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Live System Corebook

Live System Corebook

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Seth Blevins
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100% found this document useful (2 votes)
443 views124 pages

Live System Corebook

Live System Corebook

Uploaded by

Seth Blevins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Open Game Licence Version 1.0a

The following text is the property of Wizards of the Coast, Inc. & is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights
Reserved.

1. Definitions: (a) ‘Contributors’ means the copyright &/or trademark owners who have contributed Open Game Content; (b) ‘Derivative Material’ means copyrighted
material including derivative works & 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 & includes the methods, procedures,
processes & routines to the extent such content does not embody the Product Identity & is an enhancement over the prior art & any additional content clearly identified
as Open Game Content by the Contributor& means any work covered by this License, including translations & derivative works under copyright law, but specifically
excludes Product Identity; (e) ‘Product Identity’ means product & product line names, logos & identifying marks including trade dress; artefacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes &
graphic, photographic & other visual or audio representations; names & descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses &
special abilities; places, locations, environments, creatures, equipment, magickal or supernatural abilities or effects, logos, symbols, or graphic designs; & any other
trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity& 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 & 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 & 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 & Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant & 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 &/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& You must add the title, the copyright date& 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 & interest in & 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 & 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 & 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.
15. Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax & Dave Arneson.

This SRD contains material taken from…

D20 Modern SRD, Dungeons & Dragons 3.5 SRD by Wizards of the Coast
Ultimate Feats by Mongoose Publishing.
Complete Guide to Drow by Natural 20 Press.

If we have missed an item specifically created by your company please contact us & we will correct this document.

Live System © 2003-2004, Postmortem Studios (James Desborough).


Playtested by Icy Masamune, Alex T, Paul ‘Solkan_UK’ Mercer, Craig Armistead, Simeon Dear, Tobias Dear, Tom Merry, Laura Carr,
Adam Quelch, Steve Mortimer & Donna Desborough.
Text & layout by James Desborough.

This book was produced using Word, Adobe InDesign & Adobe Photoshop.

Designation of Product Identity


All material contained within the SRD is open material & is freely available for anyone to use save for the names & descriptions of
other Postmortem Studios releases. We request only that our company name is mentioned in any products created using this document
& that a link to our website is also included.
2

Contents
1. Introduction
2. Character Creation
3. Experience
4. Skills
5. Feats
6. Bonuses & Detriments
7. Equipment & Weapons
8. Combat
9. Adventuring
10. Magick
11. Psionics
12. Adverseries
13. Monsters
3

Introduction I expect that you do not really give that much of a crap about this,
you have gotten something for free, but it is not like I am actually
charging that much for what I do is it?

Do me a favour, help me eat and produce more work. I am trying


Postmortem Studios to support and expose other artists, writers and people of talent,
Postmortem Studios is the name of a small role-playing game as well as myself and that takes money. If you are not going to
studio belonging to James ‘Grim’ Desborough. The business give me any cash by buying this book please support my other
has two sides. On the one side is a small, non-profit venture work by going to www.postmort.demon.co.uk and donating
producing semi-professional fan-based material & on the other at least a single dollar to Postmortem Studios to help keep us
side more professional material produced by Grim himself. running.

