TEXT: 1 
   
  The Fade Tabletop 
  Core Rulebook 
  Version 1.4a 
   
   
   
   
   
   
   
   
   
  
  2 
   
  Character Creation ....................... 3 
  Character Advancement ................. 5 
  Races ....................................... 6 
  Classes .................................... 33 
  Skills ...................................... 83 
  Alignment ................................ 91 
  Rules ...................................... 92 
  Combat Rules ............................ 93 
  Bonus Types ............................. 96 
  Encumbrance Effects ................... 96 
  Beyond the 25 Stat Cap ................ 96 
  Spellcasting Rules ....................... 97 
  Magic Elements .......................... 98 
  Size Chart ............................... 100 
  Environmental Rules/Status Effects 101 
  Languages ............................... 107 
  Carrying Capacity ...................... 112 
  Weapons ................................. 113 
  Weapon Enhancements ............... 119 
  Specific Weapons ...................... 120 
  Armor .................................... 121 
  Armor Enhancements .................. 122 
  Specific Armor .......................... 123 
  Items ..................................... 124 
  Materials................................. 126 
  Miscellaneous Items.................... 127 
  Magic Weapons and Armor ............ 128 
  Wondrous Items ........................ 129 
  Wands .................................... 131 
  Auras ..................................... 132 
  Spells ..................................... 134 
  Psychic Dueling ......................... 149 
  Vehicular Combat ...................... 150 
  Talents ................................... 152 
  Religions ................................. 157 
  Galaxy and Travel ...................... 163 
  Monsters ................................. 164 
  Credits & Contact ...................... 186 
  Copyright ................................ 189 
   
   
   
   
   
   
   
   
   
  
  3 
   
  Character Creation 
  A character starts with a 5 in each of their stats. Depending on the game type, the 
  characters assign a certain amount of points to their stats. 
  Game Type Low Standard High Heroic 
  Stat Points 
  5 
  10 
  15 
  20 
   
  Non-player characters cannot make a stat more than a 10 at 
  character creation, and a player character cannot make a stat 
  more than a 20 at character creation. Racial bonuses and 
  leveling bonuses can surpass this. Monsters are not restricted 
  by these rules. 
  If a character has a 0 in certain stats, they are unable to do 
  certain things. 
   Strength: A character with a 0 in strength is unable to 
  hold themselves up and is permanently prone until their 
  strength increases beyond 0. 
   Magic: A character with a 0 in magic loses the ability to 
  enter an ignition until their magic increases beyond 0. 
   Endurance: A character with a 0 in endurance has no 
  physical energy, and is either dead, undead, or an 
  object. 
   Resistance: A character with a 0 in resistance has either 
  lost their soul, or it has been destroyed. If it is the 
  latter, the character fades and stops existing after 1d4 
  rounds. Otherwise, they have a 50% chance of attacking 
  allies as per the Insanity spell until brought above 0. 
   Agility: A character with a 0 in agility is unable to move 
  their muscles due to an outside force's interference and is effectively helpless. 
   Luck: A character with a 0 in luck is incredibly unlucky to the point where life 
  actively sucks. Any check that is more complex than eating, sleeping, or 
  walking is always a failure. Bummer. 
  To level up, the character must earn a number of XP equal to their level times 1,000. 
  At level one, the character starts with 0 XP. A character or a monster is worth a 
  number of XP equal to their level times 100. See the Character Advancement page 
  below for more details. XP resets to 0 once the character advances to the next level. 
  One of the formulas for calculating a character’s HP is as follows: 
  (Class’ Hit Points per Level + Endurance Modifier + Misc. Modifiers) * Level 
   
  Stat # 
  Stat Bonus 
  1 
  -4 
  2 
  -3 
  3 
  -2 
  4 
  -1 
  5 
  0 
  6 
  +1 
  7 
  +2 
  8 
  +3 
  9 
  +4 
  10 
  +5 
  11 
  +6 
  12 
  +7 
  13 
  +8 
  14 
  +9 
  15 
  +10 
  16 
  +11 
  17 
  +12 
  18 
  +13 
  19 
  +14 
  20 
  +15 
  21 
  +16 
  22 
  +17 
  23 
  +18 
  24 
  +19 
  25 
  +20 
  
  4 
   
  Ability Scores 
  These are the stats which determines a character’s abilities and their capabilities in 
  certain areas which will be described below. 
   Strength: Measures a character’s physical prowess and ability to work their 
  muscles. A character with high strength has large muscles, and a large frame. 
  This affects physical damage rolls, Strength saving throws, and if the character 
  is wielding a Brutish weapon they add ½ their Strength to hit instead of Agility. 
   
   Magic: Measures a character’s ‘outer soul’ strength, which is the energy which 
  surrounds their body and soul. The outer soul is used to cast magic in all forms. 
  Magic affects magical damage rolls, Magic saving throws, and different affects 
  revolving around spells such as the DCs to saving throws. 
   
   Endurance: Measures how hardy a character is, and assists in stopping blows 
  from killing characters, as well as helping them overcome fatigue and 
  tiredness. Endurance affects a character’s hit points, which allows the 
  character to stay alive longer. It is also used for Endurance saving throws. 
   
   Resistance: Measures the strength of a 
  character’s ‘inner soul’, which is also known 
  only as the soul of the character. It is used to 
  create and weave spells, as well as resist 
  them. Resistance affects magical to-hit rolls, 
  Resistance saving throws, and certain 
  conditions which may involve a character’s 
  soul. 
   
   Agility: Measures a character’s quickness on 
  their feet and their actions. Though most 
  characters who are good at Agility may look 
  skinny, not all do. Agility affects physical to-hit 
  rolls, Agility saving throws, and if the character 
  is wielding a Finesse weapon they add ½ their 
  Agility to damage instead of +Strength. 
   
   Luck: Measures how lucky a character is, and 
  affects various things. Luck affects most Skill 
  rolls, Luck saving throws, and a “Luck Check” 
  should be made in a situation where random 
  chance may be involved that could be 
  detrimental to the player unless stated otherwise. 
  Where’s the Intelligence? Where’s 
  the Wisdom? Where’s the Charisma? 
  Some players may notice a distinct 
  absence of key staples in tabletop 
  systems, such as the mental stats. 
  For those who wish to make these 
  stats present in their game, they can 
  do the following: 
   
  Replace Magic with Intelligence, 
  Resistance with Wisdom, and Luck 
  with Charisma. 
   
  After this, alter the following skills: 
   
  Deception, Persuasion, and Use Magic 
  Device rely on Charisma. 
   
  All Knowledge skills, Artisan, 
  Linguistics, Spellcraft, and Use 
  Computers rely on Intelligence. 
   
  Awareness relies on Wisdom. 
  
  5 
   
  Character Advancement 
  Below is a chart detailing what each character gains at levels 1 through 30; gold, EXP 
  needed to progress to the next level, and finally the stat bonuses the character gains. 
  Stat Bonus: A character gains a bonus to stats of their choosing at 4th level and every 
  4 levels thereafter. This bonus (2) can be split into two 1s and get put into two 
  different stats, or stay as a 2 and get put into one stat. This stat bonus can exceed 
  the 20 limit, but not the maximum a stat can be: 25. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 
  XP Needed 
  Stat Bonus 
  Gold 
  Talents 
  1st 
  1,000 
  — 
  500 G 
  1st 
  2nd 
  2,000 
  — 
  1,000 G 
  — 
  3rd 
  3,000 
  — 
  4,000 G 
  2nd 
  4th 
  4,000 
  2 
  8,000 G 
  — 
  5th 
  5,000 
  — 
  12,000 G 
  3rd 
  6th 
  6,000 
  — 
  16,000 G 
  — 
  7th 
  7,000 
  — 
  20,000 G 
  4th 
  8th 
  8,000 
  2 
  24,000 G 
  — 
  9th 
  9,000 
  — 
  28,000 G 
  5th 
  10th 
  10,000 
  — 
  32,000 G 
  — 
  11th 
  11,000 
  — 
  36,000 G 
  6th 
  12th 
  12,000 
  2 
  40,000 G 
  — 
  13th 
  13,000 
  — 
  44,000 G 
  7th 
  14th 
  14,000 
  — 
  48,000 G 
  — 
  15th 
  15,000 
  — 
  52,000 G 
  8th 
  16th 
  16,000 
  2 
  56,000 G 
  — 
  17th 
  17,000 
  — 
  60,000 G 
  9th 
  18th 
  18,000 
  — 
  64,000 G 
  — 
  19th 
  19,000 
  — 
  68,000 G 
  10th 
  20th 
  20,000 
  2 
  72,000 G 
  — 
  21st 
  21,000 
  — 
  76,000 G 
  11th 
  22nd 
  22,000 
  — 
  80,000 G 
  — 
  23rd 
  23,000 
  — 
  84,000 G 
  12th 
  24th 
  24,000 
  2 
  88,000 G 
  — 
  25th 
  25,000 
  — 
  92,000 G 
  13th 
  26th 
  26,000 
  — 
  96,000 G 
  — 
  27th 
  27,000 
  — 
  100,000 G 
  14th 
  28th 
  28,000 
  2 
  104,000 G 
  — 
  29th 
  29,000 
  — 
  108,000 G 
  15th 
  30th 
  — 
  — 
  112,000 G 
  — 
  
  6 
   
  Races 
  Races define the character’s heritage, and their natural capabilities which affect 
  their abilities learned through training as Warlords, Zauberers, or Heisters. Below are 
  common races that one will find in most campaigns. GM’s can add new races to fit 
  their own campaign’s setting. 
  To make a new race, follow these instructions: 
  Race Name 
  Short description of the race, and perhaps their origin or a bit of information about 
  them. 
  Physical Description: The physical description of the race, their hair color, and eye 
  colors. 
  Most Common Alignment: The alignment that corresponds with the race’s 
  personality. 
  Most Common Class: Lists of classes correspond with the race’s ability scores. 
  Most Common Deity: If the race worships a deity, which deity. 
  Rarity: How rare the race is, and if it is more common on some planets than others. 
  Planet of Origin: The planet this race comes from, if any. 
   
  Race Abilities 
   Bonuses to ability scores (commonly +2 to two, or +4 to one) 
   Speeds (Land, Flight, Swimming, and Burrowing) 
   Size (Small, Medium, and Large are the most common sizes) 
   Miscellaneous Bonus Abilities 
   Languages (Commonly 1 human language, and their racial language if any) 
   
   
   
   
   
   
   
   
  
  7 
   
  Human 
  Varied in nature and able to fill in whatever roll they see fit to take up, humans make 
  up the majority of popular worlds as well as the majority of adventurers. Some worlds 
  have less humans, yet despite this they manage to find themselves in almost every 
  realm imaginable. 
  Physical Description: Humans have a range of skin colors, eye colors, and hair colors. 
  The most common hair colors are: Brown, Blonde, Black, and Red. The most common 
  eye colors are: Blue, Green, Brown, and variants of these colors. 
  Most Common Alignment: While there are the holy, unholy, order, and disorder 
  humans out there the most common alignment for them is true neutral due to their 
  variance. 
  Most Common Class: Humans do not have a most common class, due to their ability 
  to fill in any role and class. 
  Most Common Deity: Humans tend to worship Adonai the most out of all of the 
  deities, however humans who worship any other deity exist and aren’t a minority. 
  Rarity: Humans are the most common race on most planets, and thus are deemed as 
  the most common race of all. There exists a few planets which harbor no humans due 
  to the harmful nature of the planet itself, however few planets ban them outright. 
  Planet of Origin: Earth. 
   
  Human Abilities 
   +2 to one ability score. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Human) 
   +1 Skill Points per level. 
   Human Mastery: +2 to melee weapons, ranged weapons, or spell attacks. 
   1 Human Language. 
   
   
   
   
   
   
  
  8 
   
  Kendari 
  Savage and unkind, the Kendari are a race of barbaric mages and warriors of all kinds, 
  using their heritage and natural attunement to the energies of corruption in order to 
  destroy those they despise, and those who may oppose their lust for power and glory. 
  Physical Description: Kendari have tan skin, and eyes which are shades of red and 
  maroon. Their hair is typically dark (Brown or Black) though some Kendari dye their 
  hair lighter colors. 
  Most Common Alignment: Kendari, due to their brutal and cruel nature, fit in the 
  Disorderly Unholy category. 
  Most Common Class: Kendari prefer classes which mix their talents of magic and 
  martial combat. Incant Blades, and Chaplain (Crusaders) fit this roll the most. 
  Most Common Deity: Their creator, Banadar Arkenach, demands that they worship 
  him or else they are seen as traitors of their race and will be killed. Few stray from 
  this, though those that do will often be a different alignment altogether. 
  Rarity: Kendari aren’t rare by any means, however they don’t make up a good 
  majority of any planet’s population other than their own. 
  Planet of Origin: Corta Diez (Corrupt Home in Kendarin) 
   
  Kendari Abilities 
   +2 to Strength and Magic. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Kendari) 
   Mastery of Pain: +2 damage with spells and melee weapons. 
   Corruption Resistance 10 
   Darkvision 60 ft. 
   1 Human Language and Kendarin. 
   
   
   
   
   
   
  
  9 
   
  Shadower 
  Dark humans who have an attunement for all things shadowy and unnatural. Their 
  inhuman attitudes makes for creepy encounters despite their overall docile nature. 
  Shadowers like to live alone, and use their aptitude for lying to avoid attention. 
  Physical Description: Shadowers have monochromatic skin, no pupils, and thin 
  bodies. Their eye colors can resemble anything from a bright red to a sickly green, 
  and their hair tends to be a black or brown color. It is hard for them to grow facial 
  hair, but not impossible. In addition to all of this, they age as a human up until they 
  reach 20 years old (roughly 18 for them), and they start aging slower, reaching their 
  maximum age at 280 years old. 
  Most Common Alignment: Shadowers are generally kind, and do not like violence as 
  they prefer a diplomatic route. They fit into the Disorderly Holy spectrum. 
  Most Common Class: Shadowers like to use and abuse magic. Shadowers tend towards 
  Zauberers, Preternaturists, Chaplains, and Incant Blades. 
  Most Common Deity: Shadowers do not have a central deity, though Adonai and 
  Putna are favorites. 
  Rarity: Shadowers are uncommon due to how they are created: Humans who are born 
  into the Dark Land are instantly tainted by the energy, and become Shadowers. One 
  does not become a Shadower merely by visiting the planet. 
  Planet of Origin: The Dark Lands 
   
  Shadower Abilities 
   +2 to Magic and Agility. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Shadower) 
   Electricity and Cold Resistance 5. 
   Sneakily Charming: +2 bonus on Deception and Stealth. 
   Darkvision 60 ft. 
   1 Human Language and Shadow Tongue. 
   
   
   
   
  
  10 
   
  Angelkin 
  Descendants of angels and another race (typically humans), the blood of the divine 
  empower those for the better or worse. Angelkin are not all good despite their holy 
  blood, some straying towards the path of the damned and power-hungry evil. 
  Physical Description: Angelkin bear signs of both parents. While some Angelkin have 
  more human-like appearance, some take from their angelic heritage meaning they 
  have white or silver hair and eyes, and incredibly white (but not pale) skin. 
  Most Common Alignment: Angelkin tend towards their angelic heritage, and are 
  Orderly Holy. 
  Most Common Class: With their tendency towards magical energies, Angelkin are 
  often Chaplains of any sort. 
  Most Common Deity: Due to Shinda’s affinity towards Angels, Angelkin tend to 
  worship her. 
  Rarity: The unity between an angel and a mortal is very rare, and thus angelkin are 
  even rarer. 
  Planet of Origin: Nirvana 
   
  Angelkin Abilities 
   +2 to Magic and Resistance. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Angel) 
   Holy Resistance 5. 
   Demonic Hatred: 1/day deal double damage to Demons or Humanoid (Demon). 
   1 Human Language and Anglic. 
   
  Note: Full-blooded Angels as player characters use the Angelkin’s stats, save that 
  Holy Resistance 5 becomes Holy Immunity. 
   
   
   
   
  
  11 
   
  Demonkin 
  The opposite of the Angelkin, Demonkin are harsh bastard children who are rarely 
  come from a happy union between a demon and a humanoid. The calls of demons do 
  not always make them by default evil, but do make them susceptible to wrath. 
  Physical Description: Demonkin have strong bodies, causing their muscles and vitality 
  to be better than normal. 
  Most Common Alignment: Due to their rebellious nature, Demonkin are any Disorder. 
  Most Common Class: Demonkin can fit into just about any martial class between 
  Warlords or Vim Blades. 
  Most Common Deity: Those who are unholy give Lucifer their worship, while others 
  give it to Asnalies. 
  Rarity: Demonkin are more common than Angelkin due to demons and their nature 
  towards making unhappy unions with humans. 
  Planet of Origin: Abatna (Abyss in Fyra) 
   
  Demonkin Abilities 
   +2 Strength and Endurance 
   30 foot land speed. 
   Medium size. 
   Humanoid (Demon) 
   Proficient with Rapiers, Falchions, and Longswords. 
   Angelic Hatred: 1/day deal double damage to Angels or Humanoid (Angel). 
   Darkvision 60 ft. 
   1 Human Language, Dutch, and Fyra. 
   
  Note: Full-blooded Demons as player races use the Demonkin’s stats, save that they 
  have Fire Immunity. 
   
   
   
   
   
  
  12 
   
  Dragonkin 
  The direct children of dragons, bred most of the time for battle rather than out of a 
  loving union. However, loving unions do occasionally occur. Dragonkin have scales 
  colored similar to their draconic father. Whether they look more like their mother’s 
  race, or more draconic is dependent on the Dragonkin. 
  Physical Description: Dragonkin are tough just as Demonkin are, and have larger 
  muscles than normal. Their hair and eye colors match the color of their draconic 
  parent. 
  Most Common Alignment: Dragonkin do not have a central alignment, but like to stay 
  Neutral on the Order/Disorder spectrum. 
  Most Common Class: Dragonkin tend towards either martial or magical classes, as 
  they can either bruise with their physical talent, or are accurate with their magic 
  talent. 
  Most Common Deity: None. 
  Rarity: Dragonkin are common where dragons are common. 
  Planet of Origin: None. 
   
  Dragonkin Abilities 
   +2 Strength and Resistance 
   30 foot land speed. 
   Medium size. 
   Humanoid (Draconic) 
   Energy Resistance 5 (Either fire, cold, electricity, or acid.) 
   Dragon Breath: 1/day, 15 ft. energy cone. Deals 1d6+½ Magic mod damage. 
  Agility save to avoid. 
   1 Human Language and Dagonra.
   
   
   
   
   
  
  13 
   
  Elves 
  Serene and in-tune with nature, Elves are quick and in-tune with the magic that flows 
  around in the world. Elves, Dwarves, and Orcs are a trio of nature symbolizing the 
  different areas of nature: Wood Elves, Mountain Dwarves, and Desert Orcs. 
  Physical Description: Elves have long and thin bright hair, and pointed ears. Their 
  eyes don’t have pupils just like Shadowers, and have heads shaped like diamonds. 
  Elves do not beards or body hair. 
  Most Common Alignment: Those in civilized societies tend towards Orderly Holy, and 
  those in less civilized and more barbaric cultures tend towards Disorderly Holy. 
  Most Common Class: Studying in either magic or archery, Elves tend towards 
  Zauberers or Marksmen. Any other magic classes, or even Heisters are common to 
  Elves. 
  Most Common Deity: Elves often worship Drey due to his affinity towards Elves. 
  Rarity: Elves are incredibly common, though only on planets with wooded lands. 
  Planet of Origin: Venus (Beauty in Latin) 
   
  Elves Abilities 
   +2 Magic and Agility 
   30 foot land speed. 
   Medium size. 
   Humanoid (Elf) 
   Acrobatics (Strength or Luck) +2 and Spellcraft +2 
   Elven Mind: 1/day negate spells and affects that require a Resistance save. 
   1 Human Language, Elven, and Naynat. 
   
   
   
   
   
   
   
   
   
  
  14 
   
  Android 
  Either through altering the host’s body or by making a new body to transfer the host’s 
  soul into, Androids are comprised of a single soul that keeps them from being entirely 
  machinery. Some androids have biomechanical bodies, while others are all steel. 
  Physical Description: Androids have a varied appearance due to the fact that 
  Androids are built. They must be humanoid to house a soul however. 
  Most Common Alignment: Androids are mostly True Neutral due to a lack of 
  emotions. 
  Most Common Class: Androids tend towards Heisters, Warlords, or other classes who 
  use either Agility or Luck. 
  Most Common Deity: Androids are mostly atheist. 
  Rarity: Androids are rare in less technological areas while they are a little more 
  common in technology rich planets. Despite this, most planets mark it as illegal due 
  to the fact that a dead person’s soul is needed, which is illegal to own. While 
  Androids aren’t arrested, their creators are for creating the Android. 
  Planet of Origin: None. 
   
  Android Abilities 
   +2 Agility and Luck 
   30 foot land speed. 
   Medium size. 
   Humanoid (Android) 
   Energy Resistance 10 Electricity. 
   Shock Arm: 1/day, add +1d4 electricity damage onto a metal weapon, or use as 
  melee attack that deals 1d6 electricity damage. Lasts 3 rounds. 
   1 Human Language and Binary. 
   
   
   
   
  
  15 
   
  Goblin 
  Little green trouble makers, Goblins and their mischief and evil depend on the region 
  they are found in. Some Goblins are nicer and just annoy the occasional adventurer, 
  while others are pure evil and would rip the face off of the same adventurer. 
  Physical Description: Small, green, and vicious in appearance, Goblins are just under 
  4 ft. and weigh about as much as a 9 year old human child. 
  Most Common Alignment: Goblins are either one of two extremes: Orderly Holy, or 
  Disorderly Unholy. 
  Most Common Class: Goblins like to be Heisters, or even Spellgrafters (Grenadiers). 
  Arcane magic is evil, so Goblins don’t like Zauberers. Only Chaplains and 
  Preternaturists are liked universally by Goblins. 
  Most Common Deity: Even the vilest of Goblins love Coolington, and give him thanks. 
  This is because Coolington is the only Goblin deity known to date. 
  Rarity: Goblins are incredibly common unless the society is more civilized, which 
  deters most Goblins. 
  Planet of Origin: Goblinian (“The Best” in Goblin) 
   
  Goblin Abilities 
   +4 Agility 
   30 foot land speed. 
   Small size. 
   Humanoid (Goblin) 
   Proficiency with Smallsword. 
   Darkvision 60 ft. 
   1 Human Language and Goblin. 
   
   
   
   
   
   
   
  
  16 
   
  Dwarf 
  Stonemasons who have made their home in the mountains, and live sedentary 
  lifestyles as they forge weapons and armor. Some however are drawn to leave their 
  home, either for glory or out of necessity. 
  Physical Description: Short and round, male Dwarves almost always have beards and 
  those that do not are seen as insane or just flat out untrustworthy. Female Dwarves 
  have no facial hair, but are just as tough. 
  Most Common Alignment: Dwarves are loyal to their friends, making them lean 
  towards any Order alignment. 
  Most Common Class: Dwarves are often Warlords or Preternaturists due to their 
  toughness and affinity for shaking off mind affecting effects. 
  Most Common Deity: Dwarves are often atheists, being sheltered from the world for 
  most of their life, and thus sheltered from Religion. 
  Rarity: Dwarves are very common, and are most commonly found in mountainous 
  areas. 
  Planet of Origin: Dratvian (Peak in Rugo) 
   
  Dwarf Abilities 
   +2 Endurance and Resistance 
   20 foot land speed (unaffected by armor) 
   Medium size. 
   Humanoid (Dwarf) 
   +2 to Stability 
   Dwarf Endurance: +5 HP at 1st level. 
   Darkvision 60 ft. 
   1 Human Language, Dwarven, and Rugo. 
   
   
   
   
   
   
  
  17 
   
  Vampire 
  Those who were once people are now pale skinned bloodsuckers that have a thirst for 
  their friends. This is the common stereotype of vampires, and while not all fit this 
  mold some do. A vampire as an ally is the most trustworthy person one can meet. 
  Physical Description: Vampires look just like their original race, except paler and 
  have darker hair. They have sharp fangs used for draining blood. When brought into 
  sunlight, their skin begins to burn causing them great pain. 
  Most Common Alignment: Vampires are favorable towards the law, being more Order 
  than Disorder. Whether they are Holy or Unholy depends on their past life. 
  Most Common Class: Due to their affinity for magic and quickness, Vampires become 
  Heisters, Zauberers, Chaplains, Preternaturists, or even Warlords. 
  Most Common Deity: Vampires worship Asnalies the most out of any deity because of 
  his affinity to death and the fact that he does not wish death upon others. 
  Rarity: Vampires aren’t rare at all, but are uncommon because the act of vampirism 
  being illegal. Those who are turned are not persecuted, though those who turn others 
  are either executed or arrested. 
  Planet of Origin: None. 
   
  Vampire Abilities 
   +2 Magic and Agility 
   30 foot land speed. 
   Medium size. 
   Undead (Vampire) 
   Proficiency with Rapiers. 
   Healed by Unholy, harmed by Holy. 
   Vampiric Bite: 1/day drink blood of helpless or freshly dead enemy for +5 
  temporary HP. 
   Darkvision 60 ft. 
   1 Human Language and Zomn. 
   
   
   
   
   
  
  18 
   
  Orc 
  Strong, brutish, and nature’s guardians the Orcs seek to keep foreigners away from 
  the desert and detest city folk. While this is not the case for some Orcs, this fits for 
  most of them as they are seen protecting sand temples and churches. 
  Physical Description: As green as Goblins but not as vicious, Orcs are large and 
  intimidating and those in uncivilized cultures are often covered in scars. Orcs have 
  tusks like that of a walrus, and have typically dark hair and glowing eyes like that of a 
  burning fire. 
  Most Common Alignment: Orcs are for the most part Disorderly, and have more of a 
  Neutral mindset than an Unholy one. 
  Most Common Class: Orcs use their Strength to their advantage, becoming Warlords 
  or Vim Blades as to stretch their Strength to its limit. 
  Most Common Deity: None, as Orcs believe in caring for oneself rather than having 
  gods do it for you, thus making them atheists. 
  Rarity: Orcs are common in deserts, wearing very little unless it’s armor and flashing 
  their tusks at enemies who approach them. 
  Planet of Origin: Borz’a Doran (Sun’s Wastes in Rawn) 
   
  Orc Abilities 
   +4 Strength 
   30 foot land speed. 
   Medium size. 
   Humanoid (Orc) 
   Proficiency with Greatswords. 
   Strong Throw: 1/day throw a non-thrown weapon 10 ft. without penalty. 
   Darkvision 60 ft. 
   1 Human Language, Orcish, and Rawn. 
   
   
   
   
   
   
   
  
  19 
   
  Satori 
  The Satori have potent magic capabilities, and are very intelligent using their wit and 
  charm. In addition to this, they are able to read people’s minds and tend to recite the 
  people’s thoughts back to them. 
  Physical Description: Satori are slim and have hair and eye colors which are bright 
  and colorful. Their clothes are also equally as colorful. When using their third eye 
  that allows them to read the minds of others, one of their two eyes flashes a bright 
  silver and the flash is in the shape of a cross. 
  Most Common Alignment: Satori are mostly Orderly, but do not tend towards Holy or 
  Unholy, being for the most part Neutral. 
  Most Common Class: Satori are most commonly Zauberers or Preternaturists due to 
  their affinity to magic. 
  Most Common Deity: Satori have no central deity, but they do worship various gods. 
  Rarity: Satori are incredibly rare, almost extinct in fact. They were prevalent in the 
  past, however that ended when humans brought them to extinction. 
  Planet of Origin: Berngulsh (Despair in Dagonra) 
   
  Satori Abilities 
   +4 Magic 
   30 foot land speed. 
   Medium size. 
   Humanoid (Satori) 
   Third Eye: Read Thoughts a number of times per day = magic modifier. 
   Darkvision 60 ft. 
   1 Human Language and Sori. 
   
   
   
   
   
   
   
   
  
  20 
   
  Neun 
  Attractive and with words like honey the Neun prefer to stay out of battle as much as 
  possible, or if they engage in battle they do not prefer melee due to the likelihood of 
  being struck, though some engage in melee to garner “attractive battle scars”. Neun 
  are the children of a Nue and a Human. 
  Physical Description: Neun are beautiful and charming, their affinity for their looks 
  meaning they take very good care of themselves. Their hair and eyes can be any 
  color. The Neun have natural tattoos and metallic protrusions on their bodies that 
  make them stand out from others. 
  Most Common Alignment: Neun tend towards any neutral alignment. 
  Most Common Class: Neun dislike combat, however they are either Vim Blades, 
  Zauberers, Preternaturists, or even Heisters. Occasionally they take up as 
  Spellgrafters. 
  Most Common Deity: Neun like Kayan very much, due to her trickster nature, liking 
  her beliefs and nature. 
  Rarity: Neun, like Satori, are nearly extinct though not due to human interference. 
  Neun are almost extinct due to their long lives (adulthood being at 500 years of age), 
  and the fact that they become bored by the time they have reached adulthood. 
  Planet of Origin: Berngulsh (Despair in Dagonra) 
   
  Neun Abilities 
   +4 Luck 
   30 foot land speed. 
   Medium size. 
   Humanoid (Neun) 
   Beguiling Gaze: Seduce a number of times per day = Luck modifier. 
   Gain proficiency in either Fighting Fan or Whip. 
   Darkvision 60 ft. 
   1 Human Language and Neu. 
   
   
   
   
   
  
  21 
   
  Fairy 
  Small, cute, and cheerful the short-living fairies try to live life to their fullest due to 
  their lifespan of only 10 years, leaving them very little to do what they want and 
  learn what they can. Despite this, fairies are very agile and magically inclined. 
  Physical Description: Fairies are the size of young human children, meaning they are 
  at most they’re 4 ft. Fairies have wings that help them fly that look like they were 
  ripped straight from a butterfly. 
  Most Common Alignment: Fairies are almost always Holy due to their giddy and 
  carefree nature. 
  Most Common Class: Fairies like becoming Zauberers and Heisters because of their 
  quickness and magical affinity. 
  Most Common Deity: Fairies don’t focus too much on Religion, but sometimes they’ll 
  worship a deity. 
  Rarity: Fairies are common where forests are at large, making their hives in a clearing 
  of the forest. 
  Planet of Origin: None. 
   
  Fairy Abilities 
   +2 Magic and Agility 
   5 foot land speed, 30 foot fly speed. 
   Small size. 
   Humanoid (Fairy) 
   Resistance 5 (One element) 
   Fairy Dust: 1/day grant ally 15 ft. fly speed for 4 rounds. 
   1 Human Language and Naynat. 
   
   
   
   
   
   
   
   
  
  22 
   
  Abomination 
  Being born through the union of a zombie and a human female, Abominations are only 
  created through an occult ritual, as otherwise such a union would not work. 
  Physical Description: Abominations are pale skinned, have light colored hair closer to 
  shades of white, silver, or aqua. Their eye colors are varying colors of red, black, 
  white, blue, and green. Violet and brown eyes are incredibly uncommon. 
  Most Common Alignment: Abominations do not choose to follow their undead 
  heritage more often than not, making Abominations neutral. 
  Most Common Class: Using their great Endurance, Abominations are able to make use 
  of most martial classes or even casting classes. 
  Most Common Deity: Abominations don’t often worship deities, though those who do 
  choose to give praise to Asnalies. 
  Rarity: Incredibly rare, Abominations are illegal to be created, and thus the cult 
  ritual is not performed often. In addition to this, not enough are cruel enough to do 
  the ritual. 
  Planet of Origin: None 
   
  Abomination Abilities 
   +4 Endurance. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Abomination) 
   Unholy Resistance 10. 
   Proficient with Falchions and the Bill. 
   Darkvision 60 ft. 
   1 Human Language and Zomn. 
   
   
   
   
   
   
   
  
  23 
   
  Elementkin 
  Humanoids with strong ties with a specific element. Though not born through a ritual 
  between an elemental and a human, Elementkin come about after a human has spent 
  years on the planet revolving around said element. 
  Physical Description: Elementkin vary in physical appearance, either mimicking the 
  element they’re associated with, or looking just as a human with hair and eye colors 
  matching the element chosen. 
  Most Common Alignment: True Neutral is the most common alignment of Elementkin. 
  Most Common Class: Elementkin are good in most martial classes, allowing them to 
  become exceptional Warlords or even Incant Blades. 
  Most Common Deity: Elementkin don’t have any deities that they prefer to worship. 
  Rarity: Elementkin are uncommon, due to how many years it takes for an Elementkin 
  to be created. 
  Planet of Origin: Efraga (Fire), Uryana (Water), Gurot (Earth), Vruthnet (Electricity), 
  Whuwon (Wind), Lork (Force) 
   
  Elementkin Abilities 
   +2 Strength and Endurance. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Elemental) 
   Elemental Immunity (Chosen at character creation) 
   Elemental Weapon: Add +1d6 elemental damage to weapon. 
   Darkvision 60 ft. 
   1 Human Language and 1 Elemental Language. 
   
   
   
   
   
   
   
   
  
  24 
   
  Seafolk 
  Seafolk are calm and composed, the Seafolk are sea fairing humanoids who can 
  breathe underwater and tend to try helping people. 
  Physical Description: The Seafolk have light blue skin, aqua colored eyes, and tend to 
  be very skinny. Due to them being amphibious, Seafolk have gills, webbed feet, and 
  eyes capable of seeing underwater. 
  Most Common Alignment: Seafolk are more often than not Orderly Neutral or Orderly 
  Holy due to their inclination to helping people. 
  Most Common Class: The Seafolk make good Warlords, Heisters, and even Marksmen 
  though this is uncommon due to underwater ranged weapons being incredibly difficult 
  to use without magical help. 
  Most Common Deity: Seafolk worship any nature deity if any. 
  Rarity: Seafolk are uncommon on their planet of origin, however any planet with 
  large amounts of water (more than 80%) will have higher likelihoods of Seafolk. 
  Planet of Origin: Earth 
   
  Seafolk Abilities 
   +2 Endurance and Agility. 
   15 foot land speed, 30 foot fly speed. 
   Medium size. 
   Humanoid (Seafolk) 
   Elemental Immunity (Water). 
   Gills: Cannot drown in water. 
   Darkvision 60 ft. 
   1 Human Language and Furya. 
   
   
   
   
   
   
   
   
  
  25 
   
  Youkai 
  Youkai are spirits and monsters; the most common forms being animals, and Oni with 
  animals being more tricksters and Oni being more vicious. 
  Physical Description: Youkai’s appearances vary depending on their original form. 
  Their human form has signs of their original form. 
  Most Common Alignment: Animal Youkai are more commonly Disorderly Holy, and Oni 
  Youkai are more commonly Disorderly Unholy. 
  Most Common Class: Youkai make great Chaplains, Spellgrafters, or even Heisters due 
  to their abnormal Luck and magical capabilities. 
  Most Common Deity: Youkai don’t worship any deities. 
  Rarity: Youkai aren’t rare, however those who become more than tricksters are. Oni 
  Youkai more commonly stray from this life due to their more brutal nature. 
  Planet of Origin: Berngulsh 
   
  Youkai Abilities 
   +2 Magic and Luck. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Youkai) 
   Charmers: +4 bonus on Persuasion. 
   1 Human Language and Pront. 
   
  Animal Youkai Abilities 
   Inclined to Animals: Gain a +2 bonus on Skill Checks vs. Animals. 
  Oni Youkai Abilities 
   Tough Body: Gain a +2 bonus to Endurance saves. 
   
   
   
   
   
   
  
  26 
   
  Dhampyr 
  The half-breed of a Vampire and a Human, Dhampyr retain the aspects of both its 
  parents. 
  Physical Description: Dhampyr have the diversity of a human, save that their 
  complexity is very pale as opposed to what is normal. 
  Most Common Alignment: The Dhampyr have very little to worry about in life, and 
  the law is disregarded most of the time. Despite this, they aren’t good or bad. They 
  are commonly Disorderly Neutral. 
  Most Common Class: Being strong, good looking, and overall Lucky, the Dhampyr is 
  good for Warlords, Vim Blades, and even Heisters. 
  Most Common Deity: Dhampyr tend to worship Asnalies. 
  Rarity: Dhampyr are uncommon, being rarer than Vampires. 
  Planet of Origin: None 
   
  Dhampyr Abilities 
   +2 Strength and Luck. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Dhampyr) 
   Proficient with Rapiers. 
   Negativity: Healed and harmed by Holy and Unholy, but ½ healing/harming. 
   2 Human Languages. 
   
   
   
   
   
   
   
   
   
   
  
  27 
   
  Gnome 
  Mischievous little half-breeds of humans and fey-folk, Gnomes don’t carry as much 
  magic as they would, however they carry just as much joy. Gnomes are playful, and 
  like company. Gnomes are also suicidal if they end up eating at least 5 peanuts. 
  Physical Description: Gnomes are physically odd as they can be almost anything 
  except tall, and human-shaped. 
  Most Common Alignment: Gnomes, being incredibly happy and cheerful most of the 
  time a Gnome is associated with any of the Holy alignments. 
  Most Common Class: Gnomes have innate magical capabilities, and thus fit well into 
  any magic using class. 
  Most Common Deity: Gnomes don’t worship a single deity, choosing to be polytheistic 
  regardless of what their deities’ opinion on it is. Even Gnome Chaplains do this, with 
  their deity believing it is just an “experimental phase” 
  Rarity: Gnomes are a very common race. 
  Planet of Origin: None 
   
  Gnome Abilities 
   +2 Magic and Luck. 
   30 foot land speed. 
   Small size. 
   Humanoid (Gnome) 
   +1 Spell DC on Earth Spells 
   Spunky: A Gnome has a great sense of humor, granting them a +2 bonus to 
  Persuasion or Deception when telling a joke. In addition to this, they gain a +2 
  bonus on steal attempts due to their ability to how off their good looks. 
   1 Human Language, Ayran, Naynat, Rugo, and Pront. 
   
   
   
   
   
   
   
  
  28 
   
  Loptyn (Dark Elf) 
  Dark skinned elves that reside in lands with high concentrations of unholy energy. 
  These elves call themselves Loptyn.  
  Physical Description: Loptyn are like elves, save that they have dark skin ranging 
  from a dark silver to a completely pitch black. Their eyes have different colors of blue 
  and violet. 
  Most Common Alignment: Loptyn have a sense of honor despite their cruel nature, 
  making them Orderly Unholy normally. 
  Most Common Class: Loptyn make great magic-users whether they are Zauberers, 
  Chaplains, or Preternaturists. Even Incant Blades and Spellgrafters.  
  Most Common Deity: Loptyn aren’t very religious, and thus don’t worship a deity, 
  however some give thanks to Banadar Arkenach or Asnalies. 
  Rarity: Loptyn aren’t rare so long as elves are common. 
  Planet of Origin: None 
   
  Loptyn Abilities 
   +4 Magic. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Loptyn, Elf) 
   +1 Spell DC on Unholy Spells 
   Cruelty: Gain a +4 bonus to damage against helpless enemies, or enemies who 
  cannot properly defend themselves with a weapon. 
   1 Human Language, Elven, and Shadow Tongue. 
   
   
   
   
   
   
   
   
   
  
  29 
   
  Abat (Light Elf) 
  Elves infused with the holy energies of the heavens, Abat oppose the Loptyn actively 
  due to their differences. 
  Physical Description: The Abat have fair skin, soothingly colored eyes and hair, and 
  calming voices. 
  Most Common Alignment: Abat like peace, but detest the use of laws to control one’s 
  life. Abat are commonly Disorderly Holy. 
  Most Common Class: Abat choose to either become magic users, or martial classes 
  with high tolerances against magic to oppose the Loptyn.  
  Most Common Deity: Abat worship Shinda, seeking her angels for help. 
  Rarity: Abat aren’t rare so long as Elves and Loptyn are common. 
  Planet of Origin: None 
   
  Abat Abilities 
   +4 Resistance. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Abat, Elf) 
   +1 Spell DC on Holy Spells 
   Serene: +4 on Resistance saves vs. psychic spells. 
   1 Human Language, Elven, and Anglic. 
   
   
   
   
   
   
   
   
   
   
   
  
  30 
   
  Mi-Go 
  Fungus creatures from space, the Mi-Go are high tech aliens from a land where 
  humans dare not enter. 
  Physical Description: Mi-Go are large, pinkish, and crustacean-like despite their 
  classification as a “fungus”. They do not have eyes or hair, but rather tendrils that 
  sprout from where their head would be. 
  Most Common Alignment: Mi-Go despite being alien in nature, are scientists and 
  colonists. They experiment when they can, even if it would be taken too far. They’re 
  commonly Neutrally Unholy. 
  Most Common Class: The Mi-Go make good Spellgrafters as this fills their love of 
  science and technology as well as their magical capabilities. Despite this, they can 
  make well-rounded Heisters or even a good Marksman or Desperado. 
  Most Common Deity: Mi-Go worship deities that bend outside of human’s perception. 
  Elder Deities of any kind may be worshipped by the Mi-Go. 
  Rarity: Common on Yuggoth, and uncommon anywhere else. 
  Planet of Origin: Yuggoth 
   
  Mi-Go Abilities 
   +2 Resistance and Agility. 
   15 foot land speed, 30 foot fly speed. 
   Medium size. 
   Plant (Mi-Go) 
   Immune to Poison, Suffocation, and Drowning 
   From Space: Mi-Go do not need to breathe and can survive in the outer reaches 
  of space. 
   1 Human Language, and Ano. 
   
   
   
   
   
   
   
  
  31 
   
  Clone 
  A product of alchemical work, Clones are made when two people’s DNA are taken and 
  morphed together in an alchemy vat in order to make a living being. The results vary… 
  Physical Description: Clones, due to being a mix of two or more people, take aspects 
  from every person they share DNA with. Any hair color, eye color, skin tone, and body 
  structure are likely so long as the host has it. 
  Most Common Alignment: Clones tend to mimic one of the people they share DNA 
  from, however those who grow a mind for themselves tend to stray towards 
  Neutrality. 
  Most Common Class: Clones fit into any class, and thus can fill many roles. 
  Most Common Deity: None, Clones are typically against Religion or simply don’t take 
  interest in worship. 
  Rarity: Where alchemy is legal, Clones follow. However, not all places allow cloning 
  as it leads to a spike in the population. 
  Planet of Origin: Heion 
   
  Clone Abilities 
   Exact Replica: Choose a single race. The clone uses the stats from that race, 
  except one of their abilities aside from their ability score bonuses, land speed, 
  size, and language are swapped out for the following below. 
   Manufactured: Clones do not age, and do not need to eat or sleep in order to 
  survive. Along with this, they are immune to holy and unholy energy. This also 
  makes them immune to healing from these two energy types, meaning they can 
  only be healed through potions and heal checks. 
   
   
   
   
   
   
   
   
   
  
  32 
   
  Sustinere 
  A race of sentient bear people who are pride themselves on their warrior heart. 
  Sustinere means bear (as in to bear arms) in Latin, reflecting their militaristic nature. 
  It is uncommon to call an adult an Ursus as these are reserved for the children. 
  Physical Description: Sustinere have coats of fur with colors of red, brown, and black 
  most commonly. Males sometimes have fur missing due to their restless battles, and 
  females tend to keep their fur short. 
  Most Common Alignment: Sustinere are honorable, valiant, and seek to uphold a 
  code of conduct made for them, or one that they’ve made for themselves. Due to 
  their honor, their spirit is particularly strong. They are commonly Orderly Neutral. 
  Most Common Class: The Sustinere make excellent Warlord (Berserkers) for the more 
  savage, or Chaplain (Crusaders) for the more valiant. 
  Most Common Deity: Sustinere worship any Order deity, though more tending towards 
  Orderly Neutral and Orderly Holy than Orderly Unholy. 
  Rarity: Sustinere are common unless technology is abundant due to their scorning of 
  advanced tech. 
  Planet of Origin: Venus (Beauty in Latin) 
   
  Sustinere Abilities 
   +2 Strength and Resistance. 
   20 foot land speed. 
   Large size. 
   Humanoid (Sustinere) 
   +4 bonus on Endurance saves and Fortitude skill checks. 
   Overwhelming Resilience: Sustinere gain an additional +2 HP per level. 
   1 Human Language, and Rawn. 
   
   
   
   
   
   
  
  33 
   
  Classes 
  Classes determine what a character specialize in combat and roleplay-related 
  situations. 
  At 5th, 10th, 15th, 20th, 25th, and 30th levels the class gains a new level of power, 
  making them greater than they had been before and more heroic. These powers are 
  called the following: 
   5th Level: First Awakening 
   10th Level: Second Awakening 
   15th Level: Third Awakening 
   20th Level: Heroic Awakening 
   25th Level: Unchained Awakening 
   30th Level: True Awakening 
  Each class has a “Hit Points per Level” that determine how much punishment they can 
  take. Sometimes subtypes grant more or less hit points, depending on the subtypes. 
  Multi Classing: A character can take levels in a different class starting at level 2 and 
  beyond. The class they initially took levels in is the class they gain Awakenings in 
  however. A multi-classing character must have equal or greater levels in his main 
  class with their other class. 
  Class Subtypes: Some classes have subtypes which are different versions of the 
  standard class. The way they are written out as follows: Class Name (Subtype Name). 
  Some subtypes change abilities, and others can change the Hit Points per level as well 
  (though changing the Hit Points per level should never be everything that’s changed). 
  If an ability is changed in by the subtype, it replaces the original ability listed.  
  Skills per Level: This is a number of skill ranks the character gets. 
  Attack Bonus: A static bonus added onto all attack rolls. There are two types of 
  “Attack Bonus” progressions which is Fast (as seen on the Warlord) and Slow (as seen 
  on the Zauberer). In addition to this, there is “Attacks per Round” which shows how 
  many attacks the character can do on a full round. There is fast, medium, and slow. 
  NPCs: Any Non-Player Characters (NPCs for short) do not receive Awakenings when 
  given any of the classes listed below, however they gain any other abilities of the 
  class. Giving NPCs any Awakenings should be reserved for specific NPCs like bosses 
  and important figures, displaying their power and place in the world. NPCs are 
  typically built using the Standard Point Buy (or Low if the characters use the Low 
  track, though this is up to the GM). This keeps them from overpowering the players 
  and has them at a manageable level. NPCs without a class have the following stats: 
  HP per Level: 2 
  Skill Points per Level: 4 
  
  34 
   
  Warlord 
  Users of various weapons or even their fists, Warlords take fights to the front line 
  with blades and axes, or to the backlines as bowmen or javelin throwers. 
  Warlords have 10 Hit Points per Level 
  Warlords gets 4 skill points per level. 
   
  Level Special Abilities 
  Attack Bonus Atk/round 
  1st 
  Weapon Training +1, Armor Training +1 
  +0 
  1 
  2nd 
  Martial Talent 
  +0 
  1 
  3rd 
  Weapon Training +2 
  +0 
  1 
  4th 
  Martial Talent 
  +0 
  1 
  5th 
  First Awakening, Armor Training +2 
  +2 
  1 
  6th 
  Martial Talent 
  +2 
  1 
  7th 
  Weapon Training +3 
  +2 
  1 
  8th 
  Martial Talent 
  +2 
  2 
  9th 
  Armor Training +3 
  +2 
  2 
  10th 
  Second Awakening, Martial Talent 
  +4 
  2 
  11th 
  Weapon Training +4 
  +4 
  2 
  12th 
  Martial Talent 
  +4 
  2 
  13th 
  Armor Training +4 
  +4 
  2 
  14th 
  Martial Talent 
  +4 
  2 
  15th 
  Third Awakening, Weapon Training +5 
  +6 
  2 
  16th 
  Martial Talent 
  +6 
  3 
  17th 
  Armor Training +5 
  +6 
  3 
  18th 
  Martial Talent 
  +6 
  3 
  19th 
  Weapon Training +6 
  +6 
  3 
  20th 
  Heroic Awakening, Martial Talent 
  +8 
  3 
  21st 
  Armor Training +6 
  +8 
  3 
  22nd 
  Martial Talent 
  +8 
  3 
  23rd 
  Weapon Training +7 
  +8 
  3 
  24th 
  Martial Talent 
  +8 
  4 
  25th 
  Unchained Awakening, Armor Training +7 
  +10 
  4 
  26th 
  Martial Talent 
  +10 
  4 
  27th 
  Weapon Training +8 
  +10 
  4 
  28th 
  Martial Talent 
  +10 
  4 
  29th 
  Armor Training +8 
  +10 
  4 
  30th 
  True Awakening, Weapon Training +10, Armor Training +10, Martial Talent 
  +12 
  4 
   
  Weapon and Armor Proficiency 
  Warlords gain proficiency with Simple and Martial weapons. They’re also proficient 
  with Light, Medium, Heavy armor and Shields. 
  
