equal to one half 
  of the base creature’s CR, rounded up. This template is usually 
  applied last, only after all other templates and modifications have 
  been applied.
  Type A half-summoned creature gains the [extraplanar] subtype 
  and is treated as a summoned creature for purposes of effects such 
  as protection from evil.
  Senses A half-summoned creature treats all non-magical and 
  mundane creatures as invisible and undetectable; it cannot see, 
  hear, smell or otherwise  locate mundane humans or animals except 
  during its Hunger Season (see below). A half-summoned creature 
  suffers no penalties when detecting creatures with a bloodline. 
  Armor Class A half-summoned creature’s natural armor bonus, 
  deflection bonus to AC and all insight, luck, profane and sacred 
  bonuses to AC (if any) are each halved, rounded down (minimum 
  1). Other types of bonus or penalty to AC – such as size, shield, 
  armor or dodge – are unaffected.
  Saves A half-summoned creature suffers a -5 penalty to all saves or 
  a penalty equal to one half its hit dice (rounded up), whichever is 
  greater.
  Defensive Abilities Decrease the numeric value of any ability the 
  half-summoned creature possesses to one half, rounded down. 
  Thus, channel resistance +5 becomes channel resistance +2; 
  damage reduction 10/silver becomes 5/silver, fire resistance 30 
  becomes 15, SR 20 becomes SR 10, regeneration 7 becomes 3, etc. 
  Immunities other than firearm immunity (see below) become 
  Resist 30 and a +8 bonus to all saves versus that effect.
  Immunity (ballistics) (Su) A half-summoned creature takes no 
  damage from firearms of any sort; this does not include enchanted 
  and blessed firearms, nor does it include other missile weapons.
  Speed A half-summoned creature moves at one half the base 
  creature’s speed in all movement modes.
  Special Abilities: A half-summoned creature gains the following 
  special abilities:
  Diminished Spell-Power (Ex) If the base creature possesses a 
  caster level for any of its abilities, decrease that caster level to half 
  (rounded down). In addition, the half-summoned creature cannot 
  use any spell-like ability (expect at-will abilities) more than 1/day.
  Faded Existence (Su) Half-summoned creatures are, in truth, 
  partially illusory: collapsing and unnatural memories stripped 
  from a fever-dream, spawned from the hemorrhage of an inhuman 
  psyche not born of this reality’s continuum. Any creature who 
  interacts with a half-summoned creature can make a Will save 
  (DC 5 + 1/2 the half-summoned creature’s HD plus its Charisma 
  modifier) as a free action to recognize the half-summoned 
  creature’s true nature: upon a successful save, the victim suffers 
  only half damage (rounded down) from all subsequent melee and 
  ranged attacks, special abilities, spells and effects created by the 
  half-summoned creature. A creature succeeding at this save would 
  suffer only one negative level when struck by a half-summoned 
  vampire’s slam attack, for example, and would suffer no negative 
  levels at all if struck by a half-summoned vampire spawn.
   
  Half-Real Flesh (Su) If the base creature has multiple special 
  abilities, select any one of those special abilities and remove it. 
  If the base creature possesses multiple natural attacks, the half-
  summoned creature gains only half the normal number of attacks 
  (rounded down, minimum one). 
   This is often accompanied by an outward physical change to 
  the half-summoned creature’s appearance; for example, a half-
  facing off against your PCs is not unbalanced or overwhelming.  
   For example, a party lacking either clerics or paladins – like 
  most parties in a Bloodlines & Black Magic game –  is unlikely to 
  fare particularly well against evil outsiders or undead, and “low 
  CR” challenges can easily end up being too dangerous or outright 
  deadly to an unprepared party.
  
  224
  summoned iron golem might lose its breath weapon and possess 
  only a single arm with which to make slam attacks; a half-
  summoned basilisk, however, would retain both its bite and gaze.
  Hunger Season (Ex) Choose a number of specific dates each 
  year equal to the half-summoned creature’s total hit dice, starting 
  at midnight or at sunset and ending once more within 24 hours. 
  The precise date of this chosen time may adjust from year to year 
  – being tied to lunar cycles, to the equinox, to eclipses or to the 
  movement of far-off stars and comets, for example – but a half-
  summoned creature may gain no more than one such day per hit 
  die per solar year. These days do not need to be consecutive.
   Each date usually has especial significance to the half-summoned 
  creature, to the creature’s creator/summoner or to the local culture: 
  it might be an anniversary, a holy day for a now-forgotten faith, 
  the date of an important death, betrayal, loss or victory or another 
  specific day of powerful emotional resonance to at least some 
  creature.
   Any character using Diplomacy to Gather Information or 
  an appropriate Knowledge skill to uncover more about a half-
  summoned creature can – in most cases – determine at least one 
  exact date with successful check [DC 10 + 1/2 the half-summoned 
  creature’s hit dice].
   A half-summoned creature loses the Torpid special quality (see 
  below) and does not treat non-magical and mundane creatures 
  as invisible during its Hunger Season. Instead, a half-summoned 
  creature in the throes of its Hunger Season will usually actively 
  seek out and investigate potential prey.
  Invisibility to the Mundane (Ex) A half-summoned creature is 
  always invisible to non-magical creatures, including all mundane 
  humans and animals. This includes images of the half-summoned 
  creature captured in photographs and other recordings but does not 
  include sound or scent: animals can always smell half-summoned 
  creatures, and even humans may notice a strange odor coming 
  from the basement. This ability is constant – a half-summoned 
  creature remains invisible at all times, even when attacking. As this 
  ability is inherent, it is not subject to the invisibility purge spell. 
  Against foes that cannot pinpoint it, the half-summoned creature 
  gains a +20 bonus on Stealth checks when moving, or +40 when 
  standing still. Any creature with the ability to Pierce the Veil 
  automatically ignores this invisibility and freely perceives a half-
  summoned creature.
  Repelled By Sacred Ritual (Ex) A half-summoned creature can 
  be repelled and held at bay via the deliberate recitation of prayer or 
  other holy ritual, even by a mundane individual. If any creature has 
  performed some warding action within the last round as a move 
  action – such as burning sage, ringing a bell, making the sign of 
  the cross, presenting silver, counting the rosary, sprinkling clean 
  water, muttering a heartfelt prayer or even reciting the Hippocratic 
  Oath – a half-summoned creature may not move any closer to that 
  target than 10 feet; a half-summoned creature already within 10 
  feet of the warded individual cannot choose to move any closer. 
  A half-summoned creature repelled in this way may not look 
  directly at a warded individual, granting the warded individual 
  total concealment against a half-summoned creature; likewise, a 
  half-summoned creature affected by this ability may not touch a 
  warded individual nor make any melee attacks against them. 
   A half-summoned creature repelled in this way may, after 
  spending one full round turned away, attempt to overcome such a 
  ward as a free action. Overcoming this ward requires a Will save 
  (DC: 10 + the character level of the warded individual + their 
  Wisdom or Charisma modifier [their choice]). Each immediately 
  subsequent round that a half-summoned creature attempts to 
  overcome such a ward, it gains a +1 cumulative bonus on Will 
  saves to break this ward. A half-summoned creature may choose to 
  spend a move action attempting to overcome a ward, in addition to 
  the free attempt it automatically gains.
   A half-summoned creature overcoming a ward does so in three 
  stages: upon first succeeding at the Will save, above, a half-
  summoned creature may choose to look directly at the warded 
  individual. Upon succeeding a second time, the creature may 
  move within 10 feet of the warded creature; a half-summoned 
  creature may, at this time, choose to make melee weapon attacks 
  against the warded foe, but still may not make any bodily contact. 
  Upon succeeding a third time, the half-summoned creature is fully 
  released from the effects of such a ward and may bite or grapple 
  with impunity.
  Reversal (Ex) Immediately upon the death, surrender, retreat 
  or escape of a half-summoned creature from the area, any 
  supernatural, spells or spell-like effects created by the half-
  summoned creature are undone. This does not include direct hit-
  point damage but does include ability drain, death effects, energy 
  drain, paralysis, magical fear and any number of other effects. 
  Torpid (Ex) During those long, empty periods when its Hunger 
  Season does not grip it, a half-summoned creature remains at rest 
  approximately 90% of the time, gathering what limited strength 
  it enjoys. It does not feed during this time. It may quietly wander 
  the echoing halls – or silently stalk the windswept streets and 
  woodlands near its lair – in the early hours, but it can best be 
  described during this time as both lost and deeply inattentive. 
  While it sleeps, often for days or weeks at a time, a torpid half-
  summoned creature will usually instinctively bury and conceal 
  itself.
   A half-summoned creature in a torpid state can be roused, 
  however, by the sound and smell of gunfire, and will often rise to 
  investigate. Unable to see mundane humans, it is a danger during 
  this activity only to other magical creatures (including those with a 
  bloodline).
  Abilities All of the half-summoned creature’s ability scores are 
  decreased by -4 from the base creature’s total to a minimum of 1.  
   Thus, for example, a half-summoned creature with a base 
  Strength of 5 or better suffers a -2 to attack and damage rolls, a -2 
  to Climb and Swim checks, -2 to CMB checks and a -4 (including 
  Dexterity modifier) to CMD.
   At the GM’s discretion, a specific half-summoned creature 
  might lose a greater or lesser number of points from certain 
  abilities, just so long as the final result is both appropriately equal 
  
  225
  and in line with the story goals of the half-summoned creature; for 
  example, a half-summoned hill giant or chimera might suffer a -8 
  penalty to each of its mental ability scores and a -0 of its physical 
  ability scores: making the creature utterly bestial, insane and 
  animalistic, rather than a dumb-human-level-intelligence foe.
   A GM who simply wants to use one of these beasts “on the 
  fly” – without having to do a whole lot of math – can apply the 
  Advanced Creature template to a monster, instantly offsetting 
  these penalties. Similarly, the Advanced Creature template can be 
  used to “round up” the CR of a creature to an even, easily divisible 
  number.
  Feats The half-summoned creature may lose access to certain 
  feats due to a failure to meet the ability score prerequisites or other 
  requirements. In such an instance, these feats may be retrained.
  THE BLOODCRAZED
   Ours is a hellish existence, one that is torn between our euphoric 
  understanding of the secret bloodlines who rule the hidden realms 
  and the harsh knowledge that is only by consuming their blood that 
  we might attain true power in this world. Some of us, caught like a 
  fly in the spider’s web, understand only our most savage nature as 
  a result. We become cannibals, madmen, or worse – true monsters. 
  Others among us have embraced the blood, learning to measure 
  our response to its power, tempering our lives in pursuit of the 
  magic in the blood. We dine as true nobles, able to see beyond life’s 
  trivialities and social programming, attaining wisdom that only this 
  secret blood can unlock. But even we must be careful. The addiction 
  is ever at the edge of our vision, a temptation to take a little more.
   One of my occultist friends reminded me of Deuteronomy 12:23. 
  I read it and laughed. He can stay in his armchair and pontificate 
  about Crowley and Regardie. I know the truth. The blood is the life.
  ~Andre Heigger
  From Liber de Sanguine
   Bloodcrazed are humanoids that have repeatedly been exposed 
  to, and later addicted to, the magical properties of one the secret 
  bloodlines. Although this exposure is often accidental and 
  frequently a singular (and temporary) experience, the euphoric and 
  often unforgettable event often inspires these humans to seek out 
  additional experiences – turning these men and women into junkies 
  of the worst sort. While most sane humans actively fight against the 
  tide of ‘losing themselves to the blood,’ those who willingly give in 
  or otherwise embrace this addiction become bloodcrazed.
   History is filled with stories of the bloodcrazed, many of who 
  are mistaken for other supernatural creatures, including witches, 
  vampires, ghouls, maddened cannibals, and similar supernatural 
  monsters. Most of this confusion is born based on their appearance, 
  as well as their savage acts, with most onlookers outright 
  disregarding their other human needs, focusing solely on their 
  inhuman appetite.
   Nearly all bloodcrazed appear to be normal humans, although 
  most, over time, grow pale and anemic, the flesh around their eyes 
  darkening as they grow increasingly more dependent on the blood 
  that has given them a whole new life.
  CREATING A BLOODCRAZED
   “Bloodcrazed” is an acquired template that can be added to any 
  living, non-bloodline humanoid (referred to hereafter as the base 
  creature). A bloodcrazed uses all the base creature’s statistics and 
  special abilities, except as noted below.
  Challenge Rating Same as base creature +1
  Type Same as the base creature.
  Alignment Any evil
  Senses Bloodcrazed gain the scent universal monster ability, but 
  can only use it to detect those from one of the seven bloodlines.
  Attacks Bloodcrazed gains a bite attack that deals 1d4 points of 
  damage (1d6 points of damage for large creatures).
  Special Attacks The bloodcrazed retains all of the base creature’s 
  special attacks and gains those described below:
  Blood Frenzy (Ex) When exposed to blood from one of the 
  bloodlines, the bloodcrazed risks flying into a frenzy. Bloodcrazed 
  who succeed on a Will save (DC equal to 10 + their Hit 
  Dice) overcome this urge. When it does succumb, it gains +2 
  Constitution and +2 Strength, but takes a –2 penalty to its AC. The 
  frenzy lasts until the bloodcrazed has consumed at least its daily 
  consumption requirement (see below) or 1 minute, whichever is 
  shorter. If the bloodcrazed did not consume enough blood to end 
  its frenzy, it immediately gains the fatigued condition for 1d4 
  minutes.
  Abilities A bloodcrazed gains a +2 to their Strength score.
  Skills A bloodcrazed gains a +2 racial bonus to their Perception 
  skill checks.
  SPECIAL Daily Consumption Bloodcrazed are addicted to 
  the blood of the seven bloodlines and must feed on it daily. 
  Each day, a bloodcrazed must consume a number of ounces 
  of blood equal to its Hit Dice or suffer severe withdrawals, 
  which last until the bloodcrazed feeds again. While suffering 
  from these withdrawals, the bloodcrazed suffers a -2 penalty to 
  its Constitution score and suffers a -4 penalty to Will saves to 
  resist going into a blood frenzy. 
  NOBLE BLOODCRAZED
   Noble bloodcrazed are exceptional humans who have learned 
  to harness the magical properties of one the secret bloodlines, 
  focusing on a singular bloodline exclusively. Having fully 
  embraced the secret nature of the blood, these wicked humans now 
  prey upon that bloodline alone, seeking it out above all others and 
  consuming it to maintain powers few mortals outside of the hidden 
  worlds truly understand. Unlike normal other bloodcrazed, noble 
  bloodcrazed humans have adapted to the magic in the blood, and 
  gain magical abilities as a result.
  