Postmortem Studios was established in January 2004 for both Thank you.
freelance work for other companies & for the production of
professional works both in PDF, which we support as a concept,
& in print.
The Basics
Postmortem Studios’ website can be found at
www.postmort.demon.co.uk Dice Notation
You can contact Grim with any queries at [email protected] These rules use the following die notations:
n.co.uk
d4 = four sided die
The Live System d6 = six sided die
d8 = eight sided die
The Live System is designed to be a more free-flowing, fast
d10 = ten sided die
playing & looser interpretation of the Open Gaming system.
d12 = twelve sided die
It contains systems & rules that present a more flowing, less
d20 = twenty sided die
structured & modern updating of the system, stripping out
d% = percentile dice (Roll two d10, reading one as the tens & one
unnecessary complication & updating with standard innovations,
as the units).
such as the removal of levels.
Die rolls are expressed in the format:
The Live System is faster & deadlier but is more suited to both
[#] die type [+/- modifiers]
cinematic style games & to ‘harder’ settings such as hard science
fiction or gritty modern-day adventures.
Example: 3d6+2 means: ‘Roll 3 six sided dice. Add the result of
the three dice together. Add 2.’
Our first release using the Live System is the community created
Cloak of Steel, a fantasy mecha/anime game, with our first
professional releases being the modular All These Worlds science Rounding Fractions
fiction game. If you wind up with a fraction, round down unless the fraction is
one-half or larger. Certain rolls, such as damage & Hit Points,
The Live System may also be used to play standard 3rd & 3.5 have a minimum of 1.
edition games with a little conversion work & this SRD should
contain enough information for you to be able to do so with little EG: 1.4 rounds to 1 while 1.5 rounds to 2.
problem.
Multiplying
A Word about Piracy Sometimes a special rule makes you multiply a number or a die
roll. As long as you are applying a single multiplier, multiply the
Hello there. Odds are, unfortunately, that the majority of people
number normally. When two or more multipliers apply, however,
reading this will have downloaded this file as a PDF file through
combine them into a single multiple, with each extra multiple
P2P or from a website without paying for it.
adding 1 less than its value to the first multiple. Thus, a double
(x2) & a double (x2) applied to the same number results in a
Here is how it breaks down. For the last couple of years I have
triple (x3, because 2 + 1 = 3).
been fruitlessly searching for full time employment with the skills
I have been trained in. This year I have finally given up, scraped
together a little cash and am now seeking to turn the thing I love,
writing, into a full time career. This is not an easy thing to do and Basic Task Resolution System
PDF publishing does not make a great deal of money at the best These rules assume a standardized system for determining the
of times. On this product I can expect to make, at the most, about success or failure of any given task. That system is:
$800 USD. After the exchange rate to British pounds that does
not leave much. d20 + Modifiers vs. Target Number (TN).
4 Table: Ability Modifiers
The Modifiers & Target Number are determined by the type of • Damage rolls when using Score Modifier
task. a melee weapon or a 1 –5
thrown weapon (including 2–3 –4
4–5 –3
If the result of the d20 roll + the Modifiers equals or exceeds a sling). (Exceptions:
6–7 –2
the Target Number, the test is successful. Any other result is a Off-hand attacks receive
8–9 –1
failure. only one-half the
10–11 0
character’s Strength bonus, 12–13 +1
A ‘natural 20’ (20 coming up on the dice when rolled) on the die while two-handed attacks 14–15 +2
roll is not an automatic success. A ‘natural 1’ (1 coming up on receive one & a half times 16–17 +3
the dice when rolled) on the die roll is not an automatic failure, the Strength bonus. A 18–19 +4
unless the rules state otherwise. Strength penalty, but not a 20–21 +5
bonus, applies to attacks 22–23 +6
In Live System a ‘natural 20’ is considered a ‘critical threat’ a made with a bow but not a 24–25 +7
‘natural 1’ is considered a ‘botch threat’. This applies to Ability crossbow. 26–27 +8
checks, combat checks & checks for any skill that can be used • Skills that have Strength as 28–29 +9
‘untrained’. In other words any check where pure luck can play their key ability. 30–31 +10
a part. • Strength checks (for 32–33 +11
breaking down doors & the 34–35 +12
A critical threat is rolled again, if the second roll would also be like). 36–37 +13
considered a success then the task has succeeded as a ‘complete 38–39 +14
success’. 40–41 +15
Dexterity (Dex) 42–43 +16
A botch threat is rolled again, if the second roll would also Dexterity measures hand-eye 44–45 +17
be considered a failure then the task has failed as a ‘complete coordination, agility, reflexes & 46-47 +18
48-49 +19
failure’. balance.
Etc Etc
EG: Terry makes a roll for his character to repair a car engine, You apply your character’s Dexterity modifier to:
the target number of the check is 15, he rolls a 20 & then a 16. • Ranged attack rolls, including those for attacks made
This makes it a critical. with bows, guns & thrown weapons.
• Defence Class (DC).
• Reflex saving throws, for avoiding fireballs & other
Ability Scores attacks that you can escape by moving quickly.
• Skills that have Dexterity as their key ability.

Ability Modifiers
Abilities, after a change made because of race or other factors, Constitution (Con)
have a modifier. The table: Ability Modifiers shows the modifier Constitution represents your character’s health & stamina.
for each score. The modifier is the number you apply to the die
roll when your character tries to do something related to that You apply your character’s Constitution modifier to:
ability. You also use the modifier with some numbers that are • Your Hit Points (though a character may never have less
not die rolls. A positive modifier is called a bonus & a negative than 1 Hit Point).
modifier is called a penalty. • Fortitude saving throws, for resisting poison & similar
threats.
• Skills that have Constitution as their key ability.