  35 
   
  Weapon Training 
  At 1st level, Warlords gain a +1 bonus to Attack and Damage with a weapon of their 
  choice. Once this weapon is chosen, it can be changed through a 24 hour training 
  session with a new weapon. These hours need not be consecutive. 
  Their +1 bonus increases as per the chart above. 
  Armor Training 
  At 1st level, Warlords gain a +1 bonus to Defense and Avoid with an armor of their 
  choice. Once this armor is chosen, it can be changed through a 24 hour training 
  session with the selected armor. These hours need not be consecutive. 
  Their +1 bonus increases as per the chart above. 
  First Awakening 
  The Warlord gains a +10 bonus to their foot speed while wearing armor, and reduce 
  the Armor Penalty by 1. 
  Second Awakening 
  The Warlord gains a free talent as well as an additional 10 HP. 
  Third Awakening 
  The Warlord’s bonus to his foot speed increases from +10 to +20. 
  Heroic Awakening 
  The Warlord’s reduction of the Armor Penalty goes from 1 to 3. 
  Unchained Awakening 
  The Warlord can 1 + ½ AGI Modifier per day grant themselves an additional move 
  action. Can only be done once per round. 
  True Awakening 
  The Warlord gains an additional 20 hit points, and can select an additional weapon for 
  his Weapon Training. 
   
   
   
   
   
   
   
   
  
  36 
   
  Martial Talent 
  At 2nd level and every even level thereafter, they gain an additional Martial Talent. 
  The following abilities below are Martial Talents. 
  Name 
  Prerequisite 
  Description 
  Sharp Blade 
  ― 
  Single melee attack deals damage, and reduces 
  target’s Defense by ½ Warlord’s level. 
  Heart Ripper 
  ― 
  +2 damage on a critical hit. 
  Improved Heart Ripper 
  Heart Ripper, Level 6th 
  +4 damage on a critical hit. 
  Pushing Bludgeon 
  Weapon Training 
  (Bludgeoning) 
  If opponent is hit, gain free Bull Rush on top of 
  damage. 
  Strong String 
  Weapon Training (Bow) 
  Increase the bow’s range by 10 per Weapon Training 
  bonus. 
  Hardened 
  ― 
  Gain Armor Training * 4 as a bonus to Hit Points. 
  Strong Strike 
  Weapon Training 
  (Melee/Ranged) 
  Sacrifice Weapon Training bonus to attack and 
  double Weapon Training bonus to damage. 
  Sure Strike 
  Weapon Training 
  (Melee/Ranged) 
  Sacrifice Weapon Training bonus to damage and 
  double Weapon Training bonus to attack. 
  Brace for Impact 
  Armor Training (Heavy) 
  Sacrifice Armor Training bonus to avoid and double 
  Armor Training bonus to defense. 
  Out of the Way 
  Armor Training (Light) 
  Sacrifice Armor Training bonus to defense and double 
  Armor Training bonus to avoid. 
  Leadership 
  ― 
  Allies within 10 feet gain your Weapon Training or 
  Armor Training instead of you. 
  Improved Leadership 
  Leadership 
  Increase range to 20 feet, and you gain half the 
  Weapon and Armor Training bonuses. 
  Disbelief 
  No levels in Chaplain 
  Divine magic has 25% chance to fail on you. 
  Don’t Stop 
  20 HP 
  When at ½ HP or lower, gain a +2 bonus to attack. 
  Never Stop 
  40 HP, Level 8 
  When lower than ½ HP, gain a +2 bonus to damage. 
  Devoted Knight 
  Knight of an army 
  When adjacent to allies of their army, grant the ally 
  a +2 bonus to defense. 
  Wild Defender 
  Forest Homeland 
  Gain a +1 bonus on damage rolls while in a forest. 
  Devotion against Magic 
  No levels in 
  Zauberer/Incant Blade 
  Arcane magic has a 25% chance to fail on you. 
  Strong Mind 
  No levels in 
  Preternaturist 
  Psychic magic has a 25% chance to fail on you. 
  Optimistic 
  ― 
  Penalties from spells are halved. If the penalty is 1, 
  it’s negated. 
  Magic Weapon Bond 
  Weapon +1 
  Gain an additional language from the magic weapon, 
  and gain 1d4 elemental damage 3/day for 2 rounds. 
  Mount 
   
   
   
  Handle Animal 2 Ranks 
  Gain a horse who starts at ½ your current level. This 
  animal is your pet and helps you. Horse can be 
  replaced 24 hours after the initial one dies. 
  Immediate Reaction 
  ― 
  Take a five foot step as an immediate action if your 
  opponent moves away. 
  
  37 
   
  Last Light 
  Warlord Level 10 
  Must be at a negative equal to double your 
  Endurance to die for 4 rounds. After of which, if 
  you’re at a negative = to Endurance, instantly die. 
  Arm Shield 
  ― 
  When you have no shield, use your arm as a Buckler. 
  Arm takes damage. When at 0 Arm HP, lose bonus. 
  Divert Vital Areas 
  Endurance 10 
  If an attack is made to the eyes/ears/groin you can 
  redirect the damage to an arm or leg until crippled. 
  Oversized Weaponry 
  Strength 15 
  You are skilled in using weapons larger than your 
  own body itself. Increase the damage dice of the 
  weapon you took Weapon Training in. Wears off if 
  another weapon is chosen for Weapon Training. 
  Parry Attack 
  Attack Bonus +4 
  Beat an attack away and prevent it from doing 
  damage. This can be used 1/round. You must make 
  an attack roll that beats the opponent’s attack roll. 
  Tandem Charge 
  Agility 10 
  Adjacent allies have a free charge with the Warlord. 
  Dragon Strike 
  Strength 20 
  Add additional damage to one attack equal to double 
  Strength mod 1/day. This is factored in after a 
  critical hit. 
  Dangerous Strike 
  ― 
  Weapon’s critical multiplier increases by x1. This can 
  only be taken once per weapon. 
  God Strike 
  Dangerous Strike, 
  Warlord Level 30 
  Weapons with Dangerous Strike increase critical 
  modifier by x1 again. Bypasses x5 limit. 
  Kneecap Blow 
  Attack Bonus +6 
  Take no penalty when attacking legs 2/day. 
  Elbow Blow 
  Attack Bonus +6 
  Take no penalty when attacking arms 2/day. 
  Eyebrow Cut 
  Attack Bonus +8 
  Take no penalty when attacking heads 2/day. 
  Crotch Cut 
  Attack Bonus +8 
  Take no penalty when attacking groins 2/day. 
  Eye Pop 
  Attack Bonus +10 
  Take no penalty when attacking eyes 2/day. 
  Ear Pop 
  Attack Bonus +10 
  Take no penalty when attacking ears 2/day. 
  Decapitation 
  Warlord Level 26 
  Enemies with less than 15 Head HP is decapitated 
  when head is crippled. Enemy must be lower than 5 
  levels of the Warlord. 
  Disembowelment 
  Warlord Level 16 
  Enemies with less than 40 Torso HP is disemboweled 
  when torso is crippled. Enemy must be lower than 5 
  levels of the Warlord. 
  Stable Hand 
  Agility 10 
  Gain a +5 Stability when enemy is attempting disarm 
  Bloody Fists 
  Unarmed Strike 1d8 
  With each kill of an enemy within 5 levels of the 
  Warlord, they gain +1 Attack/Damage. This stacks. 
  Firearm Training 
  ― 
  Gain proficiency in a single firearm. Can be taken 
  multiple times, gaining new proficiencies. 
  Firearm Mastery 
  Firearm Training, 
  Warlord Level 20 
  Add Agility modifier to damage with firearms chosen 
  with Exotic Weapon Proficiency or Firearm Training. 
  High Jump 
  Armor Training (Light) 
  Once per day, jump up to 15 ft. as if the Warlord has 
  a fly speed of 15 ft. 
  
  38 
   
  Dominating Presence 
  Persuasion 4 Ranks 
  All enemies focus on the Warlord for their attack 
  rolls for 5 rounds. This can be used 2/day. 
  Safety is NOT a Concern 
  Luck 12, Agility under 6 
  Gain Luck to Defense and Attack instead of Agility. 
  This does not affect Avoid or Agility-based skills. 
  Tower Slammer 
  Tower Shield equipped 
  Use tower shield as if it were a large sized club 
  without penalties. Enemies hit are pushed back 5 ft. 
  + 5 ft. for every 5 above 5 STR the Warlord has. 
  Do Unto Others 
  Warlord Level 4 
  Upon being hit, make a free reactionary attack 
  against the opponent. On a hit, deal half their 
  damage back. Cannot target specific body parts.  
  Batter Up 
  Weapon Training 
  (Bludgeoning Weapon) 
  Once per day knock enemies’ ranged or thrown 
  ranged attack back at them, dealing their damage to 
  them instead if their attack roll would hit them. 
  Magically Batter Up 
  Batter Up, Magic 7 
  Gain an additional use of Batter Up, and gain the 
  ability to use it against ranged magical attacks. 
  Feral Attack 
  Warlord (Berserker) 
  Gain a +2 damage on melee attacks when in feral 
  rage if the enemy is wearing light or no armor. 
  Staying Weapon 
  Weapon Training (Ranged 
  Piercing Weapon) 
  Once per day if a thrown ranged weapon hits an 
  enemy, their Speed is reduced to 0 ft. for 2 rounds. 
  Uppercut 
  Unarmed Strike 1d10 
  Once per day, enemy hit by unarmed attack is 
  launched 1d10 + STR modifier ft. in the air (rounded 
  to the nearest 5 ft.) 
  Sneaking Strike 
  Stealth 8 Ranks 
  Gain +1d6 damage on attack rolls against enemies 
  while in Stealth. This can be taken multiple times, 
  gaining an additional d6 each time. (Max 15d6) 
  Grab and Strike 
  Improved Disarm Talent 
  On a successful disarm attempt, if the Warlord has a 
  free hand, they can make a free attack roll using the 
  weapon they disarmed from their target. 
  Destined 
  Warlord Level 20, LUK 20 Engrossed in destiny and fate, the Warlord can re-
  roll one attack roll per round and take the better 
  result. 
  Warrior of Destiny 
  Warlord Level 25, 
  Destined 
  The Warlord can instead sacrifice their ability for the 
  round to grand this ability to an ally within 10 ft. 
  Powerful Pull 
  Weapon Training (Bow) 
  Gain Strength modifier as damage on bows. Doesn’t 
  affect crossbows. 
  Firearm Mastery 
  Weapon Training 
  (Firearm) 
  Gain ½ Agility modifier as damage on firearms. 
  Doesn’t affect Flamethrowers or RPG-7. 
  Armor Maneuverability 
  ― 
  Reduce Armor Penalty by 1. This can be taken up to 
  3 times. 
  Armored Dodging 
  ― 
  Increase Agility to Defense by 1. This can be taken 
  up to 3 times. 
  Never Surprised 
  Warlord Level 10 
  On a surprise round, use Defense instead of Avoid. 
  Magically Inclined 
  Levels in Zauberer 
  Apply Weapon Training to a single attack spell. 
  Blunt Force Trauma 
  Weapon Training 
  (Bludgeoning Weapon) 
  When using a bludgeoning weapon to do nonlethal 
  damage, take no penalties when doing so. 
  
  39 
   
  Shield Ally 
  ― 
  Grand adjacent ally your shield bonus to their 
  Defense instead of yours. 
  Bouncing Weapon 
  Weapon Training 
  (Thrown Weapon) 
  Thrown weapon, upon hitting its initial target, can 
  bounce to 1 additional target + 1 more person per 
  point the character has in Agility. 
  Improvised Weapon Master 
  ― 
  Gain Weapon Training bonus with Improvised 
  Weapons. 
  Charge of the Strongest 
  ― 
  Gain an additional +1 to attack and damage. 
  Cut Through 
  Improved Overrun Talent Make a free attack on a successful overrun attempt. 
  Double Punch 
  Unarmed Strike 1d8 
  On a charge attack, use all unarmed attacks at once 
  at a -4 penalty. 
  Powerful Throw 
  Weapon Training 
  (Thrown Weapon) 
  Gain a +4 damage on a single attack roll with a 
  thrown weapon. 
  Dual Throw 
  Quick Draw Talent 
  Throw multiple thrown weapons on a full-round 
  action. 
  Karate Chop 
  Unarmed Strike 1d6 
  Deal slashing or piercing damage with Unarmed 
  Strikes. 
  Strong Arm 
  Attack Bonus +2, 
  Strength 12 
  Add all of Strength to hit with a Brutish weapon, or 
  ½ Strength to hit without a Brutish weapon. 
   
  Warlord (Berserker) 
  These hardened raging battlers use their inner anger to slam down those they wish to 
  kill. In addition to this, they can take more punishment than even typical soldiers. 
  Warlords of the Berserker Subtype have 12 Hit Points per Level 
  Weapon and Armor Proficiencies 
  The Berserker isn’t proficient with heavy armor and shields, but are still proficient 
  with light and medium armor. They are also still proficient with simple and martial 
  weapons as well as 2 exotic weapons of their choice. 
  First Awakening 
  The Berserker can enter a feral rage for 3 + Endurance modifier rounds granting 
  themselves a +4 bonus to Strength, Endurance, and Agility however they lower their 
  Defense and Avoid by 4 while in this rage also. Because of their bonus to Endurance, 
  they gain a number of HP equal to the bonus to Endurance multiplied by their level. 
  Third Awakening 
  The Berserker’s feral rage bonuses increase to +8, and the penalties to Defense and 
  Avoid increase to -8. 
  True Awakening 
  The Berserker’s feral rage bonuses increase to +12, and the penalties to Defense and 
  Avoid increase to -12. 
  
  40 
   
  Warlord (Pit Fighter) 
  Using the specialized tactics utilized within the various arena pits, Pit Fighters often 
  enjoy combat and view it as a sport. Despite this, they are no stranger to danger. 
  Weapon and Armor Proficiencies 
  Pit Fighters gain proficiency with a single exotic weapon of his choice, and loses 
  proficiency with medium and heavy armor, and shields. 
  First Awakening 
  A Pit Fighter’s crowd-based combat has rubbed off on him giving him an ego. If he 
  chooses to engage in a 1-on-1 fight against a single guy with allies and enemies as 
  either an audience or participants in the fight, he gains a +2 to attack and damage 
  against the guy he is dueling against. If an ally or enemy tries to interrupt the battle, 
  his bonuses do not end however if he attacks them on his turn instead of the chosen 
  target, he loses the bonuses to attack and damage. 
  Second Awakening 
  The Pit Fighter gains proficiency in an additional exotic weapon. 
  Third Awakening 
  The Pit Fighter takes no penalties when charging the enemy he deems to engage in a 
  1-on-1 fight. In addition to this, the bonuses increase to +4 attack and damage. 
  Heroic Awakening 
  +2 Agility and Luck when wearing light or no armor. 
  True Awakening 
  The Pit Fighter can select a number of targets for a 1-on-5 fight when on a 
  battlefield, rather than a 1-on-1 only. 
  Warlord (Swashbuckler) 
  Taking the particularly charming and upbeat route in life, Swashbucklers tend to 
  crack jokes and have a good time while they’re fighting, though not as much as the 
  Pit Fighter their glee is spurred by the constant optimistic mindset of a trickster. 
  Weapon and Armor Proficiencies 
  The Swashbuckler isn’t proficient with Medium and Heavy armor. 
  First Awakening 
  Attacks made with Rapiers, Estocs, and Scimitars have their Weapon Training bonus 
  doubled. 
  Second Awakening 
  While wearing light armor, the Swashbuckler gains a +10 foot movement bonus. 
  Heroic Awakening 
  When targeting an area on the body with a piercing weapon, the Swashbuckler gains a 
  bonus to hit equal to ¼ his level (max +7 at 28th level) 
  
  41 
   
  Warlord (Brawler) 
  Using their fists as their primary weapon, the Brawler beats down their opponents 
  with the might behind their unarmed attacks and makes the opponent weep in pain. 
  Weapon and Armor Proficiencies 
  The Brawler isn’t proficient with Shields or Martial weapons. 
  Unarmed Training 
  Instead of gaining bonuses to attack and damage with a selected weapon, the Brawler 
  increases just how much he can do with his fists. Starting at 1st level, his fists deal 
  1d4, and at every level he’d gain Weapon Training the dice increase by 1 step (to a 
  maximum of 2d12 at 30th level.) 
  Weapon Training Bonus 
  Damage Dice 
  +1 
  1d4 
  +2 
  1d6 
  +3 
  1d8 
  +4 
  1d10 
  +5 
  1d12 
  +6 
  2d6 
  +7 
  2d8 
  +8 
  2d10 
  +10 
  2d12 
   
  First Awakening 
  Attacks made with Unarmed Strikes can count as Bludgeoning, Piercing, or Slashing. 
  Second Awakening 
  The Brawler gains a +5 bonus to initiate a grapple, disarm an enemy, or trip them. 
  Heroic Awakening 
  Unarmed Strikes bypass magic and metal-based Damage Reduction, counting as the 
  metals for the sake of the DR. 
  Unchained Awakening 
  The bonus to initiate grapples, disarm, and trip increases to a +10. In addition to this, 
  the Brawler gains a +5 bonus to his Stability. 
  True Awakening 
  Once per day, an attack made to target a body part instantly cripples it, regardless of 
  how much damage is dealt. Despite the body part’s “0 HP” effect being activated, 
  damage is dealt normally to the limb, and if it would already be brought to 0 HP the 
  effects do not stack and the ability is not wasted. 
   
   
  
  42 
   
  Warlord (Tactician) 
  Leaders of armies, militia, or even mercenary groups a Tactician is an essential part 
  of groups and they use their prowess in assisting allies for the good of their group. 
  Weapon and Armor Proficiencies 
  Tacticians aren’t proficient with Heavy armor, but they gain proficiency with a single 
  exotic weapon. 
  First Awakening 
  Tacticians help lead their group, maybe not as a true leader but as a tactical fighter. 
  For 6 rounds per day, they can grant all allies within 60 ft. one of the bonuses listed 
  below. In addition to this, they gain an additional +2 for how many rounds per day 
  they can use their First Awakening, increasing each time they’d gain an Awakening. 
   +2 Attack/Damage 
   +10 ft. Movement Speed 
   +2 Defense/Avoid 
  Second Awakening 
  A Tactician’s bonuses they can grant to allies increase to the following. 
   +4 Attack/Damage 
   +20 ft. Movement Speed 
   +4 Defense/Avoid 
  Third Awakening 
  The Tactician’s bonuses they can grant increase again to the following. 
   +6 Attack/Damage 
   +30 ft. Movement Speed 
   +6 Defense/Avoid 
  Heroic Awakening 
  The Tactician’s bonuses they can grant increases one last time to the following. 
   +8 Attack/Damage 
   +40 ft. Movement Speed 
   +8 Defense/Avoid 
   
   
   
   
   
  
  43 
   
  Warlord (Demon Slayer) 
  Killing demons, undead, and all of the enemies to life in general the Demon Slayer 
  likes to show off their bizarre style of combat. 
  Weapon and Armor Proficiencies 
  Demon Slayers gain proficiency with chainsaws and the shotgun. They lose proficiency 
  with Heavy armor and Shields. 
  First Awakening 
  Demon Slayers show off their talent with showing off. They can use a chainsaw and a 
  shotgun with two-weapon fighting, taking the penalties listed for two-weapon fighting 
  even if they don’t possess the talent. If they possess the two-weapon fighting talent, 
  they take the penalties as if their off-hand weapon is light. 
  Second Awakening 
  The Demon Slayer’s Weapon Training can apply to both their chainsaw and their 
  shotgun. 
  Third Awakening 
  When attacking with their shotgun, shotgun shells double their uses. 
   
  Warlord (Knight/Samurai) 
  Following either a King or a Shogun, these devoted warriors serve with their life. 
  Knights are from more European civilizations while Samurai are from Asian countries. 
  First Awakening 
  Due to their devotion and strong focus to their leader, the Knight/Samurai gains +2 
  Resistance saves. 
  Second Awakening 
  Unfazed by attempts at scaring them, they are immune to shaken, frightened, and 
  panicked. 
  Third Awakening 
  Using their devotion to its maximum potential, the Knight/Samurai can make a strike 
  that makes enemies stop in their tracks. For a number of times per day equal to 1 + 
  Luck modifier, the Knight/Samurai can grant themselves bonus dice to damage equal 
  to 1d8 + an additional d8 per Luck modifier. 
   
   
   
   
  
  44 
   
  Warlord (Dragoon) 
  Those who ride horses and quickly dismount to fight on land, these fighters use 
  martial combat as well as firearms. 
  Weapon and Armor Proficiencies 
  Dragoons gain proficiency with pistols and rifles. 
  First Awakening 
  The Dragoons gain a large-sized creature as a mount, the mount’s level equal to ½ 
  the Warlord’s level. A Dragoon can mount and dismount their mount as a swift instead 
  of a move action. 
  Second Awakening 
  The Dragoon’s mount gains a +10 ft. movement speed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  45 
   
  Zauberer 
  Practitioners of arcane and elemental magic using its power to bend opponents to 
  their will, and to destroy those who wish to threaten them. 
  Zauberer have 6 Hit Points per Level 
  Zauberers get 4 skill points per level. 
   
   
   
   
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Magic Aptitude +2 
  6 
  +0 
  1 
  2nd 
  Zauberer Weaves 
  7 
  +0 
  1 
  3rd 
   
  8 
  +0 
  1 
  4th 
  Zauberer Weaves 
  9 
  +0 
  1 
  5th 
  First Awakening 
  10 
  +0 
  1 
  6th 
  Zauberer Weaves 
  11 
  +0 
  1 
  7th 
  Magic Aptitude +4 
  12 
  +0 
  1 
  8th 
  Zauberer Weaves 
  13 
  +0 
  1 
  9th 
   
  14 
  +0 
  1 
  10th 
  Zauberer Weaves, Second Awakening 
  15 
  +2 
  1 
  11th 
   
  16 
  +2 
  1 
  12th 
  Zauberer Weaves 
  17 
  +2 
  1 
  13th 
  Magic Aptitude +6 
  18 
  +2 
  1 
  14th 
  Zauberer Weaves 
  19 
  +2 
  1 
  15th 
  Third Awakening 
  20 
  +2 
  2 
  16th 
  Zauberer Weaves 
  21 
  +2 
  2 
  17th 
   
  22 
  +2 
  2 
  18th 
  Zauberer Weaves 
  23 
  +2 
  2 
  19th 
  Magic Aptitude +4 
  24 
  +2 
  2 
  20th 
  Zauberer Weaves, Heroic Awakening 
  25 
  +4 
  2 
  21st 
  Magic Aptitude +6 
  26 
  +4 
  2 
  22nd 
  Zauberer Weaves 
  27 
  +4 
  2 
  23rd 
   
  28 
  +4 
  2 
  24th 
  Zauberer Weaves 
  29 
  +4 
  2 
  25th 
  Magic Aptitude +4, Unchained Awakening 
  30 
  +4 
  2 
  26th 
  Zauberer Weaves 
  31 
  +4 
  2 
  27th 
   
  32 
  +4 
  2 
  28th 
  Zauberer Weaves 
  33 
  +4 
  2 
  29th 
   
  34 
  +4 
  2 
  30th 
  Zauberer Weaves, True Awakening 
  35 
  +6 
  2 
  
  46 
   
  Weapon and Armor Proficiency 
  Zauberer gain proficiency with Simple weapons, but not armor. Armor imposes a 50% 
  failure chance when casting spells wearing it. 
  Magic Aptitude 
  Starting at 1st level, the Zauberer selects an element of magic from the arcane magic 
  list. When casting that element, he gains a +2 bonus to attack, damage, and saving 
  throws with the element. This increases by +2 every 10 levels after 1st to a maximum 
  of +6 at 21st level. A different element can be chosen, with the minimum bonus. 
  Zauberer Weaves 
  Tampering with the essence of magic itself allows the Zauberer to specialize in 
  focuses, and train their abilities up past that of the normal magic user. At 2nd level 
  and every even level thereafter, they choose a Zauberer Weave from one of the ones 
  listed below. These can be chosen multiple times. If the bonus for being taken again 
  isn’t simply a +1 to the abilities’ effects, it’ll have a description of what is done. 
  Zauberer Weave 
  Prerequisite 
  Description 
  Magical Defenses 
  Magic Aptitude 
  When this is chosen, you gain a 2 Resistance vs 
  the element chosen with your Magical Aptitude. 
  Simplify Spell 
  Level 20 
  1/day turn a Complex Spell into a Simple Spell. 
  When taken again, add another use per day. 
  Extended Duration 
  N/A 
  Increase the duration of a spell by 1 round. 
  Additional Languages 
  N/A 
  Gain 2 additional human languages. This can be 
  taken again, adding 2 more human languages. 
  Magic Agility 
  Magic 10 
  Add 2 points of your Magic bonus to Avoid along 
  with Agility. 
  Like Dragon, Like Son 
  Magic Aptitude (Fire) 
  Spend a use of spellcasting to do a 30 ft. cone 
  breath weapon that deals 2 points of fire damage 
  with an AGI save for half. Take again, +2 damage 
  Strong Electricity 
  Magical Aptitude 
  (Electricity) 
  Damage dealt with electricity attacks have a 10% 
  chance of bouncing to adjacent enemies dealing 
  ½. When taken again, add 5% to this chance. 
  Pushing Shockwave 
  Magical Aptitude 
  (Force) 
  Spend a use of spellcasting to roll a free trip 
  attempt against enemies within 5 ft. When taken 
  again, add 5 ft. to this. 
  Storm Magic 
  Magical Aptitude 
  (Wind) 
  Reduce an enemies’ avoid by 2 when casting a 
  wind spell. Lasts for 3 rounds. Taken again, +2 
  avoid reduction. 
  Bloody Spikes 
  Magical Aptitude 
  (Water) 
  If an enemy has taken damage, spend a use of 
  spellcasting to deal 2 bleed damage to them. 
  Taken again, +2 bleed damage. 
  Telekinetic Rock 
  Magical Aptitude 
  (Earth) 
  Send a rock hurdling at the enemy by spending a 
  use of spellcasting, dealing 2 damage to them. 
  Taken again, +2 damage. 
  
  47 
   
  First Awakening 
  Cast one spell of the Zauberer’s choice once per day without expending a use of 
  spellcasting. 
  Second Awakening 
  The Zauberer is able to apply their Magical Aptitude element to a spell of a different 
  element type 3 times per day. They can use their First Awakening ability 2/day. 
  Third Awakening 
  Once per day, the Zauberer emits a light glow matching the color of their element 
  (red fire, blue water, white wind, green force, brown earth, yellow electricity). They 
  gain immunity towards that element for 5 rounds. 
  Heroic Awakening 
  The Zauberer gains Spell Resistance 10 + Resistance Modifier for 3 rounds once per 
  day. 
  Unchained Awakening 
  The Zauberer gains DR 10/Magic for 5 rounds once per day, can use their First 
  Awakening 4/day, and use their Heroic Awakening 4/day. 
  True Awakening 
  One spell of the Zauberer’s choice has one of the following effects. Once it is chosen, 
  it cannot be changed later. If the spell has multiple of these options, only one affects 
  it. 
   If it deals damage, it always deals maximum damage when cast. 
   If it has a saving throw, the DC is +10. 
   If it has a duration, the duration is doubled. 
   If it has a penalty (such as a -4 to AC, or -4 to Agility), that penalty is doubled. 
  Zauberer (Blutmagier) 
  Using their hit points to cast spells, these Zauberers are healthier than normal to 
  compensate for the fact that they constantly deal damage to themselves. 
  Zauberer of the Blutmagier Subtype have 8 Hit Points per Level 
  Blood Aptitude 
  Instead of the elemental focus that normally comes with the Zauberer, a Blutmagier 
  has a special focus with blood magic. The Blutmagier gains the Magic Aptitude bonus 
  to attack and damage rolls with their blood magic. For the purpose of Zauberer 
  weaves, the Blutmagier uses the Water Magical aptitude. 
  First Awakening 
  When casting a spell the Blutmagier deals 5 damage to themselves in order to grant to 
  themselves a +5 bonus to Defense, and gains a bonus to Fortitude equal to ½ the 
  Blutmagier’s level. 
  
  48 
   
  Second Awakening 
  This functions as normal, but the First Awakening increase instead reduces damage 
  dealt to themselves to 4 instead of 5. 
  Third Awakening 
  The glow from the Third Awakening is a dark maroon, and they instead gain DR 2/- for 
  5 rounds instead of immunity to elements. 
  Unchained Awakening 
  Blutmagier gains a +5 bonus to attack while under half HP. First Awakening deals 1 
  damage instead of 2, and Heroic Awakening 4/day. 
  True Awakening 
  Once per day, the Blutmagier reduces all damage dealt to themselves except from 
  their own sources. 
  Zauberer (Blutlinie) 
  These magic users take energy from their bloodline, and manipulate the energy that 
  courses through their veins. 
  First Awakening 
  Blutlinies gain one of the following bloodlines. Instead of the standard Awakenings 
  gained, the bonuses from the Bloodlines increase by +1 at each level an Awakening 
  would be gained. 
   Angelic: Gain a +1 bonus to attack and damage rolls against demons or 
  humanoid (demon) enemies. In addition to this, they gain Unholy Resistance 1. 
   Demonic: Gain a +1 bonus to attack and damage rolls against angels or 
  humanoid (angel) enemies. In addition to this, they gain Holy Resistance 1. 
   Draconic: Energy Resistance 1 of a chosen element, and gain a 1d4 bite attack 
  that increases by 1 die step at each Awakening. 
   Alien: Gain Cold Resistance 1, and increase reach with their arms by 5 feet at 
  each Awakening. 
   Undeath: Gain +5 Hit Points per each Awakening, and gain DR 1/- against 
  nonlethal damage. 
   Ether: Gain an additional spell at each Awakening, and DR 1/Magic. 
  Zauberer (Magische Gewehr) 
  These Zauberers take their spells, and infuse them within their firearms. 
  Weapon and Armor Proficiency 
  The Zauberer gains proficiency with one firearm except the Flamethrower and RPG-7. 
  First Awakening 
  Non-melee attack spells cast by the Zauberer can be channeled into the firearm, 
  using the firearm’s range and critical multiplier. This can be done 3 + MAG mod/day. 
  
  49 
   
  Zauberer (Künstler) 
  Dancers, singers, or performers of any sorts the Performer casts spells while using 
  their alluring songs and performances to help their allies in the midst of combat. 
  First Awakening 
  For a number of rounds per day equal to double their Luck modifier, the Performer 
  grants its allies one of the following bonuses. These bonuses increase by +2 at each 
  Awakening, replacing each Awakening instead. They must choose one of these 
  bonuses to start performing, and can switch to another bonus as a swift action. 
   +4 Attack 
   +4 Damage 
   +4 Defense 
   +4 Avoid 
   +4 Temporary Endurance 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  50 
   
  Preternaturist 
  Having accessed the mind completely, Preternaturists use their psychic abilities to 
  their fullest potential, using it to cast spells and alter their body and mind. 
  Preternaturists have 6 Hit Points per Level 
  Preternaturists get 4 skill points per level. 
   
   
  Weapon and Armor Proficiency 
  Preternaturists gain proficiency with Simple weapons, but not armor. Armor does not 
  impose penalties to casting spells, but they only gain half the armor bonus. 
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Psi-Pool 
  6 
  +0 
  1 
  2nd 
  Psi-Push 1d4 
  7 
  +0 
  1 
  3rd 
   
  8 
  +0 
  1 
  4th 
  Psi-Crush 1d4 
  9 
  +0 
  1 
  5th 
  First Awakening 
  10 
  +0 
  1 
  6th 
   
  11 
  +0 
  1 
  7th 
   
  12 
  +0 
  1 
  8th 
  Psi-Push 1d6 
  13 
  +0 
  1 
  9th 
   
  14 
  +0 
  1 
  10th 
  Psi-Crush 1d6, Second Awakening 
  15 
  +2 
  1 
  11th 
   
  16 
  +2 
  1 
  12th 
   
  17 
  +2 
  1 
  13th 
   
  18 
  +2 
  1 
  14th 
  Psi-Push 1d8 
  19 
  +2 
  1 
  15th 
  Third Awakening 
  20 
  +2 
  2 
  16th 
  Psi-Crush 1d8 
  21 
  +2 
  2 
  17th 
   
  22 
  +2 
  2 
  18th 
   
  23 
  +2 
  2 
  19th 
   
  24 
  +2 
  2 
  20th 
  Psi-Push 1d10, Heroic Awakening 
  25 
  +4 
  2 
  21st 
   
  26 
  +4 
  2 
  22nd 
  Psi-Crush 1d10 
  27 
  +4 
  2 
  23rd 
   
  28 
  +4 
  2 
  24th 
   
  29 
  +4 
  2 
  25th 
  Unchained Awakening 
  30 
  +4 
  2 
  26th 
  Psi-Push 1d12 
  31 
  +4 
  2 
  27th 
   
  32 
  +4 
  2 
  28th 
  Psi-Crush 1d12 
  33 
  +4 
  2 
  29th 
   
  34 
  +4 
  2 
  30th 
  True Awakening 
  35 
  +6 
  2 
  
  51 
   
  Psi-Pool 
  At 1st level, the Preternaturist gains the ability to transform themselves using their 
  mind. As a swift action, the Preternaturist can spend points from the Psi-Pool to grant 
  themselves a bonus to 1 stat of their choice for 3 rounds. This cannot increase the 
  stat beyond 25. Psi-Pool has a number of points equal to 3 + ½ MAG bonus. 
  Psi-Push & Psi-Crush 
  Utilizing and weaponizing their mind powers, they learn to deal damage with their 
  mind in various ways. This takes a standard to perform, and has a number of uses per 
  day equal to 3 + ½ the Preternaturist’s Magic bonus. Add MAG bonus to damage. 
  Psi-Push: Enemies hit by this attack are pushed back 5 ft. 
  Psi-Crush: Enemies hit by this attack are knocked prone. 
  First Awakening 
  Gain a telekinetic fly speed of 30 feet. 
  Second Awakening 
  Harmful psychic spells have a 25% chance of failure. 
  Third Awakening 
  Gain ½ Resistance bonus to Defense instead of Armor (minimum +1). 
  Heroic Awakening 
  Harmful psychic spells have a 50% chance of failure. 
  Unchained Awakening 
  Gain ½ Resistance bonus to Avoid instead of Agility (minimum +1). 
  True Awakening 
  Harmful psychic spells have a 75% chance of failure, the telekinetic fly speed 
  increases to 60 feet, and all of Resistance is added to Defense/Avoid instead of ½. 
  Preternaturist (Telekinetic) 
  Using the power of their mind, this Preternaturist uses Telekinesis as a deadly weapon 
  against their foes. 
  First Awakening 
  Once per day when using their Psi-Push or Psi-Crush they can expend points from their 
  Psi-Pool to instead grant a bonus to the damage equal to the amount of points spent. 
  In addition to this, the Telekinetic gains +2 to the amount of uses they have for their 
  Psi-Push/Psi-Crush. 
  True Awakening 
  As the standard True Awakening, except instead of the telekinetic fly speed, the 
  Telekinetic can twice per day make a double attack with their Psi-Crush or Psi-Push, 
  still only taking a standard action to perform. 
  
  52 
   
  Heister 
  Using stealth and espionage, Heisters are typically thieves though not all take to 
  stealing as some prefer to use sneaky tactics for combat rather than head-on tactics. 
  Heister have 8 Hit Points per Level 
  Heisters get 8 skill points per level. 
   
   
  Weapon and Armor Proficiency 
  Heisters gain proficiency with Simple weapons, Rapier, Sap, Shortbows, and Shuriken. 
  They’re also proficient with Light armor and Shields. 
  Level Special Abilities 
  Precise 
  Strike 
  Attack 
  Bonus 
  Atk/round 
  1st 
  Finesse Training 
  1d6 
  +0 
  1 
  2nd 
   
  1d6 
  +0 
  1 
  3rd 
  Stealth Bonus +2 
  1d6 
  +0 
  1 
  4th 
  Skill Training, Skill Talent 
  1d6 
  +0 
  1 
  5th 
  Finesse Training, First Awakening 
  1d8 
  +2 
  1 
  6th 
  Stealth Bonus +4 
  1d8 
  +2 
  1 
  7th 
   
  1d8 
  +2 
  1 
  8th 
  Skill Training, Skill Talent 
  1d8 
  +2 
  1 
  9th 
  Stealth Bonus +6 
  1d8 
  +2 
  1 
  10th 
  Finesse Training, Second Awakening 
  1d10 
  +4 
  2 
  11th 
   
  1d10 
  +4 
  2 
  12th 
  Stealth Bonus +8, Skill Training, Skill Talent 
  1d10 
  +4 
  2 
  13th 
   
  1d10 
  +4 
  2 
  14th 
   
  1d10 
  +4 
  2 
  15th 
  Stealth Bonus +10, Finesse Training, Third Awakening 
  1d12 
  +6 
  2 
  16th 
  Skill Training, Skill Talent 
  1d12 
  +6 
  2 
  17th 
   
  1d12 
  +6 
  2 
  18th 
  Stealth Bonus +12 
  1d12 
  +6 
  2 
  19th 
   
  1d12 
  +6 
  2 
  20th 
  Finesse Training, Skill Training, Skill Talent, Heroic Awakening 
  2d6 
  +8 
  3 
  21st 
  Stealth Bonus +14 
  2d6 
  +8 
  3 
  22nd 
   
  2d6 
  +8 
  3 
  23rd 
   
  2d6 
  +8 
  3 
  24th 
  Stealth Bonus +16, Skill Training, Skill Talent 
  2d6 
  +8 
  3 
  25th 
  Finesse Training, Unchained Awakening 
  2d8 
  +10 
  3 
  26th 
   
  2d8 
  +10 
  3 
  27th 
  Stealth Bonus +18 
  2d8 
  +10 
  3 
  28th 
  Skill Training, Skill Talent 
  2d8 
  +10 
  3 
  29th 
   
  2d8 
  +10 
  3 
  30th 
  Stealth Bonus +20, Finesse Training, True Awakening 
  2d10 
  +12 
  3 
  
  53 
   
  Finesse Training 
  At 1st level the Heister can apply Finesse to any light weapon if it doesn’t already 
  have it. 
  At 5th level and every 5 levels thereafter, the Heister can choose a Light Weapon, Sap, 
  Rapier, Scimitar, Estoc, or Thrown Weapons to add all of Agility Modifier to damage. 
  Precise Strike 
  A number of times per day equal to ½ their Agility modifier, the Heister can use a 
  Precise Strike on an enemy of their choice. 
  Stealth Bonus 
  At 3rd level the Heister gains a bonus to their Stealth which starts at +2, and increases 
  by 2 at every 3 levels thereafter. 
  Skill Training 
  At 4th level, and every 4 levels thereafter the Heister chooses a skill they have skill 
  ranks in. They gain a +5 bonus to that skill. 
  First Awakening 
  When rolling a Stealth check AP is not factored into the check so long as the Heister is 
  wearing light armor. 
  Second Awakening 
  Choose one skill the character has Skill Training in. They can roll that skill twice and 
  take the higher result when making skill checks with it. 
  This can be changed at every Awakening thereafter. 
  Third Awakening 
  While wearing light armor, the Heister gains a +10 bonus to their land speed. 
  Heroic Awakening 
  Enemies hit with a Precise Strike attack must make an Endurance save or fall prone 
  due to the sheer force of the attack. The DC is 10 + ½ Heister level + Agility modifier. 
  Unchained Awakening 
  One additional skill that is affected by AP isn’t affected while the Heister is wearing 
  light armor. If the Heister does not have a skill other than Stealth that is affected by 
  AP, they instead gain a +4 bonus to a skill instead. 
  True Awakening 
  Third Awakening bonus increases to +20 instead of +10, and once per day a Precise 
  Strike can be done and the damage dice are doubled (4d10). 
   
   
  
  54 
   
  Skill Talents 
  Name 
  Skill Associated 
  Description 
  High Leap 
  Acrobatics 
  Leap up vertically a number of squares equal to ½ 
  movement. 
  Speedy Crafter 
  Artisan 
  ½ the time it takes to craft an item. 
  Always Aware 
  Awareness 
  Grant ally a bonus to their Agility to avoid traps and 
  area of effects equal to your ranks in awareness. 
  Always Trustworthy 
  Deception 
  Targets of your deception take a -4 to discern further 
  deception checks for the rest of the day if successful. 
  Dive Out 
  Drive 
  On your turn as a move action, all of your allies and 
  yourself can dive out from the car, leaving it.  
  Stay for the Battle 
  Fortitude 
  While in a battle if your HP is under half, gain a +2 to 
  attack and damage. 
  Pet Buddy 
  Handle Animal 
  Once per day convince an animal half your level to 
  follow you around and defend you. 
  Patch Up 
  Heal 
  3/day heal 1d10+Luck modifier damage. 
  Starship Pilot 
  Knowledge (Astronomy) 
  2/day grant starship a +2,000 ft. movement speed. 
  Spelunking Master 
  Knowledge (Dungeons) 
  Difficult terrain enforced by rocks or mountains do not 
  affect you. 
  Lasting Impact 
  Knowledge (Geography) 
  In previously visited towns during the game, staying at 
  inns and food & drink is free unless it’s over 10 G. 
  Historian 
  Knowledge (History) 
  3/day gain information automatically on the history of 
  something or someone. 
  Seamless Guise 
  Knowledge (Humanoids) 
  When attempting to disguise as a humanoid, use ranks 
  in Knowledge (Humanoids) rather than Deception. 
  I Know That Spell! 
  Knowledge (Magic) 
  Gain a +2 bonus on saving throws vs. spells. 
  Reader of the Scripture 
  Knowledge (Religion) 
  Gain a +2 to attack and damage against enemies who 
  worship a deity who is not your own. 
  Kiss Ass 
  Knowledge (Royalty) 
  Gain a +2 to skill checks when dealing with nobles. 
  Cheerleader 
  Knowledge (Tactics) 
  Ally within 30 ft. gains a +1 to attack/damage if they 
  are under half HP. 
  Gearhead 
  Knowledge (Technology) 
  3/day reprogram robot to be your ally. 
  Forest Master 
  Knowledge (Wilderness) 
  Difficult terrain enforced by trees and bramble do not 
  affect you. 
  Linguist of Ages 
  Linguistics 
  Able to understand all languages, but not speak, read, 
  or write all languages. 
  Diplomat 
  Persuasion 
  Gain a +2 bonus to Persuasion with targets who are at 
  least acquaintances or better. 
  Giddy Up 
  Ride 
  Animal being ridden gains a +10 ft. movement speed. 
  Imitation Casting 
  Spellcraft 
  2/day gain the ability to use one Simple 1st level spell 
  of their choice. 
  Group Sneaking 
  Stealth 
  Allies within 10 ft. can take your Stealth roll as if it 
  were their own. 
  Used Caps Lock 
  Use Computers 
  Instantly know the password to the computer being 
  used. Does not give passwords for programs, etc. 
  Every Last Drop 
  Use Magic Device 
  Gain +1 to the uses of the Magic Item. This cannot be 
  used anymore with the same item. 
  
  55 
   
  Heister (Assassin) 
  More ready for combat in the dark, the Assassin prefers to strike first and last. 
  First Awakening 
  If an attack is made against an enemy while the Assassin is in stealth, they can 
  automatically add their Precise Strike damage onto their damage. After the attack has 
  been made, they are automatically taken out of stealth. This can be used twice per 
  day. 
  Second Awakening 
  Even if they have been caught in an assassination, the Assassin can 1/day make a 
  stealth check to leave the witness(es)’ memories, the DC equal to 5 + the highest 
  awareness roll made by the witness(es). 
  Unchained Awakening 
  First Awakening gains +2 uses per day. 
  Heister (Spy) 
  Intent on keeping their identity secret while engaged in espionage, the Spy focuses on 
  deception and making their enemies always guessing who they are. 
  First Awakening 
  The Spy learns to enhance their art of disguising, and gain a +5 on Deception checks 
  to disguise themselves. 
  Third Awakening 
  While the Spy is in a disguise, any check they make to interact with the people 
  they’re infiltrating gain a +5. This can only apply to one group, if they are infiltrating 
  multiple people at once. 
  Unchained Awakening 
  The bonus to Deception checks to disguise themselves increases to a +10. 
  True Awakening 
  The bonus made against people they’re infiltrating increases to +10, and once per day 
  a Precise Strike can be done and the damage dice are doubled (4d10). 
   
   
   
   
   
  
  56 
   
  Heister (Cat Burglar) 
  Focused on the art of stealth, stealing, and staying out of combat the Cat Burglar has 
  a good sense of humor and a care-free nature. 
  Weapon and Armor Proficiency 
  A Cat Burglar is only proficient in Simple weapons, and any non-lethal weapon. 
  First Awakening 
  A Cat Burglar is a master of stealing and stealth. They can treat any Stealth roll they 
  make as if they had taken a 10. In addition to this, they gain the Improved Steal 
  talent if they did not already have it. If they do already have it, they gain an extra 
  Talent of their choice. 
  Second Awakening 
  The art of stealing has made a Cat Burglar proficient with the weapons they take. The 
  Cat Burglar becomes proficient with a weapon they have stolen for 24 hours. They can 
  become proficient with a number of weapons equal to ½ their Luck modifier 
  (minimum 1). Stealing an allies’ weapon does not trigger this. 
  Heister (Trapper) 
  Using traps as a way to approach combat without being directly involved, the Trapper 
  must take their time, and be patient with the traps they choose to set. 
  Weapon and Armor Proficiency 
  A Trapper is proficient with Simple weapons, and all “trap” weapons and C4/Semtex. 
  Trap weapons are counted as Exotic for Weapon Proficiencies from other classes. 
  The traps have a DC equal to 10 + Luck Modifier. 
  Name 
  Price 
  Damage 
  Critical 
  Size 
  Save 
  Type 
  Range 
  Special 
  Bear Trap 
  5 G 
  1d10 
  19-20/x2 
  Small 
  None P & S Melee 
  Bear trap has an attack 
  roll. 
  Dart Trap 
  50 G 
  1d4 
  19-20/x2 Medium 
  AGI 
  P 
  30 ft. 
  Can be poisoned. 
  Pitfall Trap 
  50 G 
  2d4 
  x2 
  Large 
  AGI 
  B 
  Melee 
  Takes 1 minute to 
  prepare. 
  Bait Trap 
  25 G 
  — 
  — 
  Small 
  AGI 
  — 
  Melee 
  Target is in a net, and 
  becomes immobile but 
  not helpless. 
   
  First Awakening 
  The Trapper learns to deal additional damage with their traps. They can choose a trap 
  for their Finesse Training alongside the normal choices. 
  Second Awakening 
  Using their knowledge of traps, the Trapper adds ½ their level (maximum 15) on 
  Knowledge (Technology) checks. 
  
  57 
   
  Vim Blade 
  Wielders of large blades with strong engines within them, these skilled swordsmen 
  utilize the engine to enhance their blade with cartridges powered by Magical energy. 
  Vim Blades have 10 Hit Points per Level 
  Vim Blades get 4 skill points per level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level Special Abilities 
  Attack Bonus 
  Atk/round 
  1st 
  Razor Edge 
  +0 
  1 
  2nd 
  Heat Sink 
  +0 
  1 
  3rd 
  Edge Technique 
  +0 
  1 
  4th 
  Energy Cartridge 
  +0 
  1 
  5th 
  Edge Technique, First Awakening 
  +2 
  1 
  6th 
   
  +2 
  1 
  7th 
  Edge Technique 
  +2 
  1 
  8th 
  Energy Cartridge 
  +2 
  2 
  9th 
  Edge Technique 
  +2 
  2 
  10th 
  Second Awakening 
  +4 
  2 
  11th 
  Edge Technique 
  +4 
  2 
  12th 
  Energy Cartridge 
  +4 
  2 
  13th 
  Edge Technique 
  +4 
  2 
  14th 
   
  +4 
  2 
  15th 
  Edge Technique, Third Awakening 
  +6 
  2 
  16th 
  Energy Cartridge 
  +6 
  3 
  17th 
  Edge Technique 
  +6 
  3 
  18th 
   
  +6 
  3 
  19th 
  Edge Technique 
  +6 
  3 
  20th 
  Energy Cartridge, Heroic Awakening 
  +8 
  3 
  21st 
  Edge Technique 
  +8 
  3 
  22nd 
   
  +8 
  3 
  23rd 
  Edge Technique 
  +8 
  3 
  24th 
  Energy Cartridge 
  +8 
  4 
  25th 
  Edge Technique, Unchained Awakening 
  +10 
  4 
  26th 
   
  +10 
  4 
  27th 
  Edge Technique 
  +10 
  4 
  28th 
  Energy Cartridge 
  +10 
  4 
  29th 
  Edge Technique 
  +10 
  4 
  30th 
  True Awakening 
  +12 
  4 
  
  58 
   
  Weapon and Armor Proficiency 
  Vim Blades gain proficiency with Simple and Martial weapons, and Vim Blades. 
  They’re also proficient with Light, Medium, and Heavy armor but not shields. 
  At 1st level, a Vim Blade starts with either a Slim Vim Blade or a Vim Blade, and this 
  does not take away from their starting gold however they cannot sell it during 
  character creation. Slim Vim Blades are one-handed while Vim Blades and Large Vim 
  Blades are two-handed. 
  Cool Down: While in cool down, any of the Vim Blade’s “edge” abilities cannot be 
  used unless otherwise stated, and the blade has a -2 attack and damage for the 
  duration of the cool down. 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Slim Vim Blade 
  500 G 
  1d8 
  19-20/x2 
  Melee 
  20 lbs. 
  S 
  Cartridge Slot: 1 
  Vim Blade 
  1,000 G 
  1d10 
  x2 
  Melee 
  40 lbs. 
  S 
  -2 Initiative, Cartridge Slot: 
  1, Brutish 
  Large Vim Blade 
  3,000 G 
  2d6 
  x3 
  Melee 
  50 lbs. 
  S 
  -4 Initiative, Cartridge Slot: 
  2, Brutish 
   
  Razor Edge 
  At 1st level, the Vim Blade can make a single melee attack as a standard action. If this 
  hits, it doubles the Strength bonus to damage. This is not modified by two-handing a 
  blade (x1.5 from two-handing does not become x3). 
  Cool Down: 3 rounds 
  Heat Sink 
  At 2nd level, the Vim Blade learns to maintain his blade while in the midst of battle. 
  As a swift action, have a number of points in their Heat Sink pool equal to 3 + Luck 
  modifier. They can reduce their Cool Down by a number of rounds equal to the points 
  spent. 
  Energy Cartridge 
  At 4th level and every 4 levels thereafter the Vim Blade learns to inject special 
  cartridges into his weapon which add elements into his weapon’s damage. When this 
  ability is first gained, one of the energy types must be chosen and it is used as its 
  lowest intensity1. As the Vim Blade gains this ability again, he can choose to either 
  advance one energy cartridge, or gain a new one at the lowest intensity again. The 
  types of energy the Vim Blade can choose are based on the arcane elements. 
  1 Note on cartridges: Energy Cartridge’s “lowest intensity” is 1d4, increases to 1d6 at 
  the next intensity, and increases as follows: 1d8, 1d10, 2d6, 2d8, and finally 3d6. 
   