  226
   Each day, the noble bloodcrazed can spend a number of points 
  from its bloodpool to gain one or more of the bloodline’s racial 
  traits, spending a number of points equal to the BP cost of that 
  racial trait. Once selected, this trait lasts for 24 hours or until all 
  applicable uses have been exhausted (in the case of supernatural or 
  spell-like abilities).
   Selecting and calling up one of these racial traits is a taxing 
  endeavor that requires the noble bloodcrazed concentrate, 
  spending no less than a full round action to initially activate these 
  abilities. Once one of these racial abilities is activated, the noble 
  bloodcrazed employs them using the actions outlined in their 
  descriptions (often a standard action).
  Abilities A noble bloodcrazed gains a +2 to their Strength score.
  Skills A noble bloodcrazed gains a +4 racial bonus to their 
  Perception skill checks.
  SPECIAL
  Daily Consumption Noble bloodcrazed are addicted to the 
  blood of a specific bloodline (selected when the template 
  is chosen) and must feed on it daily. Each day, a noble 
  bloodcrazed must consume a number of ounces of blood equal 
  to twice its Hit Dice or suffer severe withdrawals, which last 
  until the noble bloodcrazed feeds again. While suffering from 
  these withdrawals, the bloodcrazed suffers a -2 penalty to its 
  Constitution score, halves its bloodpool, and suffers a -4 penalty 
  to Will saves to resist going into a blood frenzy. 
   Although people occasionally confuse noble bloodcrazed with 
  their lesser cousins, this confusion is often short-lived, especially 
  when these human monsters turn the full weight of their savage 
  power against those living with such simple assumptions. Like 
  bloodcrazed, the noble bloodcrazed appear to be normal humans, 
  although without the anemic appearance or the dark circles that 
  commonly identify their weaker cousins.
  CREATING A NOBLE BLOODCRAZED
   
   “Noble Bloodcrazed” is an acquired template that can be added 
  to any living, non-bloodline humanoid (referred to hereafter as the 
  base creature). A noble bloodcrazed uses all the base creature’s 
  statistics and special abilities, except as noted below.
  Challenge Rating Same as base creature +2
  Type Same as the base creature
  Armor Class The base creature’s natural armor 
  class increases by +1
  Alignment Any evil
  Senses Noble bloodcrazed gain the scent universal monster ability, 
  but can only use it to detect those from the particular bloodline 
  it hunts. Additionally, the range of their scent ability is doubled 
  against this bloodline.
  Attacks The noble bloodcrazed gains a bite attack that deals 1d4 
  points of damage (1d6 points of damage for large creatures).
  Special Attacks The noble bloodcrazed retains all of the base 
  creature’s special attacks and gains those described below:
  Blood Frenzy (Ex) When exposed to blood from one of the 
  bloodlines, the noble bloodcrazed risks flying into frenzy. Noble 
  bloodcrazed who succeed on a Will save (DC equal to 10 + their 
  Hit Dice) overcome this urge. When it does succumb, it gains +2 
  Constitution and +2 Strength, but takes a –2 penalty to its AC. The 
  frenzy lasts until the noble bloodcrazed has consumed at least its 
  daily consumption requirement (see below) or 1 minute, whichever 
  is shorter. If the bloodcrazed did not consume enough blood to 
  end its frenzy, it immediately gains the fatigued condition for 1d4 
  minutes.
  Bloodmarked Hunter (Ex) When hunting its favored bloodline, 
  the noble bloodcrazed gains a +2 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks against creatures of 
  that bloodline. Likewise, it gets a +2 bonus on weapon attack and 
  damage rolls against them. 
  Bloodpool (Su) The noble bloodcrazed gains a reservoir of psychic 
  power upon to mimic its bloodline’s powers. This bloodpool has a 
  number of points equal to ½ the noble bloodcrazed Hit Dice + its 
  Constitution modifier. The pool refreshes once per day when the 
  noble bloodcrazed feeds.
  
  227
  THE MAGIC NUMBER
  13
  
   Chapter Thirteen is intended mostly for GMs and storytellers, but players can also use it, for inspiration and to 
  gain insight into the larger world we’ve built. In fact, it might be fun to think of chapter thirteen as the backer-
  fueled, night-drive into the worst parts of a haunted amusement park.  
   All of the NPCs in this chapter are Sovereigns – individuals empowered to act as agents of more powerful beings 
  in the Invisible World. Some might serve as agents for particular bloodlines, while others could serve powerful 
  Goëtic Spirits or even their hated enemies, the Archons. Of course, we didn’t define these relationships. Instead, we 
  left it up to GMs, although we certainly made a few suggestions. 
   Will we officiate some of these suggestions in the future? We plan to but will do so only at the tail end of our first 
  (and subsequent seasons).
  ARTHUR DODGE 
  Profession A thief of considerable skill, Arthur Dodge is in far more demand in the 
  Invisible World than he is the mundane world, although he’s probably neglecting a few 
  warrants here and there when he assesses potential targets – a lesson he learned the hard 
  way a long, long time ago.
  Beyond the Veil An alchemist of some repute, Arthur has been breaking into places 
  he shouldn’t go for as long as the Goëtic Spirits have been tempting humanity with the 
  promise of Wisdom, Understanding, and Wealth. 
  Possible Associates Arthur might belong to any number of organizations or could be the 
  powerful mind behind a guild of international thieves. 
  Making Contact Arthur filters all of his communications through his two trusted agents 
  – Mr. Jacob Blackwood and Mr. Marcus Killian, both of whom own and operate Killian 
  Contracting, a private security firm that specializes in protecting important persons and 
  celebrities.
  Arthur Dodge 
  CR 4
  XP 1,200
  Male human investigator 5
  Bloodline jinn; Bloodline Points 2, Bloodline Traits Eyes of the Desert, Jinn’s Luck, 
  Sila’s Sanction
  CN Medium, Arcana Strength
  Init +2; Senses low-light vision, pierce the veil; Perception +9 (+11 traps)
  Threshold 2, Threshold Pool 3, Oddities 2
  Arthur must keep some part of his body decorated at all times.
  Arthur hears their whispers at the end of songs on his collection of older 
  cassette tapes. If he’s wearing his favorite cassette player, spirits and ghosts 
  glow gently in his presense. 
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 32 (5d8+6)
  Fort +3, Ref +7, Will +4; +4 vs. psychic and supernatural effects that induce 
  confusion, insanity, or madness
  Defensive Abilities jinn’s luck, trap sense +1; DR 5/silver
  OFFENSE
  Speed 30 ft.
  Melee mwk brass knuckles +6 (1d3+2)
  Ranged H&K VP9SK +5 (2d6)
  Special Attacks psychic weapon, studied combat (+2, 4 rounds), studied 
  strike +1d6
  Extract Prepared (CL 5th)
  
  229
   2nd—cure moderate wounds, invisibility, resist energy
   1st—cure light wounds, endure elements, expeditious retreat, monkey fishACG
  STATISTICS 
  Str 13, Dex 14, Con 12, Int 18, Wis 8, Cha 12
  Base Atk +3; CMB +4; CMD 16
  Career Criminal Path (Thief); Career Skill Group Covert Tier 2 (bonus +2; modifier Dexterity +2)
  Tier 1 — Grifter (+2)*
  Tier 2 — Snatch (see ability)
  Lifestyle Established Monthly Incomes Gross $5000 Net $1400.
  Feats Alertness*, Bonded Weapon*, Deft Hands*, Psychic Strike, Skill Focus* (Bluff), Skill Focus* (Diplomacy).
  Traits Ghost
  Skills Appraise +12, Bluff +14, Computer Use +6, Craft (alchemy) +14, Diplomacy +14 (5), Disable Device +13, Disguise +3, Escape 
  Artist +7, Knowledge (local) +9, Perception +9, Sense Motive +9, Sleight of Hand +12, Stealth +10 (+12 in urban terrain), Street +4; 
  Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Stealth in urban terrain.
  Languages English 2, Russian 2
  SQ alchemy, boastful banter, bonded weapon (brass knuckles), eyes of the desert, glib talker 1/day, grifter +2, inspiration 6/day, 
  investigator talents (expanded inspiration, underworld inspiration), keen recollection, poison lore, sila’s sanction, swift alchemy, 
  trapfinding +2.
  Combat Gear 9mm rounds (5, 10 round magazine), smoke pellet (5).
  Other Gear heavy jacket, masterwork brass knuckles, H&K VP9SK, formula book (all prepared extracts plus: 1st—heightened 
  awarenessACG, jump, longshotUC, shield; 2nd—blur, see invisibility, spider climb), hipster essentials, masterwork thieves’ tools.
  * This ability’s effects have been calculated into Arthur’s statistics.
  HISTORY
   Arthur grew up on the streets as a young child and had a penchant for pickpocketing. He was quite good until he tried to pick the 
  pocket of a wealthy businessman with all the right connections; Arthur grew up in and out of juvenile. Still, Arthur was a quick study. In 
  juvenile, Arthur learned to hone his craft among a group of wary preteen punks.
   On turning 18, Arthur once again took to the streets and quietly became mildly independent. Then, Arthur’s fates returned to remind 
  him of his first love; one day, while Arthur was about to lift the watch of a man on the subway, he encountered his oldest foe – it was the 
  wealthy businessman who years before had caught Arthur. Arthur pushed back both his fear and his anger, looking the man up and down.
   The man only smiled in return.
   This man was Abe Faria, a Fortune 500 CEO. Amused by what the fates had delivered to him a second time, Abe invited Arthur to 
  lunch, starting a professional relationship that changed both their lives. Over the course of a decade, Arthur and Abe grew close, the 
  former studying everything from business to marketing to social engineering under the older man. Eventually, Abe taught Arthur his first 
  alchemical recipe.
   
   Arthur and Abe grew closer, much to the dismay of Abe’s surviving family, many of whom saw Arthur as a clear threat to any 
  inheritance they might hope to receive. Although Abe waved away threats to his safety with a hearty laugh, Arthur knew it would be his 
  undoing. Less than six months later, Abe would be dead - the victim of an unknown assassin.
   Arthur is now 38. Inclined to suits, Arthur is a natural when it comes to the roguish-hispters fashion the entrepreneurs and startup 
  CEOs casually chat up at dinner parties. Unlike most hipsters, Arthur looks more like a college running back than anything else; he 
  prides himself on being “someone you should think twice before messing with.” As nimble as people a third his age, Arthur is equally 
  comfortable lifting a watch or trading business tips on any given afternoon – that is, when he’s not looking for Abe’s murderer.
  