The Abilities If a character’s Constitution score changes enough to alter his or


Abilities partially describe your character & affect some of his or her Constitution modifier, the character’s Hit Points also increase
her actions. or decrease accordingly.

Strength (Str) Intelligence (Int)


Strength measures your character’s muscle & physical power. Intelligence determines how well your character learns &
Strength limits the amount of equipment your character can carry. reasons.

You apply your character’s Strength You apply your character’s Intelligence modifier to:
modifier to: • The number of languages your character knows at the
start of the game.
• Melee attack rolls. • The number of skill points you have at start of play.
• Skills that have Intelligence as their key ability.
5
An animal has an Intelligence score of 1 or 2. A creature of
human-like intelligence has a score of at least 3 though this
represents a drooling idiot. The average human IQ of 100 is
represented by an intelligence score of 10 to 11.

Wisdom (Wis)
Wisdom describes a character’s willpower, common sense,
perception & intuition. Wisdom represents being in tune with &
aware of one’s surroundings.

You apply your character’s Wisdom modifier to:


• Will saving throws.
• Skills that have Wisdom as their key ability.

Charisma (Cha)
Charisma measures a character’s force of personality,
persuasiveness, personal magnetism, ability to lead & physical
attractiveness.

You apply your character’s Charisma modifier to:


• Skills that have Charisma as their key ability.
• Checks that represent attempts to influence the emotions
or attitudes of others, to gain favour, to win someone
over, to seduce & similar effects.

When an ability score changes, all attributes associated with that


score change accordingly except skills.
6

Character Creation For your own races Ability increases create 3 points of
Experience debt while racial skill bonuses are 1 for 1 & Feats or
special racial abilities are 2 points each.

If these are detrimental


Character Creation Steps to the creature they do not cost but rather provide additional
1. Conceptualise: Describe your character. Who is he? starting Experience Points in the same manner as detriments.
Where has he been? What has he been doing? What are
his goals? What is he trained as? How does he look?
What is his personality? Consider significant events of Dwarf
childhood, of being a teenager and of adulthood before Dwarves are short, broad, hardy folk who live in mines & caves
their adventuring career began. What sort of family & have a fondness for beards, axes and ale.
did you have? How have these things affected your
character? • Dwarves receive +2 Constitution & -2 Charisma.
2. Select Race: If the setting supports the selection of a • Dwarves start with the Feats Skill Focus (Search),
race choose one & note how it affects your Abilities, Steady, Poison Resistant, Magick Resistant, Favoured
your maximum Ability scores, your skill points & other Enemy (Goblinoids), Skill Focus (Appraise & Skill
factors. Focus (Crafts).
3. Create Skills Package: There are no classes in the Live • Dwarves have Darkvision which is listed in monster
System. You create your own package of ‘class’ skills abilities later in the book.
according to your character’s background, training & • Dwarves have an ‘experience debt’ of 16 points. This
profession. can be paid off by detriment points, earned Experience
4. Select Category: Depending on what age your points or by taking less Feats or skill points. Each less
character is you should select an appropriate category Feat is worth 2 points each less skill point is worth 1
from which to create them. The standard for most point.
games is Journeyman.
5. Select Abilities: Spend your Ability points to determine
what your Ability scores are. Elf
6. Select Skills: Spend your skill points to buy your skills. Elves are thin, willowy folk of grace & beauty but some delicacy.
7. Select Feats: Spend your Feat slots on your starting They are noted for a fondness for forests & natural places & their
Feats. capability with magick.
8. Select Bonuses & Detriments: These are bonuses &
drawbacks that affect your character & also reduce your • Elves receive +2 Dexterity, –2 Constitution.
skills or abilities, or provide you with experience points • Elves receive the Feats Magick Resistant, Skill Focus
to spend on your character at the start of play. Bonuses (Listen, Search, Spot) and Secret Sense.
work in a similar fashion to Feats save that they can only • Elves can see well in the dark & have Low-Light Vision.
be taken at character creation. • Elves have an ‘experience debt’ of 12 points. This can
9. Note your Hero Points: Note down how many Hero be paid off by detriment points, earned Experience
Points you have as you start play. points or by taking less Feats or skill points. Each less
10. Calculate Derived Statistics: This includes your Hit Feat is worth 2 points each less skill point is worth 1
Points, Mana Points, Saving Throws, Attack Scores, point.
Defence Class & any other statistics derived from your
Abilities.
11. Determine Reputation: Select something that your Gnome
character has a reputation for & calculate the value of Gnomes are diminutive & curious folk given to tinkering &
that reputation. sticking their noses into all kinds of affairs where their attention
12. Spend Detriment Bonus: If you took more detriments is not necessarily wanted.
than bonuses then you may now spend your accrued
experience. • Small stature but a hardy nature provides the Gnome
with +2 Dexterity, –4 Strength.
• Gnomes are Small creatures with all the commensurate
2. Races bonuses & drawbacks that that provides. +1 to Defence
The selection of race can be important to a character, not of Class +1 to Base Attack, +4 to Hide checks & the
‘ethnicity’ but of mystical or alien origin that produces a different requirement to use smaller weapons along with the
range of statistics. Necessarily most races are built to a human ability to only lift 3⁄4 of their normal encumbrance value.
template that we can all understand & relate to but this is not Gnomes receive only 50% of the normal amount of Hit
essential. Points.
• Gnomes live underground a lot of the time & have Low-
The example races presented here are all fantasy races that should Light Vision.
be familiar to most fans of fantasy literature or any role-player.
7
• Gnomes start with the Feats Reality Sense, Spell Focus • Halflings have an ‘experience debt’ of 25 points. This
(Illusions), Favoured Enemy (Goblinoids), Skill Focus can be paid off by detriment points, earned Experience
(Listen) & Skill Focus (Crafts: Alchemy). points or by taking less Feats or skill points. Each less
• Gnomes can speak to animals & start play with the Feat is worth 2 points each less skill point is worth 1
Magick Feat Minor Illusion. point.
• Gnomes have an ‘experience debt’ of 16 points. This
can be paid off by detriment points, earned Experience Human
points or by taking less Feats or skill points. Each less Humans are adaptable and divide themselves along lines of
Feat is worth 2 points each less skill point is worth 1 ethnicity and culture creating competing groups within their own
point. race. They receive no special modifications.