  
  59 
   
  Edge Technique 
  At 3rd level and every odd levels thereafter the Vim Blade learns an “Edge 
  Technique”, a different way of attacking their enemies while utilizing their Vim 
  Blade. All of the attacks below are single melee attacks, and can only be activated 
  per single attack, however they can be used as part of a full-round attack. DCs are 
  equal to 10 + ½ Vim Blade level + Luck modifier. 
  Edge Technique 
  Prerequisite 
  Description 
  Cool Down 
  Charged Edge 
  Vim Blade 3 
  Move at double speed and use Razor Edge. 
  Double Razor Edge 
  Damning Edge 
  Vim Blade 3 
  Deal double damage against demons. 
  2 rounds 
  Deadly Edge 
  Vim Blade 3 
  Deal +4 damage on a critical hit. 
  2 rounds 
  Splashing Edge 
  Vim Blade 3 
  Elemental Cartridge deals half damage to enemies adjacent to 
  the target. 
  2 rounds 
  Piercing Edge 
  Vim Blade 3  
  Deal piercing damage to enemy. If this attack hits, enemies 10 
  ft. behind the initial target are attacked also for ½ damage. 
  2 rounds 
  Blunt Edge 
  Vim Blade 5 
  Bludgeoning strike that reduces Armor by 4. 
  5 rounds 
  Staying Edge 
  Vim Blade 5 
  Enemies’ movement is lowered to 0 ft. for duration of cool 
  down. 
  2 rounds 
  Weakening Edge 
  Vim Blade 5 
  Reduces enemies’ Defense/Avoid by 4. 
  2 rounds 
  Fast Edge 
  Vim Blade 5 
  Use AGI for damage instead of STR. 
  4 rounds 
  Defensive Edge 
  Vim Blade 5 
  Grant self a +8 to Defense for 4 rounds. 
  4 rounds 
  Suggestive Edge 
  Vim Blade 5 
  Do an attack roll, and do a free Persuasion (Intimidate) 
  attempt against the target. 
  3 rounds 
  Cooling Edge 
  Vim Blade 7 
  Make a single attack, and use ½ Heat Sink. 
  None 
  Twin Edge 
  Vim Blade 7 
  When wielding two weapons, make both attacks instead of two 
  separate attacks. 
  4 rounds 
  Vim Rifle Edge 
  Vim Blade 7 
  30 ft. ranged attack, using Vim Blade’s damage, and adds LUK 
  modifier to damage. 
  2 rounds 
  Edgy Edge 
  Vim Blade 9 
  Deal damage = to level to self and enemy. 
  4 rounds 
  Soul Edge 
  Vim Blade 9 
  Deal 4 damage to enemies’ MAG for 5 rounds. Stacks up to a 1 
  MAG. 
  6 rounds 
  I Don’t Like You Edge 
  Vim Blade 9 
  Do bonus damage = to LUK Modifier to enemies of that type for 
  the attack, and the duration of the cool down. 
  5 rounds 
  Exploding Edge 
  Vim Blade 11 
  Add 5d6 fire and 5d6 slashing. Vim Blade breaks on a failed 
  LUK save. 
  None 
  Nothing Personnel Edge 
  Vim Blade 11 
  Deal 8 damage to enemies’ LUK for 8 rounds. Stacks up to a 1 
  Luck. 
  7 rounds 
  Irradiated Edge 
  Vim Blade 13 
  Deal 4 damage to enemies’ Endurance for 5 rounds. Stacks up 
  to a 1 Endurance. 
  8 rounds 
  Lucky Training 
  Vim Blade 21 
  Add double LUK modifier to damage. 
  8 rounds 
  From Another Time, 
  Another Lazy Edge 
  Vim Blade 21 
  Enemy hit by attack must make a RES save or fall under the 
  Insanity spell for 4 rounds. 
  6 rounds. 
  Takedown Edge 
  Vim Blade 23 
  Knocks enemy prone for 5 rounds. They cannot stand up until 
  the duration is over. 
  6 rounds 
  Overdrive Edge 
  Vim Blade 25 
  16d6 elemental damage on attack. 
  1 minute 
  Improved Soul Edge 
  Vim Blade 27 
  Deal 8 damage to enemies’ MAG for 8 rounds. Stacks up to a 1 
  MAG. 
  1 minute 
  Dematerializing Edge 
  Vim Blade 29 
  Deal 5d6 points of all damage types. 
  2 minutes 
  Improved Weakening Edge 
  Vim Blade 29 
  Deal 8 damage to enemies’ END for 8 rounds. Stacks up to a 1 
  END. 
  1 minute 
  
  60 
   
  First Awakening 
  A Vim Blade is unable to stop fighting, and they die when brought to double the 
  negative of their Endurance modifier. 
  Second Awakening 
  When holding their blade, the Vim Blade gains +2 to attack and damage. 
  Third Awakening 
  The Luck of the Vim Blade knows no bounds. They use their Luck instead of Endurance 
  for hit points. Recalculate hit points due to this. 
  Heroic Awakening 
  Once per day, the Vim Blade can use an Edge ability without causing cool down. 
  Unchained Awakening 
  The attack and damage bonus from the Second Awakening increases to +4. In addition 
  to this, they can use their Luck on Avoid instead of Agility. 
  True Awakening 
  The Heroic Awakening ability becomes twice per day, Second Awakening ability 
  becomes +6, and the Vim Blade can once per day use two edges at once. This cannot 
  be combined with the cool down negation due to the fact that when using both edges 
  at once, the cool downs are added together. 
  Vim Blade (Punisher) 
  Purely focusing on their ability to smack their enemies down with tremendous force, 
  the Punisher has little regard for their own defenses. 
  Weapon and Armor Proficiency 
  Punishers lose proficiency with Medium and Heavy armor. 
  First Awakening 
  For every enemy adjacent to the Punisher, they gain a +2 to damage (up to a +16 
  while they are surrounded at all sides). Allies do not affect this bonus to damage. 
  True Awakening 
  If two or more enemies are adjacent to the Punisher, they can make a single attack 
  against all of their adjacent squares, hitting everyone within their reach (including 
  allies). The attack roll must strike the Defense of the targets, dealing damage 
  individually if it hits their Defense. 
   
  Note on cartridges: Energy Cartridge’s “lowest intensity” is 1d4, increases to 1d6 at 
  the next intensity, and increases as follows: 1d8, 1d10, 2d6, 2d8, and finally 3d6. 
   
  
  61 
   
  Incant Blade 
  With swords and magic, the true martial/arcane combination sparks to life as the 
  Incant Blade uses their abilities to deliver spells through their blades. 
  Incant Blades have 8 Hit Points per Level 
  Incant Blades get 4 skill points per level. 
   
  Weapon and Armor Proficiency 
  Incant Blades gain proficiency with Simple and Martial weapons. They’re also 
  proficient with Light armor but not shields. 
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Weapon/Spell Fighting 
  3 
  +0 
  1 
  2nd 
  Spellstrike 
  4 
  +0 
  1 
  3rd 
  Weapon Training +1 
  5 
  +0 
  1 
  4th 
  Mix Talent 
  6 
  +0 
  1 
  5th 
  First Awakening 
  7 
  +2 
  1 
  6th 
  Magic Training +1 
  8 
  +2 
  1 
  7th 
   
  9 
  +2 
  1 
  8th 
  Mix Talent 
  10 
  +2 
  1 
  9th 
  Weapon Training +2 
  11 
  +2 
  1 
  10th 
  Second Awakening 
  12 
  +4 
  2 
  11th 
   
  13 
  +4 
  2 
  12th 
  Magic Training +2, Mix Talent 
  14 
  +4 
  2 
  13th 
   
  15 
  +4 
  2 
  14th 
   
  16 
  +4 
  2 
  15th 
  Weapon Training +3, Third Awakening 
  17 
  +6 
  2 
  16th 
  Mix Talent 
  18 
  +6 
  2 
  17th 
   
  19 
  +6 
  2 
  18th 
  Magic Training +3 
  20 
  +6 
  2 
  19th 
   
  21 
  +6 
  2 
  20th 
  Heroic Awakening, Mix Talent 
  22 
  +8 
  3 
  21st 
  Weapon Training +4 
  23 
  +8 
  3 
  22nd 
   
  24 
  +8 
  3 
  23rd 
   
  25 
  +8 
  3 
  24th 
  Magic Training +4, Mix Talent 
  26 
  +8 
  3 
  25th 
  Unchained Awakening 
  27 
  +10 
  3 
  26th 
   
  28 
  +10 
  3 
  27th 
  Weapon Training +5 
  29 
  +10 
  3 
  28th 
  Mix Talent 
  30 
  +10 
  3 
  29th 
   
  31 
  +10 
  3 
  30th 
  Magic Training +5, True Awakening 
  32 
  +12 
  3 
  
  62 
   
  Weapon/Spell Fighting 
  An Incant Blade can spend a full-round action to cast a spell and make a single melee 
  attack all in one. While doing so, the attack roll from the weapon takes a -2 penalty, 
  and any spell that requires an attack roll that is cast takes a -2 penalty. 
  Spellstrike 
  An Incant Blade spends a full-round action to cast a spell, and infuse it into their 
  weapon. Only spells which are marked as “attacks” can be used on Spellstrike. While 
  spells normally cannot critically hit, once used with Spellstrike they are able to 
  critically hit with Spellstrike and count as both the weapon’s damage type and the 
  spell’s damage type. 
  Weapon Training 
  As the Warlord ability, gain a +1 bonus on attack/damage rolls on a select weapon. 
  Spell Training 
  As the Warlord ability except with one spell the Incant Blade knows instead of a 
  weapon. 
  Mix Talent 
  Gain one of the Zauberer Weaves or Martial Talents. Use Incant Blade level as 
  Zauberer/Warlord level. 
  First Awakening 
  Incant Blades learn to enhance the spells cast within their weapon. The spells infused 
  in their weapons can 1/day add one to the damage dice. 
  Second Awakening 
  When doing Weapon/Spell Fighting, 1/day negate the penalties to attack. 
  Third Awakening 
  Spells that deal damage, but aren’t marked as “attacks” can now be used with 
  Spellstrike. If there are any Saving Throws, they still apply. 
  Heroic Awakening 
  The Incant Blade can opt to use the damage type of their weapon or spell for the sake 
  of Resistances, and is up to the Incant Blade. (Ex: Slashing instead of Fire) 
  Unchained Awakening 
  Add +2 to the damage of weapons and spells when using Weapon/Spell Fighting, or 
  Spellstrike. 1/day the bonus can be doubled. 
  True Awakening 
  First Awakening, Second Awakening, and Unchained Awakening gain an additional 3 
  uses per day. In addition to this, their weapon increases the damage die by one step. 
  
  63 
   
  Incant Blade (Bound) 
  Receiving a weapon that shares a consciousness with its wielder, the Incant Blade 
  learns to utilize the intelligent weapon with ease. 
  Weapon and Armor Proficiency 
  The Bound gain proficiency with their intelligent weapon. The Bound weapon cannot 
  be a Flamethrower or RPG-7. 
  First Awakening 
  The power of the Bound weapon becomes evident. The Bound Weapon can talk 
  through Telepathy to a number of people equal to the Bound’s level. In addition to 
  this, the Bound Weapon becomes unbreakable. 
  Second Awakening 
  The Bound gains a +2 Attack and Damage while wielding their Bound Weapon, and can 
  1/day double these bonuses. 
  Unchained Awakening 
  The Bound Weapon can once per day grant its owner a number of bonus HP equal to 
  double the Bound’s resistance modifier. 
  True Awakening 
  The Bound Weapon gains a body they can walk around in that is the same race as its 
  wielder. In addition to this, the Second Awakening increases to +4 Attack/+4 Damage, 
  and the Bound can once per day absorb the life of one enemy healing a number of HP 
  equal to the damage they deal to the enemy. If this damage brings them to death, the 
  damage dealt is instead counted as how much damage it took to kill them in that hit. 
  Incant Blade (Psi Blade) 
  Psychics who utilize their mind to create their weapons for combat. 
  Spellcasting 
  Psi-Blades use the Psychic Spell list as opposed to the Arcane spell list. 
  Psi-Weapon 
  Once per encounter as swift action, create a single light or one-handed simple or 
  martial weapon. This weapon is counted as a +1 weapon per every 5 levels (up to +5 
  at 20th level). 
  First Awakening 
  Using their psychic training, Psi-Blades gain a +10 ft. movement speed. 
  Second Awakening 
  Psi-Blades gain a +2 bonus to resistance saves. 
  Unchained Awakening 
  Movement speed increases by another +10 ft. 
  
  64 
   
  Incant Blade (Warpriest) 
  A warrior of the holy light who seeks to channel their divinity into their blades. 
  Spellcasting 
  Warpriests use the Divine Spell list as opposed to the Arcane spell list. 
  Holy or Unholy 
  As per the Chaplain’s Holy and Unholy choice based on alignment. 
  Mix Talent 
  As per the original ability, however choosing from Martial Talents and Favors instead. 
  When choosing a Favor, they gain a pool of energy to use in place of the Healing 
  Touch ability, this pool being equal to 3 + magic modifier. 
  First Awakening 
  For a number of times per day equal to 3 + magic Modifier, grant allies within 30 ft. a 
  bonus to Defense and Avoid equal to ½ magic modifier. 
  Second Awakening 
  Twice per day, do a combat slide granting the Warpriest a second 5 ft. step. 
  Unchained Awakening 
  The Warpriest’s combat slide distance increases to three times per day and a 10 ft. 
  speed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  65 
   
  Chaplain 
  Chaplains are holy men and women who use magic gained through their deities, 
  ideals, and/or mystical powers. 
  Chaplains have 8 Hit Points per Level 
  Chaplains get 4 skill points per level. 
   
   
   
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Healing Touch 1d6 
  6 
  +0 
  1 
  2nd 
  Healing Radius 1d4 
  7 
  +0 
  1 
  3rd 
  Healing Touch 2d6 
  8 
  +0 
  1 
  4th 
  Healing Radius 2d4, Favor 
  9 
  +0 
  1 
  5th 
  Healing Touch 3d6, First Awakening 
  10 
  +0 
  1 
  6th 
  Healing Radius 3d4 
  11 
  +0 
  1 
  7th 
  Healing Touch 4d6 
  12 
  +0 
  1 
  8th 
  Healing Radius 4d4, Favor 
  13 
  +0 
  1 
  9th 
  Healing Touch 5d6 
  14 
  +0 
  1 
  10th 
  Healing Radius 5d4, Second Awakening 
  15 
  +2 
  1 
  11th 
  Healing Touch 6d6 
  16 
  +2 
  1 
  12th 
  Healing Radius 6d4, Favor 
  17 
  +2 
  1 
  13th 
  Healing Touch 7d6 
  18 
  +2 
  1 
  14th 
  Healing Radius 7d4 
  19 
  +2 
  1 
  15th 
  Healing Touch 8d6, Third Awakening 
  20 
  +2 
  2 
  16th 
  Healing Radius 8d4, Favor 
  21 
  +2 
  2 
  17th 
  Healing Touch 9d6 
  22 
  +2 
  2 
  18th 
  Healing Radius 9d4 
  23 
  +2 
  2 
  19th 
  Healing Touch 10d6 
  24 
  +2 
  2 
  20th 
  Healing Radius 10d4, Heroic Awakening, Favor 
  25 
  +4 
  2 
  21st 
  Healing Touch 11d6 
  26 
  +4 
  2 
  22nd 
  Healing Radius 11d4 
  27 
  +4 
  2 
  23rd 
  Healing Touch 12d6 
  28 
  +4 
  2 
  24th 
  Healing Radius 12d4, Favor 
  29 
  +4 
  2 
  25th 
  Healing Touch 13d6, Unchained Awakening 
  30 
  +4 
  2 
  26th 
  Healing Radius 13d4 
  31 
  +4 
  2 
  27th 
  Healing Touch 14d6 
  32 
  +4 
  2 
  28th 
  Healing Radius 14d4, Favor 
  33 
  +4 
  2 
  29th 
  Healing Touch 15d6 
  34 
  +4 
  2 
  30th 
  Healing Radius 15d4, True Awakening 
  35 
  +6 
  2 
  
  66 
   
  Weapon and Armor Proficiency 
  Chaplains gain proficiency with Simple weapons, and their Deity’s weapon. They’re 
  also proficient with Light Armor and Medium Armor. 
  Holy or Unholy 
  A Chaplain must decide if their energy is holy or unholy. A holy chaplain cannot take 
  unholy spells, and vice versa. The divine energy type must match their divine aspect 
  of their alignment. Neutral can choose whether or not they are holy or unholy. 
  Healing Touch 
  As a swift action, touch one adjacent character or themselves, and heal them for the 
  number of d6 on the chart + magic modifier. 
  This can be used a number of times per day equal to 3 + Chaplain’s magic modifier. 
  Healing Radius 
  As a standard action, the Chaplain heals all characters in a radius of 10 feet of them 
  as per the chart above + ½ magic modifier. 
  This can be used a number of times per day equal to 3 + Chaplain’s magic modifier. 
  First Awakening 
  The Chaplain’s deity grants them an additional use of either Healing Touch or Healing 
  Radius 1/day. 
  Second Awakening 
  The Chaplain can spend 5 points from their Healing Touch uses to negate death on 
  themselves only. This is done as a non-action before they are killed by damage. In 
  addition to negating the death, they are healed for the Healing Touch amount. 
  Third Awakening 
  Once per day the Chaplain can use their deity’s favor to grant themselves a +4 to 
  Defense. This lasts for 5 rounds. 
  Heroic Awakening 
  The Chaplain can use their Second Awakening on an adjacent ally if they are struck 
  with an attack that’d kill them. 
  Unchained Awakening 
  First Awakening and Third Awakening uses increase to 2/day, and the Chaplain’s 
  Armor/Dodge bonus from the Third Awakening increases to +6. 
  True Awakening 
  Deific favor and boons sink into the Chaplain’s being. They are immune to the damage 
  of other Chaplains, and they gain DR 5/Adamantine. 
   
   
  
  67 
   
  Favors 
  Name 
  Holy/Unholy 
  Description 
  Holy Lightning 
  Holy 
  Expend a use of Healing Touch to make a 30 ft. cone of electricity. Agility 
  save or take half damage. 
  Land Stride 
  Holy 
  Expend a use of Healing Touch to grant self a +10 ft. movement speed for 3 
  rounds. 
  Duty to Serve 
  Holy 
  Expend a use of Healing Touch to ally a +2 to their Defense and Avoid for 3 
  rounds. 
  Great Prayer 
  Holy 
  Expend 3 uses of Healing Touch to negate any poisons currently affecting 
  that who is touched. 
  Smiting Hit 
  Holy 
  Expend 2 uses of Healing Touch to add holy damage onto weapon. This can 
  be spent multiple times if multiple attacks can be made. 
  Holy Sight 
  Holy 
  Expend a use of Healing Touch to see all holy characters within 30 ft. 
  Sanctify 
  Holy 
  Expend a use of Healing Touch to ward a 30 ft. area from undead. 
  Deity’s Animal 
  Both 
  Expend 3 uses of Healing Touch to shift into deity’s favored animal for 8 
  rounds. Use the same stats as the character, but gain +2 Str/Agi/End. 
  Increased Heal 
  Both 
  Double use of Healing Touch or Healing Radius to add +50% to the healing. 
  Undeath Giver 
  Unholy 
  Undead touched by Healing Touch gain the healing as temporary HP. Lasts 8 
  rounds. 
  Over Blast 
  Unholy 
  Use Healing Radius as a 30 ft. ray of unholy energy. 
  In it Goes 
  Unholy 
  Expend 3 uses of Healing Touch to fire a 30 ft. ray that acts as minor injury 
  poison. 
  Unholy Smite 
  Unholy 
  Expend 2 uses of Healing Touch to add unholy damage onto weapon. 
  Unholy Vision 
  Unholy 
  Expend a use of Healing Touch to see all unholy characters within 30 ft. 
  Cannibalize 
  Unholy 
  Expend a use of Healing Touch to eat a helpless or freshly killed enemy, 
  giving them a +5 temporary HP, up to 40 temporary HP. 
   
   
   
   
   
   
   
   
   
   
   
  
  68 
   
  Chaplain (Crusader) 
  Crusaders take the extreme ideologies, and put them to use. Some are scorned while 
  others are well respected, depending on what they use their power for. 
  Alignment: A Crusader must be Orderly Holy or Disorderly Unholy. 
  HP: Crusaders have 10 HP per level. 
  Attack Bonus/Attacks per Round: As a Warlord of the same level. 
  Diminished Spellcasting: Crusaders have 2 less spells. 
  Weapon and Armor Proficiency 
  Crusaders gain proficiency with Martial weapons, and Heavy armor as well as shields. 
  A Crusader gains a +2 bonus to attack and damage with their deity’s favored weapon. 
  First Awakening 
  A Crusader can 1 + Luck modifier per day gain their Luck modifier to hit and level as a 
  bonus to damage. This lasts until the enemy is killed. (Example: if the Crusader is 
  Orderly Holy, they can use this against Disorderly Unholy, Neutrally Disorder, or 
  Neutrally Unholy enemies.) 
  Second Awakening 
  Crusaders can instead use their Healing Touch ability on their weapon, adding the 
  Healing Touch bonus to damage. This bonus damage only applies against enemies that 
  would be affected by the Crusader’s First Awakening. 
  Heroic Awakening 
  Gain 2 additional uses of their First Awakening. They also gain a +2 bonus to attack 
  and damage against demons and humanoid (demon) enemies if they are Orderly Holy, 
  or this bonus applies to angels and humanoid (angel) enemies if they are Disorderly 
  Unholy. 
  Unchained Awakening 
  The Crusader’s Defense bonus from the Third Awakening increases to +6, and Heroic 
  Awakening bonus increases to +4 attack/+4 damage. 
  True Awakening 
  A Crusader becomes the true enemy of the divine. They gain DR 10/- vs. Crusaders of 
  the opposite alignment. Against all other enemies, they have DR 5/-, and they have 
  Resistance 10 vs. their opposite divine energy (holy or unholy). 
   
   
   
   
  
  69 
   
  Chaplain (Cenobite) 
  Cenobites are calm and serene, using their vast wisdom and unarmed prowess to take 
  down threats to peace. 
  Alignment: A Cenobite must be any Order or Holy alignment. 
  Weapon and Armor Proficiencies 
  The Cenobite isn’t proficient with any armor. 
  Unarmed Training 
  Instead of being able to heal allies with their touch, the Cenobite deals damage with 
  their fists as denoted by the table below. 
  Unarmed Defense 
  The Cenobite gains bonuses to their Defense and Dodge instead of healing allies with 
  their radius of healing as denoted by the table below. 
  Healing 
  Touch Dice 
  Damage 
  Dice 
  1d6 
  1d4 
  3d6 
  1d6 
  5d6 
  1d8 
  7d6 
  1d10 
  9d6 
  1d12 
  11d6 
  2d6 
  13d6 
  2d8 
  15d6 
  2d10 
   
  First Awakening 
  The Cenobite’s spirit defends them rather than armor, and instead of wearing armor, 
  they gain their resistance modifier to their Defense. 
  Second Awakening 
  The Cenobite gains a +5 bonus to their stability. 
  Heroic Awakening 
  The bonus to the Cenobite’s stability increases again by +5, and their movement 
  speed increases by +20. 
  Unchained Awakening 
  The Cenobite’s fists bypass all DR except for DR/-. 
  True Awakening 
  The Cenobite gains DR 5/-, their movement speed increases again by +20, and their 
  bonus to stability increases again by +5. 
   
  Healing 
  Radius Dice 
  Defense/Dodge 
  Bonus 
  1d4 
  +1 
  3d4 
  +2 
  5d4 
  +3 
  7d4 
  +4 
  9d4 
  +5 
  11d4 
  +6 
  13d4 
  +7 
  15d4 
  +8 
  
  70 
   
  Chaplain (Shifter) 
  Able to shift into another form entirely, the Shifter has the power to change their 
  body at any interval, or to shift into the full form for combat. 
  Alignment: A Shifter must be any Neutral alignment. 
  Weapon and Armor Proficiencies 
  The Shifter isn’t proficient with any armor. 
  Partial Shift 
  Rather than a focus on healing, the Shifter likes to utilize their alternate form’s 
  natural weapons in order to attack. They must select one of these to use at a time, 
  and can shift which natural weapon they’re using as a swift action. This ability 
  replaces Healing Touch. 
  Name 
  Damage 
  Critical 
  Type 
  Horns 
  1d4 
  19-20/x2 
  P 
  Bite 
  1d6 
  x2 
  P 
  Claw 
  1d6 
  19-20/x2 
  S 
  Pincer 
  1d4 
  18-20/x2 
  S 
  Wing 
  1d4 
  x2 
  B 
  Tentacle 
  1d6 
  x2 
  B 
  Hoof 
  1d4 
  x2 
  B 
  Sting 
  1d8 
  x2 
  P 
   
  Full Shift 
  The Shifter’s main ability. This ability replaces all of the Shifter’s Awakenings. 
  Shifting is a standard action. Shifters choose a single creature they shift into, and 
  whenever using Partial Shift, they must choose use the natural attacks their normal 
  Shift can use, even if they are below the level required to go into a Full Shift. 
  While Shifted, a Shifter has 10 HP per Level, and this reverts to their normal HP after 
  they shift back. 
  While Shifted, the Shifter cannot wear armor or use weapons, however they gain 
  Natural Armor equal to ½ their Level. 
  At each Awakening past the 1st Awakening, the Shifter chooses an additional Natural 
  Attack they can use, and can use all of them on a full-round attack. 
   
   
   
   
  
  71 
   
  Chaplain (Necromancer) 
  Masters of the raising arts, Necromancers have more than enough magical power to 
  raise undead and bend corpses to their will. 
  Alignment: A Necromancer can’t be any Holy, and must choose Unholy as their energy 
  type. 
  Weapon and Armor Proficiencies 
  A Necromancer isn’t proficient with armor, but they are proficient with Scythes. 
  First Awakening 
  A Necromancer can attempt to raise an undead beyond their level a number of times 
  per day equal to 1 + ½ magic modifier. At the time of summoning, they must make a 
  DC 10 + Creature’s Level as a Concentration check in order to tame the creature. 
  Each hour, they must attempt the same check else they lose control. 
  Second Awakening 
  Able to carve their buffs into their flesh, the Necromancer can take a standard action 
  to grant themselves a bonus from an undead they have summoned equal to the 
  undead’s bonus. (Example: Granting self the undead’s natural armor bonus). This 
  bonus lasts for ½ their magic modifier in rounds. 
  Third Awakening 
  While creating an undead, the Necromancer can choose to make a Spellcraft check 
  (DC 10 + Creature’s Level) in order to grant it a special ability from an undead of their 
  equal level. They can do this a number of times per day equal to their magic 
  modifier. 
  Heroic Awakening 
  A Necromancer can resurrect a corpse very briefly for very special circumstances. As a 
  standard action, they can touch a corpse no matter how long it’s been deceased, and 
  revive it as a zombie or a skeleton. This undead must be equal to or under their level. 
  This brief companion lasts for 3 rounds. 
  Unchained Awakening 
  A Necromancer becomes so skilled at their raising techniques, that their creations 
  start to gain bonuses. Choose two of the boons below, and these are always added 
  onto undead created by the Necromancer: +1 Size Category, +5 to one stat, +5 
  Natural Armor, +10 ft. Melee Reach, Wings, DR 10/Silver, ½ damage from Holy 
  attacks, and Everlasting Body (doesn’t decay). 
  True Awakening 
  Becoming the master of their craft, the Necromancer no longer has a limit on how 
  many undead they can create. Alternatively, the Necromancer can use Spellcraft to 
  raise undead instead of a spell, the DC being 10 + 1 per corpse in control of the 
  Necromancer. 
  
  72 
   
  Spellgrafter 
  Using the technology from their Spell Phone, the Spellgrafter teaches themselves 
  magic through Technomancy.  
  Spellgrafters have 6 Hit Points per Level 
  Spellgrafters get 6 skill points per level. 
   
   
   
   
  Level Special Abilities 
  Spellcasting Per Day Attack Bonus 
  Atk/round 
  1st 
  Spell Phone, Spell Grafting 
  5 
  +0 
  1 
  2nd 
   
  6 
  +0 
  1 
  3rd 
  Graft Lore 1 
  7 
  +0 
  1 
  4th 
   
  8 
  +0 
  1 
  5th 
  First Awakening 
  9 
  +0 
  1 
  6th 
  Graft Lore 2 
  10 
  +0 
  1 
  7th 
   
  11 
  +0 
  1 
  8th 
   
  12 
  +0 
  1 
  9th 
  Graft Lore 3 
  13 
  +0 
  1 
  10th 
  Second Awakening 
  14 
  +2 
  1 
  11th 
   
  15 
  +2 
  1 
  12th 
  Graft Lore 4 
  16 
  +2 
  1 
  13th 
   
  17 
  +2 
  1 
  14th 
   
  18 
  +2 
  1 
  15th 
  Graft Lore 5, Third Awakening 
  19 
  +2 
  2 
  16th 
   
  20 
  +2 
  2 
  17th 
   
  21 
  +2 
  2 
  18th 
  Graft Lore 6 
  22 
  +2 
  2 
  19th 
   
  23 
  +2 
  2 
  20th 
  Heroic Awakening 
  24 
  +4 
  2 
  21st 
  Graft Lore 7 
  25 
  +4 
  2 
  22nd 
   
  26 
  +4 
  2 
  23rd 
   
  27 
  +4 
  2 
  24th 
  Graft Lore 8 
  28 
  +4 
  2 
  25th 
  Unchained Awakening 
  29 
  +4 
  2 
  26th 
   
  30 
  +4 
  2 
  27th 
  Graft Lore 9 
  30 
  +4 
  2 
  28th 
   
  30 
  +4 
  2 
  29th 
   
  30 
  +4 
  2 
  30th 
  Final Graft, True Awakening 
  30 
  +6 
  2 
  
  73 
   
  Weapon and Armor Proficiency 
  Spellgrafters gain proficiency with Simple weapons. They’re not proficient with any 
  armor, but their spellcasting is unhindered by wearing armor. 
  Spell Phone 
  Unlike most spellcasters who have innate magical energy drawn from their soul, 
  Spellgrafters use a phone which they have imbued with their soul’s energy or another 
  person’s energy. A Spellgrafter cannot cast spells without their Spell Phone unless 
  casting from another class. 
  Spell Grafting 
  Named for the fact that they “graft” spells into their Spell Phones. A Spellgrafter adds 
  ½ their level to damage with damaging spells cast. 
  Graft Lore 
  Their true power of “Grafting” comes late, but allows them to steal additional spells 
  from another spellcaster’s spell list. They gain a new spell at each level they get a 
  Graft Lore. At 30th level with the Final Graft they gain 4 spells instead of just 1.  
  First Awakening 
  A Spellgrafter gains a +4 to their Hit Points, and can cast one Spellgrafter spell once 
  per day without expending a use of Spellcasting per day. 
  Second Awakening 
  The Spellgrafter chooses a single complex spell they know. They can cast this spell 
  without having their Spell Phone on them. 
  Third Awakening 
  Gain an additional spell as per the Second Awakening. 
  Heroic Awakening 
  The Spellgrafter gains a +10 foot land speed while wielding their Spell Phone. 
  Unchained Awakening 
  With their Spell Phone sharing some of their life force, they can imbue ½ of their Hit 
  Points into their phone at the start of the day. This lost health can be regained. If the 
  Spellgrafter wishes to, they can press a button on their Spell Phone to release all of 
  the life force into them, granting them the imbued HP as temporary HP. 
  True Awakening 
  Gain an additional spell as per the Second and Third Awakenings, increase the land 
  speed to +20. In addition to all of this, they gain a +40 to their hit points. 
   
   
  
  74 
   
  Spell Grafter (Alchemist) 
  With the know-how for making potions and poisons, an Alchemist drops the standard 
  Technomancy practice of using a phone, and instead lugs an entire laptop around. 
  Weapon and Armor Proficiency 
  An Alchemist is proficient with pistols and shotguns, along with Light armor. 
  Spelltop 
  A laptop rigged with spells and magic, Spelltops are locked by a key opened by the 
  Alchemist’s magic. An Alchemist must have their spelltop on them and on to cast 
  spells, however they can cast the spells without it in their hands. 
  First Awakening 
  Alchemists gain a bonus to Artisan (Alchemy) and Artisan (Poison) checks equal to ½ 
  their level. 
  Second Awakening 
  As normal, except they can cast it without having the Spelltop on them instead of the 
  Spell Phone. 
  Third Awakening 
  Alchemists gain their magic modifier to damage rolls with firearms. 
  Heroic Awakening 
  The Alchemist gains a +10 foot land speed while their Spelltop is within 30 feet. 
  Unchained Awakening 
  Gain an additional spell through Second Awakening, and gain +4 bonus to damage 
  when Spelltop is within 30 feet. 
  True Awakening 
  Unchained Awakening is a +6 to damage, and +30 foot land speed while their Spelltop 
  is within 30 feet. 
   
   
   
   
   
   
   
  
  75 
   
  Spellgrafter (Grenadier) 
  Users of grenades, bombs, and all manners of explosives the Grenadier takes their 
  power from their Spell Phone still, however their focus is in explosives. 
  Weapon and Armor Proficiency 
  Grenadiers gain proficiency in any form of thrown explosive. Thrown explosives are 
  listed below, and are considered Ranged Martial Weapons. 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight Type 
  Radius 
  Special 
  Bomb 
  200 G 
  2d6 
  x2 
  10 ft. 
  1 lbs. 
  Slash 
  10 ft. 
  — 
  Frag 
  400 G 
  4d6 
  x3 
  10 ft. 
  1 lbs. 
  Slash 
  20 ft. 
  — 
  C4/Semtex 
  100 G 
  4d6 
  x2 
  — 
  1 lbs. 
  Fire 
  10 ft. 
  Cannot be thrown 
  Smoke Grenade 
  20 G 
  — 
  x2 
  10 ft. 
  2 lbs. 
  — 
  Special 
  Reduce vision to 5 ft. 
  Tear Gas 
  50 G 
  Special 
  x2 
  10 ft. 
  2 lbs. 
  — 
  Special Endurance save or reduce 
  eye HP to 0. 
  Thermite  
  500 G 
  6d6 
  x2 
  10 ft. 
  2 lbs. 
  Fire 
  5 ft. 
  — 
  Phosphorous  
  30 G 
  2d6 
  x2 
  10 ft. 
  2 lbs. 
  Fire 
  20 ft. 
  — 
  Molotov 
  10 G 
  1d6 
  x2 
  10 ft. 
  1 lbs. 
  Fire 
  5 ft. 
  — 
   
  First Awakening 
  Add magic modifier to damage on thrown explosive weapons. In addition to this, +10 
  to range of thrown explosive weapons. 
  Second Awakening 
  Radius burst deals +1 additional damage per damage die alongside the minimum 
  damage of the attack. 
  Unchained Awakening 
  Add one damage die to thrown explosive weapons 3 times per day. 
  True Awakening 
  Gain 1 additional use of Unchained Awakening, and gain +2 to Defense and Avoid 
  while at least 1 ally is adjacent. 
   
   
   
   
   
   
  
  76 
   
  Marksman 
  Made to hit their foes, and hit them with the utmost accuracy the Marksman aims 
  down his sights…and once he has you in them, you’re not likely to escape. 
  Marksman have 10 Hit Points per Level 
  Marksman get 4 skill points per level. 
   
  Weapon and Armor Proficiency 
  Marksman gain proficiency with Simple weapons, and all types of Ranged Weapons 
  except for firearms. They’re also proficient with Light and Medium armor, but not 
  shields. 
  Level Special Abilities 
  Unrivaled Shot Attack Bonus 
  Atk/round 
  1st 
  Land Speed +10 
  +2 
  +0 
  1 
  2nd 
  Tree Walk 10 ft. 
  +2 
  +0 
  1 
  3rd 
  Eagle Eye 10 ft. 
  +2 
  +0 
  1 
  4th 
  Ranged Talents 
  +2 
  +0 
  1 
  5th 
  First Awakening 
  +4 
  +2 
  1 
  6th 
  Eagle Eye 20 ft. 
  +4 
  +2 
  1 
  7th 
   
  +4 
  +2 
  1 
  8th 
  Ranged Talents 
  +4 
  +2 
  2 
  9th 
  Eagle Eye 30 ft. 
  +4 
  +2 
  2 
  10th 
  Second Awakening 
  +6 
  +4 
  2 
  11th 
  Land Speed +20 
  +6 
  +4 
  2 
  12th 
  Eagle Eye 40 ft., Tree Walk 20 ft., Ranged Talents 
  +6 
  +4 
  2 
  13th 
   
  +6 
  +4 
  2 
  14th 
   
  +6 
  +4 
  2 
  15th 
  Eagle Eye 50 ft., Third Awakening 
  +8 
  +6 
  2 
  16th 
  Ranged Talents 
  +8 
  +6 
  3 
  17th 
   
  +8 
  +6 
  3 
  18th 
  Eagle Eye 60 ft. 
  +8 
  +6 
  3 
  19th 
   
  +8 
  +6 
  3 
  20th 
  Heroic Awakening, Ranged Talent 
  +10 
  +8 
  3 
  21st 
  Eagle Eye 70 ft., Land Speed +30 
  +10 
  +8 
  3 
  22nd 
  Tree Walk 30 ft. 
  +10 
  +8 
  3 
  23rd 
   
  +10 
  +8 
  3 
  24th 
  Eagle Eye 80 ft.,  Ranged Talents 
  +10 
  +8 
  4 
  25th 
  Unchained Awakening 
  +12 
  +10 
  4 
  26th 
   
  +12 
  +10 
  4 
  27th 
  Eagle Eye 90 ft. 
  +12 
  +10 
  4 
  28th 
  Ranged Talents 
  +12 
  +10 
  4 
  29th 
   
  +12 
  +10 
  4 
  30th 
  Eagle’s Blitz, True Awakening 
  +14 
  +12 
  4 
  
  77 
   
  Unrivaled Shot 
  While making a Ranged Attack, add this bonus to the attack roll, but not the damage 
  roll. 
  Land Speed 
  The Marksman gains a bonus to their base land speed. This increases in +10 
  increments from levels 1, 11, and 21. 
  Tree Walk 
  The Marksman gains the ability to walk upon trees, more specifically they’re able to 
  vertically scale trees. Their bonuses to Land Speed do not apply to their Tree Walking 
  speed due to it having its own speed type. 
  Eagle Eye 
  Taking a full-round action, the Marksman makes an attack that pierces a line. Said 
  line is a distance equal to that listed on the table above, starting at 10 ft. at 3rd level, 
  and increases by 10 feet at every 3 levels thereafter. At 30th level, the line becomes a 
  cone instead. Said attack roll is made against the individual enemies, but is still one 
  attack roll, it simply has varying results depending on the enemies’ Avoid. 
  First Awakening 
  1 + ½ Agility modifier per day, the Marksman can negate any penalties to their Attack 
  they may be taking. 
  Second Awakening 
  Gain an additional use of the First Awakening’s ability. 
  Third Awakening 
  When making a standard attack, the Marksman can instead choose to do a double 
  shot, making two attack rolls and adding the damage together before DR if both hit. 
  This can be used 1 + ½ Agility modifier times per day. 
  Heroic Awakening 
  Gain an additional use of the Third Awakening’s ability. 
  Unchained Awakening 
  Add ½ the Marksman’s Unrivaled Shot bonus to damage 3 + ½ Agility modifier per day. 
  True Awakening 
  Unchained Awakening becomes the full Unrivaled Shot bonus, and becomes twice per 
  day. In addition to this, all other abilities except the Unchained Awakening gain an 
  additional use per day. 
   
   
  
  78 
   
  Ranged Talents 
  Name 
  Description 
  Strong String 
  Increase range increment of ranged weapon by +10 ft. 
  Firearms Bro 
  Gain proficiency in a single firearm. 
  Super Stride 
  3/day double movement bonus. 
  Avoided Strike 
  3/day add movement bonus to Avoid. 
  Sniping from Afar 2/day double range increment of ranged weapon. 
  Dual Crossbows 
  When wielding two crossbows at once, shoot both as one standard action. 
  Large Arrows 
  Treat bow’s damage dice as one die step higher, yet take -5 to hit. This can be 
  turned on or off. 
  Limb Strike 
  When targeting a limb, deal +4 damage. 
  Bow Punch 
  Make a melee attack with a bow that deals 1d6 bludgeoning damage. 
  Volley of Arrows 
  As a full-round action, you may take a -15 to hit to fire 3 arrows at once. 
  Through the Head When making a ranged attack against a head, deal +5 damage. 
  Higher Ground 
  When on an area of high ground (building, horse, flying, etc.) gain a +2 to hit. 
  Forest Strider 
  Don’t take penalties to movement when moving through forested areas. 
  Trap Proficiency 
  Gain proficiency in the use of traps (See the Heister (Trapper)). 
  Divine Tampering Gain the use of a single Divine spell per day. This can be taken multiple times, 
  gaining new spells. Treat Marksman level as Chaplain level -3 (minimum 1). 
  Bomb Proficiency Gain proficiency in the use of bombs (See the Spellgrafter (Grenadier)). The 
  Marksman treats the bombs for their Ranged Weapon abilities. 
   
  Marksman (Hunter) 
  Focused on slaying a particular type of enemy really well, the Hunter uses their 
  combat potential for slaying those who they oppose. 
  Unrivaled Hunter 
  Instead of being incredibly accurate, the Hunter gains a bonus to attack, damage, 
  defense, and avoid instead of just attack. The Unrivaled Hunter bonus is ½ the 
  Unrivaled Shot bonus, and Unrivaled Shot is replaced by Unrivaled Hunter. 
  The Hunter must choose a single enemy type to add the Unrivaled Hunter bonus 
  to. 
  First Awakening 
  The Hunter can apply their Unrivaled Hunter bonus to an additional enemy type, 
  but the bonus is halved (minimum +2). 
  Enemy Types 
  Aberrant 
  Animal 
  Dragon 
  Fey 
  Humanoid 
  Ooze 
  Outsider 
  Plant 
  Undead 
  Vermin 
  
  79 
   
  Second Awakening 
  The Hunter chooses a terrain as listed below. They gain a +4 bonus to attack, 
  damage, defense, and avoid against enemies while on that terrain. This stacks 
  with Unrivaled Hunter. 
  Third Awakening 
  Hunters gain a +30 ft. movement speed while in their terrain chosen. 
  Heroic Awakening 
  Choose another terrain to gain a bonus in, however this bonus is halved to +3 due 
  to the +4 bonus becomes +6. 
  True Awakening 
  Second and Heroic Awakening become the full bonus, alongside the First and Second 
  Awakenings become +12. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Terrains 
  Desert 
  Forest 
  Mountain 
  Plains 
  Space 
  Swamp 
  Underground 
  Urban 
  Vehicle 
  Sea 
  
  80 
   
  Desperado 
  Wielding guns with a sense of style and class about them, the Desperado chooses the 
  dangerous lifestyle because they want to, and enjoys it greatly. 
  Desperado have 10 Hit Points per Level 
  Desperado get 4 skill points per level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level Special Abilities 
  Attack Bonus 
  Atk/round 
  1st 
  Gun Trick 1 
  +0 
  1 
  2nd 
  Agile +1 
  +0 
  1 
  3rd 
  Gun Training 1 
  +0 
  1 
  4th 
  Show Offs 
  +0 
  1 
  5th 
  First Awakening 
  +2 
  1 
  6th 
  Gun Training 2, Agile +2 
  +2 
  1 
  7th 
   
  +2 
  1 
  8th 
  Show Offs 
  +2 
  2 
  9th 
  Gun Training 3 
  +2 
  2 
  10th 
  Agile +3, Second Awakening 
  +4 
  2 
  11th 
   
  +4 
  2 
  12th 
  Gun Trick 4, Show Offs 
  +4 
  2 
  13th 
   
  +4 
  2 
  14th 
  Agile +4 
  +4 
  2 
  15th 
  Gun Training 5, Third Awakening 
  +6 
  2 
  16th 
  Show Offs 
  +6 
  3 
  17th 
   
  +6 
  3 
  18th 
  Gun Training 6, Agile +5 
  +6 
  3 
  19th 
   
  +6 
  3 
  20th 
  Heroic Awakening, Show Offs 
  +8 
  3 
  21st 
  Gun Training 7, Gun Trick 3 
  +8 
  3 
  22nd 
  Agile +6 
  +8 
  3 
  23rd 
   
  +8 
  3 
  24th 
  Gun Training 8, Show Offs 
  +8 
  4 
  25th 
  Unchained Awakening 
  +10 
  4 
  26th 
  Agile +7 
  +10 
  4 
  27th 
  Gun Training 9 
  +10 
  4 
  28th 
  Show Offs 
  +10 
  4 
  29th 
  Gun Training 3 
  +10 
  4 
  30th 
  Gun Training 10, Agile +8, True Awakening 
  +12 
  4 
  
  81 
   
  Weapon and Armor Proficiency 
  Desperado gain proficiency with Simple weapons, and all firearms. They’re also 
  proficient with Light armor and shields. 
  Gun Tricks 
  At 1st level, the Desperado is skilled with the use of firearms, and can use them in 
  melee as well as ranged combat. They can use a firearm as a melee attack dealing 
  1d6 points of damage. 
  At 11th level, the Desperado can make two shots in one, firing both bullets at the 
  same target. The damage is added together, but two attack rolls are made. 
  At 21st level, the Desperado can take a full-round action to flip the gun into the air, 
  catch in, and at the end of the action fire 5 shots off at once. This takes a -5 penalty 
  to hit due to the recklessness of the display. 
  Agile 
  The Desperado gains a +1 bonus to their Avoid. This increases by +1 for every 4 levels 
  thereafter. 
  Gun Training 
  At 3rd level the Desperado chooses a firearm other than the Flamethrower and RPG-7. 
  They can add ½ their Agility to damage made with this firearm. At 15th level, the 
  Desperado can start adding whole Agility to damage instead. 
  First Awakening 
  Embracing their destiny of being a smartass and badass, the Desperado gains a +5 
  bonus on all Deception checks. 
  Second Awakening 
  Skilled at pushing their firearms’ boundaries, they can shoot their gun 5 feet past the 
  range. 
  Third Awakening 
  Second Awakening’s range bypass increases to 10 feet. In addition to this, they gain a 
  +5 on Acrobatics (Luck). 
  Heroic Awakening 
  Lucky because they feel like it, the Desperado gains their Luck modifier to a single 
  d20 roll of their choice once per day. 
  Unchained Awakening 
  Gain an additional use of the Heroic Awakening, range bypass increases to 20 feet, 
  and they gain a +5 on Stealth. 
  True Awakening 
  Gain a +4 on damage rolls resolved with a firearm, and reload them as swift action. In 
  addition to all of this, range bypass increases to 30 feet. 
  