  230
  ANGEL RAVENSON
  Profession Angel Ravenson is a quiet, disciplined man who trains nightly. During the day, he runs errands, visits his favorite gym, and 
  even works on expanding his network of personal tattoos – a link he shares with his brother.
  Beyond the Veil Although he understands very little of what happens beyond the veil, his taste of the things that creep in the shadowy 
  parts of reality has turned him into a hunter in the truest sense of the word. Although he will form bonds with other occult-minded 
  characters, he has a dim view of the supernatural in general. 
  Possible Associates Angel Ravenson has been researching the Order of St. Cyprian, although he doesn’t know that they keep an eye on 
  him, as well.
  Making Contact Finding Angel is an easy task when you know where to look in New York. If you’re out of state, you’ll be hopping on a 
  plane if you want any ‘face time’ with the man who owns and operates Ravenfire Information Services. 
  Angel Ravenson CR 5
  XP 1,600
  Male human brawler 6
  Bloodline shadow, Bloodline Points 0, Abilities Black Moon’s Vision, 
  City’s Secret Defense, Shadow of Magic.
  LG Medium humanoid (human); Arcana Knight of Disks
  Init +4; Senses darkvision 60 ft., pierce the veil; Perception -1
  Threshold 3, Threshold Pool 3 Oddities 3 
  1. Angel can speak to crows and ravens.
  2. Cats favor Angel, going out of their way to brush up against him. It’s the 
  weirdest thing.
  3. Angel always knows which way north is. 
  DEFENSE
  AC 17, touch 16, flat-footed 11 (+1 armor, +3 Dex, +3 dodge; 
  +2 dodge in urban terrain)
  hp 51 (6d10+14)
  Fort +7, Ref +8, Will +1
  Defensive Abilities City’s Secret Defense, Shadow of Magic; SR 12
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +12/+7 or +10/+10/+5 (1d8+5) or bo staff +11/+6 or +9/+9/+4 
  (1d6+4)
  Ranged wushu dart +9/+4 (1d6+4)
  Special Attacks knockout strike 1/day (DC 17), martial flexibility (swift action) 6/day, 
  psychic weapon.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +6; CMB +13 (+15 disarm, trip); CMD 28 (30 vs. disarm, trip)
  Career Business Owner Career Skill Group Practical; Tier 1 (bonus +1; modifier 
  Intelligence +2).
  Tier 1 — Rumor Mill*
  Lifestyle Established Monthly Incomes Gross $7,500; Net $4,100 
  Feats Ability Training* (Str), Bonded Weapon*, Combat Expertise, Dodge*, Improved 
  Disarm*, Improved Trip*, Improved Unarmed Strike*, Judo Style*, Mix Martial Arts 
  Style*, Psychic Strike, Quick Draw, Round House, Weapon Focus* (unarmed strike)
  Traits evil eye
  Skills Acrobatics +12, Climb +13, Computer Use +11, Craft (electronics) +11, 
  Intimidate +9, Stealth +12, Street +8 (+10 in NYC).
  Languages English 2, Enochian 1, Ugothic 1; crowspeak
  SQ AC bonus +1, black moon’s vision, bonded weapon (bo staff), brawler’s 
  
  231
  cunning, brawler’s flurry, brawler’s strike (bonded), close weapon mastery (1d6), conference 3/day, deep web, martial training, unarmed 
  strike.
  Gear heavy jacket, bo staff, wushu dart (10), duct tape (2), electrical tool kit (deluxe), lock release gun, multipurpose tool, pen-testing 
  gear, wiretap detector, keys (house, SUV), wallet (credit cards, debit card, health insurance card, ID, $500 cash), AIS keycard.
  SPECIAL ABILITIES
  Crowspeak (Su) Angel can speak with and understand crows and ravens.
   A quiet man with a dedicated (if questionable) hobby, Angel Ravenson has made a careful and controlled exploration into the darkness. 
  He’s fought everything from oni to redcaps, carefully doing research before and after his battles. Although he lacks any kind of real 
  background in the occult, Angel is a smart man who just so happens to be excellent at destroying just 
  about anyone in a fist fight. 
   Originally from Michigan, Angel spent his early years in college pursuing a degree 
  in veterinarian science – which he later abandoned in favor of Information Science. 
  Apparently unsuited for college and easily distracted, Angel eventually left the 
  academic community with no degree, but enough experience to start his first business. 
  Quicker with computers than he was his homework, Angel spends most of his days surfing the web, 
  evaluating potential targets, and running the back end of his business. Able to work the hours no one else 
  wanted to, he quickly landed several lucrative clients, eventually expanding his business to dominate the 
  surrounding region.
   Having long ago purchased most of his necessities, Angel makes a point to pay himself no more than he pays 
  his highest-paid employee, creating a culture of fairness and justice in a world he feels often crushes those who 
  dare to dream. A fan of opportunity and meritocratic thinking, Angel encourages creatives, artists, and other 
  small business owners whenever he can, although never to the point of putting his business on the line. 
  8
  7
  1
  2
  9
  10
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  9
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  8
  
  232
  THE MAGNIFICENT CHARLES CHRISTIANSEN
   
  Profession An accomplished stage magician and former con man, Charles now travels 
  around North America, performing locally in small clubs in big cities, while helping his 
  allies at night.
  Beyond the Veil Charles deals almost exclusively with creatures on this side of the veil, 
  knowing how ineffective his powers can be, especially among creatures as powerful as the 
  fey. 
  Possible Associates Charles Christiansen is believed to be a member of The Society of the 
  Rose.
  Making Contact PCs most likely encounter Charles during a performance. Beyond that, 
  he’s difficult to contact and avoids meeting new people until he can thoroughly research 
  them, a process which may take several weeks. Conversely, he trusts his friends and readily 
  agrees to meet with anyone who his close associates can vouch for.
  The Magnificent Charles Christiansen  
  CR 3
  XP 1,200
  Male human mesmerist 4
  Bloodline fey, Bloodline Points 0, Abilities Fey Footed*, Fey Site*, Pixie’s Blessing*, 
  Thornskin* 
  CG Medium humanoid (human); Arcana Wheel of Fortune
  Init +2; Senses darkvision 60 ft, Perception +1
  Threshold 2, Threshold Pool 0, Oddities 1 
    1– Christian gives people an unsettling feeling that they’ve met him before.
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 27 (4d8+4)
  Fort +1, Ref +6, Will +7
  DR 3/cold iron
  OFFENSE
  Speed 40 ft.
  Melee masterwork spring blade +3 (1d4-1/x20 p/s)
  Ranged masterwork spring blade +5 (1d4-1/x20, 10ft. p/s)
  Special Attacks bold stare (disorientationOA), hypnotic stare (-2), mesmerist tricks 4/day 
  (misdirection, psychosomatic surge, spectral smoke), painful stare (+2 or +1d6+2)
  Mesmerist Spells Known (CL 4th; concentration +6)
     2nd (2/day)–anticipate thoughtsOA  (DC 16), enthrall (DC 16)
     1st (4/day) – beguiling giftAPG (DC 15), charge objectOA, fumbletongueUM (DC 15), 
     telempathic projectionOA (DC 15)
     0 (at will)  – daze (DC 14), detect psychic significanceOA, haunted fey aspectUC, 
     open/close (DC 14), prestidigitation, touch of fatigue (DC 14)
  STATISTICS
  Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 18
  Base Atk +3; CMB +2; CMD 13 (can't be tripped)
  Career Criminal (con-man, magician); Skill Group Covert; Tiers 2 (bonus +2, modifier 
  Charisma +4).
  Tier 1– Grifter* 
  Tier 2– Glib Talker* 
  Lifestyle Established Monthly Incomes Gross $5,000 Net $1,100 
  Skills  Bluff +13, Diplomacy +11 (+14 to shift attitude), Knowledge (local)+9, Perception 
  +8, Perform (magician) +11, Sense Motive +8, Sleight of Hand +9, Stealth +9 (+11 in 
  
  233
  cities or dense urban sprawl), and Street +9
  Feats AntagonizeUM, Catch Off-Guard, Extra Mesmerist TricksOA, Pierce the Veil, and Psychic Strike.
  Traits Ghost, One in Millions, Drawbacks Felonious Background.
  Languages English 2, Ugothic 1, Dutch 1
  SQ consummate liar +2, touch treatment 5/day (Minor)
  Combat Gear set of 10 mwk spring blades 
  Other Gear A shoulder bag containing a deck of marked cards, a deck of normal playing cards, a small journal 
  with pen, a 50 ft. ball of string, a small mirror, a USB charger, and a small portable MP3 player, fake ID, 
  multipurpose tool.
  * This ability’s effects have been calculated into Charles’s statistics.
  HISTORY
   A former con man and grifter, Charles “The Magnificent” used to work the Vegas strip performing quick 
  street illusions and sleight-of-hand tricks to drunken tourists while boosting their watches, wallets, bracelets, 
  and other glittering trinkets. Charles was forced to flee Vegas after security cameras outside the Belagio 
  accidentally caught his “act” on tape. For a few years after that, he worked the carnie circuits, traveling as 
  side-show magician, where he pulled similar scams. It was during one of these tours when he encountered a 
  midget ringmaster known as Heinrich Von Heinrich who also happened to be an oracle in the service of the 
  Society of the Rose. Heinrich saw through Charles, yet he also saw goodness in the young man. During their 
  weeks of traveling together, he mentored him in the occult arts and guided him through several spirit journeys 
  beyond the veil. Drawn in by Heinrich’s teachings Charles was inducted into the society and has sworn to use 
  his powers to help humanity rather than leech off it.
   He continues traveling, however he now prefers to do so alone or in the company of others within the 
  society. As an accomplished performer, he makes a point to keep his show fresh and exciting, never settling 
  on the same act for the same venue, ever. While he appears to have kept to his word, there are some within the 
  society who remain skeptical with regard to his motivations. These individual contend that Charles travels to 
  unravel some complex occult pattern possible connected to evil tied to one of his past lives.
  DO THEY KNOW?
  
  234
  Profession Dr. Ostrolow is a tenured professor at Atlantic University in Virginia Beach, 
  VA, focusing mainly on esoteric studies. 
  Beyond the Veil When he isn’t teaching students about all things “theoretically” 
  esoteric, spiritual, and supernatural, he is touring the world to seek out new knowledge 
  of the strange. He supplements his travel funds by giving lectures of such things he 
  finds. 
  Possible Associates University of Virginia, and several other colleges interested in 
  occult or supernatural studies. 
  Making Contact The gregarious Dr. Ostrolow can be contacted through the university. 
  He has a call service and usually returns calls within a few days, unless the caller 
  can impress him with DC 25 Diplomacy check. If successful, he returns the call 
  within a few hours to satiate his curiosity.
  Dr. Cliven Beecher Ostrolow, Ph.D      CR 6
  XP 2,400
  LN Middle-aged male human mesmerist 7
  Bloodline seraphic, Bloodline Points 3; Abilities Angel’s sight*, fear no 
  evil*, King Solomon’s touch*, 
  ready for hell*
   
  Medium humanoid (human); Arcana Death* 
  Init +3; Senses low-light vision, Pierce the Veil, true sight (7 minutes); 
  Perception +11
  Threshold 5, Threshold Pool 2, Oddities 3
  1– Right eye shifts wildly in the presence of spirits, 
  2 – Smells strongly of licorice after dusk,
  3 – When riding in vehicles with combustible 
  engines, he sometimes causes them to stall.
  DEFENSE
  AC 12, touch 11, flat-footed 10 (+1 armor, -1 Dex, +2 dodge)
  hp 58 (7d8+23)
  Fort +4, Ref +6, Will +8 (+12 when emotionally stable); +2 vs. death effects, 
  fear effects.
  Defensive Abilities Archon’s Will*
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +7 (1d3+2) or dagger +6 (1d4+1/19-20)
  Ranged Uberti Cattleman II +5 (2d6+2)
  Special Attacks bold stare (disorientation, timidity), hypnotic stare (-2), manifold 
  tricks, mental potency (+1), mesmerist tricks 7/day (astounding avoidance, compel 
  alacrity, gift of will, psychosomatic surge), painful stare (+3, +2d6), psychic weapon
  Spell-Like Abilities (CL 7th; concentration +11)
  4/day – cure light wounds
  1/day – augury
  Mesmerist Spells Known (CL 7th; concentration +11)
  3rd (2/day)– dispel magic, remove curse
  2nd (4/day) – detect thoughts (DC 16), investigative mindACG, knock, 
  suggestion (DC 16)
  1st (5/day) – burst of insightOA, charm person (DC 15), detect secret doors, 
  expeditious retreat, vanishAPG
  0 (at will) – detect magic, detect psychic significanceOA, light, mage hand, 
  prestidigitation, read magic
  DR. CLIVEN BEECHER OSTROLOW, PH.D 
  
  235
  #WETHEFEW
  STATISTICS
  Str 12, Dex 8, Con 14, Int 16, Wis 12, Cha 18
  Base Atk +5; CMB +6; CMD 15
  Career Academics (Professor); Career Skill Group Academic;
  Tiers 3 (bonus +3; modifier Intelligence +3)
  Tier 1 – Decoder* 
  Tier 2 – Researcher*
  Tier 3 – See The Plot* 
  Lifestyle Comfortable, Monthly Incomes Gross, $8,000 , Net $2,500 
  Skills Bluff +17, Computer Use +9, Diplomacy +13, Knowledge (history) +13, Knowledge 
  (local) +13, Knowledge (occult) +17, Knowledge (religion) +13, Linguistics +16, Perception 
  +11, Perform (dance) +12, Sense Motive +11
  Feats Ability Training* (Int), Bonded Weapon*, Boxing Style*, Improved Initiative*, 
  Improved Unarmed Strike*, Psychic Strike, Reflexive Training*, Skill Focus* (Knowledge 
  (occult)), Toughness*.
  Traits dabbler*
  Languages Aramaic 1, English 3, Enochian 1, French 1, Latin 1, Sanskrit 1, Spanish 1, 
  Ugothic 2
  SQ bonded weapon* (Uberti Cattleman II .45 Colt), career insight 5/day, consummate liar, 
  touch treatment 7/day (moderate)
  Combat Gear 1 box of .45 Colt (50 rounds)
  Other Gear Uberti Cattleman II (.45 Colt), dagger, heavy jacket, satchel, smart phone w/USB 
  charger, laptop, notebook (3), pencil (2), pen (2 black ink, 2 blue ink, 1 red ink), multipurpose 
  tool, 2004 Ford Taurus wagon, keys (car, house, office), wallet (credit card, debit card, health 
  insurance card, ID, $1,000 cash), passport, university key card.
  * This ability’s effects have been calculated into Cliven’s statistics.
  HISTORY
   As a young man, Cliven learned reality than the mundane following a near-fatal head injury 
  he suffered when a car hit him while he was riding his bike. Awakening from a weeklong 
  coma, he claimed to have existed in several different worlds at the same time, and was able 
  to discorporate and watch himself from these alternate dimensions. Following the experience, 
  Cliven spent the majority of his life in pursuit of a deeper understanding of alternate realities 
  and dimensions. He equally enjoys sharing his pursuits and frequently funds his expeditions 
  by performing lectures upon the subject, both at public and private educational facilities. 
   Curiously, upon returning from his post-doctoral studies in Morocco, he contracted several 
  strange phobias concerning modes of travel, specifically flying as well as automobiles. He 
  now refuses to travel by any means other than draft animals, trains, or by ship. Still, despite 
  his phobia, the doctor is quite worldly and will proudly describe setting his foot on every 
  continent.
   On a side note, Dr. Ostrolow is quite the accomplished dancer and adores ballroom dancing, 
  specifically Latin dance, which he claims invigorates his spiritual humors. Pressing him 
  reveals he shared this pastime with his now-deceased wife, and he becomes quite favorable to 
  anyone gracious enough to invite him out to go dancing.  
  I feel like this is an alchemical symbol of aome sort, but I’m 
  not sure. The symboly below reminds me of the rune Isa, but 
  the curving line seems to suggest restriction or a particular kind 
  of focus. Kind of reminds me of a Bunsen burner, too.
  