  82 
   
  Show Offs 
  Name 
  Description 
  Bounce Bullet 
  Make an attack against solid matter, ricocheting it off the solid matter and striking the 
  target gaining a +2 damage. 
  360 No Scope 
  When wielding a sniper rifle, as a full-round action move in 360 degrees and shoot the 
  sniper. This takes -4 to hit, and gains a +4 to damage. 
  Sawed Off Barrel 
  Add 1 to the firearm’s damage dice, but decrease the range of the firearm by 10 ft. 
  Groovy 
  When shooting a firearm at an enemy in melee range, do not provoke an attack of 
  opportunity and roll damage twice. Modifiers are not doubled, and cannot critical. 
  Double Jump Shot 
  Move vertically 15 ft. in the air and fire as a full-round action. This grants a +4 attack. 
  Fire Through 
  If an attack critically hits an enemy, the bullet can go through to attack another enemy 
  within 30 ft. The damage is halved, and takes a -5 to hit. 
  Spin and Hit 
  Spinning a gun a few times then attacking as a full-round action, the attack is resolved 
  against an enemies’ Avoid instead of Defense. 
  WTF Grab & Shoot As a full-round action, the Desperado can throw a frag at a firearm within 60 ft. (use 
  this as the frag’s range increment), the impact of the frag rocketing the gun towards 
  the Desperado and allowing them to grab it and get a shot off at a +2 damage. The gun 
  dissolves after use. 
  Super Pistol Whip 
  As a full-round action, make two melee attacks with the firearm increasing the damage 
  dice from d6 to d8. These attacks are resolved at a -10 however. 
  Quick Clip 
  At the end of your turn if you have not used a Show Off previously and still have a swift 
  action, you can use this to reload your firearm. 
  Keksimus Maximus As a full-round action the Desperado throws his firearm in the air and jumps up, 
  catching it and getting a shot off at a -5 to hit, but a +4 to damage. 
  Hidden Shot 
  While a firearm is in its holster or in their pocket, the Desperado can shoot it as an 
  attack action, resolving against their target’s Avoid but dealing -5 damage. 
   
  Desperado (Interplanetary Police Officer) 
  A member of Heion’s Interplanetary Police Force, these officers use a firearm with a 
  “Techno Spirit”, which installs elements into their firearm. 
  First Awakening 
  Interplanetary Police Officers has a Techno Spirit which follows them around. The 
  Techno Spirit can, on the IPPO’ turn, enter their firearm to deal +1d6 points of 
  damage using a single element. The element is chosen upon gaining this Awakening, 
  and cannot be changed later. In addition to this, the IPPO and the Techno Spirit share 
  senses, and the Techno Spirit can negate blindness or deafness for the IPPO for 3 
  rounds by giving them sight through their own eyes. 
   
   
   
   
  
  83 
   
  Skills 
  The following skills are available to all classes. Characters can choose any of the skills 
  listed here to put skills ranks in. They can only put a number of skill ranks into a skill 
  equal to their level. The bonus a skill grants to a d20 roll is as follows. 
  A skill will be listed with its name, the ability associated with the skill, then if it’s 
  affected by Armor Penalty denoted with AP. 
  Example: Skill: Ability (AP) 
  1d20 + Ability Associated + Skill Ranks + Miscellaneous 
  DCs for skills are listed here based on difficulty, however the GM is allowed to come 
  up with DCs on their own depending on the situation and level. 
  Difficulty 
  Incredibly Easy 
  Easy 
  Average 
  Difficult 
  Challenging 
  Heroic 
  Godly 
  DC 
  1-10 
  11-19 
  20-29 
  30-39 
  40-49 
  50-69 
  70+ 
   
   Artisan: Luck 
   Acrobatics: Strength/Agility (AP) 
   Awareness: Luck 
   Deception: Luck 
   Drive: Agility (AP) 
   Fortitude: Endurance (AP) 
   Handle Animal: Luck 
   Heal: Magic/Luck 
   Knowledge (Astronomy): Luck 
   Knowledge (Dungeons): Luck 
   Knowledge (Geography): Luck 
   Knowledge (History): Luck 
   Knowledge (Humanoids): Luck 
   Knowledge (Magic): Luck 
   Knowledge (Religion): Luck 
   Knowledge (Royalty): Luck 
   Knowledge (Tactics): Luck 
   Knowledge (Technology): Luck 
   Knowledge (Wilderness): Luck 
   Knowledge (Miscellaneous 
  {GM’s discretion}): Luck 
   Linguistics: Luck 
   Persuasion: Luck 
   Ride: Agility (AP) 
   Spellcraft: Magic 
   Stealth: Agility (AP) 
   Use Computers: Luck 
   Use Magic Device: Magic
   
   
   
   
   
   
   
  
  84 
   
  Artisan 
  Used for crafting, professions, and performing. 
  Crafting simple objects with Artisan has a DC of 10. Additional rules for crafting are 
  listed upon the item lists. 
  Examples of Perform: Wind Instrument, Drums, String Instruments, Dancing 
  Examples of Professions: Baker, Tailor, Soldier, Mercenary, Noble 
  This uses Luck as an ability. 
  Acrobatics 
  Used for jumping over ledges, climbing, and swimming. 
  Long Jump 
  DC 
  5 ft. 
  5 
  10 ft. 
  10 
  15 ft. 
  15 
  20 ft. 
  20 
  Greater than 20 ft. 
  +5 per 5 ft. 
   
  High Jump 
  DC 
  5 ft. 
  5 
  10 ft. 
  15 
  15 ft. 
  25 
  20 ft. 
  35 
  Greater than 20 ft. 
  +10 per 5 ft. 
   
  Water 
  Swim DC 
  Calm Water 
  10 
  Rough Water 
  15 
  Stormy Water 
  20 
   
  This uses Agility or Strength, whichever is higher. Armor Penalty reduces these 
  checks. 
   
   
   
   
   
  
  85 
   
  Awareness 
  Used for detecting things such as lies, or hidden objects in a room or on a person. 
  Detail 
  Perception DC 
  Hear the sound of battle 
  -10 
  Notice the stench of garbage 
  -10 
  Detect the smell of smoke 
  0 
  Hear the details of a conversation 
  0 
  Notice a visible creature 
  0 
  Determine if food is spoiled 
  5 
  Hear the sound of a creature walking 
  10 
  Hear a whispered conversation 
  15 
  Find an averagely concealed door 
  15 
  Hear the sound of a door being unlocked 
  20 
  Find a greatly concealed door 
  20 
  Hear a bow being drawn 
  25 
  Feel a burrowing creature underneath 
  you, or flying creature above you 
  25 
  Notice a pickpocket 
  Opposed Stealth 
  Notice a creature using Stealth 
  Opposed Stealth 
  Detect a potion’s power 
  15 + 1 per 1,000 G 
   
  Situation 
  DC Modifier 
  Distance 
  +1 per 10 ft. 
  Through a wall 
  +10 
  Maker of the check is asleep 
  +10 
  Target is invisible 
  +20 
  Through a closed door 
  +5 
  Creature making a check is distracted 
  +5 
   
  This uses Luck as an ability. 
  Deception 
  Used to lie, deceive, or misdirect. 
  Circumstances 
  Bluff Modifier 
  The target wants to believe you 
  +5 
  The lie is believable 
  +0 
  The lie is unlikely 
  -5 
  The lie is far-fetched 
  -10 
  The lie is impossible 
  -20 
  The target is drunk or impaired 
  +5 
  You possess convincing proof 
  Up to +10 
  This uses Luck as an ability. 
  
  86 
   
  Drive 
  Used for driving vehicles as opposed to riding animals. Routine driving does not 
  require a drive check. 
  A character can drive as a move action while in combat. 
  Circumstance 
  Drive DC 
  Icy Surface 
  +5 
  Inclement Weather 
  20 
  Tires are blown out 
  20 
  Up a hill 
  25 
   
  This uses Agility as an ability. Armor Penalty reduces these checks. 
  Fortitude 
  Used for situations where the character may tire out or pass out. This uses Endurance 
  as an ability. Armor Penalty reduces these checks. 
  Handle Animal 
  Used for caring for, and convincing animals to obey you. 
  Task 
  Handle Animal DC 
  Handle an animal 
  10 
  Lead an animal 
  20 
  Train an animal a trick 
  15 
  Train an animal for a general purpose 
  20 
  Rear a wild animal 
  15 + Animal’s level 
   
  This uses Luck as an ability. 
  Heal 
  Used for negating poisons, and healing minor injuries. 
  Task 
  DC 
  AoO 
  Time 
  Identify/Treat Poison 
  Poison’s DC 
  No 
  Standard Action 
  Provide First Aid 
  15 
  Yes 
  Standard Action 
  Provide Long-Term Care 
  15 
  Yes 
  8 Hours 
  Treat Deadly Wounds 
  20 
  Yes 
  1 Hour 
   
  First Aid: Stabilize character (bring them to 0) and/or stop bleed damage. 
  Long-Term Care: Regain 2 HP/level for the 8 hours of the Long-Term Care. 
  Treat Deadly Wounds: Negate bleed damage, ability damage, or grant +15 temp HP. 
  This uses Magic or Luck as an ability, whichever is higher. 
  
  87 
   
  Knowledges 
  Used for gaining insight on certain subjects, depending on which Knowledge is chosen. 
  Identifying a creature requires a check with the DC being 5 + creature’s level. The 
  playable races do not require a Knowledge check to identify. Below is a list of which 
  creatures are associated to the knowledges. 
   Knowledge (Astronomy): Aberrant, some Outsiders 
   Knowledge (Dungeons): Ooze and Vermin 
   Knowledge (Humanoids): Any Humanoids 
   Knowledge (Magic): Fey or Dragons 
   Knowledge (Religion): Undead, some Outsiders 
   Knowledge (Technology): Construct 
   Knowledge (Wilderness): Animal, Fey, and Plant 
  Task 
  Knowledge 
  DC 
  Navigate star chart. 
  Astronomy 
  10 
  Track celestial objects. 
  Astronomy 
  10 
  Celestial navigation by sea. 
  Astronomy 
  15 
  Celestial navigation by spaceship 
  Astronomy 
  15 
  Identify underground hazard/trap 
  Dungeons 
  15 + trap’s CR 
  Identify stone, metal, and minerals 
  Dungeons 
  10 
  Determine depth underground 
  Dungeons 
  20 
  Identify ethnicity or accent 
  Geography 
  10 
  Recognize regional terrain features 
  Geography 
  15 
  Know nearest notable locations 
  Geography 
  20 
  Know recent or significant event 
  History 
  10 
  Determine date of a specific event 
  History 
  15 
  Know obscure or ancient event 
  History 
  20 
  Know humanoid’s subtype 
  Humanoids 
  10 
  Identify a spell that is in effect 
  Magic 
  20 + ½ spell level 
  Identify a spell that targeted you 
  Magic 
  25 + ½ spell level 
  Recognize a common deity’s symbol 
  Religion 
  10 
  Know common mythology 
  Religion 
  15 
  Recognize obscure deity’s symbol 
  Religion 
  20 
  Know current ruler and their symbol 
  Royalty 
  10 
  Know proper etiquette 
  Royalty 
  15 
  Know line of succession 
  Royalty 
  20 
  Determine common tactical logistics 
  Tactics 
  10 
  Organize formation fighting  
  Tactics 
  15 
  Determine complex fighting style 
  Tactics 
  20 
  Determine common technology 
  Technology 
  10 
  Determine technologies’ creator & style 
  Technology 
  15 
  Identify complex technological items 
  Technology 
  20 
  Identify a common plant or animal 
  Wilderness 
  10 
  Identify unnatural weather phenomenon 
  Wilderness 
  15 
  Determine artificial nature or feature 
  Wilderness 
  20 
  This uses Luck as an ability. 
  
  88 
   
  Linguistics 
  Used for forgeries and discerning dialects. With each point in Linguistics, a new 
  language is learned. 
  Task 
  Linguistics DC 
  Understand which language is being spoken 
  15 
  Understand Dialect 
  15 
  Create Forgery 
  20 
  Situation 
  DC Modifier 
  Language is rare 
  +5 
  Dialect is rare 
  +5 
  Writing in unlearned language 
  +15 
   
  This uses Luck as an ability. 
  Persuasion 
  Used for convincing others of your point of view; forcefully or not. 
  Starting Attitude 
  Persuasion DC 
  Hostile 
  25 + Target’s LUK Mod 
  Unfriendly 
  20 + Target’s LUK Mod 
  Indifferent 
  15 + Target’s LUK Mod 
  Friendly 
  10 + Target’s LUK Mod 
  Helpful 
  0 + Target’s LUK Mod 
   
  A target of a Persuasion to intimidate must make a Luck save with a DC of 10 + 
  Target’s Luck Modifier + Target’s Level. The target can alternatively use their ranks in 
  Awareness instead of Luck modifier, whichever is higher. Success means the target is 
  shaken, but cannot be brought above shaken. 
  This uses Luck as an ability. 
   
   
   
   
   
   
   
  
  89 
   
  Ride 
  Used for riding animals and other exotic beasts. 
  Task 
  Ride DC 
  Guide with knees 
  5 
  Stay in saddle 
  5 
  Fight with combat-trained mount 
  10 
  Cover 
  15 
  Soft-fall 
  15 
  Leap 
  15 
  Spur Mount 
  15 
  Control mount in battle 
  20 
  Fast Mount or Dismount 
  20 
   
  This uses Agility as an ability. Armor Penalty reduces these checks. 
  Spellcraft 
  Used for crafting magical items, identifying magical items, identifying spells, creating 
  spells and scrolls, and various other effects to deal with magic. 
  Task 
  Spellcraft DC 
  Identify a spell as it is being cast 
  10 + Spell Level 
  Create a Spell 
  10 + Spell Level 
  Decipher a Scroll 
  15 + Spell Level 
  Craft a Magic Item 
  15 + 1 per 1,000 G 
   
  This uses Magic as an ability. 
  Stealth 
  Used for sneaking, hiding objects or people, and picking locks. 
  Task 
  Stealth DC 
  Hide 
  Opposed Awareness Check 
  Sniping 
  30 
  Steal unattended object 
  15 
  Steal attended object 
  25 
  Pick Lock 
  Determined by Lock quality 
   
  This uses Agility as an ability. 
   
   
   
  
  90 
   
  Use Computers 
  Used for operating complex technology and hacking. 
  Hack Security 
  Use Computers Modifier 
  Minimum 
  +5 
  Average 
  +10 
  Exceptional 
  +15 
  Maximum 
  +20 
  Hacking 
  Use Computers 
  Crash Computer 
  20 
  Destroy Programming 
  25 
  Shut Down Electronic Trap 
  20 
  Change Password 
  10 
  Brute Force Password 
  25 
  Hack Password 
  35 
   
  This uses Luck as an ability. 
  Use Magic Device 
  Used for using wands, scrolls, and other magical items. 
  Tasks 
  Use Magic Device 
  Use Wand/Scroll 
  10 + Spell Level 
  Decipher Written Spell 
  5 + Spell Level 
  Disable Magic Trap 
  20 
  Trigger Magic Trap 
  15 
   
  This uses Magic as an ability.
   
   
   
   
   
   
   
   
   
  
  91 
   
  Alignment 
  Characters have morality on a 1-10 scale for both Holy/Unholy, and Order/Disorder. 
  Neutrality means a character does not fit in either category completely, and is 
  straying the line between the two. 
   
   
   Order 
   
   Neutral 
   
   Disorder 
  Holy 
    
  Holy Order 
  Holy Neutrality 
  Holy Disorder 
  Neutral 
  Orderly Neutral 
  True Neutral 
  Disorderly Neutral 
  Unholy 
   
  Unholy Order 
  Unholy Neutrality 
   Unholy Disorder 
   
  With each side (Holy/Unholy and Order/Disorder), the character has a 1-10 scale as 
  denoted below. 1-4 means they’re Orderly/Holy, 5 means they’re neutral, and 6-10 
  means they’re Disorderly/Unholy. 
  Alignment 
  1 2 3 4 5 6 7 8 9 10 
  Order 
   
   
   
   
   
   
   
   
   
   
  Divine 
   
   
   
   
   
   
   
   
   
   
   
  If a character sheet does not have the 1-10 scale, do the following: 
  Order: 4 
  Divine: 9 
  Alignment while being present in the book, does not have to be present in every 
  game. If GMs wish to do away with alignment, they can. In addition to this, rather 
  than removing alignment altogether they can alter the alignment system to their own 
  needs (changing the names of the different alignments). 
  Holy vs Unholy 
  These represent the cosmic energies in the world tipping from one side to the other, 
  fueling either the forces of good or evil. Holy energy is typically associated with 
  angels, Heaven, and Nirvana. Unholy energy is typically associated with necromancy, 
  demons, and Hell. Characters who are holy can work with those who are unholy, 
  though they may need some reasoning behind said alliance such as a greater good. 
  Order vs Disorder 
  These represent the compulsion to follow tradition and order, or compulsion to rebel 
  and seek freedom for themselves and all others. While the two conflict with each 
  other, people who follow order or disorder are more likely to work with their opposite 
  than people who follow holy or unholy. Order is typically (though sometimes 
  wrongfully) associated with law, contracts, empires, and honor. Disorder is typically 
  (though sometimes wrongfully) associated with rebels, freedom, criminals, and 
  fighting dirty. 
   
  
  92 
   
  Rules 
  Always round down decimals. 
  Hit Points is how much punishment the character can take. If they take damage and it 
  exceeds to minus their Endurance score (past 0 HP), the character is dead. NPCs and 
  Monsters are assumed to die at 0 HP unless they have an ability which says otherwise. 
  Each body part has a certain amount of hit points 
  worth of damage they can take before that part 
  of the body is fatally wounded and needs to be 
  attended to ASAP. Injuries to certain limbs have 
  certain effects. The hit points a limb has is a 
  fraction of the total HP the character has, and is 
  subtracted off of their total HP and the limb’s HP 
  when dealing damage to it. The limb can be 
  damaged after it is brought to 0, but the damage only applies to the character’s total 
  HP instead of adding additional effects. Arms and legs must be targeted one at a 
  time, however eyes and ears are both damaged. Minimum of 1 HP per body part. 
  Fatal wounds occur when body parts reach 0 HP. On a critical hit, the target must 
  make an Endurance Save (DC 10 + 1/2 enemies’ level + enemies’ attack bonus) 
   Head: When the head is fatally wounded, they take a -2 to Magic and 
  Resistance until their head is healed by a proper spell. On a critical hit, the 
  character’s head is severed, leading to an instant death. 
   Eyes: The eyes are temporarily blinded for 1d4+1 rounds, negating their Agility 
  to avoid. On a critical hit, the blindness is permanent. 
   Ears: The ears are temporarily deafened for 1d4+1 rounds, negating any sound-
  based ability. On a critical hit, the deafness is permanent. 
   Torso: When the torso is targeted, nothing special occurs unless it is a critical 
  hit in which the target takes 2 points of bleed damage and is knocked prone. 
   Arm: The arm chosen (left or right) takes a -2 penalty on attack and damage 
  rolls. On a critical hit, the arm is unusable and falls limp dropping anything. 
   Groin: When the groin is targeted, the enemy takes a -2 to Agility and Defense. 
  On a critical hit, the target drops prone and takes an additional -2 to Strength. 
   Leg: The leg chosen (left or right) begins to drag, reducing the target’s speed 
  by 5 ft. On a critical hit, the leg falls limp reducing an additional 10 ft. 
  Saving Throws: Certain spells and status conditions require saving throws from the 
  target of the effect. On the description, it’ll say what kind of save it is and the target 
  must roll a d20 + their stat’s bonus in order to overcome the effect. The most 
  common saves are Endurance, Luck, and Agility. 
  Natural 1s are critical failures and natural 20s are critical successes, but only on 
  attack rolls, ability checks, and saving throws. Skills cannot critically fail or succeed. 
  Body Part 
  Hit Points 
  Penalty 
  Head 
  15% 
  -15 
  Eyes 
  5% 
  -20 
  Ears 
  5% 
  -20 
  Torso 
  30% 
  0 
  Arm 
  20% 
  -5 
  Groin 
  5% 
  -15 
  Leg 
  20% 
  -5 
  
  93 
   
  Combat Rules 
  Characters have 4 actions during combat (Standard, Move, Swift, and Immediate). 
  Below is what actions can be done. 
   Single Attack/Stability Attack: Standard 
   Move (up to full movement speed): Movement 
   Use an Item: Standard 
   Reload Crossbow/Gun: Standard 
   Draw an Item or Weapon: Move (Special) 
   5-Foot Step: Special 
   Casting Spells: Standard 
   Full Attack: Full-round Action 
   Charge: Full-round Action 
   Enter Ignition Mode: Swift Action, can only be done once per round. 
  Characters typically move at 30 feet and are of medium size, though variations to this 
  standard do exist with larger than life dragons, and exceptionally small fairies. One 
  square equates to 5 feet. Moving diagonally counts the first diagonal square as one 
  square, the second as two, the third as one, and so on. You can’t move diagonally 
  across a corner on a map. 
  Taking a 5-Foot Step is not considered to take up an action, however doing so 
  prevents using actions such as a Move or a Charge. 
  Drawing a weapon can be done as part of a move or charge at 2nd level. If it’s done 
  standing still, it’s still a move action. 
  Charging grants the attacker +1 to hit & damage, but -2 to the charger’s Defense. 
  Melee/Ranged Attack Formula: 1d20 + Agility Modifier + Attack Bonus + Misc. Bonuses 
  Spell Attack Formula: 1d20 + Resistance Modifier + Attack Bonus + Misc. Bonuses 
  Defense: 10 + Armor Bonus + Agility + Miscellaneous Bonuses 
  Avoid: 10 + Agility Modifier + Miscellaneous Bonuses 
  Defense vs Avoid: Defense is what a character uses against almost all attacks, except 
  for magical attacks which go against Avoid. A character caught in a surprise round or 
  attacked by a character in stealth is flat-footed instead of using Avoid. 
  Stability: 15 + ½ Defense + Miscellaneous Bonuses. This is used to defend against 
  trips, grapples, disarms, etc. 
  For every 5 points in Luck above 5, the character gains a re-roll of one of their own 
  d20 rolls, or the d20 roll of an enemy attacking them. 
  
  94 
   
  Stability Attacks: 
   Trip/Prone: If a character is tripped (a separate attack roll against their 
  stability) they fall prone. A prone character takes a -2 to their Agility score and 
  must spend a move action to stand up which provokes attacks of opportunity. 
  Crawling while prone takes a move to move 5 feet, and provokes attacks of 
  opportunity. This cannot stack. A character falls prone when knocked 
  unconscious. 
   Grapple: If a character is grappled (a separate attack roll against their 
  stability) them and the grappler gain the grappled condition. The victim 
  receives a -2 to their Agility score. The grappler also takes the penalty to 
  Agility, but instead of losing their standard action they must spend it to 
  maintain the grapple (another attack vs their reduced stability) or not spend it 
  and let go. This condition doesn’t stack with multiple grapplers. 
   Disarm: If a character is disarmed (a separate attack roll against their stability) 
  their weapon is knocked from their hand and it drops to the ground. The victim 
  doesn’t take any other penalties, however if the attacker fails by 10 or more, 
  they lose grip of their own weapon and it instead is knocked away. Spells 
  cannot be disarmed. Someone whose hand is crippled is disarmed. 
   Sunder: If a character’s weapon or armor is attacked, it takes damage as if it 
  were a character, and upon reaching 0 HP, it shatters and is broken. Weapon 
  and Armor HP depends on the materials used. 
   Bull Rush: If a character is bull rushed and they are no more than one size 
  category larger than the attacker, the target of the bull rush is pushed 5 feet 
  for every 5 by which the attack exceeds their stability. If there is a wall behind 
  the target as they’d be pushed, they take 1d6 damage per 5 feet the wall 
  stopped them. 
   Overrun: If a character is overrun, the attacker passes through the enemies’ 
  square without provoking an attack of opportunity. If the attack exceeds their 
  Stability by 5 or more, the target is knocked prone. 
   Reposition: If a character is repositioned, they are moved from the square they 
  were initially in, and are instead moved into an adjacent square so long as the 
  reposition doesn’t harm the target. For every 5 over the target’s Stability, the 
  target can be moved 5 more feet in a straight line. 
   Steal: If a character is stolen from, one item they are holding is taken from 
  them and the attacker now holds the item. The item must be able to be 
  reached (on a belt, sheath, etc.) and only one item can be taken per round. 
   Feint: If a character is feinted, any attacks made until the attacker’s following 
  turn are made against the target’s Avoid instead of Defense. Attacks that are 
  already made against Avoid gain a +4 bonus to hit, and Agility saves that the 
  target must attempt are done at a -4. 
   
  
  95 
   
  Physical Damage vs Magical Damage: Unless specifically stated attacks made with 
  weapons deal physical damage, and attacks made with spells deal magical damage. 
  The damage dice of the weapon/spell is rolled, and the character adds their strength 
  modifier or magic modifier respectively to the types of attacks. 
  Two-Handing Weapons: A character can two-hand a one-handed weapon and must 
  two-hand a two-handed weapon or else they take a -4 penalty to attack rolls and 
  damage rolls are resolved at ½. Wielding a weapon in two hands adds 50% to the 
  damage dealt with the weapon. Light weapons can be two-handed, but offer no 
  bonuses for doing so. 
  Magic Resistance: A character must roll to overcome Magic Resistance when using a 
  spell against a character with such an ability. 
  MR Bypass Formula: 1d20 + Magic modifier + ½ Luck modifier 
  Damage Reduction: Some classes and monsters get Damage Reduction, the ability to 
  reduce damage by an amount equal to their DR. 
  Example: Someone with DR 5/Magic reduces 5 points of damage from an 11 rolled for 
  damage. The creature takes 6 damage unless the weapon used is counted as “Magic” 
  for bypassing damage reduction in which it deals the full 11 damage. 
  Energy Resistance, Weakness, & Immunity: Someone with Energy Resistance x (ex: 
  Fire Resistance 5) reduces damage like DR, except it is rarely bypassed. Immunity to 
  the element negates the damage entirely. Weakness adds 50% damage to the attack. 
  What Provokes an Attack of Opportunity: Casting a complex spell, moving through 
  threatened squares, using a ranged weapon in melee, and using an item in threatened 
  squares. 
  Two-Weapon Fighting: Two weapons must be equipped at once. Off-hand attacks are 
  made at ½ damage as opposed to the primary hand’s strength modifier. 
  Circumstances 
  Primary Off-Hand 
  Normal Penalties 
  -6 
  -10 
  Off-hand weapon is light 
  -4 
  -8 
  Two-Weapon Fighting Talent 
  -4 
  -4 
  Off-hand Weapon is light and Two-Weapon Fighting Talent 
  -2 
  -2 
   
  Concentration Checks: Spellcasters must make a concentration check in order to cast 
  a spell when in melee. The DC of the check is 10 + ½ spell level required. A 
  concentration check is rolled using the following:  
  1d20 + caster’s magic modifier + miscellaneous bonuses 
  Attacks of Opportunity: A character has 1 attack of opportunity unless otherwise 
  stated. 
  Flanking: When two characters are between their target, gain +2 attack. 
  
  96 
   
  Bonus Types 
   The following are bonuses which can be applied to many things; 
  including attack rolls, Defense & Avoid, skill checks, ability checks, 
  and many other things. Unless stated, the same bonuses don’t stack. 
   
  Encumbrance Effects 
   When carrying one of the following loads, use these stats. Carrying a 
  light load is the normal stats for a character. The penalties applied 
  affect skill checks and speed, as well as their running speed. 
   
   
   
   
   
  Beyond the 25 Stat Cap 
   In some instances, 
  characters can 
  break the stat cap. 
  This can be done 
  through magic 
  items, ignitions, 
  and other items or 
  bonuses that say 
  they break the stat 
  cap. The bonuses to 
  stats are listed to 
  the left. In 
  addition, the 
  carrying capacity 
  for a character with 
  higher strength 
  scores is increased. 
   
   
   
  Bonus Type 
  Stacks? 
  Armor 
  No 
  Circumstance 
  Yes 
  Competence 
  No 
  Deflection 
  No 
  Dodge 
  Yes 
  Enchantment 
  No 
  Insight 
  No 
  Luck 
  Yes 
  Holy 
  No 
  Natural Armor 
  No 
  Profane 
  No 
  Racial 
  No 
  Resistance 
  No 
  Sacred 
  No 
  Shield 
  No 
  Size 
  No 
  Load 
  Max Agility Penalty Medium 
  Speed 
  Small 
  Speed 
  Run 
  Light 
  Unmodified 
  0 
  30 ft. 
  20 ft. 
  x5 
  Medium 
  +3 
  -3 
  20 ft. 
  15 ft. 
  x4 
  Heavy 
  +1 
  -6 
  20 ft. 
  15 ft. 
  x3 
  Stat # 
  Stat Bonus 
  26 
  +21 
  27 
  +22 
  28 
  +23 
  29 
  +24 
  30 
  +25 
  31 
  +26 
  32 
  +27 
  33 
  +28 
  34 
  +29 
  35 
  +30 
  36 
  +31 
  37 
  +32 
  38 
  +33 
  39 
  +34 
  40 
  +35 
  41 
  +36 
  42 
  +37 
  43 
  +38 
  44 
  +39 
  45 
  +40 
  Strength 
  Score 
  Light Load Medium Load Heavy Load 
  Push/Drag 
  26 
  612 lbs. 
  1,224 lbs. 
  1,840 lbs. 
  9,200 lbs. 
  27 
  692 lbs. 
  1,384 lbs. 
  2,080 lbs. 
  10,400 lbs. 
  28 
  800 lbs. 
  1,600 lbs. 
  2,400 lbs. 
  12,000 lbs. 
  29 
  932 lbs. 
  1,864 lbs. 
  2,800 lbs. 
  14,000 lbs. 
  30 
  1,064 lbs. 
  2,132 lbs. 
  3,200 lbs. 
  16,000 lbs. 
  31 
  1,224 lbs. 
  2,452 lbs. 
  3,680 lbs. 
  18,400 lbs. 
  32 
  1,384 lbs. 
  2,772 lbs. 
  4,160 lbs. 
  20,800 lbs. 
  33 
  1,600 lbs. 
  3,200 lbs. 
  4,800 lbs. 
  24,000 lbs. 
  34 
  1,864 lbs. 
  3,732 lbs. 
  5,600 lbs. 
  28,000 lbs. 
  35 
  2,128 lbs. 
  4,256 lbs. 
  6,400 lbs. 
  32,000 lbs. 
  36 
  2,448 lbs. 
  4,896 lbs. 
  7,360 lbs. 
  36,800 lbs. 
  37 
  2,768 lbs. 
  5,536 lbs. 
  8,320 lbs. 
  41,600 lbs. 
  38 
  3,200 lbs. 
  6,400 lbs. 
  9,600 lbs. 
  48,000 lbs. 
  39 
  3,728 lbs. 
  7,456 lbs. 
  11,200 lbs. 
  56,000 lbs. 
  40 
  4,256 lbs. 
  8,528 lbs. 
  12,800 lbs. 
  64,000 lbs. 
  41 
  4,896 lbs. 
  9,808 lbs. 
  14,720 lbs. 
  73,600 lbs. 
  42 
  5,536 lbs. 
  11,088 lbs. 
  16,640 lbs. 
  83,200 lbs. 
  43 
  6,400 lbs. 
  12,800 lbs. 
  19,200 lbs. 
  96,000 lbs. 
  43 
  7,456 lbs. 
  14,928 lbs. 
  22,400 lbs. 112,000 lbs. 
  44 
  8,512 lbs. 
  17,024 lbs. 
  25,600 lbs. 128,000 lbs. 
  45 
  9,792 lbs. 
  19,584 lbs. 
  29,440 lbs. 147,200 lbs. 
  
  97 
   
  Spellcasting Rules 
  There are two types of spells in this system: Simple and Complex. Simple spells are 
  cast with minimal movement and vocal requirements while Complex spells are exactly 
  what they say, requiring more movement and vocal requirements. There are a select 
  number of classes which can cast spells as listed below. 
  Arcane Casters: Zauberers, Incant Blades 
  Divine Casters: Chaplains 
  Psychic Casters: Preternaturists 
  Each class has “Spellcasting per Day”, signifying how many times per day they can 
  cast and how many spells they can cast. Spellcasting per Day depends on the class. 
  Full Casters: Zauberers, Chaplains, and Preternaturists 
  Low Casters: Incant Blades, martial casting subtypes 
  Simple Spells do not provoke attacks of opportunity when cast. Complex spells 
  provoke attacks of opportunity unless a concentration check is passed. 
  Spells with effects (such as -2 Defense) without a duration listed use the basic 
  duration of ½ magic bonus. 
  When a concentration check isn’t made with a Complex spell, provoking character(s) 
  gain a free attack of opportunity. The caster (if damaged) must make a concentration 
  check equal to DC 5 + the damage dealt of the highest damage dealt to them. 
  Casters can prepare multiple of the same spell per day, this takes up a Spellcasting 
  per Day. In addition to this, they can leave slots open for the day, and spend 1 minute 
  studying/praying/contemplating to fill in the slot in the middle of the day. 
  Different casters prepare in different ways. 
  Arcane Casters study spell books and scrolls. Arcane casters without free access to a 
  spell book or scroll cannot prepare spells for the day. 
  Divine Casters pray to their deity for their spells. Divine casters without their holy 
  symbol cannot prepare spells for the day. 
  Psychic Casters must have time to seek their thoughts. Psychic casters being disrupted 
  cannot prepare spells for the day. 
   
   
   
   
  
  98 
   
  Magic Elements 
  The different types of magic are listed below with information on each element. 
   
  Arcane 
  Fire 
  Earth 
  Water 
  Wind 
  Electricity 
  Force 
  Corruption 
   
  Below are descriptions of the elements listed above. While some of these describe 
  what a character with this focus’ personality may be like, it does not mean that is 
  exactly how they are like. 
  Fire 
  Fire burns, destroys, and brings that which is physical to an ash. While destructive, 
  fire can be used for good and often is. Its uses can stretch beyond destruction as fire 
  is good for cauterizing wounds and the likes. 
  Common Personality Traits: Aggressive, active, and quick to anger. 
  Earth 
  Earth can either be attributed to stones and metals, or even acid. Whatever the case 
  is, the element of earth calls to those with a duty to protect those around them. 
  Dwarves favor the element of earth for obvious reasons. 
  Common Personality Traits: Protective, stalwart, and calm. 
  Water 
  Water can be attributed to any form that water comes in; be it solid, liquid, or gas. 
  The element of water is used by those seeking a flowing style of magic, or maybe they 
  wish to use ice to freeze over their enemies. 
  Common Personality Traits: Serene, selfless, and relaxed. 
  Wind 
  Rather than picking a singular path, the element of wind calls to those with no road 
  to follow. Wind isn’t about seeking enlightenment, destroying your enemies, or 
  anything really. Wind is all about being yourself, and going with the flow.  
  Common Personality Traits: Self, looseness, and those with relaxed natures. 
   
  Psychic 
  Psychokinesis 
  Telekinesis 
  Divine 
  Holy 
  Unholy 
  
  99 
   
  Electricity 
  Sparks of electricity are quick, sporadic, but leave just as fast as they come. Those 
  who seek out the element of electricity are often those who want to jump in and out 
  of combat, or perhaps those who are bad with men or women and want to jump in or 
  out of a relationship. It is, however a very energetic and giddy element despite the 
  ‘bite’ of electric shocks. 
  Common Personality Traits: Joy, those who are hyperactive or just plain crazy. 
  Force 
  Being rather fickle to control, Force is for those who wish to control the world around 
  them with their arcane might. In a way, force is the ‘un-element’ as it is so difficult 
  to define. Thus, force can be taken by anyone. 
  Common Personality Traits: Any. 
  Corruption 
  As evil as unholy energy, Corruption prides itself on its ability to destroy, and leave 
  nothing in its path. Unlike fire, the element of corruptions burns, corrodes, and tears 
  apart everything in its way with no remorse and leaves nothing behind. Fire leaves 
  ash, corruption leaves emptiness behind.  
  Common Personality Traits: Insane folk, the power hungry, and the nihilistic. 
  Holy vs. Unholy 
  Unlike Arcane elements, Holy and Unholy have no personality that is tied to them, but 
  rather this all depends on the soul of the wielder. Those with a Holy soul wield Holy 
  while those with the unholy soul wield Unholy. The Neutral can choose, however the 
  parameters listed are the only restrictions. Holy energy represents life while Unholy 
  represents death. Both co-exist with each other, for without one, the other would 
  cease to exist. This is how the divines wished it from the beginning. 
  Telekinesis vs. Psychokinesis 
  Telekinesis usually involves moving an object to your will while Psychokinesis involves 
  another target’s brain. Example: You can use Telekinesis to throw a knife at 
  someone, or use Psychokinesis to batter their brains from the inside out. 
   
   
   
   
   
   
  
  100 
   
  Size Chart 
  Sizes 
  Attack Bonus 
  Defense Bonus 
  Size in Squares 
  Natural Reach 
  Fine 
  +8 
  +8 
  ½ ft. 
  0 ft. 
  Diminutive 
  +4 
  +4 
  1 ft. 
  0 ft. 
  Tiny 
  +2 
  +2 
  2 ½ ft. 
  0 ft. 
  Small 
  +1 
  +1 
  5 ft. 
  5 ft. 
  Medium 
  +0 
  +0 
  One 5 ft. square 
  5 ft. 
  Large 
  -1 
  -1 
  10 ft. 
  10 ft. 
  Huge 
  -2 
  -2 
  15 ft. 
  15 ft. 
  Gargantuan 
  -4 
  -4 
  20 ft. 
  20 ft. 
  Colossal 
  -8 
  -8 
  30 ft. 
  30 ft. 
   
  Long Creatures 
  Sometimes on a creature’s page, it will be listed as Large (Long) or Colossal (Long). If 
  this is the case, the creature uses the natural reach of the creature one step below 
  them, and thus their width is one square less while their height remains the same. 
  The chart to the left is an example of a Large (Long) 
  represented by the black squares, and a Huge (Long). The 
  threatened areas are marked in maroon. 
  Only Large and larger creatures can have Long variants. 
  Natural Reach 
  Creatures with 0 ft. reach must enter the square of their target before they can get 
  an attack off. This provokes an attack of opportunity. 
  Stability 
  Creatures of large size and larger gain the bonus from Defense Bonus onto their 
  Stability, and creatures of small size and smaller receive the bonus from Defense 
  Bonus as a penalty to their Stability.  
  Increasing Damage Dice 
  When increasing the damage dice of a weapon, follow the chart as seen to the 
  right. Count 2d4 as 1d8 and count 1d12 as 2d6.  
   
   
   
   
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
    
   
    
   
    
   
  Damage 
  Dice Chart 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  1d10 
  2d6 
  2d8 
  3d6 
  3d8 
  4d6 
  4d8 
  6d6 
  6d8 
  8d6 
  8d8 
  12d6 
  12d8 
  16d8 
  
  101 
   
  Environmental Rules/Status Effects 
  The following are rules for status effects, various damaging or lethal environmental 
  effects such as burning, falling damage. 
  Acid 
  While inside of acid, anyone who isn’t immune starts to take damage due to the acid 
  burning and eating the skin of its target. Those inside of the acid take 2d8 damage 
  per round of being in the acid. Being totally submerged in acid teals 10d8 acid 
  damage to the one being submerged. In addition to this, the target may suffer from 
  drowning. 
  In addition to all of this, while adjacent to acid the fumes deal damage to one’s 
  lungs. Anyone near the acid without proper gear must make an END save (DC 13) or 
  take 1 point of END damage per minute of being near the acid. Leaving the area heals 
  the END damage instantly. 
  Cold 
  Unless a character is immune or resistant to cold damage, being exposed to cold 
  weather has a risk for those in it. An unprotected character in a cold environment 
  (below 40 degrees Fahrenheit) takes 1d4 points of cold damage per round if they fail 
  a DC 13 END save (+1 to the DC per check the character has made) each hour. The 
  cold damage is nonlethal, however if it brings the sufferer of the cold damage to 0 HP 
  due to the nonlethal damage, the target henceforth takes lethal cold damage and will 
  die. They are rendered unconscious when brought to -1 HP due to the nonlethal cold 
  damage. 
  An unprotected character in a freezing environment (below -20 degrees Fahrenheit) 
  instantly begins taking 1d6 lethal cold damage per minute with no save. They may 
  make a DC 15 END save (+1 to the DC per check the character has made) however to 
  reduce the effect to 1d4 nonlethal cold damage instead, using the cold environment 
  above for 10 minutes in-game time. 
  Ice 
  A character walking on ice may only move in straight lines, however gains a +5 ft. 
  move speed while doing so. Alternatively they can move at half speed without moving 
  in a straight line, however they gain no bonus to their move speed from the ice, or 
  any outside effects. 
  Darkness 
  Areas with no light or very minimal light are considered dark. Characters without 
  Darkvision can only see 15 ft. in front of them (or lower at the GM’s discretion) and 
  characters with Darkvision can see up to how far their Darkvision reaches. 
  Total darkness means a character without Darkvision cannot see at all, and those with 
  Darkvision have the effects of Darkvision cut in half. 
  
  102 
   
  Falling Damage 
  In multiple talents, spells, and abilities being launched in the air is listed. If a 
  character is launched a certain number of feet, they will suffer falling damage on the 
  following round of being launched. In addition to this, they’ll take damage if they hit 
  walls, ceilings, and other hard surfaces instead of landing on the ground. 
  For every 10 ft. a character falls from, they take 1d6 points of damage (considered 
  bludgeoning normally, spiked pits are piercing/slashing). The maximum amount of d6 
  a character can take is 20d6 at 200 ft. after which the damage is instantly lethal and 
  will kill the faller upon impact unless they have a way to stop this damage. DR does 
  not save a creature falling from a lethal impact. At the end of a fall, the faller is 
  prone. 
  Falling Objects 
  Objects of certain sizes which fall and land upon someone take 
  damage. The object can be debris from a collapsing building, 
  or the remains of a spaceship colliding with the planet it is 
  trying to reenter. Regardless of the circumstance, the damage 
  is listed here. Objects which go into the starship size 
  categories are instantly lethal at Huge starship size. 
  Characters who succeed an Agility save can take half the 
  damage listed on the table. 
  Flat-Footed 
  When a character is taken by surprise, or is attacked by a character in stealth, -4 to 
  Defense and Avoid for the attack that surprises them. Flat-footed is applied in a 
  surprise round, and a character who is flat-footed can’t take attacks of opportunity 
  while in this state. 
  Heat 
  Heat, such as that from an incredibly hot desert, deals nonlethal damage over time. 
  Once a character has taken an amount of nonlethal damage from heat that it’d bring 
  them to 0 HP, all further damage is lethal. Use the rules for a cold environment for 
  heat rules, except hot conditions are 90 degrees Fahrenheit, and extreme heat is 140 
  degrees Fahrenheit and above. 
  Boiling Water 
  Being in boiling water deals 2d8 points of water and fire damage, and being fully 
  submerged in the boiling water deals 10d8 points of water and fire damage. 
  Catching on Fire 
  When fire reaches a character’s hair, clothing, or other flammable materials on the 
  character they have a chance of catching on fire. A character at risk of catching on 
  fire must make a DC 15 Agility save or start taking 1d8 fire damage per round. A fire 
  can be doused by at least a water skin. 
  Object Size Damage AGI Save 
  Small 
  2d6 
  12 
  Medium 
  3d8 
  14 
  Large 
  5d8 
  18 
  Huge 
  8d8 
  20 
  Gargantuan 
  10d10 
  25 
  Colossal 
  15d12 
  28 
  
  103 
   
  If a character takes half their HP in fire damage while having been caught on fire, 
  they must make a DC 20 Endurance save or their eyes melt, and the character is 
  blinded until their Eye HP is brought back above 0. 
  Lava/Magma 
  Lava or magma deals 3d8 points of fire damage per round while being exposed, unless 
  the character is completely submerged, in which case they take 25d8 points of fire 
  damage per round. Immunity to fire is also immunity to lava and magma. 
  Damage lasts for 1d3 rounds after exposure, but the damage dealt is halved. 
  Characters who are immune to lava/magma/fire may still drown if completely 
  submerged for too long. 
  Smoke 
  A character who breathes in heavy smoke must make a DC 15 (+1 per previous check 
  made) Endurance save or spend the turn coughing and choking. A character who 
  chokes for 2 consecutive rounds take 1d6 nonlethal damage per round of choking 
  thereafter. Smoke conceals vision, imposing a 20% miss chance. 
  Starvation and Thirst 
  A character can go 1 day without water + 1 additional day per Endurance modifier. 
  After this time, the character must make a DC 10 (+1 per previous check made) 
  Endurance save each hour or take 1d6 nonlethal damage. Characters brought to 0 HP 
  this way start taking lethal damage instead. 
  A character can go without food for 3 days in growing discomfort. After this time, the 
  character must make an Endurance save each day (DC 10, +1 per previous check 
  made) or take 1d6 nonlethal damage. A character brought to 0 HP this way start 
  taking nonlethal damage instead. 
  Suffocation 
  A character who has no air to breathe can hold their breath for 2 rounds per 
  Endurance modifier. If a standard or full-round action is taken, the character loses 1 
  round that they can hold their breath for. After this, they must make a DC 10 
  Endurance save in order to continue holding their breath. The check must be 
  repeated each round, with the DC increasing by +1 for each previous save. 
  When a character fails one of these Endurance saves, they begin to suffocate. In the 
  first round, they fall unconscious at 0 HP. In the following round, they drop to -1 HP 
  and are dying. In the third round they suffocate to death. 
   
   
  
  104 
   
  Water 
  Any character can wade in calm water that isn’t over their head, no checks required. 
  Similarly, swimming in calm water only requires a DC 10 Acrobatics check. Trained 
  swimmers can just take 10. Remember, however, that armor and being encumbered 
  causes penalties to accumulate on their Swim check. 
  By contrast, fast-moving water is much more dangerous. Characters must make a DC 
  15 Acrobatics check or Strength save to avoid going under. On a failed check, the 
  character takes 1d3 points of nonlethal damage per round (1d6 if flowing over rocks 
  and cascades). 
  Very deep water is not only generally pitch black, posing a navigational hazard, but 
  worse, deals 1d6 water pressure damage per 100 ft. the character is below the 
  surface. Very cold water deals 1d6 points of nonlethal damage due to hypothermia 
  per minute of exposure. 
  Drowning 
  A character can hold their breath under water for a number of rounds equal to twice 
  their Endurance modifier. If a character takes a standard or full-round action, the 
  remaining duration they can hold their breath for is reduced by 1. After this, they 
  must make a DC 10 Endurance save in order to continue holding their breath. The 
  check must be repeated each round, with the DC increasing by +1 for each previous 
  save. 
  When the character fails their Endurance save, they begin to drown. In the first 
  round, they fall unconscious at 0 HP. In the following round, they drop to -1 HP and 
  are dying. In the third round they drown to death. 
  It is possible to drown in substances other than water such as; quicksand, lava, and 
  acid. 
  Status Effects 
  If multiple conditions affect the character, apply all. If unable to combine, take worst 
  Bleed 
  A character taking bleed damage takes the damage listed each round for the duration 
  (if it’s a die roll of bleed damage, re-roll the bleed damage each round). Bleed is 
  negated by any form of non-magical or magical healing, or a DC 20 Heal check. 
  Blindness 
  Characters who are blinded, not just by darkness but by any effect, lose their Agility 
  to Defense and take a -2, take a -4 to Awareness checks, and have a 50% chance of 
  missing with any attack rolls. 
  Broken 
  If an item is broken, it is unusable and must be repaired by an Artisan check to repair 
  the specific type of item needed to be repaired. 
  
  105 
   
  Confused 
  Confusion can be caused by magical effects, or simply just poisons. A character who is 
  confused has a 50% chance of either attacking themselves, an ally, or doing absolutely 
  nothing. This depends on the type of confusion being inflicted. Insanity is a more 
  severe degree of confusion, causing the target to have a 50% chance of attacking 
  allies. 
  Cowering 
  A character who is cowering cannot take any actions, and loses Agility to Defense. 
  Dazed 
  A dazed character cannot act, however they take no penalties to Defense. 
  Dazzled 
  Unable to see properly due to eye irritations. They take a -1 to sight-based 
  Awareness. 
  Deafened 
  A character who cannot hear takes a -4 to Initiative checks, fails sound-based 
  Awareness, and has a 20% chance of failure with Arcane and Divine spells. 
  Exhausted 
  A character that is exhausted takes a -6 to Strength and Agility. In addition to this, 
  they can’t charge and moves at half movement speed. After an hour of complete rest, 
  a character becomes fatigued. A fatigued character becomes exhausted if they do 
  something that would normally fatigue. 
  Fatigued 
  A fatigued character cannot charge and takes a -2 Strength and Agility. Doing anything 
  that would fatigue an already fatigued character makes them exhausted. After 8 
  hours of rest, the character recovers from fatigue. 
  Frightened 
  A frightened character runs from their source of fear as best as possible. If they are 
  unable to flee, they fight to the best of their abilities. A frightened character takes a 
  -2 to attacks, skill checks, and saving throws. A frightened character can use anything 
  they have on them that assists escaping. Frightened is a more severe effect of shaken. 
  Nauseated 
  Nauseated characters are only able to take a move action per round. 
  Panicked 
  A panicked character drops everything they’re holding, and runs from the source of 
  their fear and cannot fight back even when cornered. They cannot take any other 
  actions, however if they have spells or abilities that assist in fleeing, they can use 
  them. Panicked is more extreme than Shaken or Frightened. 
  
  106 
   
  Paralyzed 
  A paralyzed character is counted as having 0 Strength and Agility, and they are 
  effectively helpless. 
  Petrified 
  A character is turned to stone, and considered unconscious. If a petrified character is 
  shattered, they die unless they succeed a DC 20 Endurance save. A successful check 
  only deals 5d8 damage to a random body part. 
  Shaken 
  A character who is shaken takes -2 to attack, skill checks, and saving throws. Shaken 
  is a less severe condition of panicked or frightened. 
  Staggered 
  A character that’s staggered can only take a single move or standard action per 
  round. A staggered character can still take swift, free, and immediate actions. 
  Stunned 
  A character that is stunned drops everything held, takes a -2 to Defense, and loses 
  Agility to Defense if any. Attackers receive a +4 bonus on maneuvers vs. the stunned 
  character. 
  Unconscious 
  A character that’s unconscious is prone and helpless. Unconsciousness occurs from 
  either being knocked to negative hit points due to lethal damage, or being brought to 
  0 HP due to nonlethal damage. 
   
   
   
   
   
   
   
   
   
   
   
  
  107 
   
  Languages 
  There are tons of languages spanning tons of different creatures, ethnicities, and 
  cultures. There are two different categories for languages: Human Languages and 
  Inhuman Languages. Human languages are ones that are spoken by different cultures 
  of humans and have bled into use with specific regions and worlds. Inhuman languages 
  encompass any other language that is not derived from human speech, and instead 
  comes from other races like dragons and angels. Below is a list of Human and Inhuman 
  languages. 
  Human Languages 
   Afrikaans 
   Arabic 
   Armenian 
   Azerbaijani 
   Belorussian 
   Bulgarian 
   Burmese 
   Cantonese 
   Czech 
   Danish 
   Dutch 
   English 
   Estonian 
   Farsi 
   Finnish 
   Flemish 
   French 
   Gaelic (Irish or Scots) 
   German 
   Greek 
   Hebrew 
   Hindi 
   Hungarian 
   Icelandic 
   Italian 
   Japanese 
   Korean 
   Latvian 
   Lithuanian 
   Mandarin 
   Norwegian 
   Pashto 
   Polish 
   Portuguese 
   Punjabi 
   Romanian 
   Russian 
   Serbo-Croatian 
   Sherpa 
   Slovak 
   Spanish 
   Swedish 
   Tibetan 
   Turkish 
   Ukrainian 
   Urdu 
   Uzbek 
   Welsh 
   Yiddish
   
   
  
  108 
   
  Non-Human Languages 
  Not commonly spoken by those outside their race, or even at all sometimes, these 
  races are more exotic than human languages, and tend to focus on sometimes guttural 
  or very quick and impactful speech patterns. Due to their inability to be tied to some 
  human languages, the languages listed will have short descriptions on each of them. 
   Anglic – Language of Angels 
   Ano – Language of Aliens 
   Ayran – Language of Birds 
   Binary – Language of Machines 
   Blaggin – Language of Song 
   Dagonra – Language of Dragons 
   Dwarven – Language of Dwarves 
   Elven – Language of Elves 
   Furya – Language of Water 
   Fyra – Language of Fire 
   Goblin – Language of Goblins 
   Naynat – Language of Nature 
   Neu – Language of the Neun. 
   Orcish – Language of Orcs 
   Pront – Language of Chaos 
   Rawn – Language of War 
   Rugo – Language of Earth 
   Shadow Tongue – Language of Shadow 
   Sori – Language of Satori 
   Zomn – Language of Death 
   
   
   
   
   
   
   
   
   
   
  
  109 
   
  Anglic 
  The native language to Angels of all kinds, different deities’ angels have different 
  accents of this language however all have their roots in the base form of Anglic. The 
  language is comprised of very soft words often holding certain parts of words to make 
  it sound less harsh. The language of the angels. This language is written with complex 
  runes with a word being associated with each rune in a similar vein to Chinese. The 
  words spoken in Anglic almost radiate a holy aura from them. Words spoken sound 
  soft and sentences flow together. It is very difficult to sound harsh with Anglic 
  without actively trying. 
  Ano 
  The language of alien beings from beyond the stars. It is recognized by its native 
  speakers as “Galactic Common Speech”, however to outsiders it's branded as “Ano”, a 
  variation of alien. The language consists of many small words that are strung together 
  to make one big word. 
  Ayran 
  The language of those who live within the skies, Ayran is spoken by those who claim 
  the sky as their domain. Birds are said to think in a variant of Ayran called Avyran, 
  some even say their chirps are derived from Ayran roots. The language of intelligent 
  avian creatures, Ayran is spoken like a bird’s song with whistles and chirps that can be 
  difficult for other non-avians to produce. 
  Binary 
  The language of machines and robots, it is a serious of mechanical beeps and buzzes. 
  It is nearly impossible to reproduce as a non-machine. 
  Blaggin 
  A relatively tame language consisting of very sing-song sentences. Blaggin is spoken by 
  those who are true masters of song, and are naturally inclined to it. It’s spoken 
  alongside romance human languages, giving Spanish or French their extra flair. 
  Dwarven 
  A harsh language similar to that of Rugo, its script even uses the Rugo alphabet. The 
  spoken version is much different from the alphabet. The Dwarven spoken languages 
  uses plenty of guttural trills and harsh syllables. 
  Dagonra 
  Spoken by all dragons and their kin, Dagonra is theorized to be the root of German 
  due to their striking similarities. Those who speak German also learn to speak Dagonra 
  due to the easy switch between the two, however English and other Germanic 
  language speakers also have an easy time picking this one up. 
  
  110 
   
  Elven 
  A complicated written and spoken language with plenty of uses of “sh” in its verbs. 
  Non-Elves who speak Elven have a difficult time replicating a proper Elven accent. 
  Those who speak Elven and aren’t native are said to speak “Rough Elven”. 
  Furya 
  A soft and flowing language associated with sea creatures and the sea in general. 
  Water elementals, mermaids, and other sorts of creatures speak variants on Furya. 
  “Sh” is a very common start for words and sentences in general. 
  Fyra 
  Also known as the “fire belly language”, it is spoken by flame-based creatures such as 
  fire dragons and fire elementals. When spoken by non-flame creatures, the language 
  requires a lot of phlegm and is very harsh sounding like a crackling fire. Demons tend 
  to speak this language along with Dutch. 
  Goblin 
  A language which split into two forms due to the regions which speak it. The language 
  from Goblinian, or “True Goblin” is a harsh tongue spoken by inhabitants there, 
  however its spread is not as wide spread as “Gooblin” which originated from Goblins 
  who lived on Heion. The Goblins on Heion gradually learned English, however their 
  exposure to it was through internet memes. Because of this exposure, Goblins thought 
  all of English was like this and created a distinct language almost separate from 
  English that uses mostly “dank memes” for communication. 
  Naynat 
  The language of nature, its speech mimics a similar grammar style to German, 
  however the words in Naynat have been described as sounding very Spanish. Despite 
  this, the words are entirely different in meaning and contain many bilabial trills. Many 
  forest communities learn Naynat in order to communicate with the wildlife. 
  Neu 
  A complex language formed from combining three different Asian languages near 
  where the Nue resided. It combines Middle Japanese with the Thai and Korean 
  languages used at the time. The writing system favors Japanese most of the time, 
  however Thai writing is used for formal documents and letters, and Korean is used for 
  the sake of writing names and titles. 
  Orc 
  Despite the connotations of Orcs being unintelligent, Orcish is a particularly difficult 
  language made up of very harsh grunts and growls coupled alongside their guttural 
  words. Speakers of Orc explain how no human language can sound this ugly, and 
  demons prefer to learn Orc so they can sound intimidating with it, even more 
  intimidating than Fyra. 
   
  
  111 
   
  Pront 
  The language of chaos, and thus an always changing language with new words popping 
  into existence at least every day at a steady rate of 1-2 words. Despite the word bank 
  being massive and intimidating most away, Pront is relatively simple and the 
  additional words are most of the time the same word spelled in a different way or 
  given different accent marks in order to make the speaker feel unique. 
  Rawn 
  The language of war, it was originally used by Orcs on their home planet, only to be 
  spoken during battle and war. If it is used outside of war, it is considered an act of 
  war. The language is not as harsh as Orc, though the word meanings focus much more 
  on killing and tactics. 
  Rugo 
  A strong and slow language tied to the earth and stones. It is spoken by earth 
  elementals, and those with slow mindsets due to the language not needing to be 
  rushed or sentences to even be complete for someone to understand. 
  Shadow Tongue 
  The racial language of the Shadowers, it is a quiet language spoken at little more than 
  a whisper. It has an alphabet similar to that of the runes in Futhark, save that most of 
  them which have hard edges are more curved to make them less harsh and 
  intimidating. 
  Sori 
  The racial language of the Satori, and a creation of their own in an attempt to own 
  their own culture. It is a modified version of Middle Japanese, though despite using 
  Middle Japanese as a base it modified to suit the Sori personalities. It now sounds like 
  a cross between Japanese and Korean, the Kanji of the old Japanese language used in 
  favor of new Kanji in hopes of preserving the language’s roots. 
  Zomn 
  The language of zombies and undead, it consists of little more than grunts and groans 
  when spoken by undead with no intelligence, however because of their lack of 
  intelligence the sentences in Zomn spoken in grunts are usually only one word. More 
  complex sentences in Zomn require actually speaking the hissing language. 
   
   
   
   
   
  
  112 
   
  Carrying Capacity 
  The following below is how much a character can carry in lbs. of gear. 
  The penalties and reduction in speed can be seen Encumbrance Effects. 
  Strength 
  Light Load 
  Medium Load 
  Heavy Load 
  Push/Drag 
  1 
  16 lbs. 
  33 lbs. 
  50 lbs. 
  250 lbs. 
  2 
  20 lbs. 
  40 lbs. 
  60 lbs. 
  300 lbs. 
  3 
  23 lbs. 
  46 lbs. 
  70 lbs. 
  350 lbs. 
  4 
  26 lbs. 
  53 lbs. 
  80 lbs. 
  400 lbs. 
  5 
  30 lbs. 
  60 lbs. 
  90 lbs. 
  450 lbs. 
  6 
  33 lbs. 
  66 lbs. 
  100 lbs. 
  500 lbs. 
  7 
  38 lbs. 
  76 lbs. 
  115 lbs. 
  575 lbs. 
  8 
  43 lbs. 
  86 lbs. 
  130 lbs. 
  650 lbs. 
  9 
  50 lbs. 
  100 lbs. 
  150 lbs. 
  750 lbs. 
  10 
  58 lbs. 
  116 lbs. 
  175 lbs. 
  875 lbs. 
  11 
  66 lbs. 
  133 lbs. 
  200 lbs. 
  1,000 lbs. 
  12 
  76 lbs. 
  153 lbs. 
  230 lbs. 
  1,150 lbs. 
  13 
  86 lbs. 
  173 lbs. 
  260 lbs. 
  1,300 lbs. 
  14 
  100 lbs. 
  200 lbs. 
  300 lbs. 
  1,500 lbs. 
  15 
  116 lbs. 
  233 lbs. 
  350 lbs. 
  1,750 lbs. 
  16 
  133 lbs. 
  266 lbs. 
  400 lbs. 
  2,000 lbs. 
  17 
  153 lbs. 
  306 lbs. 
  460 lbs. 
  2,300 lbs. 
  18 
  173 lbs. 
  346 lbs. 
  520 lbs. 
  2,600 lbs. 
  19 
  200 lbs. 
  400 lbs. 
  600 lbs. 
  3,000 lbs. 
  20 
  233 lbs. 
  466 lbs. 
  700 lbs. 
  3,500 lbs. 
  21 
  266 lbs. 
  533 lbs. 
  800 lbs. 
  4,000 lbs. 
  22 
  306 lbs. 
  613 lbs. 
  920 lbs. 
  4,600 lbs. 
  23 
  346 lbs. 
  693 lbs. 
  1,040 lbs. 
  5,200 lbs. 
  24 
  400 lbs. 
  800 lbs. 
  1,200 lbs. 
  6,000 lbs. 
  25 
  466 lbs. 
  933 lbs. 
  1,400 lbs. 
  7,000 lbs. 
   
   
   
   
   
   
   
  
  113 
   
  Weapons 
  Below are weapons categorized by their proficiency, the proficiencies are as follows: 
  Simple, Martial, and Exotic. 
  Type Key: 
   S = Slashing 
   P = Piercing 
   B = Bludgeoning 
  Special Ability Key: 
   Nonlethal: If it brings the enemy to 0, they are unconscious for 1 hour per 10 
  HP lost (maximum of 8 hours). 
   +Stat: When wielded, the character gains a temporary bonus to the stat listed. 
   Finesse: This weapon can use ½ Agility instead of Strength for damage. 
   Maneuver: The wielder can do this with the weapon with a +4 bonus. 
   Damage/Damage: Can make two attacks in one, the second at -5 to hit. 
   Brace: As a standard action, one can brace. If an enemy charges someone who 
  is bracing, they take a weapon’s damage as if it were a critical hit. 
   Brutish: Add ½ Strength to hit instead of Agility. 
   Returning: Flies back to their user after being thrown, allowing it to be used 
  again. 
  Special Rules for Weapons: 
   A non-proficient character takes a -4 to attack. 
   Using a lethal weapon non-lethally makes you take a -4 to attack. 
   Reach weapons can attack adjacent enemies, but at a -2 to attack. 
   Thrown weapons (non-bow or firearm ranged weapons) add Str mod to damage. 
   Ranged weapons can be used outside of their range listed, with each 5 ft. 
  square outside their range decreasing your attack by -1. 
   Normal weapons can be thrown, but take a -4 penalty to attack on top of the 
  penalties listed above. 
   Weapons with stat enhancements can be held in an off-hand while the 
  character does something else (cast a spell, drink a potion, etc.) however it 
  does not apply when doing an attack and not using the weapon held. 
   Stat enhancements from weapons go away when the weapon is sheathed. 
   A weapon’s critical threat range cannot go beyond 15-20/x2 from critical 
  enhancing effects. 
   A weapon’s critical multiplier cannot go beyond x5 from critical enhancing 
  effects. 
   
  
  114 
   
  Simple Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Unarmed Strike 
  — 
  1d3 
  x2 
  Melee 
  — 
  B 
  — 
  Dagger 
  1 G 
  1d4 
  19-20/x2 
  Melee 
  1 lbs. 
  P or S 
  Thrown Range 10 ft., Finesse 
  Stick 
  — 
  1d4 
  x2 
  Melee 
  1 lbs. 
  B 
  — 
  Stick, Sharp 
  — 
  1d4 
  x2 
  Melee 
  1 lbs. 
  P 
  — 
  Sickle 
  6 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  S 
  Trip 
   
  Simple One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Club 
  — 
  1d6 
  x2 
  Melee 
  3 lbs. 
  B 
  — 
  Shortspear 
  1 G 
  1d6 
  x2 
  Melee 
  3 lbs. 
  P 
  Thrown Range 20 ft., Finesse 
  Morningstar 
  8 G 
  1d8 
  x2 
  Melee 
  6 lbs. 
  B and P 
  Finesse 
  Mace, Heavy 
  12 G 
  1d8 
  x2 
  Melee 
  8 lbs. 
  B 
  Strength +1, Brutish 
   
  Simple Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Longspear 
  5 G 
  1d8 
  x3 
  Melee 
  9 lbs. 
  P 
  Brace 
  Quarterstaff 
  — 
  1d6/1d6 
  x2 
  Melee 
  4 lbs. 
  B 
  Finesse 
  Spear 
  2 G 
  1d8 
  x3 
  Melee 
  6 lbs. 
  P 
  Thrown Range 20 ft. 
   
  Simple Ranged Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Blow Gun 
  2 G 
  1d3 
  x2 
  20 ft. 
  1 lbs. 
  P 
  +1 to Poison DC 
  Sling 
  — 
  1d4 
  x2 
  50 ft. 
  0 lbs. 
  B 
  — 
  Crossbow 
  35 G 
  1d8 
  19-20/x2 
  80 ft. 
  4 lbs. 
  P 
  — 
  Javelin 
  1 G 
  1d6 
  x2 
  40 ft. 
  2 lbs. 
  P 
  — 
   
   
  Martial Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Gladius 
  15 G 
  1d6 
  19-20/x2 
  Melee 
  3 lbs. 
  S 
  Disarm 
  Kukri 
  5 G 
  1d4 
  18-20/x2 
  Melee 
  2 lbs. 
  P 
  — 
  Sap 
  1 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  B 
  Nonlethal, Finesse 
  Smallsword 
  10 G 
  1d6 
  19-20/x2 
  Melee 
  2 lbs. 
  S or P 
  Finesse 
  Hand Axe 
  6 G 
  1d6 
  x3 
  Melee 
  3 lbs. 
  S 
  Strength +1 
   
   
   
  
  115 
   
  Martial One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Battleaxe 
  10 G 
  1d8 
  x3 
  Melee 
  6 lbs. 
  S 
  +2 damage to limbs, Brutish 
  Flail 
  8 G 
  1d8 
  x3 
  Melee 
  5 lbs. 
  B 
  Trip, Brutish 
  Longsword 
  15 G 
  1d8 
  19-20/x2 
  Melee 
  4 lbs. 
  S 
  Luck +1 
  Scimitar 
  15 G 
  1d6 
  18-20/x2 
  Melee 
  4 lbs. 
  S 
  Strength +1 
  Rapier 
  20 G 
  1d6 
  18-20/x2 
  Melee 
  2 lbs. 
  P 
  Agility +1, Finesse, Cannot 
  two-hand 
  Trident 
  15 G 
  1d8 
  x2 
  Melee 
  4 lbs. 
  P 
  10 ft. Reach 
  Warhammer 
  12 G 
  1d8 
  x3 
  Melee 
  5 lbs. 
  B 
  Strength +1, Brutish 
   
  Martial Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Bardiche 
  10 G 
  1d10 
  19-20/x2 
  Melee 
  14 lbs. 
  S 
  10 ft. Reach, Brace, Sunder 
  Bec De Corbin 
  15 G 
  1d10 
  x3 
  Melee 
  12 lbs. 
  B or P 
  10 ft. Reach, Brutish 
  Falchion 
  75 G 
  2d4 
  18-20/x2 
  Melee 
  8 lbs. 
  S 
  — 
  Greataxe 
  20 G 
  1d12 
  x3 
  Melee 
  12 lbs. 
  S 
  Brutish 
  Greatsword 
  50 G 
  2d6 
  19-20/x2 
  Melee 
  8 lbs. 
  S 
  Brutish 
  Halberd 
  10 G 
  1d10 
  x3 
  Melee 
  8 lbs. 
  B or S 
  Trip, Brutish 
  Lance 
  10 G 
  1d8 
  x3 
  Melee 
  10 lbs. 
  P 
  10 ft. Reach, Brace 
  Scythe 
  18 G 
  2d4 
  x4 
  Melee 
  10 lbs. 
  P or S 
  10 ft. Reach 
  Partisan 
  12 G 
  2d4 
  x3 
  Melee 
  12 lbs. 
  S 
  10 ft. Reach, Finesse 
  Lochaber Axe 
  18 G 
  1d10 
  19-20/x2 
  Melee 
  18 lbs. 
  S 
  10 ft. Reach, Sunder, Brutish 
  Glaive 
  8 G 
  1d10 
  x3 
  Melee 
  10 lbs. 
  S 
  10 ft. Reach, Defense +2 
  Guisarme 
  9 G 
  1d8 
  x3 
  Melee 
  12 lbs. 
  S 
  10 ft. Reach, Trip, Finesse 
  Bill 
  11 G 
  1d10 
  19-20/x2 
  Melee 
  11 lbs. 
  S 
  10 ft. Reach, Brace, Trip, 
  Brutish 
   
  Martial Ranged Weapons 
  Name 
  Price Damage 
  Critical 
  Range 
  Weight Type 
  Special 
  Chakram (1) 
  1 G 
  1d8 
  x2 
  30 ft. 
  1 lbs. 
  S 
  — 
  Hurlbat 
  8 G 
  1d6 
  x3 
  10 ft. 
  2 lbs. 
  S 
  — 
  Longbow 
  75 G 
  1d8 
  x3 
  100 ft. 
  3 lbs. 
  P 
  — 
  Smoke Bomb 
  (5) 
  5 G 
  — 
  — 
  30 ft. 
  1 lbs. 
  — 
  Causes blindness for 1d2 rounds in a 10 ft. 
  Spread. Can load ingested poisons. 
  Shortbow 
  30 G 
  1d6 
  19-20/x2 
  60 ft. 
  2 lbs. 
  P 
  — 
   
   
   
   
  
  116 
   
  Exotic Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Kama 
  2 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  S 
  Trip 
  Nunchaku 
  2 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  B 
  Disarm 
  Sai 
  1 G 
  1d4 
  19-20/x2 
  Melee 
  1 lbs. 
  B 
  Disarm 
  Siangham 
  3 G 
  1d6 
  x2 
  Melee 
  1 lbs. 
  P 
  — 
  Wakizashi 
  35 G 
  1d6 
  18-20/x2 
  Melee 
  2 lbs. 
  P or S 
  Finesse 
  Flying Claws 
  15 G 
  2d4 
  x2 
  Melee 
  1 lbs. 
  B 
  10 ft. Reach, Steal, Grapple 
  Fighting Fan 
  5 G 
  1d4 
  x2 
  Melee 
  — 
  S or P 
  Agility +1 
   
  Exotic One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Estoc 
  50 G 
  2d4 
  18-20/x2 
  Melee 
  4 lbs. 
  P 
  Finesse 
  Katana 
  50 G 
  1d8 
  18-20/x2 
  Melee 
  6 lbs. 
  S 
  Strength +1 
  Broad Sword 
  35 G 
  1d12 
  x3 
  Melee 
  8 lbs. 
  S 
  Brutish 
  Bastard Sword 
  35 G 
  1d10 
  19-20/x2 
  Melee 
  6 lbs. 
  S 
  Strength +1, Brutish 
  Whip 
  1 G 
  1d3 
  19-20/x2 
  Melee 
  2 lbs. 
  S 
  Finesse, Trip, Disarm 
  Chain Whip 
  10 G 
  1d6 
  19-20/x2 
  Melee 
  5 lbs. 
  B 
  10 ft. Reach, Trip, Disarm 
  Bhuj 
  15 G 
  2d4 
  19-20/x3 
  Melee 
  2 lbs. 
  S 
  — 
  Khopesh 
  12 G 
  1d8 
  19-20/x2 
  Melee 
  12 lbs. 
  S 
  Trip 
  Shotel 
  50 G 
  1d8 
  19-20/x2 
  Melee 
  5 lbs. 
  S or P 
  Negates Shields to Defense 
   
  Exotic Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Double Sword 
  100 G 
  1d8/1d8 
  19-20/x2 
  Melee 
  10 lbs. 
  S 
  — 
  Meteor Hammer 120 G 
  2d6 
  x3 
  Melee 
  12 lbs. 
  B 
  10 ft. Reach, Trip, Brutish 
  Naginata 
  35 G 
  1d8 
  x4 
  Melee 
  9 lbs. 
  P 
  10 ft. Reach, Brace 
  Nodachi 
  60 G 
  1d10 
  18-20/x2 
  Melee 
  8 lbs. 
  S or P 
  Strength +1, Brace 
  Bo Staff 
  1 G 
  1d6/1d6 
  x2 
  Melee 
  3 lbs. 
  B 
  Defense +1 
  Tetsubo 
  20 G 
  1d10 
  x4 
  Melee 
  10 lbs. 
  B 
  Strength +1, Brutish 
  Spetum 
  50 G 
  1d8/1d10 
  x2 
  Melee 
  8 lbs. 
  S/P 
  10 ft. Reach with Piercing 
  Chainsaw 
  150 G 
  3d6 
  18-20/x2 
  Melee 
  10 lbs. 
  S 
  Brutish, Sunder 
  Voulge 
  25 G 
  2d6 
  x3 
  Melee 
  8 lbs. 
  S or P 
  10 ft. Reach, Sunder, Brutish 
   
  Exotic Ranged Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Boomerang 
  3 G 
  1d6 
  x2 
  30 ft. 
  3 lbs. 
  B 
  Returning 
  Crossbow, Twin 
  300 G 
  1d8/1d8 19-20/x2 
  80 ft. 
  18 lbs. 
  P 
  — 
  Shuriken (5) 
  1 G 
  1d3 
  x2 
  10 ft. 
  — 
  S 
  +1 Agility, Use 3 in a Standard 
  Rope Dart 
  1 G 
  1d8 
  x2 
  20 ft. 
  — 
  P 
  Returning 
   
  
  117 
   
  Exotic One-Handed Firearms 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Pistol 
  10 G 
  1d6 
  19-20/x3 
  30 ft. 
  4 lbs. 
  B and P 
  — 
  Revolver 
  100 G 
  1d8 
  x3 
  20 ft. 
  4 lbs. 
  B and P 
  — 
  Grenade 
  Launcher 
  150 G 
  Special 
  x3 
  50 ft. 
  8 lbs. 
  Special 
  Load grenade in and deal 
  grenade’s damage. 
   
  Exotic Two-Handed Firearms 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Shotgun 
  40 G 
  1d8 
  x4 
  — 
  12 lbs. 
  B and P 
  20 ft. Cone, DC 20 Agility to 
  take half damage. 
  Flamethrower 
  500 G 
  2d8 
  — 
  — 
  20 lbs. 
  Fire 
  20 ft. Cone, DC 20 Agility to 
  take half damage. 
  RPG-7 
  950 G 
  8d6 
  x2 
  30 ft. 
  14 lbs. 
  Fire 
  10 ft. Burst, DC 20 Agility to 
  take half damage, x2 vs. 
  Vehicles 
  Rifle 
  20 G 
  1d8 
  x4 
  40 ft. 
  12 lbs. 
  B and P 
  — 
   
  Ammunition 
  Name 
  Price 
  Ammo 
  Weight 
  Type 
  Special 
  Arrows (20) 
  1 G 
  20 
  3 lbs. 
  P 
  — 
  Blunt Arrows (20) 
  2 G 
  20 
  3 lbs. 
  B 
  Nonlethal 
  Crossbow Bolts (20) 
  1 G 
  20 
  1 lbs. 
  P 
  — 
  Firearm Bullets (30) 
  30 G 
  30 
  1 lbs. 
  B and P 
  — 
  Sling Rock (10) 
  1 G 
  10 
  1 lbs. 
  B 
  — 
  9mm Clip 
  5 G 
  9 
  1 lbs. 
  B and P 
  — 
  Revolver Clip 
  5 G 
  6 
  1 lbs. 
  B and P 
  — 
  Shotgun Shells 
  5 G 
  4 
  1 lbs. 
  B and P 
  — 
  Gas Tank 
  50 G 
  5 
  20 lbs. 
  Fire 
  — 
  Missile 
  50 G 
  1 
  5 lbs. 
  Fire 
  — 
  .50 Caliber 
  Cartridge 
  5 G 
  12 
  1 lbs. 
  B and P 
  — 
   
  Improvised Weapons 
  -4 penalty to attack rolls with improvised weapons. 
  Name 
  Damage 
  Critical 
  Weight 
  Type 
  Special 
  Medium Light 
  1d4 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 2 hits) 
  Medium One-Handed 
  1d6 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 3 hits) 
  Medium Two-Handed 
  1d10 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 4 hits) 
   
   
  
  118 
   
  Scientific Weapons 
  Scientific weapons still fall under the Simple, Martial, and Exotic categories. 
  However, some games may not wish to include these so they have been given their 
  own category. Scientific weapons are categorized by weapons beyond the Modern 
  age. 
  Martial One-Handed 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Shock Baton 
  500 G 
  1d8 
  x2 
  Melee 
  1 lbs. 
  B and E 
  DC 14 END save or Stunned 
  MA Whip 
  7,000 G 
  2d6 
  18-20/x3 
  Melee 
  1 lbs. 
  F and E 
  Melee Reach: 15 ft. 
   
  Exotic Light 
  Name 
  Price 
  Damage 
  Critical 
  Range Weight 
  Type 
  Special 
  Plasma Dagger 
  600 G 
  1d4 
  18-20/x2 
  Melee 
  1 lbs. 
  F and E Thrown Range: 10 ft., Sunder 
  Plasma Smallsword 
  650 G 
  1d6 
  19-20/x2 
  Melee 
  2 lbs. 
  F and E 
  Sunder 
   
  Exotic One-Handed 
  Name 
  Price 
  Damage 
  Critical 
  Range Weight 
  Type 
  Special 
  Plasma Longsword 
  750 G 
  1d8 
  19-20/x2 
  Melee 
  3 lbs. 
  F and E 
  Sunder 
   
  Exotic Two-Handed 
  Name 
  Price 
  Damage 
  Critical 
  Range Weight 
  Type 
  Special 
  Plasma Greatsword 
  1,000 G 
  2d6 
  19-20/x2 
  Melee 
  5 lbs. 
  F and E 
  Sunder 
  Plasma Glaive 
  1,000 G 
  1d10 
  x3 
  Melee 
  14 lbs. 
  F and E 
  Melee Reach: 10 ft., Sunder 
  Plasma Spear 
  1,000 G 
  1d8 
  x3 
  Melee 
  10 lbs. 
  F and E 
  Melee Reach: 10 ft., Sunder 
   
  (Exotic) Rare Technological Firearms 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Archangel 
  8,000 G 
  1d10 
  x4 
  20 ft. 
  16 lbs. B and P 
  One-Handed 
  Bad Boy 
  12,000 G 
  2d8 
  x4 
  40 ft. 
  24 lbs. B and P 
  — 
  Donnerknall 
  10,000 G 
  1d10 
  18-20/x2 Special 
  20 lbs. 
  Sonic 
  30 ft. Cone, DC 22 AGI save for 
  half. 
  Tesla Werfer 16,000 G 
  2d6 
  x4 
  50 ft. 
  15 lbs. 
  E 
  — 
  Hölle Wirbel 
  12,000 G 
  3d6 
  x2 
  Special 
  14 lbs. 
  F 
  30 ft. Cone, DC 22 AGI save or 
  catch on fire 
  Divinity Drive 20,000 G 
  2d4 
  19-20/x2 
  80 ft. 
  16 lbs. 
  Special 
  Does either Holy or Unholy 
  Empyreal 
  Bolt Cannon 
  80,000 G 
  4d6 
  18-20/x2 
  60 ft. 
  40 lbs. B and P 
  Grants wielder Rapid Shot feat if 
  they don’t have it. +4 to hit if 
  they do. 
   
  
  119 
   
  Weapon Enhancements 
  The following are things that can be added to weapons, the prices listed are added 
  onto the weapon’s base price. Each enhancement has a material cost, and if a 
  character has Artisan (Weaponry) they can add these enhancements themselves using 
  the materials. This takes a number of days equal to 1 day per 1,000 gold. If the gold 
  piece amount is lower than 1,000 it is instead calculated in 1 hour per 100 gold. 
  Most weapons are crafted using iron, and thus do not need to be “enhanced” by the 
  iron enhancement, however weapons like the boomerang and bo staff which are made 
  of wood can be enhanced by being made entirely of iron. Multiple of these 
  enhancements can be added to one weapon, however multiple metal-based 
  enhancements (such as Iron and Adamantine) cannot be combined together. 
  Name 
  Price 
  Crafting Ingredients 
  Effects 
  Iron 
  +500 G 
  Iron ore (x2) 
  Weapon weight is increased by +4 lbs. and gain 
  a +2 to damage. 
  Steel 
  +800 G 
  Steel ore (x2) 
  Weapon weight is increased by +6 lbs. and gain 
  a +4 to damage. 
  Mithral 
  +2,000 G 
  Mithral ore (x2) 
  Weapon weight is halved, and wielder gains +1 
  Agility while wielding a mithral weapon. 
  Adamantine 
  +4,000 G 
  Adamant ore (x2) 
  Weapon weight is increased by +10 lbs. and 
  gain a +2 to damage. Bypass DR/Adamantine. 
  Electric Battery 
  +1,500 G 
  Battery and wire. 
  Deal an additional 1d6 electricity damage on 
  attacks. 
  Hellfire Runes 
  +3,500 G 
  Virgin blood, Fyra 
  language 
  Deal an additional 1d8 points of fire damage on 
  attacks. 
  Magma Ammunition 
  +600 G 
  Cooled magma (x2) 
  Deal 1d6 points of fire damage when used on a 
  ranged weapon. (15 Ammunition) 
  Spirit String 
  +5,000 G 
  Bottled soul 
  Bow-type weapon adds Strength or Magic 
  modifier to damage, whichever is higher. 
  Unholy Weapon 
  +4,000 G 
  Shadow residue 
  Deals an additional 1d8 unholy damage on 
  attacks. (d8 is x2 damage to angel type) 
  Holy Weapon 
  +4,000 G 
  Angel feather 
  Deals an additional 1d8 holy damage on 
  attacks. (d8 is x2 damage to demon type) 
  Meteoric Iron 
  +600 G 
  Meteoric Iron Ore (x2) 
  Gain a +2 Luck while wielding a meteoric iron 
  weapon. 
  Cold Iron 
  +1,600 G 
  Cold Iron Ore (x2) 
  Gain a +1 to damage, and -2 on critical 
  confirmation rolls. Bypass DR/Cold Iron. 
  Silver 
  +1,000 G 
  Silver Ore (x2) 
  Gain a +1 Magic while wielding a silver weapon. 
  Bypass DR/Silver. 
  Gold 
  +2,000 G 
  Gold Ore (x2) 
  Gain a +2 to hit, but -1 to damage. 
  Platinum 
  +8,000 G 
  Platinum Ore (x2) 
  Gain a +4 to hit. 
  Orichalcum 
  +2,000 G 
  Orichalcum (x2) 
  Gain a +2 to damage, but -2 to hit. 
  Plasma 
  +10,000 G 
  Plasma Core (x1), Iron 
  Ore (x1), Exhaust (x1) 
  Weapon deals fire and electricity damage, 
  bypasses vehicle DR, and ½ weight. +2 damage. 
  
  120 
   
  Specific Weapons 
  These weapons are magically enhanced to be more powerful than normal weapons. 
  Some are ludicrously hard to obtain, others are small nuisances. Whatever the case, 
  these weapons grant big bonuses and offer great rewards to those who can either find 
  or craft these sets. The crafting requirements are next to the artisan DC. These can’t 
  be changed by Weapon Enhancements. These weapons can be made +1 to +5. 
  TH = Two-Handed, OH = One-Handed, L = Light, RNG = Ranged 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Proficiency 
  Special 
  Light Blade 
  7,000 G 
  1d8 
  19-20/x2 
  Melee 
  5 lbs. 
  S 
  Martial L 
  +2 Agility 
  Dark Blade 
  6,600 G 
  1d10 
  x2 
  Melee 
  8 lbs. 
  S 
  Martial OH 
  +2 Strength 
  Keen Blade 
  8,000 G 
  1d8 
  18-20/x2 
  Melee 
  6 lbs. 
  S 
  Martial OH 
  +4 Luck 
  Blazing Blade 
  1,100 G 
  1d6 
  19-20/x2 
  Melee 
  10 lbs. 
  S 
  Martial OH 
  +1d6 fire 
  Magic Blade 
  1,500 G 
  1d8 
  18-20/x2 
  Melee 
  9 lbs. 
  S and P 
  Martial OH 
  +4 Magic 
  Angelic Spear 
  8,000 G 
  1d10 
  18-20/x2 
  Melee 
  14 lbs. 
  P 
  Martial TH 
  +1d8 holy 
  Demonic Spear 
  35,500 G 
  1d12 
  19-20/x3 
  Melee 
  16 lbs. 
  P 
  Martial TH 
  +1d8 unholy 
  Titan Sword 
  8,000 G 
  2d8 
  x4 
  Melee 
  26 lbs. 
  S 
  Martial TH 
  Brutish 
  Arc Club 
  3,300 G 
  1d10 
  x2 
  Melee 
  15 lbs. 
  B 
  Exotic OH 
  +1d6 electricity 
  Throwing Blade 
  1,500 G 
  1d6 
  x2 
  30 ft. 
  4 lbs. 
  P 
  Exotic RNG 
  — 
  Sniper Rifle 
  1,600 G 
  1d12 
  x4 
  200 ft. 
  28 lbs. 
  B and P Exotic RNG 
  +2 Agility 
  AR-15 
  2,400 G 
  2d6 
  x3 
  100 ft. 
  7 lbs. 
  B and P Exotic RNG 
  — 
   
   
  Weapon Artisan DCs and Crafting Ingredients 
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Artisan DC 
  Light Blade 
  54 
  Dark Blade 
  52 
  Keen Blade 
  49 
  Blazing Blade 
  35 
  Magic Blade 
  38 
  Angelic Spear 
  56 
  Demonic Spear 
  68 
  Titan Sword 
  49 
  Arc Club 
  46 
  Throwing Blade 
  38 
  Sniper Rifle 
  40 
  AR-15 
  43 
  Name 
  Crafting Ingredients 
  Light Blade 
  Angel Feather (x1), Silver Ore (x2) 
  Dark Blade 
  Shadow Residue (x1), Meteoric Iron Ore (x2) 
  Keen Blade 
  Dragon Fang (x2) 
  Blazing Blade 
  Obsidian (x1), Cooled Magma (x2) 
  Magic Blade 
  Silver Ore (x1), Mithral Ore (x1) 
  Angelic Spear 
  Angel Feather (x1), Platinum Ore (x1) 
  Demonic Spear 
  Hell Ice (x1), Silver Ore (x2) 
  Titan Sword 
  Adamant Ore (x4) 
  Arc Club 
  Steel Ore (x2), Battery (x2), Wire (x1) 
  Throwing Blade 
  Orichalcum Ore (x1), Wire (x1) 
  Sniper Rifle 
  Steel Ore (x4) 
  AR-15 
  Steel Ore (x6) 
  
  121 
   
  Armor 
  All of these are stats for medium characters. Small characters are ½, and Large 
  characters are x2, these adjustments count on everything but movement and ATD. 
  Instead, just -10 from Movement (minimum of 5 feet). ATD is instead x2 for Small, 
  and ½ for Large. Creatures larger or smaller will be touched upon at a later date. 
  AB stands for “Armor Bonus” which is how much of one’s Armor factors into their 
  Defense. 
  AP stands for “Armor Penalty” which is how much is subtracted from a non-proficient 
  wearer’s attack while wearing the armor, as well as the penalty to skill checks 
  affected by AP which affects even proficient characters. 
  ATD stands for “Agility to Defense”, which is how much of a character’s Agility is 
  allowed to go into their Defense while wearing the specific set of armor. Avoid is 
  unaffected. 
  Shields do not affect Speed and ATD (except for the Tower Shield due to its bulkiness) 
  Armor Type Key 
   Light = L 
   Medium = M 
   Heavy = H 
   Shield = S 
  Name 
  Price 
  Type AB 
  AP 
  ATD Speed Weight 
  Leather Armor 
  10 G 
  L 
  +2 
  0 
  +16 
  30 FT 
  15 lbs. 
  Chain Shirt 
  100 G 
  L 
  +4 
  -2 
  +14 
  30 FT 
  25 lbs. 
  Hide 
  15 G 
  M 
  +4 
  -3 
  +14 
  30 FT 
  25 lbs. 
  Scale Mail 
  50 G 
  M 
  +5 
  -4 
  +11 
  20 FT 
  30 lbs. 
  Chainmail 
  150 G 
  M 
  +6 
  -5 
  +8 
  20 FT 
  40 lbs. 
  Breastplate 
  200 G 
  M 
  +6 
  -4 
  +10 
  20 FT 
  30 lbs. 
  Kikko Armor 
  250 G 
  M 
  +5 
  -3 
  +15 
  30 FT 
  25 lbs. 
  Fullplate 
  1,500 G 
  H 
  +9 
  -6 
  +5 
  20 FT 
  50 lbs. 
  O-yori 
  1,700 G 
  H 
  +8 
  -6 
  +8 
  20 FT 
  45 lbs. 
  Buckler 
  5 G 
  S 
  +1 
  -1 
  -- 
  -- 
  5 lbs. 
  Wooden Shield 
  7 G 
  S 
  +2 
  -2 
  -- 
  -- 
  10 lbs. 
  Steel Shield 
  20 G 
  S 
  +3 
  -3 
  -- 
  -- 
  15 lbs. 
  Tower Shield 
  30 G 
  S 
  +4 
  -10 
  +5 
  20 FT 
  45 lbs. 
   
   
   
   
  
  122 
   
  Armor Enhancements 
  Similar to Weapon Enhancement rules (see above). All armor except for leather 
  armor, hide, scale mail, bucklers, and wooden shields are made mostly with iron and 
  thus do not require the iron enhancement. 
  For shields, disregard the increase/decrease to ATD. Multiple armor enhancements 
  stack unless they are material based (Iron and Adamantine, or Wood and Leather), 
  one must be chosen over the other. They cannot be combined together. 
  Name 
  Price 
  Crafting Ingredients 
  Effects 
  Leather 
  +100 G 
  Animal hide (x4) 
  Decrease AB by 2, decrease AP by 6, and 
  increase ATD by 4. Weight is halved. 
  Wood 
  +300 G 
  Wooden Logs (x5) 
  Increase AB by 2, increase AP by 3, and 
  decrease ATD by 2. +5 lbs. to weight. 
  Iron 
  +500 G 
  Iron ore (x2) 
  Increase AB by 1, do not modify AP or ATD. +15 
  lbs. to weight. 
  Steel 
  +800 G 
  Steel ore (x2) 
  Increase AB by 2, increase AP by 1, and 
  decrease ATD by 1. +18 lbs. to weight. 
  Mithral 
  +2,000 G 
  Mithral ore (x2) 
  Decrease AP by 3 and increase ATD by 2. 
  Weight is halved, +10 ft. move speed. 
  Adamantine 
  +4,000 G 
  Adamant ore (x2) 
  Increase AB by 3, decrease ATD by 1, gain      
  DR 5/Adamantine, and +20 lbs. to weight. 
  Meteoric Iron 
  +600 G 
  Meteoric Iron Ore (x2) 
  Increase AB by 1 and decrease AP by 1. +16 lbs. 
  to weight. 
  Cold Iron Ore 
  +1,600 G 
  Cold Iron Ore (x2) 
  Increase AB by 2, increase AP by 1, and 
  increase ATD by 1. +19 lbs. to weight. 
  Silver 
  +1,000 G 
  Silver Ore (x2) 
  Increase AB by 1, decrease AP by 1, and 
  Increase ATD by 1. -8 lbs. to weight. 
  Gold 
  +2,000 G 
  Gold Ore (x2) 
  Increase AB by 1 and decrease ATD by 2. +5 lbs. 
  to weight. 
  Platinum 
  +8,000 G 
  Platinum Ore (x2) 
  Increase AB by 2 and decrease AP by 2. 
  Orichalcum 
  +2,000 G 
  Orichalcum (x2) 
  Decrease AB by 2 and increase ATD by 3. 
  Weight is halved. 
   
   
   
   
   
   
  
  123 
   
  Specific Armor 
  These sets of armor are magically enhanced and have special requirements for being 
  crafted. Some are ludicrously hard to obtain, others are small nuisances. Whatever 
  the case, these sets of armor grant big bonuses and offer great rewards to those who 
  can either find or craft these sets. These can’t be changed by Armor Enhancements. 
  These armors can be made +1 to +5. 
  Name 
  Price 
  Type AB 
  AP 
  ATD Speed Weight 
  Crafting Ingredients 
  Special 
  Slack Armor 
  1,000 G 
  L 
  +5 
  0 
  +14 
  30 FT 
  10 lbs. 
  Animal Hide (x4), Iron 
  Ore (x2), Rubber (x4) 
  +10 FT Move 
  Speed 
  Static Plate 
  4,500 G 
  L 
  +3 
  -1 
  +20 
  30 FT 
  12 lbs. 
  Mithral Ore (x2), Battery 
  (x2), Wire 
  Electricity 
  Resistance 15 
  Angel Silk 
  12,000 G 
  L 
  +2 
  0 
  +25 
  30 FT 
  3 lbs. 
  Angel Feather (x6) 
  Holy 
  Immunity 
  Heck Armor 
  6,750 G 
  L 
  +6 
  -4 
  +15 
  30 FT 
  20 lbs. Shadow Residue (x1), Iron 
  Ore (x3) 
  Unholy 
  Resistance 5 
  Stealth 
  Armor 
  28,000 G 
  L 
  +4 
  0 
  +25 
  30 FT 
  14 lbs. 
  Shadow Residue (x4), 
  Mithral Ore (x4) 
  Stealth 
  Checks +5 
  Hell Armor 
  20,000 G 
  M 
  +14 
  -8 
  +12 
  25 FT 
  40 lbs. Virgin Blood (x4), Shadow 
  Residue (x2), Adamant 
  Ore (x6), Hell Ice (x2) 
  Unholy 
  Immunity 
  Spirit 
  Armor 
  7,000 G 
  M 
  +7 
  -4 
  +13 
  30 FT 
  30 lbs. 
  Bottled Soul (x1), Mithral 
  Ore (x2) 
  Magic 
  Resistance 14 
  Retardant 
  Armor 
  2,800 G 
  H 
  +9 
  -6 
  +10 
  20 FT 
  65 lbs. 
  Cooled Magma (x4), Steel 
  Ore (x4) 
  Fire 
  Resistance 20 
  Dragon Mail 
  25,600 G 
  H 
  +16 
  -10 
  +9 
  20 FT 
  70 lbs. 
  Dragon Hide (x3), Steel 
  Ore (x4) 
  DR 15/Magic 
  Adamantine 
  Armor 
  90,000 G 
  H 
  +18 
  -12 
  +8 
  15 FT 
  80 lbs. 
  Adamant Ore (x45) 
  DR 
  5/Adamantine 
   
  Armor DCs 
   
   
  Name 
  Artisan DC 
  Slack Armor 
  32 
  Static Plate 
  40 
  Angel Silk 
  60 
  Heck Armor 
  48 
  Stealth Armor 
  56 
  Hell Armor 
  70 
  Spirit Armor 
  45 
  Retardant Armor 
  35 
  Dragon Mail 
  52 
  Adamantine Armor 
  64 
  
  124 
   
  Items 
  Items are things that are carried in the middle of battle for the sake of recovering hit 
  points, or boosting stats temporarily, or hindering the enemy. 
  Name 
  Price 
  Effect 
  Salve Tier I 
  20 G 
  Heals 5 points of HP. 
  Salve Tier II 
  40 G 
  Heals 10 points of HP. 
  Salve Tier III 
  120 G 
  Heals 40 points of HP. 
  Salve Tier IV 
  400 G 
  Heals 80 points of HP. 
  Salve Tier V 
  800 G 
  Heals 160 points of HP. 
  Salve Tier VI 
  1,200 G 
  Heals 240 points of HP. 
  Salve Tier VII 
  1,800 G 
  Heals 300 points of HP. 
  Salve Tier VIII 
  2,200 G 
  Heals 420 points of HP. 
  Salve Tier IX 
  2,600 G 
  Heals 580 points of HP. 
  Salve Tier X 
  3,200 G 
  Heals 610 points of HP. 
  Armor Plating 
  250 G 
  Increases Defense by 4 for 1d4+1 rounds. 
  Slippery Oil 
  250 G 
  Increases Avoid by 4 for 1d4+1 rounds. 
  Better Plating 
  750 G 
  Increases Defense by 8 for 1d4+3 rounds. 
  Better Oil 
  750 G 
  Increases Avoid by 8 for 1d4+3 rounds.  
  Superior Plating 
  1,500 G 
  Increases Defense by 14 for 1d4+6 rounds. 
  Superior Oil 
  1,500 G 
  Increases Avoid by 14 for 1d4+6 rounds. 
   