  236
  ISAAC ERKENS
  Profession A skilled lawyer with an eye for the fine details, Isaac has been a contract 
  lawyer for nearly a decade, despite his youthful appearance. Able to navigate the obtuse 
  and sometimes odd-angled laws of the universe, Isaac’s contractual expertise is in equal 
  demand on both sides of the veil.
  Beyond the Veil Isaac’s work beyond the veil isn’t much different than his work in the 
  mundane, making exceptions for his exotic clientele and unique contracts - as well as the 
  laws and powers that bind them. 
  Possible Associates Isaac keeps his professional ties tight and easy to navigate, avoiding 
  favoritism and nepotism with equal glee.
  Making Contact Isaac is one of those lawyers everyone has heard of, but few have met 
  in person or know fully how to reach. Some PCs, especially if they can leverage their 
  resources, might be able to locate Isaac in the mundane, provided they know where to 
  look.
  Isaac Erkens CR 4
  XP 1,200
  Male human occultist 5
  Bloodline spirit, Bloodline Points 3, Abilities Blessing of the Vision Quest, Dream 
  Soaked Strength, Soul of the Swift
  LG Medium Arcana King of Cups
  Init +1; Senses  aura sight, darkvision 60 ft., low-light vision, pierce the veil; 
  Perception +17
  Threshold 4, Threshold Pool 2, Oddities 2
  Power of the Law – Isaac exudes an aura of law and legality that chaotic 
  creatures find discomforting. Creatures aligned with chaos suffer a -2 
  penalty to all d20 rolls while within 30 ft. of Isaac. Creatures who succeed 
  on a DC 16 Fort save reduce this penalty to -1.
  Who Are You Again? – People constantly mistaken Isaac for one of his 
  assistants, an intern, the guy from the mail room, and any other number of 
  minor figures in and around the office.
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
  hp 32 (5d8+6)
  Fort +6, Ref +3, Will +14; +2 vs. illusions
  Defensive Abilities determined*, lucid soul*, will of the white lodge*
  OFFENSE
  Speed 40 ft.
  Melee +1 kukri +6 (1d4/18-20)
  Ranged Ruger LCRx +2 (2d6)
  Special Attacks dream-soaked strength, psychic weapon
  Implement Schools
   
  Abjuration (great-grandfather’s pocket watch, 2 points)—Resonant warding 
  talisman; Focus mind barrier (10 points), planar ward, unraveling
   
  Divination (Father Simon’s Guide to Spirits, Tome of “Others,” 6 points)—
  Resonant third eye*; Focus future gaze, sudden insight +2
  Occultist Spells Known (CL 5th; concentration +8)
   2nd (3/day) – locate object, resist energy, see invisibility
   1st (5/day) – comprehend languages, identify, shield
   0 (at will) – detect psychic significanceOA, read magic, resistance
  
  237
  STATISTICS
  Str 8, Dex 12, Con 12, Int 16, Wis 16, Cha 13
  Base Atk +3; CMB +4 (+5 disarm with kukri); CMD 13
  Career Path legal; Modifier Intelligence;  Career Skill Group Political
  Tiers 2 (bonus +3) 
  Tier 1 – Legal Intuition (+3)*
  Tier 2 – Determined (+2)*
  Lifestyle Established Monthly Incomes Gross $6,000 Net $2,400 
  Feats Alertness*, Bonded Weapon*, Cosmopolitan*, Hermetic Eye, Iron Will*, Psychic Strike, Weapon 
  Finesse.
  Traits millennial*
  Skills Computer Use +8, Diplomacy +7, Knowledge (history) +11, Knowledge (planes) +10, Knowledge (politics) +11, 
  Knolwedge (religion) +10, Knowledge (occult) +11 (+13 to activate/identify magic items), Linguistics +10, Perception +17, 
  Sense Motive +14, Stealth +5 (+9 in crowds); Racial Modifiers +2 Perception, +2 Sense Motive.
  Languages Ancient Greek 2, Aramaic 2, English 3, Enochian 3, Spanish 2, Ugothic 2
  SQ blessing of the vision quest*, bonded weapon* (kukri), career path* (legal), implements* 3, legal intuition 3/day, magic item skill*, 
  mental focus (8), object reading, shift focus.
  Combat Gear 25 rounds .38 in 5 speed-loaders.
  Other Gear light bulletproof vest (DR 5; 20 rounds), +1 kukri, Ruger LCRx .38 SW Special, shoulder bag, smart phone w/USB charger, 
  notebook (3), pencil (2), pen (2 black ink, 2 blue ink, 1 red ink), multipurpose tool, 10 candles, lighter, incense (6 packages; 20 sticks 
  per package), tarot deck, small flashlight, essential oils, small flask, small portable MP3 player, small laptop, apartment keys, great-
  grandfather’s pocket watch, Father Simon’s Guide to Spirits, Tome of “Others”, wallet (credit card, debit card, ID, health insurance card, 
  $200 cash).
  *This ability’s effects have been calculated into Isaac’s statistics.
  HISTORY
   Isaac still looks and dresses as a student, despite being out of law school for several years, and is often mistaken for an intern when 
  dealing with legal matters at more “prestigious” institutions. He typically wears a striped tie and matching socks, dark trousers, a collared 
  shirt, and a knit jumper underneath a blazer. Isaac is of average height and build, with curly dark hair a little too-long to be considered 
  neat, and a chestnut complexion. He takes his shoulder bag everywhere, as it holds much of what he could need in the event his services 
  are needed at a moment’s notice. He also always has his great-grandfather’s pocket watch within arm’s reach.
   His first foray into the supernatural was while he was still in school. One day while at a local coffee shop, he by chance overheard 
  two young men hashing out how one would write a legal document to ensure the trade of arcane secrets for the writing of a novel. The 
  document needed to be binding for one party, while allowing the other party freedom to pursue their own goals. As the two men looked 
  to be students, especially given the great number of law books as well as fables, Isaac assumed they were trying to make a homework 
  assignment more interesting with a hypothetical scenario. He had long been interested in mythology himself, being of Greek descent, 
  and used to do the same with his friends. After asking to join them, he eagerly offered his legal assistance. After a few hours, and several 
  rough drafts later, Isaac’s first supernatural contract was completed, though he didn’t yet know the world he had unwittingly stepped in.
   Unfortunately for Isaac, he was a little too good at that first job, and that chance encounter made the supernatural community aware of 
  his legal expertise. He as since had more “unorthodox” clients than he was, is, and will probably remain to be comfortable with. Today, 
  Isaac does everything from writing contracts for (and against) demons, to finding the best wording for non-backfire curses, to scribbling 
  waivers for mediums who don’t want to hear about how its unfair that your grand aunty June had no interest in saying anything nice to 
  you. Though he is fluent in many languages, he uses only English in his contracts, as nearly every entity he has as a client knows it.
   His continued exposure to the supernatural has taught him a few tricks, such as the ability to learn about objects just by handling them, 
  and he has some limited spellcasting ability. Also, Isaac’s dealings with spirits have changed him.
   Isaac is good at what he does, rarely turning away a client, though it’s often out of self-preservation rather than obligation. Despite the 
  constant danger, he feels he is doing good by aiding the supernatural community to maintain civil relations.
  
  238
  PHRAXOS, SPIRIT OF THE DOMAIN
  
  239
  In the Mundane – In the mundane world, Phraxos appears in many guises or genders, each for any number of reasons. Phraxos is fond 
  of looking the part, primarily as a ‘man of wealth and taste.’ Phraxos adopts this persona when it wants to make an impression on those 
  easily swayed by money, fame, or political power. In this guise, Phraxos plays on its age and experience, hitting all of the globalist 
  benchmarks without missing a beat. At other times, Phraxos appears as the wise old woman, taking on the guise of a Voodoo priestess or 
  a polished businesswoman. Phraxos has even taken the appearance of a simple bum to disarm those classists unable to look beyond their 
  bank accounts. Regardless of its mundane mask, Phraxos always appears as a natural creature of its race and type.
  In the Invisible – Stepping beyond the Veil, Phraxos is a strange creature indeed. A beast of seeming opposites and contrasting visions, 
  Phraxos is a bit of a chimera. While in its realm, Phraxos adopts a hermaphroditic or even an animal-human hybrid form; it delights in 
  pretending to be Pan, even if these little moments of mischief have long-reaching impacts. In its domain, Phraxos sometimes takes on the 
  form of an aged human male with softer features and feathered, but well-kept silver hair. In this form, Phraxos often wears a dark grey or 
  black guayabera (cigar shirt), loose-fitting slacks, and a pair of weathered but cared-for leather loafers. 
  PHRAXOS, SPIRIT OF THE DOMAIN
  Medium outsider (natural, spirit); Manifestation corporeal (CR 12/XP 19,200)
  Init +7; Senses darkvision 120 ft., pierce the veil (true sight); Perception +18
  Aura Phraxos projects a field of invisible energy that stimulates its allies within 20 feet. Allies inside of Phraxos’s aura gain a +2 bonus to 
  Initiative checks and saving throws. Phraxos can, as a move action that does not provoke an attack of opportunity, bestow a bit of his aura 
  to another being. When it does, it extends this benefit to its target for up to a week.
  DEFENSE
  AC 25, touch 20, flat-footed 19 (+3 Dex, +4 deflection, +3 dodge, +5 natural)
  hp 152 (16d10+64); fast healing 5
  Fort +9, Ref +8, Will +15
  DR 10/magic; Resist cold 10, electricity 10, fire 10; SR 23
  Weakness vulnerability to silver
  OFFENSE
  Speed 30 ft.
  Melee +20 The Aristos (1d6+4/x3 plus poison)
  Space 5 ft.; Reach 5 ft. (10 ft. while using the feat lunge).
  Legion Spells Known (CL 12th; concentration +17)
  6th (3/day) – guards and wards (DC 22), night terrorsHA (DC 22)
  5th (3/day) – breath of life, break enchantment, dismissal (DC 21)
  4th (3/day) – cure critical wounds, dimensional anchor, remove curse
  3rd (6/day) – cure serious wounds, explosive runes (DC 19), slow (DC 19), summon spirit IIIB&BM
  2nd (6/day) – cure moderate wounds, detect thoughts (DC 18), sahir’s lureB&BM (DC 18), see invisibility, 
  summon spirit IIB&BM
  1st  (6/day) – cause fear (DC 17), cure light wounds, feather fall, mage armor, summon spirit IB&BM
  0    (6/day) – daze (DC 16), detect magic, ghost sound (DC 16), haunted fey aspectUC (DC 16), light, read magic, resistance, touch of 
  fatigue (DC 16)
  STATISTICS
  Str 14, Dex 16, Con 16, Int 21, Wis 20 Cha 22
  Base Atk +16; CMB +18 CMD 31 
  Domain Phraxos maintains five domains in the mundane, each known only to Phraxos and the staff specific to that location. Phraxos 
  maintains several residencies in Europe, two in the Americas, and one deep in Southeast Asia. Phraxos’s domain in the Invisible is known 
  simply as The Waiting Room. It only comes with an invitation. Beware the siren’s song.
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved Dodge, Improved Initiative, Improved Natural Armor, Lunge, Toughness.
  Skills Bluff +19, Craft [weapons] +18, Diplomacy +22, Intimidate +19, Knowledge (occult) +24, Knowledge (planes) +24, Knowledge 
  (pop) +22, Knowledge (religion) +24, Linguistics +14, Perception +18, Sense Motive +22, Stealth +16, Street +18, and Survival +18.
  Languages Arabic 3, English 3, Greek 3, Mandarin 3, Russian 3, Spanish 3, and Thai 3.
  SQ Lord of the Domain, The Law of Three.
  SPECIAL ABILITIES
  Lord of the Domain (Su) While physically manifested inside of its domain in the mundane, Phraxos may cast the following spells, each 
  once per day, as a spell-like ability: arcane sight, ghostly disguiseUM, nondetection, and selective alarmUI.
   