  Drugs 
  Each one increases a stat when taken, and makes the character stronger. Characters 
  can become addicted to drugs (a DC 15 RES save to not seek out the drug, and 1d4 
  nonlethal damage for every day they have not consumed the drug). Becoming 
  addicted happens when a character uses the drug twice within the same day. 
  Name 
  Price 
  Effect 
  Steroid 
  1,000 G 
  Strength +2 for 4 rounds. 
  Hype 
  1,000 G 
  Agility +2 for 4 rounds. 
  Soul Blaze 
  1,000 G 
  Magic +2 for 4 rounds. 
  Spirit Harden 
  1,000 G 
  Resistance +2 for 4 rounds. 
  Regeneroid 
  1,000 G 
  Endurance +2 for 4 rounds. 
  Lucky Pills 
  1,000 G 
  Luck +2 for 4 rounds. 
  Super Steroid 
  2,000 G 
  Strength +4 for 6 rounds. 
  Hype+ 
  2,000 G 
  Agility +4 for 6 rounds. 
  Great Blaze 
  2,000 G 
  Magic +4 for 6 rounds. 
  Spirit Strengthen 
  2,000 G 
  Resistance +4 for 6 rounds. 
  Regeneroid+ 
  2,000 G 
  Endurance +4 for 6 rounds. 
  Lucky Dosage 
  2,000 G 
  Luck +4 for 6 rounds. 
   
   
  
  125 
   
  Poison 
  Poison is illegal in almost all regions. Injury poisons are added to weapons, and ingest 
  poisons are imbibed by the recipient. Once used, a poison runs out. Poisons deal stat 
  damage, chosen when it is purchased. 
  Poison penalties last for 1d4+1 rounds. 
  Name 
  Price 
  Type 
  Effect 
  END Save 
  Artisan DC 
  Minor Injury 
  100 G 
  Injury 1 Stat Damage. 
  13 
  12 
  Minor Ingesting 
  100 G 
  Ingest 2 Stat Damage. 
  16 
  15 
  Moderate Injury 
  300 G 
  Injury 2 Stat Damage. 
  14 
  13 
  Moderate Ingesting 
  300 G 
  Ingest 3 Stat Damage. 
  17 
  16 
  Great Injury 
  500 G 
  Injury 3 Stat Damage. 
  15 
  14 
  Great Ingesting 
  500 G 
  Ingest 4 Stat Damage. 
  18 
  17 
  Grand Injury 
  700 G 
  Injury 4 Stat Damage. 
  16 
  15 
  Great Ingesting 
  700 G 
  Ingest 5 Stat Damage. 
  19 
  16 
  Grand Poison 
  1,000 G 
  Injury 6 Stat Damage. 
  22 
  20 
   
   
  Specific Poisons 
  Name 
  Price 
  Type 
  Effect 
  END Save Artisan DC 
  Reason Bane 
  600 G 
  Injury 50% chance to lose turns for 1d4 rounds. 
  13 
  12 
  Dream Venom 
  600 G 
  Injury Fall asleep. 
  16 
  15 
  Demon Bile 
  900 G 
  Injury 3 END damage, alignment changes to 
  Disorderly Unholy for 1d3 rounds. 
  14 
  13 
  Doom Lily Pollen 
  750 G 
  Ingest 1d6 rounds of sickness. 
  17 
  16 
  Magma Blood Pollen 
  900 G 
  Ingest 1d6 fire damage for 1d8 rounds. 
  Successful save ends effects. 
  15 
  14 
  Coolington’s Brew 
  900 G 
  Ingest 1d6 rounds of speaking only in dank 
  memes and 50% chance to lose turn. 
  Goblins are immune to this. 
  18 
  17 
  Orc War Grog 
  900 G 
  Ingest 1d6 rounds of +4 Strength and 50% 
  chance to attack allies. 
  16 
  15 
  Shadowdust 
  600 G 
  Injury 1d6 unholy damage for 3 rounds. 
  19 
  16 
  Elvish Absinthe 
  750 G 
  Ingest 50% chance of attacking self instead of 
  enemies for 1d3 rounds. 
  22 
  19 
  Dwarf Moonshine 
  600 G 
  Ingest Blindness for 1d4 rounds. 
  25 
  22 
   
   
   
  
  126 
   
  Materials 
  These are used for crafting Weapon and Armor Enhancements. Upon being used for 
  crafting, these materials are expended. 
  Material Name 
  Price 
  Iron Ore 
  250 G 
  Steel Ore 
  400 G 
  Mithral Ore 
  1,000 G 
  Adamant Ore 
  2,000 G 
  Animal Hide 
  25 G 
  Battery 
  1,000 G 
  Wire 
  500 G 
  Virgin Blood 
  7,000 G 
  Cooled Magma 
  300 G 
  Bottled Soul 
  5,000 G 
  Shadow Residue 
  4,000 G 
  Angel Feather 
  4,000 G 
  Wooden Log 
  60 G 
  Hell Ice 
  34,500 G 
  Rubber 
  100 G 
  Dragon Fang 
  4,000 G 
  Dragon Hide 
  8,000 G 
  Cold Iron Ore 
  800 G 
  Silver Ore 
  500 G 
  Gold Ore 
  1,000 G 
  Platinum Ore 
  4,000 G 
  Glass 
  100 G 
  Orichalcum Ore 
  1,000 G 
  Meteoric Iron Ore 
  300 G 
  Obsidian 
  500 G 
  Plasma Core 
  4,000 G 
  Exhaust 
  5,750 G 
   
   
   
   
   
   
   
   
  
  127 
   
  Miscellaneous Items 
  Foodstuff, ladders, and all of the other types of miscellaneous gear a character will 
  need! These items have no weight, and as many as the players like can be carried up 
  to the GM’s proposed limit. HP healing items can only heal a character up to three 
  times per day, and temporary HP granting items can only give a character up to +15 
  temporary HP. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Price 
  Effects 
  Alcohol (Poor) 
  2 G 
  +1 Luck, -1 Agility for 3 rounds. 
  Alcohol (Average) 
  10 G 
  +2 Luck, -2 Agility for 5 rounds. 
  Alcohol (Good) 
  80 G 
  +3 Luck, -3 Agility for 7 rounds. 
  Alcohol (Noble) 
  300 G 
  +4 Luck, -4 Agility for 9 rounds. 
  Coffee 
  16 G 
  Reduce exhaustion to fatigue. 
  Tea 
  14 G 
  Negate fatigue. 
  Milk 
  20 G 
  Recover 5 HP. 
  Bread 
  5 G 
  Recover 2 HP. 
  Cheese 
  20 G 
  Recover from a single poison. 
  Meat 
  15 G 
  Grant +5 Temporary HP. 
  Rations (1 day) 
  5 G 
  Prevents starvation for 1 day. 
  Torch 
  1 G 
  Grants a 20 ft. radius of light. 
  Flashlight 
  10 G 
  Grants a 40 ft. cone of light. 
  LED Flashlight 
  60 G 
  Grants a 60 ft. cone of light. 
  Rope (50 ft.) 
  1 G 
  Used for tying and climbing. 
  Ladder 
  30 G 
  Move vertically 30 ft. against wall. 
  Step Ladder 
  10 G 
  Move vertically 10 ft. anywhere. 
  Clothing 
  1 G 
  Clothing. No armor benefits. 
  
  128 
   
  Magic Weapons and Armor 
  While some weapons and armor may be inherently infused with magic, these 
  enhancements can be bought to be infused into weapons and armors regardless of 
  whether or not they’re magic from the start. 
  Magic Weapon Bonus 
  Magic Weapon Price 
  +1 
  2,000 G 
  +2 
  8,000 G 
  +3 
  18,000 G 
  +4 
  32,000 G 
  +5 
  50,000 G 
   
  A “Magic Weapon Bonus” grants a bonus to attack and damage onto the weapon, 
  while a “Magic Armor Bonus” grants a bonus to the amount of Defense the armor gives 
  its wearer. Magic Weapon/Armor Bonuses cannot exceed +5.  
  Weapons and Armor under the “Specific Weapons” and “Specific Armor” page can be 
  enhanced with these bonuses, but add +1,000 G to the price of doing so due to their 
  rarity and nature. 
  Sometimes when enchanting a weapon or set of armor, it gains an aura of its own. 
  This aura isn’t an emotion that the blade carries itself, but rather an energy that 
  surrounds the blade. It cannot be ignited with unless the “Blade Ignition” talent is 
  taken. 
  An item must have at least a +3 magic weapon/armor bonus before gaining this aura. 
  Magic Aura 
  Energy’s Feeling 
  Counts As 
  Red 
  Annihilation and destruction. 
  Nihilism 
  Green 
  Happiness and love. 
  Joy 
  Blue 
  Healing and protection. 
  Serenity 
  Yellow 
  Desire and frustration. 
  Envy 
  Purple 
  Thirst and passion. 
  Lust 
  Black 
  Rage and bloodlust. 
  Anger 
  White 
  Divine and pure. 
  Blessed 
   
   
   
   
   
  Magic Armor Bonus 
  Magic Weapon Price 
  +1 
  1,000 G 
  +2 
  4,000 G 
  +3 
  9,000 G 
  +4 
  16,000 G 
  +5 
  25,000 G 
  
  129 
   
  Wondrous Items 
  Wondrous items are worn to grant bonuses. Multiple of the same type cannot be worn 
  (two amulets cannot be worn). Bonuses to stats can exceed the 25 stat cap. 
  Slots for Magic Items: 
   Face (Mask, Helmet, Helm, Hat, Cap) 
   Neck (Cloak, Cape, Amulet) 
   Body (Vest, Shirt) 
   Hands (Gloves) 
   Belt (Belt, Sash) 
   Ring (Ring) – As an exception to the rule, a character can wear two rings. 
   Boots (Boots) 
  Name 
  Price 
  Benefit 
  Amulet of Iron Skin +1 
  2,000 G 
  Gain a +1 Natural Armor to Defense. 
  Amulet of Iron Skin +2 
  8,000 G 
  Gain a +2 Natural Armor to Defense. 
  Amulet of Iron Skin +3 
  18,000 G 
  Gain a +3 Natural Armor to Defense. 
  Amulet of Iron Skin +4 
  32,000 G 
  Gain a +4 Natural Armor to Defense. 
  Amulet of Iron Skin +5 
  50,000 G 
  Gain a +5 Natural Armor to Defense. 
  Ring of Force +1 
  2,000 G 
  Gain a +1 Deflection bonus to Defense and Avoid. 
  Ring of Force +2 
  8,000 G 
  Gain a +2 Deflection bonus to Defense and Avoid. 
  Ring of Force +3 
  18,000 G 
  Gain a +3 Deflection bonus to Defense and Avoid. 
  Ring of Force +4 
  32,000 G 
  Gain a +4 Deflection bonus to Defense and Avoid. 
  Ring of Force +5 
  50,000 G 
  Gain a +5 Deflection bonus to Defense and Avoid. 
  Cloak of Dreams +1 
  2,000 G 
  All saving throws gain a +1 resistance bonus. 
  Cloak of Dreams +2 
  8,000 G 
  All saving throws gain a +2 resistance bonus. 
  Cloak of Dreams +3 
  18,000 G 
  All saving throws gain a +3 resistance bonus. 
  Cloak of Dreams +4 
  32,000 G 
  All saving throws gain a +4 resistance bonus. 
  Cloak of Dreams +5 
  50,000 G 
  All saving throws gain a +5 resistance bonus. 
  Belt of Strength +2 
  4,000 G 
  Grants an enhancement bonus to Strength. 
  Belt of Strength +4 
  16,000 G 
  Grants an enhancement bonus to Strength. 
  Belt of Strength +6 
  36,000 G 
  Grants an enhancement bonus to Strength. 
  Belt of Endurance +2 
  4,000 G 
  Grants an enhancement bonus to Endurance. 
  Belt of Endurance +4 
  16,000 G 
  Grants an enhancement bonus to Endurance. 
  Belt of Endurance +6 
  36,000 G 
  Grants an enhancement bonus to Endurance. 
  Ring of Magic +2 
  4,000 G 
  Grants an enhancement bonus to Magic. 
  Ring of Magic +4 
  16,000 G 
  Grants an enhancement bonus to Magic. 
  Ring of Magic +6 
  36,000 G 
  Grants an enhancement bonus to Magic. 
  Ring of Resistance +2 
  4,000 G 
  Grants an enhancement bonus to Resistance. 
  Ring of Resistance +4 
  16,000 G 
  Grants an enhancement bonus to Resistance. 
  Ring of Resistance +6 
  36,000 G 
  Grants an enhancement bonus to Resistance. 
  Gloves of Agility +2 
  4,000 G 
  Grants an enhancement bonus to Agility. 
  Gloves of Agility +4 
  16,000 G 
  Grants an enhancement bonus to Agility. 
  Gloves of Agility +6 
  36,000 G 
  Grants an enhancement bonus to Agility. 
  
  130 
   
  Gloves of Luck +2 
  4,000 G 
  Grants an enhancement bonus to Luck. 
  Gloves of Luck +4 
  16,000 G 
  Grants an enhancement bonus to Luck. 
  Gloves of Luck +6 
  36,000 G 
  Grants an enhancement bonus to Luck. 
  Belt of Saves +2 
  1,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Vest of Saves +2 
  1,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +2 
  1,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Belt of Saves +4 
  4,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Vest of Saves +4 
  4,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +4 
  4,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Belt of Saves +6 
  9,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Vest of Saves +6 
  9,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +6 
  9,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Belt of Saves +8 
  16,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Vest of Saves +8 
  16,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +8 
  16,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Belt of Saves +10 
  25,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Vest of Saves +10 
  25,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +10 
  25,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Boots of Movement 
  5,000 G 
  Grants a +10 ft. bonus to movement speed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  131 
   
  Wands 
  When Wands are used, add Magic bonus to damage, and use Resistance bonus to hit. 
  Name 
  Price 
  Uses UMD DC 
  Description 
  Wand of Acid 
  1,000 G 
  50 
  18 
  Deal 1d6 Acid damage. 
  Wand of Water 
  1,000 G 
  50 
  18 
  Deal 1d6 Water damage. 
  Wand of Fire 
  1,000 G 
  50 
  18 
  Deal 1d6 Fire damage. 
  Wand of Earth 
  1,000 G 
  50 
  18 
  Deal 1d6 Earth damage. 
  Wand of Wind 
  1,000 G 
  50 
  18 
  Deal 1d6 Wind damage. 
  Wand of Force 
  1,000 G 
  50 
  18 
  Deal 1d6 Force damage. 
  Wand of Holy 
  1,000 G 
  50 
  18 
  Deal 1d6 Holy damage. 
  Wand of Unholy 
  1,000 G 
  50 
  18 
  Deal 1d6 Unholy damage. 
  Wand of Psychokenesis 
  1,000 G 
  50 
  18 
  Deal 1d6 Psychokenesis damage. 
  Wand of Telekinesis 
  1,000 G 
  50 
  18 
  Deal 1d6 Telekinesis damage. 
  Wand of Acid 
  4,000 G 
  50 
  22 
  Deal 1d8 Acid damage. 
  Wand of Water 
  4,000 G 
  50 
  22 
  Deal 1d8 Water damage. 
  Wand of Fire 
  4,000 G 
  50 
  22 
  Deal 1d8 Fire damage. 
  Wand of Earth 
  4,000 G 
  50 
  22 
  Deal 1d8 Earth damage. 
  Wand of Wind 
  4,000 G 
  50 
  22 
  Deal 1d8 Wind damage. 
  Wand of Force 
  4,000 G 
  50 
  22 
  Deal 1d8 Force damage. 
  Wand of Holy 
  4,000 G 
  50 
  22 
  Deal 1d8 Holy damage. 
  Wand of Unholy 
  4,000 G 
  50 
  22 
  Deal 1d8 Unholy damage. 
  Wand of Psychokenesis 
  4,000 G 
  50 
  22 
  Deal 1d8 Psychokenesis damage. 
  Wand of Telekinesis 
  4,000 G 
  50 
  22 
  Deal 1d8 Telekinesis damage. 
  Wand of Acid 
  8,000 G 
  50 
  26 
  Deal 1d10 Acid damage. 
  Wand of Water 
  8,000 G 
  50 
  26 
  Deal 1d10 Water damage. 
  Wand of Fire 
  8,000 G 
  50 
  26 
  Deal 1d10 Fire damage. 
  Wand of Earth 
  8,000 G 
  50 
  26 
  Deal 1d10 Earth damage. 
  Wand of Wind 
  8,000 G 
  50 
  26 
  Deal 1d10 Wind damage. 
  Wand of Force 
  8,000 G 
  50 
  26 
  Deal 1d10 Force damage. 
  Wand of Holy 
  8,000 G 
  50 
  26 
  Deal 1d10 Holy damage. 
  Wand of Unholy 
  8,000 G 
  50 
  26 
  Deal 1d10 Unholy damage. 
  Wand of Psychokenesis 
  8,000 G 
  50 
  26 
  Deal 1d10 Psychokenesis damage. 
  Wand of Telekinesis 
  8,000 G 
  50 
  26 
  Deal 1d10 Telekinesis damage. 
   
   
   
   
   
   
  
  132 
   
  Auras 
  Every living being (and some non-living beings such as Vampires) have souls which are 
  tiny balls of life essence which radiate energy. These balls of life essence allow the 
  person to cast magic due to its ‘aura’ it gives off, however casting magic isn’t the 
  only thing this aura is able to do. Auras vary in color depending on the emotion the 
  character exhibits commonly. People whose souls are constantly angry have a black 
  aura, those whose souls are tainted by corruption have gray auras, and so on. Those 
  without a soul don’t have an aura, and are denoted as “emotionless”. Auras do not 
  become visible unless ignition has been engaged (see below). 
  Ignition 
  The auras of two people can collide together in order for the two characters to share 
  strength between each other. This is known as ‘Ignition’. Ignition can only be done 
  between two people who are allies, or who simply aren’t fighting each other. If one 
  of the two people attacks the person they’re ignited with, the ignition ends. The 
  bonuses granted by two characters in ignition are temporary and can exceed the 
  normal 25 stat cap. These bonuses remain so long as the characters stay within 15 
  feet of each other, or until the battle is over. 
   
  Aura Type 
  Aura Color 
  Aura Meaning 
  Anger 
  Black 
  Anger and wrath fuel the character, causing them to act rashly. 
  Corruption 
  Gray 
  Inherently unholy, people tainted by corruption seek only to destroy. 
  Lust 
  Magenta 
  Lust is the common emotion found in philanderers and nymphomaniacs. 
  Gloom 
  Navy 
  Sadness plagues the character, though depression is not definite. 
  Joy 
  Green 
  Overwhelming happiness overloads the character more than usual. 
  Envy 
  Yellow 
  You want everything your friends own, no matter how expensive. 
  Pride 
  Violet 
  The prideful seek to be looked upon and to have the highest glory. 
  Blessed 
  White 
  Blessed characters are filled with spirituality and their deity’s power. 
  Serenity 
  Teal 
  Serene characters have very little to complain about, and are calm. 
  Gluttony 
  Maroon 
  And endless pit of eating or consumption in some form, you’re never full. 
  Nihilism 
  Red 
  Destruction. That is the only true thing in life, no matter what it is. Kill it. 
  Damnation 
  Scarlet 
  Bringing the world into a hellish wonderland is this character’s lifelong goal. 
  Restoration 
  Pink 
  Maintaining life and its order is this character’s task that they must uphold. 
  Insanity 
  Rainbow 
  Insane characters live with one of many mental disorders that cause insanity. 
  Emotionless 
  No Color 
  Emotionless characters do not have an aura. 
  Greed 
  Orange 
  A strong love of money, power, or whatever your heart desires taints you. 
   
   
   
   
  
  133 
   
  Combinations: 
  Aura 1 
  Aura 2 
  Bonuses 
  Aura 1 
  Aura 2 
  Bonuses 
  Anger 
  Corruption 
  +1 Strength 
  Joy 
  Envy 
  +1 Agility 
  Anger 
  Lust 
  +1 Agility 
  Joy 
  Pride 
  +1 Strength 
  Anger 
  Gloom 
  +1 Endurance 
  Joy 
  Gluttony 
  +1 Magic 
  Anger 
  Envy 
  +1 Luck 
  Joy 
  Nihilism 
  +1 Endurance 
  Anger 
  Pride 
  +1 Strength 
  Joy 
  Damnation 
  +1 Resistance 
  Anger 
  Blessed 
  +1 Endurance 
  Joy 
  Restoration 
  +1 Luck 
  Anger 
  Gluttony 
  +1 Endurance 
  Joy 
  Insanity 
  +1 Strength 
  Anger 
  Nihilism 
  +1 Resistance 
  Envy 
  Pride 
  +1 Luck 
  Anger 
  Damnation 
  +1 Magic 
  Envy 
  Gluttony 
  +1 Strength 
  Anger 
  Restoration +1 Resistance 
  Envy 
  Nihilism 
  +1 Magic 
  Anger 
  Insanity 
  +1 Strength 
  Envy 
  Damnation 
  +1 Magic 
  Corruption 
  Lust 
  +1 Luck 
  Envy 
  Insanity 
  +1 Endurance 
  Corruption 
  Gloom 
  +1 Agility 
  Pride 
  Gluttony 
  +1 Endurance 
  Corruption 
  Joy 
  +1 Endurance 
  Pride 
  Nihilism 
  +1 Magic 
  Corruption 
  Envy 
  +1 Luck 
  Pride 
  Damnation 
  +1 Strength 
  Corruption 
  Pride 
  +1 Strength 
  Pride 
  Restoration 
  +1 Magic 
  Corruption 
  Gluttony 
  +1 Endurance 
  Pride 
  Insanity 
  +1 Resistance 
  Corruption 
  Nihilism 
  +1 Magic 
  Gluttony 
  Nihilism 
  +1 Endurance 
  Corruption 
  Damnation 
  +1 Resistance 
  Gluttony 
  Damnation 
  +1 Resistance 
  Corruption 
  Insanity 
  +1 Magic 
  Gluttony 
  Insanity 
  +1 Strength 
  Lust 
  Gloom 
  +1 Magic 
  Nihilism 
  Damnation 
  +1 Strength 
  Lust 
  Joy 
  +1 Resistance 
  Nihilism 
  Insanity 
  +1 Magic 
  Lust 
  Envy 
  +1 Luck 
  Damnation 
  Insanity 
  +1 Strength 
  Lust 
  Pride 
  +1 Endurance 
  Restoration 
  Insanity 
  +1 Luck 
  Lust 
  Blessed 
  +1 Luck 
  Anger 
  Anger 
  +2 Strength 
  Lust 
  Serenity 
  +1 Strength 
  Corruption 
  Corruption 
  +2 Endurance 
  Lust 
  Gluttony 
  +1 Endurance 
  Lust 
  Lust 
  +2 Luck 
  Lust 
  Nihilism 
  +1 Resistance 
  Gloom 
  Gloom 
  +2 Resistance 
  Lust 
  Damnation 
  +1 Agility 
  Joy 
  Joy 
  +2 Magic 
  Lust 
  Insanity 
  +1 Agility 
  Envy 
  Envy 
  +2 Agility 
  Gloom 
  Envy 
  +1 Strength 
  Pride 
  Pride 
  +2 Luck 
  Gloom 
  Pride 
  +1 Luck 
  Blessed 
  Blessed 
  +2 Magic 
  Gloom 
  Blessed 
  +1 Resistance 
  Serenity 
  Serenity 
  +2 Resistance 
  Gloom 
  Serenity 
  +1 Endurance 
  Gluttony 
  Gluttony 
  +2 Endurance 
  Gloom 
  Gluttony 
  +1 Endurance 
  Nihilism 
  Nihilism 
  +2 Strength 
  Gloom 
  Nihilism 
  +1 Luck 
  Damnation 
  Damnation 
  +2 Agility 
  Gloom 
  Damnation 
  +1 Magic 
  Restoration 
  Restoration 
  +2 Luck 
  Gloom 
  Restoration 
  +1 Strength 
  Insanity 
  Insanity 
  +1 All Stats 
  Gloom 
  Insanity 
  +1 Magic 
   
   
   
  Greed 
  Anger 
  +1 Agility 
  Greed 
  Envy 
  +1 Magic 
  Greed 
  Corruption 
  +1 Luck 
  Greed 
  Pride 
  +1 Endurance 
  Greed 
  Lust 
  +1 Strength 
  Greed 
  Greed 
  +2 Agility 
  
  134 
   
  Spells 
  Spells are extensions of a character’s soul, taken for the soul purpose of bending its 
  uses. Magic in and of itself is dangerous because of this, and spells even more so. 
  Unless specifically stated, a spell has a duration of rounds equal to magic modifier. 
  Multiple spells that have the same effects do not stack, the larger bonus is taken. 
  Spells that deal damage do not have a duration unless they possess a special effect. 
  Each class which can cast spells has a specific set of spells they can cast depending on 
  the type of magic they cast, and thus use different spell lists. Spell Grafters cast from 
  any spell list. 
  Arcane: Zauberer and Incant Blade 
  Divine: Chaplain 
  Psychic: Preternaturist 
  Spells have a “level requirement” based on levels 1, 5, 10, 15, 20, 25, and 30. 
  If anything has a “___ Save”, the DC is equal to 5 + Magic Modifier + Misc. Modifier 
  Spells which are attacks, unless they have a “saving throw to avoid”, require attack 
  rolls to hit a target’s Avoid. 
  Psychic spells by default, unless specifically stated, are mind-affecting effects. A 
  Preternaturist’s own spells cannot fail upon themselves. 
  Stat Key 
   Strength: STR 
   Magic: MAG 
   Endurance: END 
   Resistance: RES 
   Agility: AGI 
   Luck: LUK 
   
   
   
   
   
  
  135 
   
  Arcane 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Zap 
  Simple 
  Yes 
  40 ft. ranged electricity attack, END save or 
  jitter 5 feet in a random direction. 
  1d4 
  1st 
  Boil 
  Simple 
  Yes 
  Melee fire attack. 
  2d4 
  1st 
  Detect Magic 
  Simple 
  No 
  Detects any magic in a 30 ft. cone. 
  — 
  1st 
  Prestidigitation 
  Simple 
  No 
  Creates minor tricks, sounds, and crude objects. 
  — 
  1st 
  Voice Transfer 
  Simple 
  No 
  Transfer voice into objects. Triggers on touch. 
  — 
  1st 
  Icicle 
  Simple 
  Yes 
  Melee water attack, END save or take a -10 ft. 
  move speed for 1d2+MAG mod rounds. 
  1d6 
  1st 
  Rock Shard 
  Simple 
  Yes 
  30 ft. ranged earth attack. END save or -2 to 
  Defense and Avoid. 
  1d6 
  1st 
  Rake 
  Complex 
  Yes 
  Melee slashing attack, 18-20/x2 critical range. 
  1d8 
  1st 
  Mud Splash 
  Complex 
  Yes 
  20 ft. ranged attack, blinds for 1d4 rounds (50% 
  miss chance) 
  — 
  1st 
  Blood Boil 
  Complex 
  No 
  END save or take damage per round for 1d4 
  rounds. 50 ft. ranged fire attack. 
  1d6 
  1st 
  Force Armor 
  Complex 
  No 
  Grant self or ally in melee range +4 Defense. 
  — 
  1st 
  Steam Armor 
  Complex 
  No 
  Grant self or ally a 50% miss chance for 1 round. 
   
   — 
  1st 
  Gloom 
  Complex 
  No 
  20 ft. ball of darkness blinds anyone inside. 
  — 
  1st 
  Spider’s Web 
  Complex 
  Yes 
  15 ft. cone of spider web. STR save or halve 
  movement. 
  — 
  1st 
  Corrupted Ray 
  Complex 
  Yes 
  20 ft. ranged corruption attack. Enemies hit 
  must make END save or be sickened. 
  1d8 
  1st 
  Quick Armor 
  Simple 
  No 
  Grant self or ally in melee range +2 Defense. 
  — 
  5th 
  Quick Zap 
  Simple 
  Yes 
  Make a 60 ft. ranged electricity attack. END save 
  or jitter 5 ft. in a random direction. 
  1d6 
  5th 
  Read Thoughts 
  Simple 
  No 
  RES save or target’s thoughts are read. 
  — 
  5th 
  Seduce 
  Simple 
  No 
  LUK save or target can’t attack you for 2 rounds 
  — 
  5th 
  Laughter 
  Simple 
  No 
  LUK save or target loses a turn laughing. 
  — 
  5th 
  Gravity Weapon 
  Complex 
  No 
  Grant +3 damage to selected weapon. 
  — 
  5th 
  Curse Life 
  Complex 
  Yes 
  Melee attack that deals damage that cannot be 
  healed for 1d6+1 rounds. 
  1d12 
  5th 
  Curse Armor 
  Complex 
  Yes 
  Enemy struck by melee attack takes -4 to Armor. 
  — 
  5th 
  Scarred Burn 
  Complex 
  Yes 
  Make a 50 ft. ranged fire attack. AGI save or 
  catch on fire, taking 1d4 damage over duration. 
  2d4 
  5th 
  Tangle 
  Complex 
  Yes 
  Make a 50 ft. ranged attack to trip. 
  — 
  5th 
  Block Energy 
  Complex 
  No 
  Character touched gains Resistance 10 against an 
  arcane element chosen. 
  — 
  5th 
  Energy Strike 
  Complex 
  Yes 
  Melee attack deals single element damage. 
  3d4 
  5th 
  Dual Type Strike 
  Complex 
  Yes 
  Melee attack deals two elements as damage. 
  2d6 
  5th 
  Rocky Punch 
  Complex 
  Yes 
  Melee earth attack. STR mod to damage. 
  2d10 
  5th 
  
  136 
   
  Lightning Bolt 
  Complex 
  Yes 
  70 ft. line of electricity. AGI save or take 
  damage. END save or target jitters in a random 
  direction 15 ft. 
  3d8 
  5th 
  Acid Splash 
  Complex 
  Yes 
  30 ft. ranged acid attack. Upon hitting its target, 
  it splashes to adjacent enemies, dealing 2d6. 
  3d8 
  5th 
  Blizzard 
  Complex 
  No 
  20 ft. radius of water. STR save or lose 15 ft. 
  speed. Lose 5 ft. every other turn unless the 
  radius is left, or a new STR save succeeds. 
  2d6 
  5th 
  Chain Lightning 
  Complex 
  Yes 
  AGI save or hits 1d4 targets in a 10 ft. spread. 
  2d8 
  5th 
  Slumber 
  Complex 
  Yes 
  30 ft. range. Make RES and LUK save or fall 
  asleep. 
  — 
  5th 
  Dazzling Spark 
  Complex 
  Yes 
  30 ft. range. RES save or reduced to 1 action. 
  Lasts 1d4+2 rounds. 
  — 
  5th 
  Mystify 
  Complex 
  Yes 
  30 ft. range. RES save or blinded for 1d6 rounds. 
  — 
  5th 
  Splitting Image 
  Complex 
  Yes 
  40 ft. range. RES save, or become drunk. Caster 
  is seen as 3 people. Roll a 1d3 on attack, 1 and 2 
  being auto misses with 3 is the caster. 
  — 
  5th 
  Concuss 
  Complex 
  Yes 
  30 ft. ranged force attack. END save or the 
  target loses their turn. Lasts only 1 round. 
  2d4 
  5th 
  Confusion 
  Complex 
  Yes 
  25 ft. ranged attack. Target makes RES save or 
  attacks self instead of enemy. Lasts 1d4 rounds. 
  — 
  5th 
  Imaginary Friend 
  Complex 
  No 
  Invisible force carries weight for the day, using 
  caster’s MAG score as STR for carry weight. 
  — 
  5th 
  Corruption Blast 
  Complex 
  Yes 
  20 ft. radius around self will deal corruption 
  damage to those who fail an END save. 
  2d8 
  5th 
  Quick Defenses 
  Simple 
  No 
  Grant self or ally in melee range +4 Defense. 
  — 
  10th 
  Life Link 
  Simple 
  No 
  Absorb ½ allies’ HP within melee range. 
  — 
  10th 
  Temp Language 
  Simple 
  No 
  Ally within 30 ft. understands chosen language. 
  — 
  10th 
  Flight 
  Simple 
  No 
  Gain a fly speed = to land speed. 
  — 
  10th 
  Force Missile 
  Simple 
  Yes 
  Attack with a 60 ft. ray of force. END save or be 
  pushed back 10 ft. 
  3d6 
  10th 
  Great Defenses 
  Complex 
  No 
  Grant self or ally in melee range +8 Defense. 
  — 
  10th 
  Chilled Blood 
  Complex 
  Yes 
  40 ft. water ranged attack, END save or reduce 
  movement speed to 0 for 2 rounds. 
  1d10 
  10th 
  Rock Slam 
  Complex 
  Yes 
  Melee attack, END save or fall prone. 
  1d12 
  10th 
  Element Wall 
  Complex 
  No 
  Make a 40 ft. passable wall. Enemies who pass 
  through take damage. 
  2d6 
  10th 
  Rock-et 
  Complex 
  Yes 
  60 ft. ranged earth attack. Use Strength 
  modifier. Enemy hit is launched 1d10 ft. in air. 
  4d10 
  10th 
  Rocky Hail 
  Complex 
  Yes 
  50 ft. radius of earth. AGI save or take damage 
  while inside the radius. Lasts 2d4 rounds. 
  2d8 
  10th 
  Destabilize 
  Complex 
  Yes 
  50 ft. range. END save or target’s body is 
  unaffected by gravity. They float up 1d10 ft. per 
  round for 3 rounds. 
  — 
  10th 
  
  137 
   
  Zephyr 
  Complex 
  Yes 
  50 ft. ranged attack against Stability to knock 
  prone and push back 20 ft. 
  — 
  10th 
  Volley of Flame 
  Complex 
  Yes 
  1d4 30 ft. ranged fire attacks with a 10 ft. radius 
  burst. Deals minimum damage to burst squares. 
  2d6 
  10th 
  Lightning Blast 
  Complex 
  Yes 
  1d3 30 ft. ranged electricity attacks. Upon 
  hitting, target jitters 5 ft. away for each hit. 
  — 
  10th 
  Corruption 
  Complex 
  Yes 
  Enemy within 30 ft. who fails END save takes 
  Resistance or Endurance damage. 
  1d6 
  10th 
  Tough Limb 
  Simple 
  No 
  Ally in melee range gains +40 HP to body part. 
  This does not affect their normal HP. 
  — 
  15th 
  Wind Barrier 
  Simple 
  No 
  Self or ally in melee range block up to 5 ranged 
  attacks. 
  — 
  15th 
  Stone Body 
  Simple 
  No 
  Self or ally in melee range gain +6 Defense, and 
  +15 HP for 8 rounds. 
  — 
  15th 
  Dream Powder 
  Complex 
  No 
  Adjacent enemies make RES save or fall asleep. 
  — 
  15th 
  Wind Slashes 
  Complex 
  Yes 
  Wind attack at 2 enemies within 40 feet. 
  4d6 
  15th 
  Element Barrier 
  Complex 
  No 
  Make a 20 ft. passable wall. Enemies who pass 
  through take damage. 
  4d8 
  15th 
  Hurricane 
  Complex 
  Yes 
  30 ft. radius wind attack. Anyone inside is 
  attacked vs. Stability. A hit sucks the target 4d10 
  ft. in the air (round up to the nearest 5 ft.) 
  2d8 
  15th 
  Withering Gaze 
  Complex 
  Yes 
  40 ft. ranged attack, deals STR damage. 
  1d6 
  15th 
  Boulder Drop 
  Complex 
  Yes 
  15 ft. radius earth attack. AGI save for half 
  damage, Strength save or Speed is reduced to 0. 
  4d8 
  15th 
  Eruption 
  Complex 
  Yes 
  40 ft. radius fire attack. AGI save for half 
  damage. 
  8d6 
  15th 
  White Out 
  Complex 
  Yes 
  40 ft. ranged water attack. RES save or damage 
  inflicts a 10 ft. cloud of blinding. New save to 
  new targets. 
  4d8 
  15th 
  Acid Dart 
  Complex 
  Yes 
  40 ft. ranged earth attack. RES save or blood 
  starts to dissolve, taking damage dealt per round 
  for the duration until a successful RES save. 
  2d8 
  15th 
  Thunderclap 
  Complex 
  Yes 
  30 ft. cone, END save or deaf. 
  2d8 
  15th 
  Rain of Icicles 
  Complex 
  Yes 
  20 ft. radius with 1d6 ranged water attacks. Each 
  hit deals 10 damage to target’s speed. (Min 0 ft.) 
  — 
  15th 
  Combusting Gaze Complex 
  Yes 
  40 ft. ranged fire attack. Target makes RES save 
  or takes fire damage and is set on fire. Take 
  damage until RES save is made. 
  2d8 
  15th 
  Mass Confusion 
  Complex 
  Yes 
  30 ft. radius of confusion. Lasts 2d4+1 rounds. 
  — 
  15th 
  Mass Slumber 
  Complex 
  Yes 
  30 ft. radius of slumber. Lasts 1d3 rounds. 
  — 
  15th 
  Mass Seduce 
  Complex 
  Yes 
  30 ft. radius of seduce. Lasts 2d6+1 rounds. 
  — 
  15th 
  Mass Destabilize 
  Complex 
  Yes 
  30 ft. radius of destabilize. Lasts 1d6 rounds. 
  — 
  15th 
  Imaginary Foe 
  Complex 
  No 
  Create duplicate of self, using MAG as STR and 
  RES as AGI for melee attacks. Duplicate cannot 
  cast, but can wield weapons. 
  — 
  15th 
  
  138 
   
  Imaginary 
  Monster 
  Complex 
  No 
  Creates a ghostly duplicate of a monster. Its 
  level is the caster’s level, and lasts 5 rounds. 
  — 
  15th 
  Corrupt Choke 
  Complex 
  Yes 
  Enemy within 50 ft. must make END save or 
  begin suffocating and taking corruption damage. 
  4d8 
  15th 
  Magnetize 
  Complex 
  Yes 
  50 ft. ranged attack. STR save or target becomes 
  stuck to a metal object. Weapons do not stick. 
  — 
  15th 
  Quick Shunt 
  Simple 
  No 
  Self and up to two allies touched are shunted 30 
  ft. in any direction (except in the ground or sky) 
  — 
  20th 
  Frail Form 
  Simple 
  No 
  Self or ally appears weak. Attackers take -5 to 
  hit them unless they are Disorderly Unholy. 
  — 
  20th 
  Great Flight 
  Simple 
  No 
  Gain a fly speed = to double land speed. 
  — 
  20th 
  Disable Limb 
  Complex 
  Yes 
  Enemy makes an END save or their arm, leg, or 
  chest (caster’s choice) is reduced to 0 HP. 
  Special 
  20th 
  Heart Attack 
  Complex 
  Yes 
  Enemy makes END save or takes 10 points of 
  damage per ½ magic bonus. 
  Special 
  20th 
  Element Fortress 
  Complex 
  No 
  Make a moldable 80 ft. line. Deals damage to 
  enemies who pass through. 
  5d12 
  20th 
  Gravitize 
  Complex 
  No 
  Self or ally touched is no longer hindered by 
  gravity. Can walk up and down walls. 
  — 
  20th 
  Radical Ray 
  Complex 
  Yes 
  60 ft. ray. RES save or take one of the following 
  effects: Sleep, Trip, Disarm, +4d8 damage, 
  confusion, or Groin HP reduced to 0. Roll a 1d6 
  to determine what effect is taken. 
  3d4 
  20th 
  Freeze the Blood 
  Complex 
  Yes 
  60 ft. range. END save or frozen solid. Melee 
  attacks shatter the one frozen inside. Fire spells 
  unthaw target. 
  — 
  20th 
  Cone of Force 
  Complex 
  Yes 
  60 ft. cone of force. AGI save or pushed back 
  2d10 ft. (Round up to nearest 5 ft.) 
  4d4 
  20th 
  Gaze of 
  Melancholy 
  Complex 
  Yes 
  60 ft. LUK save or fall prone crying and weeping 
  for 2d4+2 rounds. Not helpless, but cannot act. 
  — 
  20th 
  Be Gone Swine 
  Complex 
  Yes 
  60 ft. range. Target makes LUK save or get 
  launched 1d100 ft. in the air. (Round up to 
  nearest 5 ft. increment). 
  — 
  20th 
  Maw 
  Complex 
  Yes 
  Floating non-sentient set of teeth. Attacks magic 
  users first. Has a 30 ft. move speed. Only 
  damaged by magic. Controlled by caster. 
  2d8+10 
  20th 
  Rocket Ally 
  Complex 
  No 
  Ally touched is rocketed at an enemy within 90 
  ft. and gains a free attack against the enemy. 
  — 
  20th 
  Break the Body 
  Complex 
  Yes 
  70 ft. ranged attack. Upon hitting, 1d6 body 
  parts are reduced to 0 HP. GM’s choice. 
  — 
  20th 
  Corrupt Slash 
  Complex 
  Yes 
  70 ft. ranged attack. Upon hitting, enemy makes 
  END save or their limb is critically hit. 
  5d12 
  20th 
  Burst of Defense 
  Simple 
  No 
  All allies within 30 ft. gain +10 to Defense. 
  — 
  25th 
  Monster Form 
  Complex 
  No 
  Turn into one monster of equal level. Lasts for a 
  number of rounds equal to ½ level. 
  — 
  25th 
  
  139 
   
  Insanity 
  Complex 
  Yes 
  Target must make a RES save or attack its 
  nearest allies for 3 rounds. 
  — 
  25th 
  Bladed Edge 
  Complex 
  No 
  Self or allies’ weapon increases its critical hit 
  range if it isn’t already increased. 
  — 
  25th 
  Ignited Soul 
  Complex 
  No 
  Self or ally in melee range can ignite with 
  themselves for the spell’s duration. 
  — 
  25th 
  Channel Force 
  Complex 
  No 
  Ally touched moves 100 ft. in a straight line, 
  gains a free attack against them and a free 
  overrun. 
  6d6 
  25th 
  Winter’s Wrath 
  Complex 
  Yes 
  50 ft. radius water attack. END save or fall under 
  effects as Freeze the Blood. Lasts 2d4 rounds. 
  8d8 
  25th 
  Earthquake 
  Complex 
  Yes 
  40 ft. radius earth attack. Attack vs. Stability or 
  targets in radius fall prone. 
  — 
  25th 
  Corrupted Slam 
  Complex 
  Yes 
  80 ft. ranged corrupt attack that staggers on a 
  failed END save. 
  10d6 
  25th 
  Burst of Health 
  Complex 
  No 
  +50 HP to all allies within 60 ft. 
  — 
  30th 
  Burst of Speed 
  Complex 
  No 
  +30 foot to all speeds to all allies within 60 ft. 
  — 
  30th 
  Fire Storm 
  Complex 
  Yes 
  60 ft. radius centered on self, enemies who fail 
  an AGI save take minimum damage as burn on 
  top of the damage rolled. 
  10d8 
  30th 
  I Said Die 
  Complex 
  Yes 
  100 ft. ranged attack. END save, then RES save. 
  If both fail, the enemy targeted dies instantly. 
  — 
  30th 
  Pillar of the 
  World 
  Complex 
  Yes 
  400 ft. line. AGI save or take full damage. A 
  success halves the damage dealt. 
  30d10 
  30th 
  Corrupt the Soul 
  Complex 
  Yes 
  Target within 100 ft. makes a RES save or their 
  soul is crushed, and they must make an END save 
  not to die instantly. Failure on the RES save 
  results in the character losing the ability to cast 
  spells or Ignite. 
  — 
  30th 
   
   
   
   
   
   
   
   
   
   
  
  140 
   
  Divine 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Curse Save 
  Simple 
  Yes 
  30 ft. ranged attack. Enemy hit takes a -1 to all 
  saves. 
  — 
  1st 
  Blight 
  Simple 
  Yes 
  30 ft. ranged unholy attack. 
  1d3 
  1st 
  Bless Save 
  Simple 
  No 
  Grant self a +1 to one save once per day. 
  — 
  1st 
  Battle Ready 
  Simple 
  No 
  Gain a +2 bonus on initiative checks for the day. 
  — 
  1st 
  Desolation 
  Simple 
  Yes 
  Target within 80 ft. makes RES save or takes a 
  penalty to Defense equal to ½ level (minimum 1) 
  — 
  1st 
  Blood Bath 
  Simple 
  No 
  Use on deceased body, and fill it with unholy 
  energy. Body then melts into blood. 
  — 
  1st 
  Deific Advice 
  Simple 
  No 
  Ask deities’ opinion on a single question. 
  — 
  1st 
  Haul Gear 
  Simple 
  No 
  Muscles appear larger than normal, granting +2 
  bonus to Strength for Carrying Capacity. 
  — 
  1st 
  Misleading Words 
  Simple 
  No 
  Change the words in a book for 3 rounds. 
  — 
  1st 
  Holy Spark 
  Simple 
  No 
  Ally in melee range is healed by holy spell. 
  1d6 
  1st 
  Unholy Radiance 
  Complex 
  Yes 
  Enemies within 10 ft. make AGI save or take 
  unholy damage. 
  1d6 
  1st 
  Burst of Holiness 
  Complex 
  Yes 
  Enemies within 10 ft. make AGI save or take holy 
  damage. 
  1d6 
  1st 
  Swift 
  Complex 
  No 
  Grant self or ally in melee range +5 ft. speed. 
  — 
  1st 
  Long Arms 
  Complex 
  No 
  Grant self or ally in melee range +5 ft. melee 
  reach. 
  — 
  1st 
  Heavy Throw 
  Complex 
  No 
  Grant self or ally in melee range +10 ft. range 
  with thrown ranged weapons. (Shurikens, etc.) 
  — 
  1st 
  Holy Burst 
  Complex 
  Yes 
  30 ft. ranged holy attack. 
  1d6 
  1st 
  Unholy Burst 
  Complex 
  Yes 
  30 ft. ranged unholy attack. 
  1d6 
  1st 
  Enhance Skill 
  Complex 
  No 
  Self or ally in melee range gains a +4 to one skill 
  check on their turn. Increases by +4 at 15th level. 
  — 
  1st 
  Divine Shield 
  Complex 
  No 
  Self or ally in melee range get DR 1/-. DR 2/- at 
  5th, DR 3/- at 10th, DR 4/- at 15th, DR 5/- at 20th, 
  DR 10/- at 25th, and DR 20/- at 30th. 
  — 
  1st 
  Bolt of Shadow 
  Complex No/Yes Unholy 50 ft. ranged healing. Heals target, 
  enemies within 10 ft. make RES save or take ½ 
  healing as damage. Increases to 2d8 at 5th, 3d8 + 
  double MAG mod at 10th, 4d8 at 15th, 5d8 and 
  triple MAG mod at 20th, 6d8 at 25th. 8d8 + 
  quadruple MAG mod at 30th. 
  1d8 
  1st 
  Ray of Sickness 
  Simple 
  Yes 
  30 ft. ranged unholy END save or become 
  sickened. 
  — 
  1st 
  Bolt of 
  Negativity 
  Simple 
  Yes 
  30 ft. ranged unholy END save or -1 to all the 
  enemies’ rolls for 1 turn. 
  — 
  1st 
  Putrefy 
  Simple 
  No 
  30 ft. cube of water touched sickens drinkers. 
  — 
  1st 
  Fright Night 
  Simple 
  Yes 
  30 ft. ranged unholy RES save or target is shaken. 
  — 
  1st 
  
  141 
   
  Spell Thrall 
  Complex No/Yes Undead ally may deliver spells as if you cast it 
  through their body. 
  — 
  1st 
  Bone Armor 
  Simple 
  No 
  +3 Armor Bonus to Defense, breaks after 1 hit + 1 
  hit per 3 levels. (Maximum of 5 hits at 12th level) 
  — 
  1st 
  Animate Dead 
  Complex 
  No 
  Creature of your level or lower becomes a 
  zombie. This is unholy energy. 
  — 
  1st 
  Dominate Dead 
  Complex 
  Yes 
  Undead without RES score is dominated if it is 
  below the caster’s level. This lasts 1 hour. 
  — 
  1st 
  Ray of Decay 
  Complex 
  Yes 
  30 ft. ranged unholy attack. +2 Attack and 
  Damage vs. Undead. 
  1d4 
  1st 
  Transfer Life 
  Complex 
  No 
  Caster takes 1d4 damage, and undead regains 
  1d10+MAG hit points. 
  — 
  1st 
  Death’s Reach 
  Complex 
  No 
  Undead ally within 30 ft. gains +5 ft. reach. 
  — 
  1st 
  Curse Armor 
  Simple 
  No 
  Enemy touched takes a -2 to Defense. 
  — 
  5th 
  Radiant Flame 
  Simple 
  Yes 
  40 ft. ranged attack that deals fire damage. 
  1d6 
  5th 
  Heighten Vision 
  Simple 
  No 
  Grant self a +5 to Awareness for 1 round. 
  — 
  5th 
  Divine Defenses 
  Simple 
  No 
  Self or ally in melee range gain +2 Defense. This 
  increases by +1 for every 5 levels thereafter. 
  — 
  5th 
  Bless Stability 
  Simple 
  No 
  Self or ally in melee range gain +4 Stability. This 
  increases by +2 for every 5 levels thereafter. 
  — 
  5th 
  Bless Weapon 
  Complex 
  No 
  Weapon touched gains a +1 to attack/damage. 
  Increases to +3 at 10th, +5 at 15th, and +7 at 20th. 
  — 
  5th 
  Blanc Field 
  Complex 
  No 
  20 ft. radius that deals 1d4 unholy damage per 6 
  rounds. RES save to negate damage. 
  — 
  5th 
  Blessed Field 
  Complex 
  No 
  20 ft. radius that heals 1d6 HP per 6 rounds. 
  — 
  5th 
  Spiritual Attack 
  Complex 
  Yes 
  Deity’s weapon appears and attacks for you. 
  Range is dependent on the weapon. 
  Special 
  5th 
  Deities’ Fist 
  Complex 
  Yes 
  Deity’s fist attacks an enemy within 20 ft. 
  2d6 
  5th 
  Blindness 
  Complex 
  Yes 
  Ranged attack that reduces an enemies’ eye HP 
  to 0. Doesn’t take the penalty for attacking eyes. 
  — 
  5th 
  Stumble 
  Complex 
  Yes 
  40 ft. ranged attack that reduces an enemies’ 
  speed by 10 ft. 
  — 
  5th 
  Food and Drink 
  Complex 
  No 
  Create enough food/drink for yourself and allies. 
  — 
  5th 
  Minor Regen 
  Complex 
  No 
  Self or ally’s body part restores HP to ½. 
  — 
  5th 
  Blinding Ray 
  Complex 
  Yes 
  40 ft. ranged attack that blinds enemy for 1d4+2 
  rounds. 
  — 
  5th 
  Rupture 
  Complex 
  Yes 
  40 ft. ranged attack. For the duration of the 
  spell, target takes unholy bleed damage. 
  1d4 
  5th 
  Gouge 
  Complex 
  Yes 
  40 ft. unholy ranged attack to the head. Does 
  not take penalties for attacking the head. 
  1d3 
  5th 
  Wither 
  Complex 
  Yes 
  40 ft. unholy ranged attack. Endurance save or 
  take Strength damage. 
  1d6 
  5th 
  Terror 
  Complex 
  Yes 
  40 ft. unholy ranged attack. LUK save or target is 
  fearful of the caster, and must move away on 
  their turn before doing anything else. 
  — 
  5th 
  