  A NOTE ON PHRAXOS
   Phraxos is provided as an example Goëtic 
  Spirit manifesting in its physical form; similar 
  to the other templates provided in this book, this 
  example is intended to give GMs some variety in 
  how they present these powerful beings. Although 
  legendary heroes could attempt to destroy 
  Phraxos’s form, most heroes in a bloodlines game 
  would have a difficult time doing so. 
   Lastly, Phraxos employs a variety of lesser 
  spirits on all of its properties. Examples of these 
  spirits are provided on pages (240-241).
  
  The Law of Three (Su) So long as at least three of its corporeal manifestations remain alive, Phraxos’ true form remains impervious to 
  all attacks and effectively immortal. Like all the great Goëtics, each of Phraxos’ seven physical manifestations must be destroyed within 
  seven days before the mighty entity’s true form can be harmed. 
  Treasure Phraxos wields The Aristos; an ancient Greek shortsword called a xiphos dating from 498 BC; this silver and black blade looks 
  as new as the day it was forged. This +2 axiomatic shortsword rarely leaves its sheath, however; Phraxos abhors aggressive and brutal 
  violence but also knows the importance of being able to defend others in need. Phraxos carries this blade with that spirit in mind. Phraxos 
  also wears Máska Mou – a minor relic that shields Phraxos against physical and magical attacks. 
  Lore Like many of the Goëtic Spirits, Phraxos was ancient when the Earth was still young. As a result, a variety of cultures and societies 
  have created a wide array of stories, myths, and legends around the Spirit of the Domain. PCs who succeed on a Knowledge (occult), 
  Knowledge (planes), or Knowledge (religion) skill check, learn variations of the following: 
  DC 10 – There is a powerful Goëtic Spirit named Phraxos who “commands a legion of spirits.” It is a lawful spirit.
  DC 15 – Phraxos staffs its mundane domains with powerful witches, skilled occultists, and minor spirits. 
  DC 20 – Phraxoss’ domain in the Invisible is a place called The Waiting Room. Only those with invitations may enter. 
  DC 25 – Phraxos has three closed domains located in remote parts of the mundane world. Each of these domains is staffed and 
  defended by one of Phraxos’ many cults. 
  DC 30 – You get an invitation.
  SIMPLE SPIRIT(TYPE I)
  N Medium undead (incorporeal); Manifestation incorporeal (CR ½; 
  XP 200)
  Init +3; Senses darkvision 60 ft., pierce the veil; Perception +5
  Aura – This simple spirit has a weak aura that radiates necromantic 
  energies, but only in trace amounts.
  d8
  Purpose
  Ability
  1
  …to guard 
  an object
  Gain the ability to cast sleep as a Legion spell 3/
  day.
  2
  …to hide 
  an object
  Gain the ability to cast silent image as a Legion 
  spell 3/day.
  3
  …to 
  recover an 
  object
  Gain the ability to cast locate object as a Legion 
  spell 3/day.
  4
  …to 
  destroy an 
  object
  Gain the ability to cast shatter as a Legion spell 3/
  day.
  5
  …to guard 
  a person
  Gain the ability to cast shield other as a Legion 
  spell 3/day.
  6
  …to locate 
  a person
  Gain the ability to cast see invisible as a Legion 
  spell 3/day.
  7
  …to spy on 
  a person
  Gain the ability to cast vanishAPG as a Legion spell 
  3/day.
  8
  …to 
  destroy a 
  person
  Gain the ability to cast true strike as a Legion spell 
  3/day.
  9
  …to guard 
  a location
  Gain the ability to cast hold portal as a Legion spell 
  3/day.
  10
  …to solve 
  a mystery
  Gain the ability to cast fox’s cunning as a Legion 
  spell 3/day.
  11
  …to trigger 
  an event
  Gain the ability to cast mage hand as a Legion spell 
  3/day.
  12
  …to do 
  something 
  else
  Varies according to the GM’s needs. 
  TABLE: SPIRIT POWERS
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 10 (1d8+2)
  Fort +2, Ref +3, Will +5 
  DR 5/salt or silver; Immune undead traits
  Weakness vulnerability to both silver and salt; these 
  vulnerabilities are negated in the presence (within 30 ft.) of 
  active gunfire (anyone discharging a firearm) for a full minute 
  afterward.
  OFFENSE
  Speed 30 ft.
  Melee +2 slam (1d6+2/x2)
  Space 5 ft.; Reach 5 ft. 
  Legion Spells Known (CL 1st; concentration +3)
  0    (4/day) – daze (DC 12), ghost sound (DC 12), haunted fey 
  aspect (DC 12)
  STATISTICS
  Str 14, Dex 16, Con —, Int 10, Wis 12, Cha 14. 
  Base Atk +0; CMB +2; CMD 15 
  Domain None
  Feats Iron Will
  Skills Fly +7, Intimidate +6, Knowledge (religion) +4, 
  Perception +5
  Languages Ugothic 2
  Treasure None
  Lore Countless simple spirits – soulless, incorporeal things 
  that feed on necromantic energies – roam the invisible world. 
  These creatures are eager to explore the mundane and readily 
  answer summons, often seeking to slip away before their master 
  properly dismisses them. Additional information about simple 
  spirits is included below:
  DC 10 – Simple spirits are a universal, occult truth in every 
  culture and society.
  DC 15 – Simple spirits can be driven away with salt or silver.
  DC 20 – Simple spirits can imitate ghosts and the fey, but are 
  neither. 
  
  241
  AWAKENED SPIRIT(TYPE II)
  N Medium undead (incorporeal); Manifestation incorporeal (CR 
  1; XP 400)
  Init +3; Senses darkvision 60 ft., pierce the veil; Perception +6
  Aura – This awakened spirit has a weak to moderate aura that 
  radiates necromantic energies.
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 17 (2d8+4)
  Fort +2, Ref +3, Will +6 
  DR 5/salt or silver; Immune undead traits
  Weakness vulnerability to both silver and salt; these 
  vulnerabilities are negated in the presence (within 30 ft.) of active 
  gunfire (anyone discharging a firearm) for a full minute afterward.
  OFFENSE
  Speed 30 ft.
  Melee +4 slam (1d6+2/x2)
  Space 5 ft.; Reach 5 ft. 
  Legion Spells Known (CL 2nd; concentration +5)
  1st (2/day) –  hypnotism (DC 13), 
  0  (4/day) –  daze (DC 12), ghost sound (DC 12), haunted fey 
  aspect (DC 12)
   
  STATISTICS
  Str 16, Dex 16, Con —, Int 12, Wis 12, Cha 14. 
  Base Atk +1; CMB +4; CMD 17 
  Domain None
  Feats Iron Will
  Skills Fly +8, Intimidate +7, Knowledge (religion) +6, Perception 
  +6, Stealth +7
  Languages Ugothic 3
  Treasure None
  Lore Having learned to respond to their surroundings, these 
  awakened spirits often adopt and guard areas or items; like all 
  spirits, awakened spirits can be appeased and over time, even 
  nurtured. Additional information about awakened spirits is 
  included below:
  DC 10 – Awakened spirits are aware of their surroundings. 
  DC 15 – Awakened spirits do not possess souls, but do possess 
  limited sentience. These spirits may bargain with PCs, as well 
  as betray them.
  DC 20 – Awakened spirits sometimes pretend to be more 
  powerful than they are; skilled occultists can perform specific 
  tests to identify these spirits.
  ADVANCED SPIRIT(TYPE III)
  N Medium undead (incorporeal); Manifestation incorporeal (CR 
  2; XP 800)
  Init +7; Senses darkvision 60 ft., pierce the veil; Perception +7
  Aura – This advanced spirit has a moderate aura that radiates 
  necromantic energies.
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
  hp 23 (3d8+6)
  Fort +5, Ref +4, Will +6 
  DR 5/salt or silver; Immune undead traits
  Weakness vulnerability to both silver and salt; these 
  vulnerabilities are negated in the presence (within 30 ft.) of active 
  gunfire (anyone discharging a firearm) for a full minute afterward.
  OFFENSE
  Speed 30 ft.
  Melee two slams +5 (1d6+3/x2)
  Space 5 ft.; Reach 5 ft. 
  Legion Spells Known (CL 3rd; concentration +6)
  1st (2/day) –  cause fear (DC 13), thunderstompACG
  0  (4/day) –  daze (DC 12), ghost sound (DC 12), haunted fey 
  aspect (DC 12)
   
  STATISTICS
  Str 16, Dex 16, Con —, Int 12, Wis 12, Cha 14. 
  Base Atk +2; CMB +5; CMD 18 
  Domain None
  Feats Improved Initiative, Iron Will
  Skills Fly +9, Intimidate +8, Knowledge (religion) +7, Perception 
  +7, Stealth +8
  Languages Ugothic 3
  SQ singular purpose
  SPECIAL ABILITIES
  Singular Purpose (Ex) – Each advanced spirit has an additional 
  ability or set of abilities based on its purpose. When summoning 
  or encountering an advanced spirit, GMs should consult the chart 
  below to determine the additional abilities that the advanced spirit 
  gains:
  Treasure None
  Lore Advanced spirits are often created when they are summoned, 
  their purpose spoken aloud as they step over from the Invisible 
  into the mundane.
  DC 10 – Advanced spirits are summoned or created to pursue 
  a singular task, such as guarding a location or defending a 
  magician.
  DC 15 – Advanced spirits do not possess souls, but are 
  otherwise extremely intelligent. These spirits make good use of 
  their talents and abilities to carry out their tasks. 
  DC 20 – Advanced spirits are chaotic by nature; each 
  advanced spirit may possess one or more magical abilities 
  directly related to its task or purpose.
  .-- .. .-.. .-..     -.-- --- ..-     -.- -. --- .--     .-- .... . -.     -.-- --- ..- .-.     .. -. ...- .. - .- - .. --- -.     .- .-. .-. .. ...- . ... ··--··
  
  242
  Rhiannon Druaga            CR 4
  XP 1,200
  Female human psychic 5
  Bloodline dragon, Bloodline Points 0, Bloodline Traits Dragon’s Sight, Great Mantle of 
  Power, Mist Touched
  N Medium; Arcana The Empress
  Init +5; Senses low-light vision, pierce the veil, sense bloodline; Perception +10
  Threshold 5, Threshold Pool 3, Oddities 5
  When Rhiannon gets angry, nearby speakers begin to hum gently.
  Serpents can understand Rhiannon some of the time.
  When Rhiannon activates Pierce the Veil, her eyes turn a milky-white. They remain this 
  way for up to a minute after she ceases using the ability.
  Rhiannon knows when folks are about to call or text her. 
  Unless they speak to her, most people have a hard time recalling information about 
  Rhiannon. No matter her attire, everyone instead remembers her wearing gray.
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 20 (5d6)
  Fort +1, Ref +3, Will +5
  Defensive Abilities emotional push 2/day (+3)
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +6 (1d6+1/18-20)
  Special Attacks phrenic amplifications (relentless casting, will of the dead), phrenic pool (5)
  Psychic Spell-Like Abilities (CL 5th; concentration +8)
  RHIANNON 'MATCHMAKER' DRUAGA
  Profession An accomplished international family lawyer, Rhiannon spent most of her teens and twenties securing the best education 
  Europe could provide. A top-rated lawyer, she takes her clients through an agency operating out of Switzerland.
  Beyond the Veil Rhiannon is a force few have learned to reckon with, a fact she uses to her advantage when dealing with her social 
  inferiors. Comfortable dealing with spirits, blooded humans, occultists, or even agents of the Archons – Rhiannon has a reputation for 
  excellence that leaves only fools envious. 
  Possible Associates Rhiannon can be reached through either House Druaga directly in Albania, through her international offices in 
  London, or through her Hong Kong office. Her agency in Switzerland also handles her contacts while she’s abroad.
  Contacting Rhiannon Anyone seeking to contact Rhiannon is advised to set a meeting up, as she’s not fond of surprises - especially 
  surprises from beyond the veil. Unless you have met her or have her contact information, all 
  associated checks to reach her are DC 30 or higher.
  At will – share memoryUM (willing only)
  5/day – vanishAPG
  1/day – detect thoughts (DC 14)
  Psychic Spells Known (CL 5th; concentration +8)
  2nd (5/day) – bullet shieldUC, enthrall (DC 15), mind thrust IIOA 
  (DC 15)
  1st (7/day) – charm person (DC 14), comprehend languages, 
  feather stepAPG, mage armor, shield
  0 (at will) – arcane mark, detect magic, detect psychic 
  significanceOA, message, read magic, telekinetic projectileOA
  Psychic Discipline rapport
  
  243
  STATISTICS
  Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 16
  Base Atk +2; CMB +1; CMD 13
  Career Academics (Professor); Career Skill Group Academic; Tiers 3 (bonus +3; modifier Intelligence +3)
  Tier 1 – Decoder* 
  Tier 2 – Researcher*
  Tier 3 – See The Plot* 
  Lifestyle Comfortable, Monthly Incomes Gross, $8,000 , Net $2,500 Feats Alertness*, Bonded Weapon*, Cosmopolitan*, LookoutAPG, 
  Psychic Strike, Skill Focus* (Diplomacy), Weapon Finesse*
  Traits Reactionary.
  Skills Appraise +10, Bluff +10, Diplomacy +17, Knowledge (bloodlines) +8, Linguistics +11, Perception +10, Perform (oratory) +10, 
  Sense Motive +11; Racial Modifiers +2 Bluff, +2 Diplomacy.
  Languages Albanian 2, Cantonese 2, English 2, Enochian 2, Greek 2, Ugothic 3
  SQ active listening, bonded weapon (rapier), detect thoughts, dragon’s sight*, emotional bond, great mantle of power, mist touched*, 
  team player.
  Combat Gear wand of false life (15 charges).
  Other Gear +1 rapier, Libro Annulorum, tailored suit, yoga gear, purse (smart phone, credit card, debit card, ID, passport, $2,000 cash)
  * This ability’s effects have been calculated into Rhiannon’s statistics.
  HISTORY
   Originally from Albania, Rhiannon Druaga has since married into House Liang – although she and her wife both agreed she should 
  maintain her name. An expert in international law, Rhiannon has acquired a reputation and several names in the Secret World that match 
  it, including the Lady of Details and the Weaver. In her professional life, Rhiannon is an international lawyer specializing in family law 
  (marriage, divorce, inheritance, etc.) 
   Rhiannon constantly seeks to strengthen her lineage and her line, often by arranging meetings of fate for those willing to share their 
  intimacies with The Matchmaker. She delights in arranging relationships for her lesser, but still beautiful members of her family to 
  powerful Western families, political interests, and in a rare few cases, other lineages.
   While most would think she thrives on it, Rhiannon doesn’t care must for politics; she uses what she learns to improve her 
  arrangements, arrangements that are handed down to her form higher up the family hierarchy. Even when she’s given exceptionally 
  difficult “prospects” to work with, she prides herself on one simple fact – she’s the professional no one else can be. She’s so confident 
  in her abilities she always guarantees the best matches possible, given the preferences of those involved. After all, not everyone wants 
  children, and as one might imagine this makes her an excellent negotiator and a practiced conversationalist, when it suits her.
   Rhiannon isn’t all sweetness and charm, as she guarantees her matches, no matter what. And when they don’t, she sees to the cleaning 
  up of her messes. What doesn’t work and what becomes a problem doesn’t remain so for long. More than a few of her familial foes have 
  had a nasty accident on the way home, slipped in the shower, or had a horrible fall.
   Like her mother before her, Rhiannon is one of many in a long line of “weavers”– those dedicated to expanding the family. She carries 
  the Libro Annulorum, a tome of enchantments said to sing back to the ancient Greece. True or not, the book is always with her.
  
  244
  ROMAN DRUAGA
  Profession An accomplished musician and performer, Roman finds running a tavern more to his liking than his 
  original calling, which keeps him happily in the city of Sheboygan, Wisconsin, where he runs the Limelight – a blues- 
  and jazz-inspired, bar-restaurant fusion. 
  Beyond the Veil No one knows precisely what he does on Wednesday nights, but most folks assume Roman is doing 
  more than just playing D&D with his buddies. In truth, Roman maintains a haven for a local spirit, an elemental with 
  both sentience and awareness. Although it disappears now and again, the elemental has become more frequent as late. 
  When it appears to others, it looks like a column of angry smoke fused with shadow and light.
  Possible Associates Roman is well connected and knows nearly everyone in the city of Sheboygan, from the mayor 
  down to individual members of the city’s various committees. As a musician and tavern owner, he’s also well known 
  in the blue collar and artistic communities, which he fondly supports. 
  Contacting Ol’ Rome Contacting Roman is hit or miss. If you absolutely want to put eyes on the man on any given 
  weekend, head over to the Limelight, where the heart of southern-style food, craft beer, and jazz and blues command 
  with an almost magical presence. 
  Roman Druaga CR 3
  XP 800
  Male human psychic 4
  Bloodline shadow, Bloodline Points 3, Bloodline Traits Black Moon’s Vision, Dark Lore 
  N Medium; Arcana The Emperor
  Init +2; Senses darkvision, Pierce the Veil, Perception +1
  Threshold 3, Threshold Pool 4, Oddities 2
  1. At night, Roman exudes the faint scent of burnt iron.
  2. In the presense of spirits his iris shift to a luminescent amber color.
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 armor)
  hp 18 (4d6)
  Fort +0, Ref +3, Will +5
  Defensive Abilities drug resistance
  OFFENSE
  Speed 30 ft.
  Melee cold-iron dagger +2 (1d4 p/s 19-20x2)
  Ranged Taurus 738 +5 (2d6 p/b/20x2; cap 7, range 20ft., misfire 1, concealable); 
  cold-iron dagger +5 (1d4 p/s 19-20 x2, range 10 ft)
  Special Attacks phrenic amplifications (mindtouchOA, overpowering mindOA), phrenic pool (5 points)
  Psychic Spell-Like Abilities (CL 4th; concentration +6)
  1/day—detect thoughts (DC 12)
  Psychic Spells Known (CL 4th; concentration +6)
  2nd (4/day)—anonymous interactionACG (DC 15), mad hallucinationUM (DC 15)
  1st (7/day)—alarm, charm person (DC 14), egorian diplomacy (DC 14), polypurpose panaceaUM
  0 (at will)—detect poison, flare (DC 13), message, prestidigitation, read magic, telekinetic projectileOA
  Psychic Discipline psychedelia
  STATISTICS
  Str 10, Dex 16, Con 9, Int 17, Wis 12, Cha 13
  Base Atk +2; CMB +2; CMD 14 (can’t be tripped)
  Career Artistic, Business Owner; Career Skill Group Cultural, Practical;
  Tier 3 (bonus +3; modifier Intelligence +3)
  Tier 1 — Raw Talent (+3)*
  Tier 2 — Performer’s Inspiration (+3)* 
  Tier 3 — Rumormill*
  #WETHEFEW
  
  245
  Lifestyle Established Monthly Incomes Gross $6,000
  Net $2,400 
  Skills Bluff +7, Diplomacy +9, Knowledge 
  (occult)+12, Knowledge (planes) +11, Perform 
  (harmonica)+8, Sense Motive +8, 
  Sense Motive +7, Street +7 
  Feats Bonded Weapon (cold-iron dagger), 
  Expanded Phrenic PoolOA, Pierce the Veil, Psychic 
  Strike.
  Languages English 3, Enochian 2
  SQ cognatogen (+4 mental, -2 physical, 4 minutes)
  Combat Gear Taurus 738 TCP (4 mags), cold-iron 
  dagger
  Other Gear a recycled shoulder bag (made from 
  automobile leather and seatbelts), a smart phone, a 
  USB charger and associated cables, a flask of micro-
  distillery bourbon, a small mirror, a laser pointer, a 
  journal and pen, beard oil, and copy of the latest issue 
  of Wired, a black harmonica case with a custom made, 
  silver-plated harmonica, a wire tap detector, Kevlar-lined 
  bullet proof jacket. 
  * This ability’s effects have been calculated into Roman’s 
  statistics.
  HISTORY
   A southern boy at heart, Roman struggled with his place 
  in the South throughout his teens, only yielding to it when 
  it came time to attend university. A man of classic American 
  ideals, Roman sought out a classic education then spent years 
  on the road after college, playing music, creating art, chasing girls, and 
  embracing life for all its worth.
   Ambushed in his 20s by a dangerous urban spirit looking for a free 
  ride, Roman woke to his new reality when a nearby vagrant-magician 
  named O’Conner jumped to the young singer’s aid, forever earning his 
  gratitude and loyalty. The two became fast friends; O’Conner taught 
  Roman everything he could, eventually moving on after Roman mastered 
  his new skills.
   An older, established member of the community, Roman has since 
  set down roots in Sheboygan, Wisconsin. Today, he continues to pursue 
  his odd and eccentric interests, but often in the quiet hours in between 
  bar close and late morning coffee.
  
  246
  RUSSELL BENNETT 
  Profession A Desert Storm veteran and former military contractor, Russell now trains 
  the police in urban warfare and anti-terror tactics. He works for a Federal-subsidized, 
  private agency known as the Institute of Urban Tactical Training. A council of ex-military 
  intelligence and tactical specialists manages IUTT. Although the head office is in Chicago, 
  as a field agent, Russell spends the majority of the time traveling around the country.
  Beyond the Veil Russell is a veteran hunter who specializes in taking down bestial foes 
  (skin-walkers, werewolves, and yetis), Russell’s “travel” almost always coincides with 
  strange animal spottings.
  Possible Associates Outside of his day job,  
  Making Contact Russell can be readily contacted through his agency, provided the 
  phone call seems legit– his answer service analyzes and screens all calls. Anyone seeking 
  Russell’s services as a monster hunter should be extremely discreet, as his highly effective, 
  decade-long track record has made him many powerful supernatural enemies.
  Russell Bennett       CR6
  XP 2,400
  Male human slayer 7
  Bloodline seraphic, Bloodline Points 4, Abilities Angel’s Sight, Fear No Evil, Herald’s 
  Heart, Harbringer’s Shield 
  LG Medium Arcana Justice
  Init +7; Senses Low-light vision, Pierce the Veil, Perception +3
  Threshold 1, Threshold Pool 0, Oddities 1
  1. If Russell accidently catches the eye (DC 15 Reflex avoids) of a stranger, they 
  infrequently feel the compulsion to offer him a confession (DC 15 Will avoids).
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
  hp 55 (7d10+14)
  Fort +6, Ref +8, Will +3; +2 vs fear
  DR 5/evil; cold resistance 5 and electricity resistance 5
  OFFENSE
  Speed 30 ft.
  Melee longsword +13/+8 (1d8+6/x20)
  Ranged Nexter FAMAS-G2 (5.56) +11/+6 (2d8 /20 x2); range 100ft., misfire 1-3; 
  capacity 20/30); safe, semi, auto).
  M203 Grenade Launcher +11/+6 (2d6 /20 x2; Range 50 ft, misfire 1, capacity 1. B/S)
  Special Attacks death attack, sneak attack +2d6, studied target +2 (2nd, swift action)
  STATISTICS
  Str 18, Dex 16, Con 13, Int 12, Wis 14, Cha 13
  Base Atk +8; CMB +10; CMD 23
  Career Military (mercenary); Career Skill Group Physical;
  Tiers 3 (bonus +3; modifier Strength +4). 
  Tier 1 – Intuitive (+3)*
  Tier 2 – Brute (+3)*
  Tier 3 – Arms Specialist*
  Lifestyle Comfortable Monthly Incomes Gross $15,000 Net $9,500 
  Skills Acrobatics +7, Climb +7, Drive +6, Knowledge (military) +8,  Knowledge (tactics) 
  +9,  Perception (+5 +2 Wis +Rank), Sense Motive +10,  Stealth +7, Survival +10, Swim +5
  Feats Advanced Armor Training, Advanced Combat TrainingB&BM, Advanced Firearms 
  DO YOU HAVE THE CLUES?
  Abraxas, Abraxas, Abraxas,
  A pillar painted with night,
  O Spirit of Knowledge,
  The sender of Mindful Delights.
  Abraxas, Abraxas, Abraxas,
  A sky without light,
  O Spirit of Memory,
  The Keeper of Unholy Fires.
  Abraxas, Abraxas, Abraxas,
  Called without fright,
  O Spirit of Lordship,
  A Pattern Woven, Fires Unite.
  
  Proficiency, Alertness, Improved Initiative, Psychic Weapon, Weapon Focus 
  (longsword), Weapon Specialization (longsword).
  Traits Bodyguard.
  Languages English 2, Russian 1
  SQ slayer talents (deadly rangeUC, obscuring blow, sniper’s eyeAPG), stalker, track 
  +3
  Combat Gear Nexter FAMAS-G2 (20 mags) and a M20 Grenade launcher with 
  10 grenades.
  Other Gear Advanced plated tactical armor..
  * This ability’s effects have been calculated into Russell’s statistics.
  HISTORY
   Like most accomplished monster hunters, Russell knows how to navigate the 
  environment beyond the veil. 
   His skill level is exquisite and he has no qualms about applying his talents at 
  work or in the street. After displaying the ease at which he applies his tactics, 
  he is frequently accused of making his “police work” a game of sorts. Still, he 
  understands the law and can navigate the regional and national bureaucracy like a 
  real professional. For this reason, he has many enemies, and from their lips come 
  whispers suggesting that Russell takes covert orders from another organization, one 
  that’s possibly pulling his strings – suggesting even deeper and darker secrets that 
  the waking world may never know about. 
   Much like a superhero that needs to protect his identity, Russell actively avoids 
  allowing himself to be seen. When not wearing tactical gear, dresses in a black 
  suit and leather gloves, a fedora, black sunglasses and a neoprene motorcycle face 
  mask. He also speaks through small electronic device that alters his voice. He 
  refuses to discuss anything about his personal life, and as far as anyone knows, he 
  has no family or close friends.
  