  142 
   
  Defy Death 
  Complex 
  No 
  Zombie within 30 ft. gains temporary HP equal to 
  half its level. Temp HP decreases by 1 per round. 
  — 
  5th 
  Arc of Darkness 
  Complex No/Yes As Bolt of Shadow except instead of 10 ft. radius, 
  it. The arc can jump 3 times per day + 1 jump 
  per 5 levels. Healing/Damage die adds a d6 per 5 
  levels, and doubles/triples/quadruples as Bolt of 
  Shadow. 
  1d6 
  5th 
  Healing Gaze 
  Complex 
  No 
  Ally within 30 ft. is healed by holy energy. 
  3d8 
  5th 
  Scathing Display 
  Simple 
  Yes 
  40 ft. ranged unholy attack. 
  1d8 
  5th 
  Bone Shield 
  Simple 
  No 
  +6 Armor Bonus to Defense, breaks after 1 hit + 1 
  hit per 3 levels. (Maximum of 5 hits at 12th 
  level) 
  — 
  5th 
  Filth 
  Simple 
  No 
  Create a 10 ft. square of difficult terrain. 
  — 
  5th 
  Dead Tired 
  Simple 
  Yes 
  40 ft. ranged unholy RES save or fall asleep for 
  1d6 turns. 
  — 
  5th 
  Tainted Blood 
  Simple 
  Yes 
  Melee unholy attack. Target must re-roll RES 
  saves vs. unholy spells and take the worse result. 
  1d6 
  5th 
  Wraith Cloak 
  Simple 
  No 
  50% miss chance for 1d6+2 rounds. 
  — 
  5th 
  Hands of Hell 
  Simple 
  Yes 
  15 ft. radius of difficult terrain, AGI save to 
  avoid. Damage goes off of STR modifier. 
  1d10 
  5th 
  Devil’s Cut 
  Simple 
  Yes 
  40 ft. ranged unholy attack. Target takes 25% of 
  their current HP as damage. 
  Special 
  5th 
  Frenzy 
  Simple 
  Yes 
  40 ft. ranged unholy RES save or target attacks 
  the closest person or creature for 1d4+1 rounds. 
  — 
  5th 
  Expunge 
  Simple 
  Yes 
  40 ft. ranged unholy END save or target’s kidney 
  bursts and sprays urine and blood in a 10 ft. 
  cone. Those in the cone are sickened. 
  2d10 
  5th 
  Cross My Heart 
  Simple 
  Yes 
  40 ft. ranged unholy END save or target can only 
  take a move action. Get an END save each round. 
  — 
  5th 
  Hope You Die 
  Simple 
  Yes 
  If used on a target of Cross My Heart, target 
  takes damage + ½ MAG modifier for the 6 rounds 
  1d12 
  5th 
  Stick a Needle In 
  Your Eye 
  Simple 
  Yes 
  If used on a target of Hope You Die, target must 
  make an END save or become blinded. 
  — 
  5th 
  Bone Shape 
  Simple 
  No 
  Skeleton becomes a weapon of choice or a 
  vehicle of its size. 
  — 
  5th 
  Damn Heavy 
  Simple 
  Yes 
  40 ft. LUK save or target’s armor has its weight 
  quadrupled. 
  — 
  5th 
  Rend 
  Complex 
  Yes 
  40 ft. ranged unholy damage. This damage is 
  bleed damage. 
  1d6 
  5th 
  Terror 
  Complex 
  Yes 
  40 ft. ranged unholy RES save or become 
  frightened. 
  — 
  5th 
  Bolt of Pain 
  Complex 
  Yes 
  40 ft. ranged unholy attack. 
  1d10 
  5th 
  Pestilence Cone 
  Complex 
  Yes 
  20 ft. cone of unholy energy. Failed END save 
  sickens targets. 
  — 
  5th 
  
  143 
   
  Tasty Weakling 
  Complex 
  Yes 
  40 ft. ranged unholy attack. If target is hit, all 
  undead in 20 ft. without a RES attack the target. 
  1d6 
  5th 
  Bone Bash 
  Complex 
  Yes 
  Melee unholy attack. 
  1d12 
  5th 
  Cold Shoulder 
  Complex 
  Yes 
  Melee unholy cold attack. END save or shaken. 
  2d4 
  5th 
  Soul Siphon 
  Complex 
  Yes 
  40 ft. ranged unholy attack. Target makes RES 
  save or -1 to all stats. Caster gains +6 to one stat 
  for their unmodified magic modifier rounds. Can 
  exceed maximum stat (25). 
  — 
  10th 
  Ghost Form 
  Simple 
  No 
  Self or ally touched can move through walls. 
  — 
  10th 
  Detect Alignment 
  Simple 
  No 
  See alignment of a single creature. 
  — 
  10th 
  Hide Alignment 
  Simple 
  No 
  Counteracts Detect Alignment. 
  — 
  10th 
  Crush Spirit 
  Simple 
  Yes 
  40 ft. ranged attack that deals Resistance 
  damage. No magic modifier to damage. 
  1d3 
  10th 
  Grant Talent 
  Simple 
  No 
  Ally within 40 ft. a Talent they qualify for. 
  — 
  10th 
  Serenity 
  Simple 
  No 
  Ally within 40 ft. loses any confusion or insanity 
  effect (50% chance to attack allies/self/lose 
  turn). 
  — 
  10th 
  Leading Strike 
  Complex 
  Yes 
  40 ft. ranged attack, upon hitting adjacent allies 
  gain free attacks of opportunity. 
  1d10 
  10th 
  Bolster 
  Complex 
  No 
  Self or ally in melee range gains a +2 to two stats 
  of their choice for 1d6+2 rounds. 
  — 
  10th 
  Stumble More 
  Complex 
  Yes 
  40 ft. ranged attack that reduces an enemies’ 
  speed by 20 ft. 
  — 
  10th 
  Aura of Divinity 
  Complex 
  Yes 
  Adjacent enemies make RES save or take holy 
  damage. Upon failure, they receive -4 Defense. 
  4d4 
  10th 
  To Arms! 
  Complex 
  No 
  Allies within 30 ft. receive +2 Defense, Avoid, 
  and Attack while within 15 ft. of the caster. 
  — 
  10th 
  Creepy Crawlies 
  Complex 
  No 
  Summon a swarm of vermin within 40 ft. that 
  attack their target. Being hit imposes a -2 Avoid. 
  1d6 
  10th 
  Visions of Terror 
  Complex 
  Yes 
  40 ft. unholy ranged attack. Target makes RES 
  save or they fall prone weeping for 2d4 rounds. 
  — 
  10th 
  Dark Arts 
  Complex 
  No 
  Raise freshly killed corpse in melee range. 
  Corpse’s level cannot exceed your level – 2. This 
  uses Unholy energy. 
  — 
  10th 
  Rend Flesh 
  Complex Yes/No Unholy melee spell. When used on a corpse, it 
  turns into a zombie of its level. When used on 
  living, melee attack or -1 to all physical stats. 
  2d6 
  10th 
  Silent Apathy 
  Complex 
  No 
  40 ft. unholy ranged attack. Target makes RES 
  save or lose ability to cast Divine spells, lose 
  Healing Touch/Burst, and take LUK damage 
  (doesn’t add MAG mod). Can only affect target 
  within 24 hours. Move action to RES save again. 
  2d4 
  10th 
  Recovering Gaze 
  Complex 
  No 
  Ally within 40 ft. is healed with holy energy. 
  5d8 
  10th 
  Free Retreat 
  Simple 
  No 
  Self and allies touched run 30 ft. without 
  provoking attacks of opportunity. 
  — 
  15th 
  
  144 
   
  Shift 
  Simple 
  No 
  Ally within 40 ft. gains an additional 5 ft. step on 
  their turn. 
  — 
  15th 
  Polyglot 
  Simple 
  Yes 
  50 ft. ranged attack, upon hitting if the enemy 
  speaks multiple languages they begin speaking all 
  of them and cannot cast spells. 
  — 
  15th 
  Regenerate 
  Complex 
  No 
  Self or ally’s body part restores HP to full. 
  — 
  15th 
  Minor Restore 
  Complex 
  No 
  Self or ally’s ability scores restore 5 damage. 
  — 
  15th 
  Stricken Sickness 
  Complex 
  Yes 
  50 ft. ranged attack. Enemies hit are reduced to 
  5 ft. move speed, and take -4 AGI. 
  2d6 
  15th 
  May They Curse 
  You! 
  Complex 
  Yes 
  50 ft. ranged attack. Enemies hit are attacked by 
  deity. RES save or lose turn after the attack. 
  3d8 
  15th 
  Mass Terror 
  Complex 
  Yes 
  As Terror but 40 ft. unholy radius. 
  — 
  15th 
  Blessing Gaze 
  Complex 
  No 
  Ally within 50 ft. is healed by holy energy. 
  7d8 
  15th 
  Restore 
  Simple 
  No 
  Self of ally’s ability scores restore 10 damage. 
  — 
  20th 
  Immunize 
  Simple 
  No 
  Self or ally are unaffected by poison. 
  — 
  20th 
  Animal Shield 
  Simple 
  No 
  Summon an animal to take damage from a single 
  attack for you. Animal has 1 HP. Unholy spell. 
  — 
  20th 
  Disorientate 
  Complex 
  Yes 
  60 ft. ranged attack. Enemies hit are dizzy, and 
  have a 50% chance to hit themselves. 
  — 
  20th 
  Hold Thy Tongue 
  Complex 
  Yes 
  50 ft. ranged attack. END save or target is mute, 
  unable to cast spells. 
  — 
  20th 
  Inject Poison 
  Complex 
  Yes 
  Melee attack that injects a poison in a target. 
  Special 
  20th 
  Rejuvenating 
  Gaze 
  Complex 
  No 
  Ally within 60 ft. is healed by holy energy. 
  9d8 
  20th 
  Grand Restore 
  Simple 
  No 
  Self of ally’s ability scores restore all damage. 
  — 
  25th 
  Deity’s Crush 
  Complex 
  Yes 
  AGI save or fall prone and take damage. 
  4d6 
  25th 
  Pillar of the Gods Complex 
  No 
  Grant target within 70 ft. a bonus to Defense 
  equal to level. DR 20 vs. enemies not sharing 
  deity’s alignment. Lasts for 2d8+2 rounds. 
  — 
  25th 
  Desecrate 
  Complex 
  Yes 
  60 ft. ranged unholy attack. Target must make a 
  RES save or defecate themselves, go into a 
  berserk as the Berserker’s First Awakening, 
  however they can only take a Standard or Move. 
  — 
  25th 
  All of your Life 
  Complex 
  No 
  Ally within 90 ft. is healed for 10 + Magic 
  Modifier HP multiplied by level. 
  — 
  25th 
  Give Life 
  Complex 
  No 
  Dead allies in a 10 ft. radius are brought back to 
  full HP, and can stand up from prone without 
  provoking attacks of opportunity. 
  — 
  30th 
  Negativity 
  Complex 
  Yes 
  RES save or enemy takes damage to their RES 
  and MAG. 
  2d4 
  30th 
  May They Strike 
  You Down! 
  Complex 
  Yes 
  100 ft. ranged attack. AGI save or take full 
  damage of spell as deity comes down to strike. 
  500 
  30th 
   
   
  
  145 
   
  Psychic 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Dark Matter Digit 
  Simple 
  Yes 
  Do a maneuver or push/pull an enemy 10 ft. and 
  + 5 ft. per 4 levels. At every size category larger, 
  pushing/pulling is reduced by 5 ft. per category. 
  — 
  1st 
  Parietal Strike 
  Simple 
  Yes 
  30 ft. ranged attack, slashing damage. 
  1d6 
  1st 
  Remote 
  Manipulation 
  Simple 
  No 
  Pick up objects within 30 ft. Cannot be used to 
  harm. Objects must be 5*MAG mod in lbs. 
  — 
  1st 
  Detect Psychic 
  Simple 
  No 
  Used to detect ongoing psychic spells and ghosts 
  in a 30 ft. cone. 
  — 
  1st 
  Bad Trip 
  Complex 
  No 
  Enemy must make a LUK save. On a failure, 
  enemy can only take a single action and must 
  make a concentration check to cast spells.  
  — 
  1st 
  Overload Mind 
  Complex 
  Yes 
  Enemy within 30 ft. must make a RES save or 
  take psychokinesis damage. 
  1d8 
  1st 
  Weapon Dullness 
  Complex 
  No 
  Weapon within 30 ft. takes a -2 to attack and 
  damage for 3 rounds. 
  — 
  1st 
  Mind Shield 
  Complex 
  No 
  Grant self or ally in melee range a +4 Armor. 
  — 
  1st 
  Mind Flood 
  Complex 
  No 
  Ally in melee range gains a +2 on RES saves vs. 
  Psychic spells for 1 minute. 
  — 
  1st 
  Kneel 
  Complex 
  Yes 
  30 ft. ranged attack. END save or leg HP is 0 for 
  1 round. Leg HP must be under 20. 
  — 
  1st 
  Telekinetic Spear Complex 
  Yes 
  50 ft. line of telekinesis damage. RES save for 
  half. 
  1d8 
  1st 
  Recall History 
  Complex 
  No 
  Recall history of object held or touched. 
  — 
  1st 
  Mind Bullet 
  Complex 
  Yes 
  40 ft. ranged telekinesis attack. 
  1d12 
  5th 
  Parietal Smash! 
  Simple 
  Yes 
  40 ft. ranged attack, bludgeoning damage. END 
  save or limb is rendered useless, but it does not 
  lose all of its HP. 
  1d8 
  5th 
  Thought Library 
  Simple 
  No 
  Choose an ally within 50 ft. Gain a memory from 
  said ally, and transfer one of your own in return. 
  — 
  5th 
  Read Thoughts 
  Simple 
  No 
  Resistance save or target within 40 ft. has their 
  thoughts read. 
  — 
  5th 
  Heighten Vision 
  Simple 
  No 
  Grant self a +5 to Awareness for 4 round. 
  — 
  5th 
  Hitchhiker 
  Simple 
  Yes 
  Target within 40 ft. makes RES save or the caster 
  is in their mind for the duration of the spell. 
  — 
  5th 
  Implant Thought 
  Simple 
  Yes 
  Target within 40 ft. makes RES save or the caster 
  can implant a thought in their mind that they 
  believe is theirs wholeheartedly. Isn’t harmful. 
  — 
  5th 
  Bed Time 
  Complex 
  No 
  Choose a target within 40 ft. RES save. The 
  target cannot attack over the 3 rounds. 3rd 
  round, target falls asleep for a number of 
  minutes equal to level + ½ MAG modifier. 
  — 
  5th 
  
  146 
   
  Scream of Blades Complex 
  Yes 
  20 ft. cone, attacks a random body part of those 
  in the cone on a failed RES save. On a failure, 
  take damage and ½ MAG modifier in bleed 
  damage per round for 1d4 rounds.  
  2d4 
  5th 
  Batter Brain 
  Complex 
  Yes 
  40 ft. ranged attack. After damage, the enemy 
  must make a RES save or lose their turn. 
  1d12 
  5th 
  Vulnerability 
  Complex 
  Yes 
  40 ft. ranged attack. On a hit, the enemy takes a 
  -2 to saving throws, defense, and avoid. 
  — 
  5th 
  Mind Over-Surge 
  Complex 
  Yes 
  Make a 40 ft. ranged psychokinesis attack. 
  2d8 
  5th 
  Mind over Body 
  Complex 
  No 
  Reduce own STR, END, & AGI to 1. Increase MAG, 
  RES, and LUK by +6. 
  — 
  5th 
  Body over Mind 
  Complex 
  No 
  Reduce own MAG, RES, and LUK to 1. Increase 
  STR, END, and AGI by +6. 
  — 
  5th 
  Scramble 
  Complex 
  Yes 
  Enemy within 40 ft. must make a RES save or 
  they have a 50% chance of harming self. 
  — 
  5th 
  Migraine 
  Complex 
  Yes 
  40 ft. ranged psychokinesis attack. Enemy makes 
  RES save or takes damage and -2 Attack/Damage 
  2d4 
  5th 
  Fling 
  Complex 
  Yes 
  40 ft. ranged attack with nearby object. Object 
  always deals bludgeoning, and spell’s damage. 
  1d10 
  5th 
  Mind Armor 
  Simple 
  No 
  Grant self or ally in melee range a +8 Armor. 
  — 
  10th 
  Mind Repairing 
  Simple 
  No 
  Heal self or ally in melee range for 10 damage + 
  Magic bonus. 
  — 
  10th 
  Telepathic Bond 
  Simple 
  No 
  All allies within 30 ft. can be communicated with 
  through telepathy instead of speech. 
  — 
  10th 
  Sleeping Leg 
  Simple 
  Yes 
  Target within 50 ft. must make an Agility save or 
  their legs fall asleep for 1d6+1 rounds and their 
  movement is reduced to 5 feet. 
  — 
  10th 
  Mental Pierce 
  Simple 
  Yes 
  Make a 50 ft. ranged psychokinesis attack. 
  2d8 
  10th 
  Intense Mind 
  Complex 
  No 
  Ally within 50 ft. gains a +6 bonus to their RES 
  Save. 
  — 
  10th 
  Insanity Ray 
  Complex 
  Yes 
  50 ft. ranged attack. Upon hitting, the enemy 
  has a 50% chance of hurting themselves each 
  turn instead of moving or attacking. 
  — 
  10th 
  Mental Shock 
  Complex 
  Yes 
  Make a 50 ft. ranged psychokinesis attack. 
  3d8 
  10th 
  Neuron Misfire 
  Complex 
  Yes 
  Enemy within 50 ft. must make an END save or 
  take damage as bleed to their head. No MAG to 
  damage. 
  1d3 
  10th 
  Distort 
  Complex Yes/No Enemy or ally within 50 ft. is shifted up or down 
  one size category. RES save for enemies. 
  — 
  10th 
  Dreamscape 
  Complex 
  No 
  Target within 30 ft. makes RES save or their 
  dream is entered. Caster can inflict a nightmare 
  if the target fails another RES save. A nightmare 
  inflicts the damage listed. 
  5d6 
  10th 
  Telekinetic 
  Assault 
  Complex 
  Yes 
  1d6 blasts of telekinetic energy within 50 ft. END 
  save on each hit to not be pushed back 5 ft. 
  2d4 
  10th 
  
  147 
   
  Force Duel 
  Complex 
  Yes 
  Arcane or Divine spellcaster must make a RES 
  save or they can be brought into a Psychic duel. 
  — 
  10th 
  Mind Games 
  Simple 
  No 
  Deal damage to own RES, and heal a number of 
  HP equal to RES damage x 4. 
  — 
  15th 
  Hold in Place 
  Simple 
  Yes 
  Enemy within 60 ft. cannot move if they fail an 
  AGI save. 
  — 
  15th 
  Could Do Better 
  Simple 
  Yes 
  Enemy within 60 ft. must make a LUK save or 
  they take a -4 to attack and damage rolls. 
  — 
  15th 
  Psi Wall 
  Complex 
  No 
  Create a 20 ft. wall made of psychic energy. This 
  wall cannot be passed through by enemies who 
  don’t have at least 10 RES. 
  — 
  15th 
  Suggestion 
  Complex 
  Yes 
  Enemy within 60 ft. must pass RES save or obey 
  non-harmful command. 
  — 
  15th 
  Brain Crusher 
  Complex 
  Yes 
  Make a 60 ft. ranged psychokinesis attack. 
  5d8 
  15th 
  Sift Thoughts 
  Complex 
  Yes 
  Target within 60 ft. makes RES save. On failure, 
  the caster gains +8 Defense/Avoid against them 
  due to learning the future of their actions. 
  — 
  15th 
  Telekinesis 
  Complex 
  Yes 
  Target within 60 ft. makes RES save or caster can 
  move them freely for 30 ft. Objects get no save. 
  — 
  15th 
  On the Defensive 
  Simple 
  No 
  Grant self a +8 to Defense and Avoid. 
  — 
  20th 
  Make Moron 
  Simple 
  Yes 
  Enemy within 70 ft. must make RES save or they 
  have a 50% chance of doing nothing. 
  — 
  20th 
  Demand 
  Complex 
  Yes 
  As Suggestion, however it can be harmful. 
  — 
  20th 
  Insanity Aura 
  Complex 
  No 
  As Insanity Ray, except as a 30 ft. aura. Those in 
  the aura aside from the caster must make a RES 
  save else they are afflicted. 
  — 
  20th 
  Mind Shock 
  Complex 
  Yes 
  Make a 70 ft. ranged psychokinesis attack. 
  5d12 
  20th 
  Distort Reality 
  Complex 
  No 
  Caster can change the appearance of a 60 ft. 
  radius to their whims. Enemies must make a RES 
  save or they believe the change is real. 
  — 
  20th 
  Foresight 
  Complex 
  No 
  Read up to 1 week in the future. Gain a +4 bonus 
  to Defense/Avoid, and all saves for the day. 
  — 
  20th 
  Mind Wall 
  Simple 
  No 
  Blocks out a single intrusive psychic spell. 
  — 
  25th 
  Large Psi Wall 
  Complex 
  No 
  Create a 40 ft. wall made of psychic energy. This 
  wall cannot be passed through by enemies who 
  don’t have at least 20 RES. 
  — 
  25th 
  Mind Destroyer 
  Complex 
  Yes 
  Make an 80 ft. ranged psychokinesis attack. 
  7d12 
  25th 
  Complete 
  Control 
  Complex 
  Yes 
  Take complete control over the mind of a target 
  within 100 ft. They must make a RES save. 
  — 
  30th 
  Coma 
  Complex 
  Yes 
  Target within 100 ft. must make a RES save or 
  their brain dies, rendering them helpless. 
  — 
  30th 
   
   
  
  148 
   
  Curses 
  Curses are available to all casters, but count as Unholy spells and any other elements 
  listed. The wording on curses are long only due to the amount of options. 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Shammy’s First 
  Hex 
  Complex 
  Yes 
  The caster lets loose just a few vile words 
  towards his hapless victim. The target must 
  make a RES save or suffer one of the following 
  effects: -2 to a stat of the caster's choosing, -3 
  to the victim's defense, -3 to the victim's attack 
  rolls, -6 to the victim's damage rolls, -10 to all 
  skill checks the victim makes 
  — 
  5th 
  A Pinch of 
  Voodoo 
  Complex 
  Yes 
  Summoning forth grotesque words, the caster's 
  voice seems to exude darkness. The target must 
  make a RES save or suffer one of the following 
  effects: -2 to two stats of the caster's choosing,  
  -5 to the victim's defense, -5 to the victim's 
  attack rolls, -9 to the victim's damage rolls, -14 
  to all skill checks the victim makes, the victim 
  becomes Frightened whenever he would normally 
  become shaken, or the victim only gains 2/3 
  healing. 
  — 
  10th 
  Some Bad Juju 
  Complex 
  Yes 
  Dark whispers turn into a cacophonous roar. 
  The target must make a RES save or suffer one of 
  the following effects: -2 to three stats of the 
  caster's choosing, -3 to two stats of the caster's 
  choosing, -5 to one stat of the caster's choosing, 
  -7 to the victim's defense, -7 to the victim's 
  attack rolls, -12 to the victim's damage rolls, -18 
  to all skill checks the victim makes, the victim 
  becomes Panicked whenever it would normally 
  become shaken, the victim only gains 1/3 
  healing, or the victim's ears stitch closed and 
  blood fills the canals, making them deaf for the 
  duration of the spell (Imposing a 50% failure 
  chance on spells which require verbal or spoken 
  components). 
  — 
  15th 
   
   
   
  
  149 
   
  Psychic Dueling 
  Dragging two psychic casters onto a demi-plane, Psychic Duels are initiated when both 
  characters agree to link their minds together for a psychic duel. Said demi-plane is 
  purely in their minds, however it is just as deadly as the real world. 
  In the mind realm, the two characters must square off using their psychic spells. Their 
  spells while in the mind realm do not reduce from Spellcasting per Day, however they 
  function the same way. 
  Effects that put the target to sleep, knock them prone, or otherwise harm the body or 
  mind have no effect here unless they harm the target’s Magic or Resistance scores. 
  Damaging Spells while in the mind realm deal a number of damage to a target’s 
  Resistance or Magic scores, however they do not deal the damage listed on the spell’s 
  page, consult the table below. 
  Damage is modified by ½ Magic Modifier. If a spell has additional damage dice beyond 
  1 (say 2d6), it adds a 1 to the damage in the Mind Realm as opposed to the d6. 
  Spell Damage 
  Mind Realm Damage 
  1d4 
  1 
  1d6 
  2 
  1d8 
  3 
  1d10 
  4 
  1d12 
  5 
   
  Once a character reaches 0 in Resistance, they fall under the effects of Fading, and 
  stop existing after 1d4 rounds. 
  Once a character reaches 0 in Magic, they are unable to fight any further and are 
  shunted out of the Mind Realm with 1 in Magic and Resistance until they get a full 
  night’s rest. 
   
   
   
   
   
   
   
   
  
  150 
   
  Vehicular Combat 
  Vehicles such as cars, boats, planes, airships, and the likes may play a part in a 
  combat situation. 
  If the encounter involves both characters and vehicles on foot, use vehicle scale. If 
  the encounter involves starships, use the starship scale. 
  Vehicle Size 
  Examples 
  DR 
  Medium 
  Bike, Motorcycle, Rowboat 
  DR 2/Steel 
  Large 
  Car, Speed Boat 
  DR 5/Steel 
  Huge 
  18-Wheeler, Tug Boat, Fighter Jet 
  DR 10/Steel 
  Gargantuan 
  Ratte Super Tank, Freighter, Commercial Jet 
  DR 10/Silver 
  Colossal (Land Vehicles) 
  Buzz-Saw Trencher 
  DR 10/Platinum 
  Colossal (Sea Vehicles) 
  Air Craft Carrier 
  DR 10/Platinum 
  Colossal (Air Vehicles) 
  Helicopter Carrier 
  DR 10/Platinum 
   
   
   
   
   
   
   
   
  Attack Rolls made with a starship’s weapons use the following formula:  
  1d20 + Pilot’s Agility Modifier + Pilot’s Attack Bonus + Miscellaneous 
  All other combat specific terms work the same way except for maneuvers, and Avoid. 
  A ship has no Avoid, only a Defense. 
  With Starship scale, use 500 foot squares instead of 5 foot squares, and with every 
  other vehicle use 50 foot squares instead of 5 foot squares. 
  Vehicles do not have Magic, Endurance, Resistance, or Luck. 
  Vehicle Specific Combat Actions 
   Active Dodging: Standard Action 
   Maintenance: Swift Action 
  Active Dodging: Add the Pilot’s ranks in the Pilot skill to the vehicle’s Defense. 
  Maintenance: Recover 10 + Pilot Skill Check HP. (Example, 10 + 1d20+10, and a 15 is 
  rolled. So 25 HP is recovered.) 
  Starship Size 
  Examples 
  DR 
  Fine 
  Escape Pod 
  DR 0/- 
  Diminutive 
  Repair Class 
  DR 2/- 
  Tiny 
  Transport Class 
  DR 4/- 
  Small 
  Small Fighter Class 
  DR 5/- 
  Medium 
  Large Fighter Class 
  DR 6/- 
  Large 
  Light Freighter Class 
  DR 8/- 
  Huge 
  Heavy Freighter Class 
  DR 10/- 
  Gargantuan 
  Destroyer Class 
  DR 15/- 
  Colossal 
  Dreadnought Class 
  DR 20/- 
  
  151 
   
  Vehicle Stats 
  The following are example vehicles for characters to use. Prices will be listed in a 
  separate area. 
  Non-Starship Vehicles have 100 HP per level, and have DR depending on their size and 
  vehicle type. 
  Starship Vehicles have 500 HP per level. 
  VE = Vehicle type: 
   Star = Starship 
   Land = Land Vehicles 
   Sea = Sea Vehicles 
   Air = Air Vehicles 
  Name 
  Price 
  Level 
  Size 
  HP 
  DEF 
  STR 
  AGI 
  MOV 
  DR 
  VE 
  Light Fighter 
  14,000 G 
  10 
  S 
  5,000 
  14 
  8 (+3) 
  9 (+4) 
  3,000 ft. 
  5/- 
  Star 
  Motorcycle 
  4,000 G 
  2 
  M 
  200 
  17 
  5 (+0) 
  12 (+7) 
  150 ft. 
  2/St 
  Land 
  Sports Car 
  5,200 G 
  4 
  L 
  400 
  15 
  5 (+0) 
  10 (+5) 
  300 ft. 
  5/St 
  Land 
  Helicopter 
  12,000 G 
  8 
  H 
  800 
  19 
  5 (+0) 
  14 (+9) 
  450 ft. 
  5/St 
  Air 
  Speed Boat 
  7,000 G 
  6 
  L 
  600 
  22 
  5 (+0) 
  17 (+12) 
  550 ft. 
  5/St 
  Sea 
  Super Freighter 
  5,000,000 G 
  30 
  C 
  15,000 
  13 
  20 (+15) 
  8 (+3) 
  6,000 ft. 
  20/- 
  Star 
   
  Character scale weapons deal ¼ damage before applying DR onto starships. 
  Vehicle Weapons 
  These are add-ons to vehicles that can be purchased. A vehicle weapon add-on is 
  listed as either “LSA” or “Star”. LSA are applied to Land, Sea, or Air vehicles while 
  Star are applied to Starship vehicles. 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  LSA/Star 
  Type 
  Special 
  Laser Cannon 
  +4,000 G 
  12d10 
  x4 
  6,000 ft. 
  Star 
  Fire 
  — 
  Machine Gun 
  +2,000 G 
  4d12 
  x4 
  Special 
  LSA 
  B and P 
  50 ft. Cone, Agility for half 
  Seek Missiles 
  +2,000 G 
  6d12 
  x4 
  100 ft. 
  LSA 
  Fire 
  — 
  Hole Puncher 
  +6,000 G 
  18d8 
  19-20/x3 
  Melee 
  Star 
  P 
  — 
  Spiked Rim 
  +1,000 G 
  2d10 
  x3 
  Melee 
  LSA 
  P 
  — 
  Spiked Tires 
  +500 G 
  +3d12 
  18-20/x3 
  Special 
  LSA 
  B and P 
  Overrun only. 
  Large Overrun 
  — 
  1d12 
  x3 
  Special 
  LSA 
  B 
  Overrun only. 
  Huge Overrun 
  — 
  2d12 
  x3 
  Special 
  LSA 
  B 
  Overrun only. 
  Garg. Overrun 
  — 
  3d12 
  x3 
  Special 
  LSA 
  B 
  Overrun only. 
  Col. Overrun 
  — 
  4d12 
  x3 
  Special 
  LSA 
  B 
  Overrun only. 
  Cannon 
  +3,000 G 
  8d8 
  19-20/x3 
  50 ft. 
  LSA 
  B 
  — 
  Needle Storm 
  +8,000 G 
  20d10 
  18-20/x3 
  8,000 ft. 
  Star 
  P 
  — 
  Vehicle WEP 
  on People 
  — 
  x8 
  No 
  change 
  No 
  change 
  No 
  change 
  No 
  change 
  No change if overrun unless 
  starship. 
  
  152 
   
  Talents 
  Talents are gained at every odd level, giving a character edges in battle. These give 
  characters proficiencies, bonuses to skills, etc. 
  Name 
  Prerequisites 
  Description 
  Martial Weapon Proficiency 
  — 
  Gain proficiency in a single martial weapon. 
  Exotic Weapon Proficiency 
  Attack Bonus +2 
  Gain proficiency in a single exotic weapon. 
  Light Armor Proficiency 
  — 
  Gain proficiency in a single light armor. 
  Medium Armor Proficiency 
  Proficient in a 
  Light armor. 
  Gain proficiency in a single medium armor. 
  Heavy Armor Proficiency 
  Proficient in a 
  Medium armor. 
  Gain proficiency in a single heavy armor. 
  Vehicle Training 
  Pilot 4 Ranks 
  Add Pilot ranks on vehicle’s Defense. 
  Vehicle Adept 
  Pilot 14 Ranks 
  Add double Pilot ranks on vehicle’s HP. 
  Vehicle Master 
  Pilot 24 Ranks 
  Add Pilot ranks to movement speed to the nearest 5 ft. 
  range increment. 
  Weapon Focus 
  — 
  Gain a +1 bonus to hit on attacks with selected weapon. 
  Weapon Specialization 
  Weapon Focus 
  Gain a +2 bonus to damage on attacks with selected 
  weapon. 
  Power Strike 
  Strength 8 
  Choose to take a -2 to hit and gain a +4 to damage. 
  Super Powered Strike 
  Strength 12 
  Choose to take a -4 to hit and gain a +8 to damage. 
  Cleave 
  Power Strike 
  Make an attack to two enemies in range at once at a -5. 
  Great Cleave 
  Cleave 
  Make an attack to three enemies in range at once at a -10. 
  All Cleave 
  Great Cleave 
  Make an attack to all enemies in range at once at a -15. 
  Fleet Footed 
  Agility 6 
  Gain a +5 movement speed. Can be taken multiple times, 
  the effects stacking. 
  Bloody Wrappings 
  — 
  While under half HP once per day, use a swift action to 
  recover HP equal to their Endurance score. 
  Strong Limbs 
  Arm/Leg HP 10 
  Gain a +4 to Defense/Avoid when Arm or Leg is targeted. 
  Strong Head 
  Head HP 15 
  Gain a +4 to Defense/Avoid when Head is targeted. 
  Strong Torso 
  Torso HP 25 
  Gain a +4 to Defense/Avoid when Torso is targeted. 
  Strong Groin 
  Groin HP 5 
  Gain a +4 to Defense/Avoid when Groin is targeted. 
  Ignition Master 
  Level 28 
  When entering Ignition, double bonuses granted. 
  Minor Aura 
  Level 12 
  When qualifying for an Ignition with an ally, a secondary 
  aura is chosen and it can be used in ignition. 
  Dodge 
  Agility 6 
  Gain a +1 bonus to Avoid. 
  Defender 
  — 
  Gain a +1 bonus to Defense. 
  Defensive Stance 
  Defender 
  Gain a +2 bonus to Stability. 
  Black Market Master 
  Luck 8 
  Once per week while in city, gain access to illegal items. 
  Extra Use 
  — 
  Gain additional use of ability. This can be taken again, and 
  is applied to a different ability instead of stacking. 
  Two-Weapon Fighting 
  — 
  Reduce penalties from Two-Weapon Fighting as seen on the 
  Two-Weapon Fighting chart. 
  To The Death 
  Endurance 10 
  Gain +2 bonus HP per level (max +60 at 30th level.) 
  
  153 
   
  Focus Spell 
  Magic 14 
  Gain a +1 to the DC to a spell chosen. Can be taken multiple 
  times, selecting new spells. 
  Multi Striker 
  Agility 10 
  Gain additional attacks of opportunity = ½ Agility modifier. 
  Strong Body 
  Strong Limbs, 
  Groin, Head, and 
  Torso. 
  Gain DR 10/- when an enemy targets your body parts. This 
  damage is a minimum of 1 instead of being reduced to 0. 
  +8 bonus on the critical hit saving throw. 
  Skill Focus 
  — 
  Once per day reroll a skill check and take the better result. 
  Spell Shield 
  15th Level Spells 
  As a swift action, sacrifice a complex spell to grant yourself 
  a bonus to Defense for 2 rounds equal to ½ the spell’s level. 
  Arcane Hatred 
  Spellcraft 1 Rank 
  +2 damage vs. Spellcasters. 
  Titan Hunter 
  — 
  +2 attack and damage against enemies large or larger. 
  Undead Killer 
  Chaplain 
  Choose to deal damage to Undead with Touch of Healing 
  or Radius of Healing. This does not heal allies instead. 
  Living Killer 
  Chaplain 
  Choose to deal damage to Living with Touch of Healing or 
  Radius of Healing. This does not heal undead allies instead. 
  Improved Critical 
  Attack Bonus +4, 
  Luck 10 
  Improve a weapon’s critical threat range. (20 -> 19-20, 
  19-20 -> 17-20, 18-20 -> 15-20). Doesn’t stack with other 
  critical enhancing effects. 
  Die Hard 
  Endurance 15 
  Does not fall unconscious when dropped to 0 or below. 
  Die Hard or Die Harder 
  Die Hard 
  Dies at a negative equal to double Con instead. 
  Fast Crawler 
  — 
  Move at ½ speed when prone. 
  Full Crawl 
  Fast Crawler 
  Move at full speed when prone. 
  Improved Initiative 
  — 
  Gain a +4 bonus to Initiative checks. 
  Greater Initiative 
  Imp. Initiative 
  Gain an additional +4 bonus to Initiative checks. 
  Initiative Master 
  Greater Initiative 
  Take a 20 on Initiative checks twice per day. 
  Gunslinger 
  Attack Bonus +4, 
  Weapon Focus 
  (Firearm) 
  When making an attack roll in melee with a firearm, do not 
  provoke attacks of opportunity. 
  Archer 
  Attack Bonus +4, 
  Weapon Focus 
  (Bow Weapon) 
  When making an attack roll in melee with a bow-type 
  weapon, do not provoke attacks of opportunity. 
  Thrower 
  Attack Bonus +4, 
  Weapon Focus 
  (Thrown Weapon) 
  When making an attack roll in melee with a thrown 
  weapon, do not provoke attacks of opportunity. 
  Spellcaster 
  Spellcraft 8 Ranks 
  Once per day when making an attack roll in melee with a 
  complex spell, do not provoke attacks of opportunity. 
  Bookworm 
  Must select at 1st 
  Gain 2 ranks in two Knowledge skills of your choice. 
  All at Once 
  — 
  When killed, all grenades on your person detonate at once. 
  Savior 
  — 
  Gain a +2 bonus to a single saving throw. 
  Improved Savior 
  Savior 
  Gain an additional +4 bonus to a single saving throw. 
  So Much Savior-ing 
  Improved Savior 
  Gain an additional +6 bonus to a single saving throw. 
  Nonlethal Master 
  — 
  Take no penalty to attacking nonlethally. 
  Racial Slayer 
  — 
  Gain a +2 to hit and damage enemies of your own race. 
  Take a Hit 
  — 
  Take the damage for an adjacent ally. 
  Improved Trip 
  Level 5 
  Gain a +2 bonus to Trip attempts. 
  
  154 
   
  Improved Grapple 
  — 
  Gain a +2 bonus to Grapple attempts. 
  Improved Disarm 
  — 
  Gain a +2 bonus to Disarm attempts. 
  Improved Sunder 
  — 
  Gain a +2 bonus to Sunder attempts. 
  Improved Bull Rush 
  — 
  Gain a +2 bonus to Bull Rush attempts. 
  Improved Overrun 
  — 
  Gain a +2 bonus to Overrun attempts. 
  Improved Reposition 
  — 
  Gain a +2 bonus to Reposition attempts. 
  Improved Steal 
  — 
  Gain a +2 bonus to Steal attempts. 
  Improved Feint 
  — 
  Gain a +2 bonus to Feint attempts. 
  Targeting 
  Agility 8 
  Choose to take a -2 to hit and gain a +4 to damage. Ranged 
  Weapon only. 
  Superior Targeting 
  Agility 12 
  Choose to take a -4 to hit and gain a +8 to damage. Ranged 
  Weapon only. 
  Deflect Projectile 
  Agility 12 
  Avoid one ranged attack per round. 
  Snatch Projectile 
  Deflect Projectile 
  Catch one ranged attack per round. 
  Redirect Projectile 
  Snatch Projectile 
  Throw back to shooter to one ranged attack per round.  
  Spring Attack 
  Agility 8 
  As a full-round action, move and make an attack without 
  provoking attacks of opportunity. Move can be finished 
  after the attack unlike normal. 
  Psychic Defender 
  Psychic Level 3 
  Gain a +1 Resistance while in a Psychic Duel. This can be 
  taken multiple times, the effects stacking. 
  Psychic Duelist 
  Psychic Level 5 
  Gain a +1 damage when attacking in a Psychic Duel. 
  Skill Training 
  — 
  Gain a +4 bonus on one skill. This can be taken multiple 
  times, taking different skills. 
  Cover Weaknesses 
  — 
  Raise an attribute that’s under 5 by 1. Can’t go over 5. 
  Bar-Room Fighter 
  — 
  Reduce penalties with Improvised Weapons by 2. 
  Bar-Room Blitzer 
  Bar-Room Fighter 
  No penalty with Improvised Weapons. 
  Maneuver Master 
  All “Improved” 
  Maneuvers 
  Gain a +6 on top of the bonus to Maneuvers. 
  Joust Junkie 
  Pilot 5 Ranks 
  Gain a +2 to hit with melee weapons while riding a vehicle. 
  Double Throw 
  Attack Bonus +2 
  Throw two thrown weapons at once at a -2. 
  Lunge 
  — 
  Increase reach by 5 ft. for one attack, and take -2 Defense. 
  Combat Tumble 
  Acrobatics 8 Ranks Make an acrobatics check against an attack of opportunity 
  (DC 10 + Enemies’ Attack Bonus) to avoid damage. 
  High Ground 
  — 
  Gain a +2 bonus to attack while at least 10 ft. above the 
  opponent. 
  Death from Above 
  High Ground 
  Gain a +2 bonus to damage while at least 10 ft. above the 
  opponent. 
  Ankle Biter 
  Small Size 
  Don’t take penalties to attack while prone. 
  Do a Barrel Roll 
  Fast Crawler 
  If able to move while prone, gain Agility bonus to Defense. 
  Pushing Assault 
  — 
  On a successful charge attack, gain a free Bull Rush. 
  Battery 
  — 
  On a successful charge attack, force enemy to make an END 
  save or only able to take move action for next round. 
  Assault and Battery 
  Pushing Assault, 
  Battery 
  Use both Pushing Assault and Battery at the same time. 
  
  155 
   
  Upwards Swing 
  Two-Handed 
  Weapons Only 
  -5 to hit, END save or target is launched up 1d10+STR mod 
  in the air (rounded up to nearest 5 ft.) 
  Cheap Shot 
  — 
  Take penalties to attack and damage, and if the enemy is 
  hit they take the same penalties for 1d3 rounds. 
  Slash Master 
  — 
  Gain a +1 bonus to damage with Slashing weapon. 
  Hack Attack 
  — 
  Deal 1d2 bleed damage to one enemy with a Slashing 
  Weapon. 
  Pin 
  Lunge 
  Piercing Weapon gains a +2 damage while Lunging. 
  Prick 
  — 
  Piercing Weapon ignores 2 DR (not DR /-). 
  Shrapnel 
  — 
  Split attack and damage against two targets. Deal half 
  damage. 
  Animalistic Claws 
  Demonkin, Goblin, 
  or Dragonkin 
  Gain a natural attack (bite, tail, claws, etc.) This deals 1d3 
  if small, and 1d4 if medium. 
  Flurry 
  Attack Bonus +4 
  Gain an additional attack at a -5 on a full-round action. Not 
  usable with Two-Weapon Fighting. 
  Rapid Fire 
  Attack Bonus +2 
  Fire two arrows at once at a -5. 
  Sniper 
  — 
  When making a ranged attack roll while prone, gain a +10 
  ft. attack range. 
  Quick Draw 
  — 
  Draw a weapon as a swift action. 
  Hookline 
  — 
  Weapons with trip can pull a tripped target 5 ft. closer. 
  Shield Slam 
  — 
  Gain a 1d6 bludgeoning attack with a shield on a full-round 
  attack. 
  Improvised Throw 
  — 
  Throw an improvised weapon without penalty. 
  Ride-By Attack 
  Mounted or 
  Vehicle 
  Allows the rider and his mount to move, attack, and finish 
  their move so long as it doesn’t go over their move speed. 
  Bulldoze 
  — 
  Gain a free bull rush when charging with a vehicle or 
  mount. 
  Killing Spree 
  — 
  Upon killing an enemy, gain a free attack against an enemy 
  within range. 
  Silent Casting 
  Deception 4 Ranks Make a Deception Check (DC 10 + Spell’s Level). On a 
  success, the spell can be cast without using voice. 
  Blade Ward 
  — 
  While two-weapon fighting, gain a +2 bonus to Defense. 
  Weapon Tuning 
  Artisan (Weapons) Change a weapon’s enhancements and materials used. 
  Titan Grip 
  — 
  One hand a two-handed weapon at a -2 penalty, or wield a 
  weapon one size category larger at a -2 penalty. 
  Safe Spell 
  Spellcraft 1 Rank 
  Spell deals nonlethal damage instead. 
  Doom Spell 
  Spellcraft 4 Ranks 
  Spell adds a RES save vs. shaken. 
  Damned Spell 
  Spellcraft 6 Ranks 
  Doom Spell is frightened instead of shaken, but the spell 
  takes up 2 spellcasting per day when used. 
  Break the Barrier 
  Spellcraft 22 
  Ranks 
  Spell adds *1.5 magic modifier instead of normal magic 
  modifier. Doesn’t affect spells that don’t use MAG mod. 
  Adonai’s Blessing 
  Worship Adonai 
  Healing spells and abilities add ½ level to its effects. 
  Apollyon’s Curses 
  Worship Apollyon 
  Gain a +2 bonus on damage rolls vs. holy enemies. 
  Coolington’s Fabulousness 
  Worship 
  Coolington 
  +4 bonus on Deception or Persuasion attempts. If no ranks 
  are in either of these, use +8 instead. 
  
  156 
   
  Shinda’s Angelic Light 
  Worship Shinda 
  Weapons wielded instantly gain +1d4 holy damage if they 
  aren’t already holy as per the Holy weapon enhancement. 
  Psychic Pretending 
  Arcane or Divine 
  Count as a Preternaturist for Psychic Dueling. 
  Pretend Spellcasting 
  Non-Spellcaster 
  Choose a single 1st level Simple spell. You can cast this spell 
  1/day. You must choose: Arcane, Divine, or Psychic. 
  Strained Spellcasting 
  Spellcaster 
  If the caster has been reduced to under ½ HP, they can 
  cast a spell that deals damage, adding their current HP as 
  bonus damage, and uses up another spellcasting per day. 
  Necessary Sacrifice 
  Orderly Unholy, 
  Spellcaster 
  While ignited with an ally and you have a spell that deals 
  damage in a radius, cone, or line and the ignited ally is 
  caught in the spell, double MAG bonus vs. enemies. 
  Battle Luck 
  Luck 10 
  Gain Luck bonus to Initiative rolls. 
  Back To Back 
  None 
  When entered in an ignition with someone, if they are 
  within 5 ft. of you, you gain a +4 bonus to Defense/Avoid. 
  Linguist 
  None 
  Gain 2 free languages. This can be taken multiple times.  
  Magical Help 
  Magic 10 
  Use magic instead of luck on a single skill. This can be 
  taken multiple times. 
  Size Doesn’t Matter 
  Small Size 
  Gain a +1 bonus to attack and damage vs. enemies larger 
  than you. 
  Scars of Valor 
  Luck 15 
  Enemies within 10 ft. of you take a -2 penalty to saving 
  throws and skill checks. 
  Blade Ignition 
  Level 15 
  Ignite with your weapon as if it were the aura listed upon 
  it. (See the Magic Weapons and Armor page.) 
  Rapid Shot 
  Agility 12 
  Make two attacks in one, combining damage. This is 
  resolved at a -2 to hit. Ranged weapon only. 
  Improved Unarmed Strike 
  — 
  Upgrade unarmed damage die from 1d3 to 1d4. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  157 
   
  Religions 
  Mandatory for a Chaplain, the Religions listed here are but a small few of those 
  deities that are worshipped by the faithful all across the multiverse. Non-Chaplains 
  can worship deities, but do not need to worry about Code of Conduct and Uniform. 
  Emissaries: Shinda comes to her followers as 
  an astral lamb with a coat as white as snow, 
  and bright pink eyes which reflect off of 
  light. While not in her lamb-like form, Shinda 
  appears as an elven woman clad in armor 
  however this is reserved for battles. 
  Personality: Shinda is regarded as a kind and 
  benevolent deity, granting her allies and worshipers assistance in the hopes to make a 
  better world. While she is as kind as she is, evil must be handled rationally. 
  Code of Conduct: Chaplains who worship Shinda are not allowed to kill for her name 
  unless there is no other way. Nonlethal force and jailing is seen as the favorable 
  action to take. In addition to this, they must try to redeem evil before killing it. 
  Uniform: Must include a white cape, silver lance, and/or a tiara with a quarts gem 
  inside of it worth 5 G. 
   