  248
  RENIER SIGMOUND
  Profession Renier Sigmound is a wealthy pharmaceutical rep with a penchant for traveling 
  and celebrating life all over the world. Although he keeps a swank apartment in downtown 
  Boston, Renier’s true home is the road, which he plans to make his permanent home once 
  he finally retires from pharmaceutical sales.
  Beyond the Veil Beyond the Veil, Renier’s life is a lot more complex. In the kingdoms 
  beyond the pale, he works as an escort – ferrying invisible spirits in mortal bodies. 
  Using his ties to healthcare, Renier makes frequent trips to Southeast Asia, fully 
  engaging the medical tourism business as part of his regular trips around the world. 
  What he doesn’t tell his clients is this – while they’re unconscious and in recovery, spirits 
  from the realms beyond are using their bodies to catch a lift or, for their brand of ‘tourism.’
  Possible Associates Although he has never confirmed the claims, members of both the 
  Order of St. Cyprian and the Society of the All-Seeing Eye have claimed to associate with 
  Renier, although both for different reasons. 
  Making Contact Although they loathe doing it, most spiritualists worth their salt can put 
  in a call for Renier – working either through personal contacts or invisible hands. Once the 
  call has been put out, Renier often appears within 1d6 days, almost as if by magic.
  Renier Sigmound    CR 6
  XP 2,400
  Male human spiritualist 7
  Bloodline infernal, Bloodline Points 0, Abilities Devil’s charm*, Devil’s Tongue*, 
  Lightbringer*, Skin of the Abyss, True Night’s Embrace** 
  NE Medium humanoid (human); Arcana Queen of Cups
  Init +1; Senses darkvision 60 ft, Perception +13
  Threshold 2, Threshold Pool 0, Oddities 1 
       1. Reinar doesn’t appear to age. Although he’s 65, he seems to be in his late 30s. 
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +1 Dex, +1 dodge)
  hp 56 (7d8+24)
  Fort +8, Ref +5, Will +8; +2 vs. blinded, dazzled
  DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee +1 kukri +7 (1d4+2/18-20)
  Ranged Beretta 9mm +6 (2d6)
  Spell-Like Abilities (CL 7th; concentration +10)
      At will – detect undead, light
  Spiritualist Spells Known (CL 7th; concentration +10)
   3rd (2/day) – fly, summon monster III
   2nd (5/day) – blur, calm spiritOA (DC 15), invisibility, see invisibility
   1st (6/day) – cure light wounds, expeditious retreat, mage armor, shield, telepathic 
  projectionOA (DC 14)
   0 (at will) – detect magic, detect psychic significanceOA, mage hand, message, open/ 
  close, read magic
  STATISTICS
  Str 12, Dex 12, Con 16, Int 16, Wis 16, Cha 8
  Base Atk +5; CMB +6; CMD 18
  Career Military (mercenary); Modifier Strength; Career Skill Group Physical.
  Tier 3 (bonus +3; modifier Strength +1)
  Tier 1 – Intuitive (+3)*
  
  249
  Tier 2 – Brute (+3)*
  Tier 3 – Arms Specialist*
  Lifestyle Comfortable Monthly Incomes Gross $15,000 Net $9,500 
  Feats Ability Training* (Int), Bloodline Training*, Dosh Expert, Dosh Handler, Hermetic Eye, Reflexive Training*
  Traits son of a gun*
  Skills Bluff +11 (+12 vs. Goëtic Spirits), Computer Use +10, Craft (chemical) +13, Heal +9, Intimidate -1 (+1 vs. good creatures), 
  Knowledge (nature) +13, Knowledge (occult) +13, Linguistics +17, Perception +13, Sense Motive +13; Racial Modifiers +2 Bluff, +2 
  Intimidate vs. good creatures, +4 Linguistics
  Languages English 3, Enochian 3, Latin 3, Middle Egyptian 3, Sanskrit 3, Ugothic 3
  SQ analytical 3/day (+3), bonded manifestation (10 rounds/day, incorporeal form), bonded senses (7 rounds/day), conference, devil’s 
  charm*, devil’s tongue*, etheric tether, know-it-all, lightbringer*, phantom (Thomas Glendenning Hamilton, dedication), phantom recall 
  (1/day), servant of the master (fiendish cat), shared consciousness, skin of the abyss, spiritual interference, true night’s embrace*.
  Combat Gear 9mm rounds (two 11 round magazines)
  Other Gear heavy jacket, +1 kukri, Beretta 9mm, chemical kit, pharmacist’s kit, smart phone, laptop, keys, briefcase, wallet (credit card, 
  debit card, ID, $1,000 cash), passport.
  *The effects of this ability have already been calculated into Renier’s statistics.
   Renier Sigmound is the youngest-looking 65-year-old you’ll likely ever meet, without them being a vampire. He is a slender, tall, 
  handsome man who works for Phizerr, Inc., a large pharmaceutical company headquartered on the East Coast of the US, where he 
  provides his services to a wide range of clientele. During his earlier years, he investigated the occult, meeting with various mediums, 
  spirituals, and occultists. It wasn’t until he meets with a former student of Thomas Glendenning Hamilton that he made his first contact 
  with an actual spirit, Thomas Hamilton himself.
   Over the years, Renier and Thomas (or TGH as he prefers to be called) have worked together to provide Renier with perpetual mental 
  and physical youth. In return, Renier provides TGH with greatly enhanced access to the mortal world. Also, Renier spends a good amount 
  of time consorting with less-than-righteous entities, with them granting him additional boons, for a price. He is okay, as the price is 
  usually pain inflicted on others.
   Due to his nature, Renier can be seen in many places, from nightclubs to the seediest of places in the city. He has clients all over the 
  map to which he sells his company’s medications illegally, allowing him many friends in both low and high places. He has been good 
  about keeping his secret, not to say that anyone hasn’t found out, but we don’t see those friends anymore. After all, saving faces is the 
  name of the game in this business.
  TGH CR —
  NE Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 22, touch 14, flat-footed 20 (+2 deflection, +3 Dex, +8 natural) in its physical form 
   or AC 25, touch 25, flat-footed 20 (+10 deflection, +3 Dex, +2 dodge) in incorporeal form
  hp 51 (6d10+18)
  Fort +6, Ref +10, Will +9; +4 vs. enchantments
  Defensive Abilities defending aura, devotion; DR 5/magic (ectoplasmic form)
  OFFENSE
  Speed 30 ft.; phase lurch (ectoplasmic form)
  Melee 2 slams +7 (1d8+1)
  Special Attacks dutiful strike, magic attacks
  STATISTICS
  Str 12, Dex 16, Con 14, Int 7, Wis 10, Cha 15
  Base Atk +6; CMB +7 (ectoplasmic), +6 (incorporeal); CMD 21 (ectoplasmic), 20 (incorporeal)
  Feats BodyguardAPG, Combat Reflexes, Iron WillBL&BM, Toughness
  Skills Diplomacy +11, Perception +9, Sense Motive +9, Stealth +12
  SQ deliver touch spells, link, share spells
  
  250
  TITO KARAYOKE
  Profession With outlets in only two locations, Kauai (his home in the Pacific) and Las Vegas, Tito Karayoke has turned his long love 
  of the weird and the mysterious into fashionable part of Hawaii’s tourist trade. The owner of The Thousand Spirits of Kāne, Tito is an 
  accomplished bartender, a seasoned storyteller, and an expert listener. An easy-going businessman, Tito carries himself with a sense of 
  ease and comfort that is easily one part 1980s comedian, one part bouncer, and one part bourbon-stained nicotine. 
  Beyond the Veil Perhaps a weird twist of fate, Tito does little work beyond the veil beyond making sure other eyes can’t pry. A natural 
  sink for the psychics, Tito’s mere presence is enough to unnerve most spirits and occultists alike, since he can easily turn off their 
  ‘powers’ simply be closing the gap – only a select few, incredibly powerful individuals or spirits can operate around Tito. 
  Possible Associates Tito Karayoke has contacts with several location companies in both Las Vegas and around Hawaii, which he works 
  with to film ‘local attractions’ for use as special effects material for bigger-budget films. An older practice that has been replaced largely 
  by CGI, Karayoke still sells these clips (at a respectable profit) to a selection of discerning customers.
  Making Contact If you can get yourself to Hawaii, you can find Tito.
  Tito Karayoke 
  CR 4
  XP 1,600
  Male human expert 2/mesmerist 4
  Bloodline spirit, Bloodline Points 2, Abilities Dawn’s Vision, Dream Soaked Strength, Will of the White Lodge.
  LG Medium humanoid (human); Arcana The World
  Init +1; Senses low-light vision, pierce the veil; Perception +9
  Threshold 3, Threshold Pool 3 Oddities 3 
  1. Tito’s aura is strangely erratic; anyone attempting to cast arcane, divine, or psychic spells within 20 ft. of Tito must succeed on a DC 
  16 Concentration check or risk losing their spell. 
  2. Tito loves cats and has an unexplainable need to pet them. Cats, sadly, cannot stand Tito. They must be magically compelled before 
  they will approach him.
  3. No matter what, Tito always smells a little like lemons. Do cats hate lemons?
  DEFENSE
  AC 10, touch 9, flat-footed 10 (+1 armor, -1 Dex)
  hp 44 (6d8+13)
  Fort +2, Ref +3, Will +9
  OFFENSE
  Speed 30 ft.
  Melee +5 boot knife (1d3+1/x20) 
  Ranged +3 Glock 43 9mm (2d6+1/x20)
  Mesmerist Spells Known (CL 4th; concentration +6)
  2nd (1/day) – cat’s grace, cognitive blockOA (DC 14), knock.
  1st (3/day) – cause fear (DC 13), charm person (DC 13), deja vuOA, hypnotism (DC 13), and obscure objectOA(DC 13).
  0 (at will) – daze (DC 12), detect magic, detect psychic significanceOA, ghost sound (DC 12), prestidigitation, touch of fatigue (DC 
  12).
  STATISTICS
  Str 12, Dex 9, Con 13, Int 14, Wis 10, Cha 14
  Base Atk +4; CMB +5 CMD 14 
  Career Business Owner Career Skill Group Practical Tier 1 (bonus +1; modifier Intelligence +2)
   Tier 1 – I Got This!
  Lifestyle Established Monthly Incomes Gross $6,500 Net $3,100 
  Feats Skill Focus (Knowledge [occult]), Toughness, Weapon Finesse
  Traits Reactionary.Skills Bluff +12, Diplomacy +11, Drive +3, Intimidate +11, Knowledge (local) +11, 
  Knowledge (occult) +14, Knowledge (religion) +7, Perception +9, Sense Motive +9, Street +4, Stealth +8
  Languages English 2, Tagalog 2
  SQ aura of silence, consumate liar (+2)
  Gear reinforced leather jacket (+1 AC), Glock 43 (9mm) with two, 6-round magazines, smartphone, car keys, 
  wallet, $500 in cash.
  
  251
  TITO KARAYOKE.
  SPECIAL ABILITIES
  Aura of Silence (Su) – As described above, Tito naturally projects an aura that disrupts arcane, divine, or psychic spells within 20 ft. 
  Anyone attempting to cast a spell around Tito must succeed on a DC 16 Concentration check or risk losing that spell. Tito can deactivate 
  his aura, but doing so is a full-round action that provokes an attack of opportunity. Conversely, Tito can focus on his aura, increasing  the 
  DC to 20 if he does nothing else.
  HISTORY
   Tito’s story is strange and charmed, but for reasons even Tito doesn’t fully understand. As a young boy, Tito nearly died from the flu 
  and most of his doctors declared he’d not make a full recovery; everyone expected some lasting damage. Tito surprised everyone by not 
  only surviving his flu, he made a full and complete recovery. The doctors and nurses in Manilla whispered it was a miracle. Tito agreed.
   Tito never told anyone of his fever-fueled dreams, of the Grey Kingdom that spanned the endless, smoky planes of Apep’s Shadow, nor 
  did he tell them of his Shining Savior, the Lady of Burning Light. Lifting him from his loss and confusion, the Shining Savior nursed Tito 
  back to psychic health, shepherding his spirit while his body regenerated. When he was healed, the Lady of Burning Light promised to 
  return. Forever changed, Tito launched himself into the occult, reading everything he could in hopes of better understanding this figure, 
  the world he had discovered, and more. Growing up in an extremely religious community, Tito had to be careful to hide his interests, 
  making frequent trips into the city for a degree of anonymity.
   When he was old enough, Tito took a job in Hawaii that was clearly too good to be true. Working as a caretaker for a wealthy 
  American, Tito has only a single job – keep the man’s home safe. After holding the position for three years without incident, Tito’s 
  employer invited him to a second interview for his current position. Curious and wondering what sort of situation was developing, Tito 
  played the part to a tee, bumbling his way through the interview with humor and frankness – if he wasn’t needed, he would be on his 
  way. Tito’s employer laughed and pushed an envelop across the table to Tito. He opened it. Inside, it explained that Tito now owned this 
  home and all of its connected assets; there was only one requirement – he was to be ready when the Lady of Burning Light returned.
  