  Emissaries: Asnalies tends to not show up in 
  front of his followers, however when he does 
  he shows up as a scorpion giving helpful 
  advice to those who seek it. He does not wish 
  to take sides in issues, only wanting to help 
  souls to their final resting place. 
  Personality: Cool and collected, Asnalies 
  very rarely breaks his almost emotionless nature. Souls who pass on refer to Asnalies 
  as a peaceful feeling that just envelops them before sending them to their 
  destination. 
  Code of Conduct: Chaplains of Asnalies cannot use any abilities which may harm their 
  enemies’ souls (Resistance Score). They also cannot favor one side or another in a 
  situation unless they know enough information to make a decision. (GM’s discretion) 
  Uniform: Must include a black cape, a scythe with a skull on top of it, or a black hood 
  worn through most of the day. 
   
   
  Name 
  Shinda 
  Alignment 
  Holy Order 
  Portfolio 
  Life, Angels, and 
  Commoners 
  Favored Animal 
  Lamb 
  Favored Color 
  White 
  Favored Weapon Lance 
  Name 
  Asnalies 
  Alignment 
  Disorderly Neutral 
  Portfolio 
  Death, Rest, and 
  Serenity 
  Favored Animal 
  Scorpion 
  Favored Color 
  Cobalt 
  Favored Weapon 
  Scythe 
  
  158 
   
  Emissaries: Coming to his followers as a 
  swarm of locusts rather than just a single 
  locust, Danyries’ followers do not wish to 
  even commune with him unless in need. 
  Personality: Anorexic and always hungry, 
  Danyries is irritable when talked to, and he 
  tends to snap at his followers for wasting 
  his time. Towards his most devout followers, he shows a little leeway, but not much. 
  Code of Conduct: Chaplains of Danyries must burn at least 2/3 of their meals for 
  Danyries to eat in his own realm. They are also not allowed to wear hoods as hiding 
  oneself is seen as cowardly by Danyries. 
  Uniform: Consists of a set of large bug wings attached to their clothes, black gloves, 
  or clothes made from spider silk. 
   
  Emissaries: Known commonly for having 
  tempted the first humans on Earth, Apollyon 
  appears as a snake and listens to his follower 
  who has summoned him. If their dilemma 
  legitimately affects his religion, he’ll become 
  involved, otherwise he’ll tell them to do this 
  on their own. 
  Personality: Defiant, charismatic, and heavily engrossed in sin and its ramifications, 
  Apollyon is seen as the main antagonist to Adonai, however he is around for the sake 
  of being the dark to Adonai’s light and to maintain balance. 
  Code of Conduct: Chaplains of Apollyon must have Persuasion or Deception as a skill, 
  and must use them at least once a week. They also must corrupt anything good 
  whenever possible. 
  Uniform: Consists of a set of black robes, a trident stained with the blood of their 
  enemies, or some sort of demonic scripture written on them in virgin’s blood. 
   
   
   
   
   
   
  Name 
  Danyries 
  Alignment 
  Unholy Neutrality 
  Portfolio 
  Famine, Bugs, and 
  Poison 
  Favored Animal 
  Locusts 
  Favored Color 
  Green 
  Favored Weapon 
  Longbow 
  Name 
  Apollyon 
  Alignment 
  Unholy Order 
  Portfolio 
  Defiance, Sin, 
  and Law 
  Favored Animal 
  Snake 
  Favored Color 
  Red 
  Favored Weapon 
  Trident 
  
  159 
   
  Emissaries: Though Adonai, or “God the 
  Father” is not Jesus or “God the Son”, and 
  is not the Holy Spirit. Despite this, his two 
  emissaries are as Jesus and the Holy Spirit. 
  The Holy Spirit comes as a dove, and Jesus 
  comes through his human form. God the 
  Father cannot directly talk with mortals as 
  it may kill them. 
  Personality: Though Adonai’s personality is different depending on the story or 
  interpretation, he is most commonly seen as the protector of the Israelites and is a 
  benevolent deity towards the different faiths which worship him in their own 
  incarnations. 
  Code of Conduct: Chaplains of Adonai are not allowed to speak the Lord’s name in 
  vain, murder, steal, or commit adultery. In addition to this, Chaplains of Adonai must 
  learn either Latin or Hebrew, and may not speak his true and holy name. 
  Uniform: Consists of a clergy shirt and clerical collar, a kippah, or a set of rosary 
  beads to wear around ones neck. 
   
  Emissaries: Appearing to their followers as a 
  porcupine, LeBlanc’s androgynous voice 
  comes from the little rodent giving tips to 
  their followers, and helping them as best as 
  possible. 
  Personality: While order and structure isn’t 
  bad, LeBlanc’s aim is not to destroy law in its 
  entirety, only when the law does not work does LeBlanc step forwards. Rebellions are 
  normally caused by LeBlanc trying to correct a societies’ issues. This leads to some 
  deities teasing LeBlanc for becoming a “problem child.” 
  Code of Conduct: Chaplains of LeBlanc must wish to abolish order if it is detrimental. 
  A love of ale is optional, as is staying in solitude as LeBlanc typically does. 
  Uniform: Any mask, scarf, or detachable article of clothing which can be used to 
  cover the face. 
   
   
   
   
  Name 
  Adonai 
  Alignment 
  Orderly Neutral 
  Portfolio 
  Hope, Israel, and 
  Heaven 
  Favored Animal 
  Dove 
  Favored Color 
  Silver 
  Favored Weapon 
  Greatsword 
  Name 
  LeBlanc 
  Alignment 
  Holy Disorder 
  Portfolio 
  Freedom, Ale, 
  and Solitude 
  Favored Animal 
  Porcupine 
  Favored Color 
  Black & Yellow 
  Favored Weapon 
  Scimitar 
  
  160 
   
  Emissaries: Guiding lost followers through 
  the forest as a mighty stag with dozens of 
  brilliant antlers, Drey does not talk to his 
  followers, preferring the use of sign 
  language or through pointing as his stag. 
  Personality: Due to his lack of direct 
  communication with his followers and 
  worshippers, little is known about Drey. He is said to be selfless and cares very little 
  for anything other than the forest itself. 
  Code of Conduct: Chaplains of Drey are forbidden to enter a forest if the birds try to 
  ward them away due to potential dangers the person may pose. In addition to this, 
  they must protect nature and the environment when at all possible, and is disallowed 
  from littering or being wasteful in general. Drey dislikes zombies, and asks his 
  followers take care of them. He does not harbor these feelings for vampires. 
  Uniform: Consists mostly of forest wear, brown boots, or a bow of some kind. They 
  are required to wear a camouflage cape for hunting. 
   
  Emissaries: Devout worshippers or those in 
  dire need sometimes see Coolington’s form 
  as a boar appear to them in order to guide 
  their hand and help them on their feet. 
  Personality: Though bombastic and really 
  annoying to the other deities sometimes, 
  Coolington is good natured and loves to help. 
  He only wishes others to experience his perpetual happiness and joy that he 
  experiences on a day-to-day basis. This does however lead to some deities shooing 
  him due to his over obsession with happiness. 
  Code of Conduct: Chaplains of Coolington must have a “super cool” codename, must 
  try to keep his allies and friends happy when they can, and must not say the 
  following: “Coolington smells like dung!” Doing so invokes his wrath, and he will 
  attack you. 
  Uniform: Consists of whatever the Chaplain deems “flashy” and “extravagant”. It 
  must be approved by Coolington before they are allowed to wear it. 
   
   
   
  Name 
  Drey 
  Alignment 
  Neutral 
  Portfolio 
  Travel, Elves, and 
  Marksmen 
  Favored Animal 
  Stag 
  Favored Color 
  Brown 
  Favored Weapon 
  Crossbow 
  Name 
  Coolington 
  Alignment 
  Holy Disorder 
  Portfolio 
  Jewelry, divine 
  Magic, and joy 
  Favored Animal 
  Boar 
  Favored Color 
  Pink 
  Favored Weapon 
  Smallsword 
  
  161 
   
  Emissaries: Coming to her followers as a 
  golden cat with twin tails, Kayan is seen as 
  a prize in and of herself to witness. Kayan’s 
  advice is rarely bad, however those who 
  have no intentions to steal or partake in 
  criminal acts will be disappointed by the 
  advice given by her. 
  Personality: Fun loving and focused on trickery and thievery, Kayan shows respect to 
  her followers often challenging them to perform tricks and the likes. Otherwise, she 
  does not show much in terms of caring for them. 
  Code of Conduct: Chaplains of Kayan are not allowed to steal from other Chaplains of 
  Kayan. In addition to this, they must have Stealth as a skill. They are not allowed to 
  steal from other deities as well, as to not muddy the waters with others. 
  Uniform: Unlike most deities, Kayan does not want her followers wearing anything 
  obvious that would show their worship of her unless they have a holy symbol. 
   
  Emissaries: Not often coming down to his 
  followers, when he does, he tends to come as 
  the intimidating black dragon to keep his 
  followers in check. Banadar uses this form in 
  battle as well due to its immense power and 
  Strength over his humanoid form. 
  Personality: Cruel and intimidating, Banadar 
  uses his symbol of power over others and tends to kill those who do not wish to be his 
  followers. He is not well liked by other deities or anybody who does not wish to follow 
  the path of corruption. 
  Code of Conduct: Chaplains of Banadar must destroy, whether it’s someone’s 
  livelihood or someone’s minor possessions, destruction must occur. Along with this, 
  fraternizing with angels is off-limits, and negotiating with demons is only acceptable 
  when the intent is to kill the demon in the end. 
  Uniform: Consists of a black scarf donned over the mouth and nose, a set of armor 
  with Kendarin writing written in blood, or a set of chains wrapped around the 
  Chaplain’s arm. 
   
   
   
  Name 
  Kayan 
  Alignment 
  Neutral 
  Portfolio 
  Thieves, Spies, 
  and Gold 
  Favored Animal 
  Cat 
  Favored Color 
  Gold 
  Favored Weapon 
  Rapier 
  Name 
  Banadar Arkenach 
  Alignment 
  Unholy Disorder 
  Portfolio 
  Corruption, Evil, 
  and Kendari 
  Favored Animal 
  Dragon 
  Favored Color 
  Gray 
  Favored Weapon 
  Falchion 
  
  162 
   
  Emissaries: St. Nicholas (known as Santa 
  Claus with kids) prefers not to show 
  himself, only coming down in his old 
  humanoid form. 
  Personality: Kind and loving to all, St. 
  Nicholas wishes the best for those who are 
  kind and caring to others. St. Nicholas loves 
  children, making toys for them as well as filling everyone in the world full of joy both 
  children and adults alike. 
  Code of Conduct: Chaplains of St. Nicholas must give gifts to their friends at least 
  once a month. In addition to this, they must not get put on the “naughty list” by 
  being incredibly rude to those who do not deserve it, and killing anyone who does not 
  deserve such actions to be taken against them results in an instant addition to the 
  naughty list. 
  Uniform: Consists of any combination of red and white clothing. 
   
  Emissaries: Preferring to come down to the 
  world in his human form rather than his hawk 
  form, Putna is a frequent visitor as he 
  frequents taverns to flirt and get close with 
  women. 
  Personality: An overall carefree and likeable 
  guy, Putna is seen as the “charmer” deity due 
  to how fast he can make friends with almost anyone. The only people who reject his 
  friendship are those who see him as a slimy scumbag. 
  Code of Conduct: Chaplains of Putna are not allowed to harm women unless they 
  have attacked first, or wish harm upon the chaplain or their allies. In addition to this, 
  Putna scorns any followers of his who are virgins, and wishes his followers to either 
  lose their virginity as their initiation, or to wait for the ‘right woman’. 
  Uniform: A set of extravagant clothing made to make women fall for you. It must be 
  approved by Putna. 
   
   
   
   
   
  Name 
  St. Nicholas 
  Alignment 
  Holy Neutrality 
  Portfolio 
  Gifts, Christmas, 
  and Winter 
  Favored Animal 
  Reindeer 
  Favored Color 
  Red & Green 
  Favored Weapon 
  Whip 
  Name 
  Putna 
  Alignment 
  Disorderly Neutral 
  Portfolio 
  Deserts, Women, 
  and Philandering 
  Favored Animal 
  Hawk 
  Favored Color 
  Silver 
  Favored Weapon 
  Scimitar 
  
  163 
   
  Galaxy and Travel 
  The galaxy in which The Fade takes place is known as Morta IV, set light years away 
  from the Milky Way Galaxy. Morta IV has many planets, moons, and cultures that 
  reside within it. 
  Dimensional Gates 
  Dimensional Gates are a form of travel between planets that does not rely on space 
  ships. This is done by setting up a portal between two planets which the user can 
  travel through. This is the most common method of magically travelling between 
  planets. To make a Dimensional Gate, one needs 50,000 Gold per gate, and the ability 
  to cast a teleportation spell. 
  To choose where a dimensional gate goes, the initial color of the aura inside must be 
  gray or blue (gray signifying it’s not set to anywhere, and blue signifying it’s set to 
  somewhere, but can be changed). In order to change the locations, the characters 
  must say the location and succeed a Use Magic Device check (DC 25) in order for this 
  to work. Failure means the location is not what the player wanted, however the 
  character will not know they failed without a DC 30 Spellcraft. 
  Space Travel 
  Space ships are used in space travel, their lengths and sizes varying though their 
  purpose being the same (to safely bring its inhabitant across space). Space ships, 
  while expensive, sometimes are specifically used as a sort of taxi for multiple 
  passenger, leading those who can’t afford one from one planet to another. 
  Berngulsh 
  The planet which most of The Fade takes place on, Berngulsh resembles Earth in 
  quite a few ways due to its diversity in land structure and the fact that a good portion 
  of it is covered in water. The land formation of Berngulsh however is different, having 
  a one large continent, and two large islands. 
  The Northern Noach: A wasteland of ice and uninhabitable terrain, this land has very 
  little game for even those who choose to stay up here to survive on. 
  The Central Noach: A land consisting of smaller countries, the largest of which are; 
  Palth the primitive warlords, Lekroe the Japanese jewelry makers, Keervabeun the 
  depressed Dwarves, and Sokunha the ancient Russian mining city. 
  Southern Noach: Deemed the center of the world, this land is where the original 
  humans first made residence. The only currently active country is Rihilig, mostly 
  populated by humans and the largest city in the world. 
  Synthia: An island south to the Noach’s, there are five countries here; the steampunk 
  bandit haven of Agaha, the tyrannical country of Hunvu, the radiated rock of Terraka, 
  and the Orc lands of Sakva. All of these lands are labeled as potentially dangerous to 
  varying degrees, with the safest place being Sakva of all places. 
  
  164 
   
  Monsters 
  While some enemies the players face will be of character classes, monsters pose a 
  very big threat to the characters as well and depending on where they are, they may 
  be abundant. Monsters’ sheets are simplified for ease-of-use, and they do not gain 
  Awakenings unless the GM gives the monsters class levels and wishes them to have the 
  Awakenings. 
  If a monster has multiple natural attacks listed on their sheet (example: 2 Claws, or a 
  section on a Bite attack and a Tailslap attack) they can use all of these attacks as a 
  full-round action as if they were two-weapon fighting with the two-weapon fighting 
  talent. This doesn’t apply to breath weapons or magical natural attacks. 
  Aberrant 
  Creature of the Dark 
  Creatures of the Dark have tiny bodies and legs, their left arm being incredibly small 
  while their right arm is massive in comparison. A Creature of the Dark’s main defense 
  mechanism is to use its Gut Smash, then run away. 
  Level 
  1st 
  Size & Type 
  Medium, Aberrant 
  HP 
  10 (8 HP per level) 
  Defense 
  16 (10 +3 Natural Armor + 3 Agility) 
  Avoid 
  13 (10 + 3 Agility) 
  Stability 
  23 (15 + 8 Defense halved) 
  Attack (Arm) 
  +3 Hit, 1d8+5, Melee range, x2 Critical hit 
  Movement 
  5 ft., 30 ft. Fly 
  Strength 
  10 (+5) 
  Magic 
  5 (0) 
  Endurance 
  7 (+2) 
  Resistance 
  5 (0) 
  Agility 
  8 (+3) 
  Luck 
  8 (+3) 
  Skills 
  Knowledge {Astrology} (+4) 
   
  Gear 
  None 
  DR and MR 
  DR 5/Magic 
  Special 
  Gut Smash 
  Languages 
  Ano 
   
  Gut Smash 
  As a standard action twice per day, the Creature of the Dark makes a single attack 
  roll adding Strength to hit along with Agility. Instead of dealing damage, the attack 
  causes the target to become nauseated. 
  
  165 
   
  Floating Eye 
  A floating eyeball with a glare so cruel in its magical energy that it can kill those it 
  stares at. Floating Eyes have eye colors just like a normal person, however these eye 
  colors are not limited by anything, and they only have one eye. Due to this, they 
  cannot have heterochromia other than from having ‘specs’ of other colors. 
  Level 
  8th 
  Size & Type 
  Medium, Aberrant 
  HP 
  96 (8 HP per level) 
  Defense 
  15 (10 + 5 Agility) 
  Avoid 
  15 (10 + 5 Agility) 
  Stability 
  22 (15 + 7 Defense halved) 
  Attack (Glare) 
  +7 Hit, 2d4+9, 30 ft. range, x2 Critical hit 
  Movement 
  5 ft., 60 ft. Fly 
  Strength 
  1 (-4) 
  Magic 
  14 (+9) 
  Endurance 
  9 (+4) 
  Resistance 
  12 (+7) 
  Agility 
  10 (+5) 
  Luck 
  5 (0) 
  Skills 
  Knowledge {Astrology} (+8), Spellcraft (+17) 
  Gear 
  None 
  DR and MR 
  MR 18 
  Special 
  Psychic Eye 
  Languages 
  Ano, German 
   
  Psychic Eye 
  A Floating Eye has the capability to cast Psychic spells as a Preternaturist of the same 
  level. They use their Floating Eye as their Preternaturist level for requirements. 
   
   
   
   
   
   
   
   
  
  166 
   
  Object of Terror 
  Creatures which are created through a child’s nightmares when a magical ritual is 
  performed. The result is the following creature, which proceeds to slaughter those 
  who performed the ritual if it isn’t immediately subdued. 
  Level 
  20th 
  Size & Type 
  Gargantuan, Aberrant 
  HP 
  260 (8 HP per level) 
  Defense 
  13 (10 + 3 Agility + 4 Natural Armor – 4 Size) 
  Avoid 
  9 (10 + 3 Agility – 4 Size) 
  Stability 
  21 (15 + 6 Defense halved) 
  Attack (Punch) 
  +7 Hit, 4d8+10, Melee range, x2 Critical hit 
  Movement 
  20 ft. 
  Strength 
  15 (+10) 
  Magic 
  10 (+5) 
  Endurance 
  10 (+5) 
  Resistance 
  5 (0) 
  Agility 
  8 (+3) 
  Luck 
  5 (0) 
  Skills 
  Fortitude (+25) 
  Gear 
  None 
  DR and MR 
  DR 10/Magic 
  Special 
  Immediate Terror, Accurate 
  Languages 
  Ano, Gaelic (Scottish) 
   
  Immediate Terror 
  All within 30 ft. of it must make a Luck save or gain the frightened condition. This 
  check, if it succeeds or fails, does not need to be made until 24 hours later. 
  Accurate 
  Twice per day, the Object of Terror can grant itself a +10 bonus to attack, or it can 
  expend both uses for a +20 to attack. 
   
   
   
   
   
   
  
  167 
   
  Cthulhu 
  The mighty Elder God from R’lyeh, once awakened this deity is hard to put back to 
  sleep. It is a challenge to take him down, and even more of a challenge to understand 
  his form, as mortals have a hard time seeing Cthulhu as he truly is. 
  Level 
  30th 
  Size & Type 
  Colossal, Aberrant 
  HP 
  900 (10 HP per level) 
  Defense 
  34 (10 + 5 Agility + 27 Natural Armor – 8 Size) 
  Avoid 
  7 (10 + 5 Agility – 8 Size) 
  Stability 
  32 (15 + 17 Defense halved) 
  Attack (Punch) 
  +26 Hit, 6d8+10, Melee range, x2 Critical hit 
  Movement 
  40 ft. 
  Strength 
  25 (+20) 
  Magic 
  15 (+10) 
  Endurance 
  25 (+20) 
  Resistance 
  20 (+15) 
  Agility 
  10 (+5) 
  Luck 
  10 (+5) 
  Skills 
  Fortitude (+35), Knowledge {Astrology} (+35) 
  Gear 
  None 
  DR and MR 
  DR 10/- 
  Special 
  Unnatural Form, Godhood 
  Languages 
  Ano 
   
  Unnatural Form 
  Characters 20th level or under cannot truly see Cthulhu, and instead see a formless 
  space which they cannot explain or comprehend. Those 21st level and above however 
  must make a Luck save or feel their mind fall apart, making them suffer from 
  insanity. This only affects those who can see Cthulhu. 
  Godhood 
  Reducing Cthulhu to 0 HP does not kill him, but rather his body returns to R’lyeh 
  where it will hibernate for 1 year per HP lost until his HP is at full. This process can 
  be sped up by worshippers of Cthulhu, however for every 100 sacrifices made, this 
  only negates 1 year from the 900 year requirement. 
   
   
   
   
  
  168 
   
  Animal 
  Horse 
  A standard Horse. It can be used as a mount by Player Characters. 
  Level 
  3rd 
  Size, Type 
  Large (Long), Animal 
  HP 
  39 (8 HP per level) 
  Defense 
  18 (10 + 4 Natural Armor + 5 Agility - 1 Size) 
  Avoid 
  14 (10 + 5 Agility - 1 Size) 
  Stability 
  20 (15 +  Defense halved) 
  Attack (Hoof) 
  +5 Hit, 1d4+5, Melee range, x2 Critical hit 
  Attack (Bite) 
  +5 Hit, 1d6+5, Melee range, x2 Critical hit 
  Movement 
  50 ft. 
  Strength 
  10 (+5) 
  Magic 
  5 (+0) 
  Endurance 
  10 (+5) 
  Resistance 
  7 (+2) 
  Agility 
  10 (+5) 
  Luck 
  8 (+3) 
  Skills 
  Fortitude (+8) 
   
  Gear 
  None 
  Special 
  None 
  Languages 
  Naynat 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  169 
   
  Tyrannosaurus Rex 
  A dinosaur with a large maw and small hands. They are tough and are able to kill their 
  prey easily with their powerful bite. 
  Level 
  15th 
  Size, Type 
  Gargantuan, Animal 
  HP 
  375 (10 HP per level) 
  Defense 
  25 (10 + 14 Natural Armor + 5 Agility – 4 Size) 
  Avoid 
  11 (10 + 5 Agility – 4 Size) 
  Stability 
  27 (15 + 12 Defense halved) 
  Attack (Bite) 
  +19 Hit, 3d8+34, Melee range, 19-20/x2 Critical hit 
  Attack (Tailslap) 
  +19 Hit, 1d12+17, Melee range, x2 Critical hit 
  Movement 
  40 ft. 
  Strength 
  22 (+17) 
  Magic 
  1 (-4) 
  Endurance 
  20 (+15) 
  Resistance 
  1 (-4) 
  Agility 
  8 (+3) 
  Luck 
  5 (0) 
  Skills 
  Fortitude (+30) 
   
  Gear 
  None 
  Special 
  Powered Chomp, Heavy Body 
  Languages 
  Naynat 
   
  Powered Bite 
  When making a bite attack, double Strength modifier rather than use normal Strength 
  modifier or *1.5 to Strength modifier. 
  Heavy Body 
  Attacks rely on Strength as opposed to Agility for accuracy. 
   
   
   
   
   
   
   
   
   
  
  170 
   
  Fox 
  A small animal with pointed ears and the look of a trickster. 
  Level 
  1st 
  Size & Type 
  Small, Animal 
  HP 
  8 (8 HP per level) 
  Defense 
  18 (10 + 7 Agility + 1 Size) 
  Avoid 
  18 (10 + 7 Agility + 1 Size) 
  Stability 
  24 (15 + 9 Defense halved) 
  Attack (Claw) +8 Hit, 1d4-1, Melee range, x2 Critical hit 
  Attack (Bite) 
  +8 Hit, 1d3-1, Melee range, x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  4 (-1) 
  Magic 
  1 (-4) 
  Endurance 
  5 (0) 
  Resistance 
  3 (-2) 
  Agility 
  12 (+7) 
  Luck 
  10 (+5) 
  Skills 
  Athletics {Agility} (+14) 
   
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Fox’s Spirit 
  Languages 
  Naynat 
   
  Fox’s Spirit 
  The fox gains +2 re-rolls per day along with the one gained from having a Luck of 10. 
   
   
   
   
   
   
   
   
   
   
  
  171 
   
  Wolf 
  Pack animals who fight to protect their territory, and hunt smaller animals such as 
  rabbits and squirrels. They do not attack humanoids unless in their pack. 
  Level 
  2nd 
  Size & Type 
  Medium, Animal 
  HP 
  16 (8 HP per level) 
  Defense 
  13 (10 + 3 Agility) 
  Avoid 
  13 (10 + 3 Agility) 
  Stability 
  21 (15 + 6 Defense halved) 
  Attack (Claw) +3 Hit, 1d6+5, Melee range, x2 Critical hit 
  Attack (Bite) 
  +3 Hit, 1d4+5, Melee range, x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  10 (+5) 
  Magic 
  2 (-3) 
  Endurance 
  8 (+3) 
  Resistance 
  2 (-3) 
  Agility 
  8 (+3) 
  Luck 
  5 (0) 
  Skills 
  Knowledge {Wilderness} (+) 
   
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Rallying Howl 
  Languages 
  Naynat 
   
  Rallying Howl 
  While there are at least two or more wolves within 30 ft. one of them can howl, 
  granting their wolf allies a +1 to their attack and damage for the round. Multiple 
  wolves can do this up to a +5 to attack and damage. 
   
   
   
   
   
   
   
   
   
  
  172 
   
  Bear 
  Strong and large carnivores who use their vicious claws and bites to take down weaker 
  foes, and any food they may be hunting for. 
  Level 
  4th 
  Size & Type 
  Large (Long), Animal 
  HP 
  60 (10 HP per level) 
  Defense 
  17 (10 + 7 Natural Armor + 1 Agility – 1 Size) 
  Avoid 
  11 (10 + 1 Agility) 
  Stability 
  22 (15 + 7 Defense halved) 
  Attack (Claw) +7 Hit, 1d8+7, Melee range, x2 Critical hit 
  Attack (Bite) 
  +7 Hit, 1d6+7, Melee range, 19-20/x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  14 (+7) 
  Magic 
  2 (-3) 
  Endurance 
  10 (+5) 
  Resistance 
  2 (-3) 
  Agility 
  6 (+1) 
  Luck 
  4 (-1) 
  Skills 
  Fortitude (+8) 
   
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Strong Muscles 
  Languages 
  Naynat 
   
  Strong Muscles 
  Use full Strength modifier on attack rolls instead of Agility. 
   
   
   
   
   
   
   
   
   
   
  
  173 
   
  Construct 
  Healing Bot 
  A medical droid which uses its syringes and fluids to heal the living. Healing Bots do 
  not engage in combat unless reprogramed to do so. 
  Level 
  1st 
  Size & Type 
  Small, Construct 
  HP 
  10 (10 HP per level) 
  Defense 
  21 (10 + 5 Natural Armor + 5 Agility +1 Size) 
  Avoid 
  16 (10 + 5 Agility + 1 Size) 
  Stability 
  25 (15 + 10 Defense halved) 
  Attack (Syringe) 
  +5 Hit, 1d3+1, Melee range, 19-20/x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  6 (+1) 
  Magic 
  0 (-) 
  Endurance 
  0 (-) 
  Resistance 
  0 (-) 
  Agility 
  10 (+5) 
  Luck 
  14 (+9) 
  Skills 
  None 
   
  Gear 
  5 Salves 
  DR and MR 
  None 
  Special 
  Healing Syringes 
  Languages 
  English + 1 Additional Human Language 
   
  Healing Syringes 
  A healing bot has a default of 5 Salve Tier I. Higher tiers can be inserted, as well as up 
  to 10 Salves total. It is a standard action for the Healing Bot to use the syringe on 
  someone adjacent to them. A Healing Bot adds their Luck modifier to the healing of 
  any salves they inject. 
  Price: 1,000 G 
   
   
   
   
   
   
   
  
  174 
   
  Trainer Droid 
  Robots programmed in order to train their master in the way of combat. Trainer 
  Droids are programmed not to kill their master, and to power down if they’d make an 
  attack that would reduce their master to unconsciousness or death. 
  Level 
  5th 
  Size & Type 
  Medium, Construct 
  HP 
  50 (10 HP per level) 
  Defense 
  22 (10 + 9 Natural Armor + 3 Agility) 
  Avoid 
  13 (10 + 3 Agility) 
  Stability 
  26 (15 + 11 Defense halved) 
  Attack (Sword Arm) 
  +5 Hit, 1d6+10, Melee range, 19-20/x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  15 (+10) 
  Magic 
  0 (-) 
  Endurance 
  0 (-) 
  Resistance 
  0 (-) 
  Agility 
  8 (+3) 
  Luck 
  5 (0) 
  Skills 
  None 
   
  Gear 
  1 Weapon 
  DR and MR 
  DR 5/Steel 
  Special 
  Undying Loyalty 
  Languages 
  English + 1 Additional Human Language 
   
  Undying Loyalty 
  A Training Droid cannot, and will not attack their master unless programmed to. In 
  addition to this, anyone other than their master trying to reprogram them without 
  their master’s permission will be attacked, as with anyone attacking their master. 
  Training Droids gain a +5 to attack, damage, defense, and avoid while adjacent to 
  their master. 
  Price: 5,000 G 
   
   
   
   
   
   
   
  
  175 
   
  Plasma Turret 
  A self-operating turret which fires rounds of plasma at its enemies. These are very 
  expensive due to the use of plasma rounds, and thus are only employed my 
  militaristic groups. 
  Level 
  12th 
  Size & Type 
  Medium, Construct 
  HP 
  120 (10 HP per level) 
  Defense 
  24 (10 + 14 Natural Armor) 
  Avoid 
  10 (10) 
  Stability 
  27 (15 + 12 Defense halved) 
  Attack (Cannon) +15 Hit, 3d6+13, 50 ft. range, x3 Critical hit 
  Movement 
  0 ft. 
  Strength 
  5 (0) 
  Magic 
  0 (-) 
  Endurance 
  0 (-) 
  Resistance 
  0 (-) 
  Agility 
  18 (+13) 
  Luck 
  10 (+5) 
  Skills 
  None 
   
  Gear 
  None 
  DR and MR 
  DR 15/Silver 
  Special 
  Plasma Burst, Stationary 
  Languages 
  English + 1 Additional Human Language 
   
  Stationary 
  Plasma Turrets cannot move, and thus do not gain their Agility onto Defense, and 
  cannot make Agility or Strength saves. 
  Plasma Burst 
  As a full-round action, the Plasma Turret can fire a single blast at a 10 ft. radius. This 
  deals 4d6+13 damage instead of 3d6+13, and those in the radius must make a DC 15 
  Agility save in order to take half damage. 
  Due to all of the Plasma Turret’s attacks being based on plasma, they do both 
  Electricity and Fire damage for the purposes of bypassing immunities and resistances. 
  Price: 55,000 G 
   
   
   
  
  176 
   
  Dragon 
  Fire Dragon 
  Nihilistic with sparks of rage, Fire Dragons are one of the most violent (though not 
  entirely evil) dragons known to man. Fire Dragons call themselves the “Feyugara”, 
  which means ‘Ruler’ in Fyra. 
  Level 
  25th 
  Size, Type 
  Gargantuan, Dragon 
  HP 
  625 (12 HP per level) 
  Defense 
  35 (10 + 12 Natural Armor + 13 Agility – 4 Size) 
  Avoid 
  23 (10 + 13 Agility – 4 Size) 
  Stability 
  32 (15 + 17 Defense halved) 
  Attack (Claw) 
  +19 Hit, 1d8+19, 15 ft. reach, x2 Critical hit 
  Attack (Bite) 
  +19 Hit, 2d6+13, 15 ft. reach, x2 Critical hit 
  Breath Weapon 
  30 ft. cone (Agility DC 15), 5d6+5 fire damage 
  Movement 
  30 ft. Land Speed, 60 ft. Fly Speed 
  Strength 
  18 (+13) 
  Magic 
  10 (+5) 
  Endurance 
  18 (+13) 
  Resistance 
  18 (+13) 
  Agility 
  18 (+13) 
  Luck 
  10 (+5) 
  Skills 
  Deception +30, Fortitude +38, Spellcraft +30 
  Immunity 
  Fire 
  Weakness 
  Cold 
  DR and MR 
  DR 15/Magic, MR 23 (10 + 13 Resistance) 
  Special 
  Incinerate (Endurance DC 15) , Viscous 
  Languages 
  English, German, Russian, Dagonra, and Fyra 
   
  Incinerate 
  If an enemy is brought to 0 HP by the Fire Dragon’s breath weapon, they have to 
  make an Endurance save (DC 15) or be reduced to ash. Only “Give Life” can revive 
  characters killed by Incinerate. 
  Viscous 
  Fire Dragons add *1.5 for their bite on damage. 
   
   
   
   
   
  
  177 
   
  Corruption Dragon 
  Defenders of Corruption and all that destroys, the Corruption Dragons show no mercy 
  and grant to quarter to those they must slay. It is commonly known that Corruption 
  Dragons obey only Banadar Arkenach. 
  Level 
  26th 
  Size, Type 
  Colossal, Dragon 
  HP 
  806 (12 HP per level) 
  Defense 
  30 (10 + 17 Natural Armor + 11 Agility – 8 Size) 
  Avoid 
  23 (10 + 11 Agility – 4 Size) 
  Stability 
  30 (15 + 15 Defense halved) 
  Attack (Claw) 
  +19 Hit, 1d8+19, 15 ft. reach, x2 Critical hit 
  Attack (Bite) 
  +19 Hit, 2d6+13, 15 ft. reach, x2 Critical hit 
  Breath Weapon 
  30 ft. cone (Agility DC 15), 5d6+5 fire damage 
  Movement 
  20 ft. Land Speed, 80 ft. Fly Speed 
  Strength 
  24 (+19) 
  Magic 
  8 (+3) 
  Endurance 
  24 (+19) 
  Resistance 
  18 (+13) 
  Agility 
  16 (+11) 
  Luck 
  5 (0) 
  Skills 
  Deception +30, Fortitude +38, Spellcraft +30 
  Resistances 
  Corruption Resistance 10 
  Weakness 
  Holy 
  DR and MR 
  DR 10/Adamantine, MR 23 (10 + 13 Resistance) 
  Special 
  Corruption of the Body and Soul 
  Languages 
  English, Zomn, Anglic, Kendarin, and Polish 
   
  Corruption of the Body and Soul 
  When hit by an attack from the Corruption Dragon, anyone who is not at least level 20 
  must make a DC 25 Endurance save or lose/cripple a body part (determined randomly 
  by a 1d8 roll, as seen on the chart below) 
  Roll 
  Body Part 
  1 
  Head 
  2 
  Eyes 
  3 
  Ears 
  4 
  Arms 
  5 
  Torso 
  6 
  Groin 
  7 
  Legs 
  8 
  Lose two, roll twice ignoring 8s. 
   
   
  
  178 
   
  Fey 
  Pixie 
  Small tricksters with a love for using their magical talents to cause mischief. Despite 
  their trickster nature, they wouldn’t hurt people unless provoked. 
  Level 
  1st 
  Size & Type 
  Small, Fey 
  HP 
  6 (6 HP per level) 
  Defense 
  16 (10 + 5 Agility +1 Size) 
  Avoid 
  16 (10 + 5 Agility + 1 Size) 
  Stability 
  25 (15 + 10 Defense halved) 
  Movement 
  15 ft., 60 ft. Fly Speed 
  Strength 
  5 (0) 
  Magic 
  10 (+5) 
  Endurance 
  5 (0) 
  Resistance 
  10 (+5) 
  Agility 
  10 (+5) 
  Luck 
  8 (+3) 
  Skills 
  None 
   
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Psi-Arcanist 
  Languages 
  English, Naynat 
   
  Psi-Arcanist 
  Pixies cast spells as if they were a 2nd level Zauberer, but draw from both the Arcane 
  and Psychic spell lists. 
   
   
   
   
   
   
   
   
   
  
  179 
   
  Ooze 
  Moving Sickness 
  A constantly congealing blob of diseases and poison. Attacks from the blob are 
  dangerous, as they must be checked for infection almost instantly.  
  Level 
  8th 
  Size & Type 
  Small, Ooze 
  HP 
  64 (8 HP per level) 
  Defense 
  26 (10 +5 Natural Armor + 10 Agility + 1 Size) 
  Avoid 
  21 (10 + 10 Agility + 1 Size) 
  Stability 
  28 (15 + 13 Defense halved) 
  Attack (Tendril) 
  +12 Hit, 1d6+15, Melee range, x2 Critical hit 
  Movement 
  20 ft. 
  Strength 
  15 (+10) 
  Magic 
  0 (-) 
  Endurance 
  0 (-) 
  Resistance 
  0 (-) 
  Agility 
  15 (+10) 
  Luck 
  2 (-3) 
  Skills 
  None 
   
  Gear 
  None 
  DR and MR 
  DR 5/Slashing and Piercing 
  Special 
  Infecting Tendrils, Crawl Into 
  Languages 
  None 
   
  Infecting Tendrils 
  All attacks made by their Infecting Tendrils are considered Earth damage, specifically 
  acidic and targets must make a DC 15 Endurance save or their Strength and Endurance 
  are poisoned for 1d4 points of damage. The Endurance damage cannot bring an 
  opponent to 0 END, however Strength can be brought to 0 STR. 
  Crawl Into 
  If an opponent is helpless or the Moving Sickness succeeds at a Stability attack against 
  the opponent, they crawl into the mouth of their target. The target must make an 
  Endurance save DC 25 or take 2d6 points of Strength and Endurance damage as it 
  corrodes their insides. This damage can bring the target to 0 Strength or Endurance. 
  While the Moving Sickness is still inside its target (continuous DC 20 END save to 
  regurgitate) the target takes 1d4 Strength and Endurance damage over the course of 
  it being inside. Once it is removed, half the STR/END damage taken is restored. 
   
   
   
  
  180 
   
  Outsider 
  Archangel 
  Pure blooded angels whose power is derived from the holy light that surrounds them. 
  Archangels serve under a holy deity, protecting them from the forces of unholy 
  deities, as well as protecting their worshippers from impending danger. 
   
   
  Deity’s Favor 
  While an Archangel is fighting an enemy who actively opposes their deity, they gain a 
  +4 attack/damage. 
   
   
   
   
   
   
   
   
  Level 
  10th 
   
  Size & Type 
  Medium, Outsider (Angel) 
  HP 
  130 (10 HP per level) 
  Defense 
  19 (10 + 6 Armor + 3 Agility) 
  Avoid 
  13 (10 + 3 Agility) 
  Stability 
  24 (15 + 9 Defense halved) 
  Attack (Longsword) +12 Hit, 1d8+9, Melee range, 19-20/x2 Critical hit 
  Movement 
  30 ft., 30 ft. Fly Speed 
  Strength 
  14 (+9) 
  Magic 
  5 (0) 
  Endurance 
  8 (+3) 
  Resistance 
  6 (+1) 
  Agility 
  8 (+3) 
  Luck 
  5 (0) 
  Skills 
  Knowledge {Religion} (+10) 
   
  Immunity 
  Holy 
  Weakness 
  Unholy 
  Gear 
  Their deity’s weapon, Breastplate 
  DR and MR 
  None 
  Special 
  Deity’s Favor 
  Languages 
  Anglic 
  
  181 
   
  Vastator 
  Also known as “Destroyer” Demons, Vastator choose which mortal they want to 
  perish, and attack them relentlessly. The Vastator are known to be cowardly when 
  faced with imminent danger. 
   
   
  Destruction 
  The Vastator gain a +12 bonus to attack and damage against helpless, cowering, and 
  shakened foes. 
   
   
   
   
   
   
   
   
  Level 
  10th 
  Size & Type 
  Medium, Outsider (Demon) 
  HP 
  150 (10 HP per level) 
  Defense 
  23 (10 + 8 Natural Armor + 5 Agility) 
  Avoid 
  15 (10 + 5 Agility) 
  Stability 
  26 (15 + 11 Defense halved) 
  Attack (Claw) 
  +13 Hit, 2d6+5, Melee range, x2 Critical hit 
  Movement 
  50 ft. 
  Strength 
  10 (+5) 
  Magic 
  3 (-2) 
  Endurance 
  10 (+5) 
  Resistance 
  3 (-2) 
  Agility 
  10 (+5) 
  Luck 
  10 (+5) 
  Skills 
  Persuasion (+15) 
   
  Immunity 
  Unholy 
  Weakness 
  Holy 
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Destruction 
  Languages 
  Fyra 
  
  182 
   
  Plant 
  Attractive Shroom 
  Living mushrooms which try to induce sleep so predators can feast upon the sleeping 
  target. The mushroom thus lives off the bones of the dead adventurers. 
   
   
  Sleeping Powder 
  Attractive Shrooms in a 15 ft. radius around itself exude a plume of spores. Those 
  within the plume must make an Endurance save DC 14 or fall asleep. If the character 
  succeeds, they aren’t affected by the spores for 24 hours afterwards. This is the 
  Attractive Shroom’s only attack, and they cannot defend themselves otherwise. 
  Igniting Greenery 
  Despite the fact that the Attractive Shroom is a plant, it can ignite with anyone 
  regardless if they are being attacked or not. Attractive Shrooms grant +2 Magic when 
  igniting with them. 
   
   
   
   
   
  Level 
  5th 
  Size & Type 
  Medium, Plant 
  HP 
  40 (8 HP per level) 
  Defense 
  14 (10 + 4 Natural Armor) 
  Avoid 
  15 (10) 
  Stability 
  26 (15 + 11 Defense halved) 
  Movement 
  0 ft. 
  Strength 
  0 (0) 
  Magic 
  15 (+10) 
  Endurance 
  0 (0) 
  Resistance 
  0 (0) 
  Agility 
  0 (0) 
  Luck 
  5 (0) 
  Skills 
  None 
   
  Immunity 
  Poison 
  Weakness 
  Slashing, Fire 
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Sleeping Powder, Igniting Greenery 
  Languages 
  None 
  
  183 
   
  Undead 
  Nosferatu 
  When a vampire loses its soul, it becomes a Nosferatu instead of dying completely. 
  Alternatively, Nosferatu can come about due to not feeding for at least a month. 
  Their skin turns even paler than before, and their eyes become a bloodshot red, 
  turning them more monstrous than beautiful like their original vampiric kin. 
  Level 
  8th 
  Size & Type 
  Medium, Undead 
  HP 
  64 (8 HP per level) 
  Defense 
  18 (10 + 4 Defense + 4 Agility) 
  Avoid 
  14 (10 + 4 Agility) 
  Stability 
  24 (15 + 9 Defense halved) 
  Attack (Claw) +7 Hit, 1d6+5, Melee range, x2 Critical hit 
  Attack (Bite) 
  +7 Hit, 1d4+5, Melee range, x2 Critical hit 
  Movement 
  30 ft. 
  Strength 
  10 (+5) 
  Magic 
  8 (+3) 
  Endurance 
  0 (-) 
  Resistance 
  0 (-) 
  Agility 
  12 (+7) 
  Luck 
  6 (+1) 
  Skills 
  Athletics {Agility} (+13) 
   
  Gear 
  Chain Shirt (+4 DEF, -2 AP, +4 ATD) 
  DR and MR 
  DR 5/Silver 
  Special 
  Blood Drain 3/day 
  Languages 
  English, French, and Zomn 
   
  Blood Drain 
  A number of times per day equal to their Magic Modifier, the Nosferatu can absorb a 
  number of hit points from their opponent equal to their Bite damage. 
   
   
   
   
   
   
   
  
  184 
   
  Skeleton 
  The standard ally to necromancers 
  everywhere. Skeletons are created 
  from the body of a once living creature 
  (one with an Endurance score), and 
  when created this template is applied. 
  HP: Recalculate HP per Level without 
  the character’s Endurance score. 
  Ability Scores: -2 Strength and +2 
  Agility 
  Natural Armor: +4 
  Damage Reduction: DR 5/Bludgeoning 
  Special Abilities: Soulless Stare 
  Soulless Stare 
  As a standard action, the Skeleton can 
  gaze at an enemy within 30 ft. and the 
  target must make a Luck save DC 14 or 
  take a -2 penalty to attack and 
  damage. 
  Zombie 
  Grunts to necromancers, zombies are 
  weak but make up for that in their 
  Strength in numbers. Thus, just having 
  a single zombie as a companion isn’t as 
  advisable. 
  HP: Recalculate HP per Level without 
  the character’s Endurance score. 
  Ability Scores: +2 Strength and -2 
  Agility, 
  Movement Speed: -10 ft. (Minimum of 
  a 5 ft. movement speed.) 
  Natural Weapon: Claw, 1d6 Melee 
  Slashing, x2 Critical Hit 
  Special Abilities: Rotten Rend 
  Rotten Rend 
  When making attacks with their claws, 
  targets must make an Endurance save 
  DC 14 or they become nauseated.
   
   
   
   
   
   
   
   
   
   
   
  
  185 
   
  Vermin 
  Giant Spider 
  A spider the size of a dog, these insects carry particularly lethal poison on their fangs. 
  Level 
  4th 
  Size & Type 
  Medium, Vermin 
  HP 
  52 (8 HP per level) 
  Defense 
  19 (10 + 4 Natural Armor + 5 Agility) 
  Avoid 
  15 (10 + 5 Agility) 
  Stability 
  24 (15 + 9 Defense halved) 
  Attack (Bite) 
  +5 Hit, 1d10+7, Melee range, x2 Critical hit 
  Movement 
  40 ft. 
  Strength 
  12 (+7) 
  Magic 
  0 (-) 
  Endurance 
  10 (+5) 
  Resistance 
  4 (-1) 
  Agility 
  10 (+5) 
  Luck 
  3 (-2) 
  Skills 
  Acrobatics {Strength} (+11) 
   
  Gear 
  None 
  DR and MR 
  None 
  Special 
  Poison Sac 
  Languages 
  None 
   
  Poison Sac 
  Bite attacks made by the Giant Spider inject a poison into that which it targets. Those 
  who are hit by the bite must make an Endurance save DC 15 or take 1 point of 
  Strength, Agility, or Endurance damage (GM’s choice). This poison can bring the 
  target down to 0 Strength or Agility, but not 0 Endurance. 
   
   
   
   
   
   
   
   
   
  
  186 
   
  Credits & Contact 
  Thank you for reading through The Fade Tabletop! The following people helped out 
  with this project, and are being credited as such. They helped beta test the system, 
  as well as give feedback and support to the system. I couldn’t have done this without 
  the help of others. 
  Credits: Heidi Hayden and Admiral Hal for helping with balance, creating content, 
  and helping the system become what it is now. 
  Artwork: By Dutch Dennis (or just Dennis really). A really great guy, I’m really glad he 
  does my art! 
  Contact: Email me at Jhar226@yahoo.com and I’ll get to you right away. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  187 
   
   
  Page 1 
  
  188 
   
   
  Page 2 
  
  189 
   
  Copyright 
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artworks, and trade dress. 
  (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this Black Flame Studios game 
  product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced 
  in any form without written permission. 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights 
  Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)"Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, Magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
   
  
  190 
   
   
   15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  The Fade Tabletop Copyright 2016, Black Flame Studios; Author: 
  Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD Wiker,  based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  
SOURCE: textdata/thevault/The Fade/The Fade Tabletop.pdf