  252
  Profession When David bought the URL for Unicorn Suicide Party, he had no idea it was going to become the 
  next hottest forum on the Internet. A former gray hat with a love of memes, David took to running USP. like a 
  fish does to water. Based out of his home in Las Vegas, David spends most of his days idly surfing the web, 
  trolling traditionalists, and slowly growing USP into a network of weird allies, anonymous friends, and secret 
  zombies.
  Beyond the Veil David is known as The Black Draco, The Dragon of Vegas, and to those who know him 
  best, simply King David. A true Master of Memes, David works for several powerful bloodlines, scrubbing 
  their information from the net before truly dangerous foes get their hands on it. Using his website as a 
  front, David runs a black network that caters to the strange, odd, and asymmetrical souls.
  Possible Associates King David is a strange figure with a wide array of associates. Although no 
  one is entirely sure, some believe King David does not rule from Las Vegas, but is rather a prisoner 
  there, held captive by the magic of Satrine. If that is indeed true, then he could have any number of 
  associates, both among the Archons and the independents who frequent Satrine’s Sacred Peace.
  Making Contact King David lives in a lavish warehouse apartment in Las Vegas.
  King David Invernesse      CR 6
  XP 2,400
  Male human spiritualist 7
  Bloodline draconic, Bloodline Points 4, Abilities Ancient Magic, Dragon’s Sight, 
   
  Mist Touched, and Serpent’s Touch.
    
  LG Medium humanoid (human); Arcana The Fixer
    
  Init +5; Senses bonded-senses, detect undead, low-light vision, pierce the veil (true sight capstone); 
   
  Perception +12
  Threshold 2, Threshold Pool 4 Oddities 2 
  1. When David activates Pierce the Veil, David causes smartphones, laptops, and similar   
  devices to function erratically and even power down.
  2. People who activate Pierce the Veil and look at David’s shadow see its true form; in the Invisible 
  World, David’s shadow is a dragon. 
  DEFENSE
  AC 17, touch 17, flat-footed 10 (+3 Dex, +4 dodge)
  hp 55 (8d8+14)
  Fort +6, Ref +5, Will +7
  KING DAVID INVERNESSE
  OFFENSE
  Speed 30 ft.
  Melee +5 dagger (1d4/x20)
  Ranged +8 Ruger EC9s 9mm (2d6) 
  Bloodline Spells Known (CL 7th; concentration +9)
  1st   - arcane mark (1/day), comprehend 
  languages (1/day), message (1/day), read 
  magic (1/day), and vanish (6/day)
  Spiritualist Spells Known 
  (CL 7th; concentration +9)
  3rd (1/day) – bestow curse (DC 16), haste
  2nd (4/day) – calm spirits, false life, ghost 
  whip, inflict painOA (DC 15)
  1st   (5/day) – cause fear (DC 14), cure 
  light wounds, feather fall, mage armor
  STATISTICS
  Str 10, Dex 16, Con 12, Int 14, Wis 15 Cha 11
  Base Atk +5; CMB +6 CMD 22 
  
  253
  ASPARRA CR  –
  CN Medium outsider (phantom)
  Init +3; Senses darkvision 60 ft.; 
  Perception +4
  Aura defending aura (10 ft.)
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, 
  +8 natural)
  hp 52 (6d10+12)
  Fort +3, Ref +10, Will +7 
  (+4 morale bonus vs. enchantment spells 
  and effects).
  DR 5/magic or slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +7 (1d8+1)
  STATISTICS
  Str 12, Dex 17, Con 13, Int 7, Wis 10 
  Cha 15
  Base Atk +6; CMB +7; 
  CMD 20
  Feats Iron Will, 
  Lightning Reflexes, 
  Step Up, Toughness
  Skills Acrobatics +7, 
  Diplomacy +11, 
  Fly +7, Intimidate 
  +6, Perception 
  +4, Sense Motive +9, 
  Stealth +7
  Languages English 2
  SQ devotion, dutiful 
  strike, ectoplasmic phase 
  lurch, magic attacks
  Career Path Information Technology Career Skill Group Academic 
  Tier 3 (bonus +3; modifier Intelligence +2)
   
  Tier 1 – Data Researcher 
   
  Tier 2 – Deep Web
   
  Tier 3 – Shadow Web
  Lifestyle Comfortable Monthly Incomes Gross $10,000; Net $4,500
  *The effects of this ability have already been calculated into David’s statistics.
  Feats Dodge, Fighting Style (Aikido, Judo), Improved Dodge, Pierce the Veil, Skill Focus 
  (Computer Use), Toughness.
  Traits reactionary
  Skills Acrobatics +9, Bluff +4, Computer Use +15, Drive +13, Knowledge (occult) +10, 
  Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +6, and Street +8.
  Languages English 2, Python 2
  SQ bonded manifestation, etheric tether, phantom, phantom recall 1/day, and shared 
  consciousness. 
  Gear Ruger EC9s 9mm, a cold iron boot knife in a silvered sheath, smartphone, Neveda 
  state drivers license, 300 dosh, and a platinum black credit card. 
  HISTORY
   David’s story is a funny one, or so he 
  suggests. Of course, he talks so little about 
  it, most people just assume it’s either 
  completely fantastic or as mundane 
  as one could hope for; truly, 
  it’s neither. David established 
  an interest in computers early 
  in life, studying them 
  in every capacity 
  he could until he 
  graduated. David traveled 
  and worked a number of 
  entry-level jobs for throughout 
  his twenties, moving overseas 
  shortly before turning thirty. 
  Having accepted a lucrative network 
  engineering position in northern 
  Europe, David moved to Oslo.
   Several years in the cold, dark north 
  changed David. When he returned, he 
  was sullen for weeks. He didn’t speak. As 
  his belongings slowly returned, so did his 
  spirit. David slowly came around, warming 
  to both friends and family. But everyone knew 
  something or someone had changed David. He 
  was simply not the same man who had left.
   David’s story in the Invisible is his to tell, and he’s 
  a quiet man when it comes to his personal affairs. A 
  master behind the keyboard, David has few places he 
  can’t get into, when he puts his mind to it, making him 
  a commodity most of the world doesn’t know it needs; 
  those who do keep David on retainer. Although he’s quiet 
  about his new profession, his regular gig at Unicorn Suicide 
  Party keeps him more than busy.
  
  254
  TEDDY
  Profession Teddy has lived many lives and can access memories many cannot. Most of the skills he keeps at hand today suit his life as a 
  grifter and a hunter, however. 
  Beyond the Veil Everyone knows who Teddy is. Everyone. To some, he’s the Knock-Knock Man, Saint Scourge, Ole’ Big Hands, Lost 
  Penny, God’s Left Hand, and dozens of others. Anyone who Pierces the Veil around Teddy must immediately make a Reflex save (DC 15 
  + Teddy’s CR) or gain the dazzled condition for 1 minute.
  Possible Associates Teddy is the wrath of evildoers everywhere, which often places him 
  nearby the Archons and their agents. While he has made no official declarations favoring 
  them or suggesting an alliance, others have probably thought it.
  Making Contact Anyone in North America lucky enough to succeed on a DC 25 Street 
  skill check learns Teddy’s last known-location, although 1d4 hours since the sighting. 
  Unless he’s interacted with the PCs before, the Knock Knock Man starts all encounters as 
  indifferent, no matter how charming the PCs are.
  Teddy  
  CR 8
  XP 4,800
  Male human reincarnated slayer 7
  Bloodline fey, Bloodline Points 2, Bloodline Traits unknown
  N Medium; Arcana Knight of Swords
  Init +5; Senses Darkvision 60 ft., low-light vision, Pierce the 
  Veil; Perception +12
  Threshold 7, Threshold Pool 2, Oddities 7
  1. Cats hiss when Teddy is nearby.
  2. Flowers blossom when Teddy is nearby.
  3. Police cannot lock car doors while Teddy is nearby.
  4. Teddy glows slightly while on ground connected to the 
  Archons.
  5. Teddy can produce a small, stuffed teddy bear from his 
  jacket as a move action that does not provoke an attack of 
  opportunity. He can pull and distribute as many of the bears 
  as there are children (in a one-mile radius).
  6. Teddy never runs out of ammunition. Or bears.
  7. When they see him, no one remembers the color of 
  Teddy’s eyes.
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+1 armor, +3 Dex, +1 dodge, 
  +2 natural)
  hp 59 (7d10+16)
  Fort +8, Ref +11, Will +7
  Defensive Abilities thornskin, unseelie luck
  
  255
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +10/+5 (1d3+3) or dagger +10/+5 (1d4+3/19-20)
  Ranged shotgun +10/+5 (2d8)
  Special Attacks psychic weapon, 2nd studied target, sneak attack +2d6, undead destroyer (7 minutes/day)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—burst of speedUC
  STATISTICS
  Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +7; CMB +10 (+11 disarm firearm); CMD 24
  Feats Ability Training* (Dex), Aspect of the BeastAPG* (night senses), Elbow Snap, Firearms Proficiency, First Responder*, Improved 
  Unarmed Strike*, Parkour, Power Attack, Reflexive Training*, Skill Focus* (Intimidate), Sprinter*, Vital Strike, Willpower Training*
  Traits Body Guard.
  Skills Acrobatics +13 (+17 jumping), Climb +9, Disable Device +12, Handle Animal +4, Heal +12 (+15 first aid and treat deadly 
  wounds), Intimidate +10, Knowledge (bloodlines) +4, Knowledge (dungeoneering) +4, Knowledge (firearms) +6, Knowledge (history) 
  +6, Knowledge (military) +6, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (tactics) +8, Linguistics +10, Perception +12, 
  Sense Motive +4, Stealth +13, Survival +6
  Languages English 2, Enochian 2, French 2, Gaelic (Irish) 2, German 2, Italian 2, Latin 1, Spanish 2, Ugothic 2; tree whisperer
  SQ arcana (knight of swords), fey footed*, feysight*, first responder* +6, many lives, risk assessment 3/day, shift adaptation (2 hours), 
  slayer talents (ranger combat style (2), trapfinding), stalker, track.
  Combat Gear 24 rounds (12 gauge slug), 24 rounds (12 gauge birdshot), 6 rounds (12 gauge silver slugs), 6 rounds (12 gauge silver 
  birdshot), holy water (4)
  Other Gear heavy jacket, Mossberg 500 (12-gauge shotgun), dagger, duct tape (2), first-responder’s gear, lockpick set, multipurpose tool, 
  search-and-rescue kit, and a cross.
  SPECIAL ABILITIES
  Many Lives (Ex) Teddy has lived many lives and has experienced many things. He has the following additional class skills: Handle 
  Animal, Heal, Knowledge (bloodlines, dungeoneering, history, military, nature, nobility, religion), and Linguistics. He has 14 additional 
  skill ranks which have carried over from his previous lives, and is fluent in French, Gaelic (Irish), German, and Italian, in addition to his 
  other languages. Finally, he doubles his tier bonus regarding his career path abilities. All of this increases his CR by +1.
  HISTORY
   Teddy is a man who has lived many lives, though he only remembers pieces of most of them. In all of them he has battled the darker 
  forces native to the supernatural world, especially those creatures which target children and others unable to defend themselves. He 
  doesn’t recall his first life, but he does remember spending time with Genghis Khan, and is fond of quoting the general: “I am the 
  punishment of God...If you had not committed great sins, God would not have sent a punishment like me upon you.”
   Teddy is cursed to be reincarnated until he has defeated some great evil that has yet to surface. Until then, he is born, lives, fights against 
  the darkness, and dies (usually well before old age), only to do it all again in his next life. In his current life, Teddy works as a traveling 
  emergency worker. This insures he is always in a dangerous location, even those lacking supernatural foes. He fights to help, even against 
  “mere mortals.”
   Those he hunt call Teddy by many names: The Scourge of the Wicked, Ole’ Big Hands, Bag Man of the Almighty, Lost Penny, God’s 
  Left Hand, The Knock-Knock Man, and dozens of others. Regardless of the name, he is a veritable boogeyman to evildoers everywhere.
   When those he saves ask his name, he simple says, “Call me Teddy.” When he saves a child, he also often has a small teddy bear to 
  leave with them.
  
  256
  
  257
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
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  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing,
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn,
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Sean K Reynolds, Tork Shaw, Owen
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  Gary Gygax.
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  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Crypt Thing from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Roger Musson.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games;
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
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  Kech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
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  by Frog God Games; Author: Scott Greene, based on original material by Roger Musson.
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  Frog God Games; Author: Scott Greene, based on original material by Simon Muth.
  Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Roger Moore 
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and 
  Robert J. Schwalb.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve 
  Townshend. 
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. 
  Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, 
  and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, 
  Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Linda Zayas-Palmer.
  Bloodlines & Black Magic. Copyright 2018, Storm Bunny Studios, LLC.
  
  258
  
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