Half-Elf
Half-Elves live between two worlds, the Human & the Elven. 3. Create Skills Package
Unable to truly belong to either they bridge the gap & are often A skills package is a group of favoured skills that your character
charming & gregarious with the hardiness & adaptability of the has. Skills are divided into class skills & non-class skills to
Human & the benefits of their Elven blood as well. determine their cost. A skills package should reflect the type of
character you want to play, their background, the area they are
• Half-Elves begin with the Feats Magick Resistant, Skill from & their hobbies.
Focus (Diplomacy) & Skill Focus (Gather Information).
• Half Elves have Low-Light Vision. A skills package consists of 15 skills.
• Half Elves have some, but not all, of their parent’s Characters from the ‘Kid’ category only start with 5 class skills
senses. They gain a special +1 racial bonus on Listen, but can develop another 10 during play.
Search & Spot checks. Characters from the ‘Teen’ category only start with 10 class skills
• Dwarves have an ‘experience debt’ of 11 points. This but can develop another 5 during play.
can be paid off by detriment points, earned Experience
points or by taking less Feats or skill points. Each less Here are a few example skill packages based on some typical
Feat is worth 2 points each less skill point is worth 1 fantasy archetypes.
point.
Barbarian
Half-Orc This barbarian hails from the frozen mountains of the north where
Half-Orcs are brutish looking creatures that resemble large, life is precarious & difficult. He was the son of a crafter for the
primitive humans. Some take after the human, some take after tribe & as he matured worked as a scout, going into villages on
the Orc but all are strong, gruff & somewhat lacking in intellect. the lowlands to trade & to assess their suitability for raiding.
Balance, Climb, Craft (Leather), Escape Artist, Gather
• Orc heritage means that the Half-Orc gains +2 Strength, Information, Handle Animal, Hide, Intimidate, Jump, Listen,
–2 Intelligence, –2 Charisma. Move Silently, Ride, Spot, Survival, Swim.
• A Half-Orc’s starting Intelligence score is always at least
3. If this adjustment would lower the character’s score Bard
to 1 or 2, his score is nevertheless 3. This bard lives within one of the finer cities on the southern
• Orcs originated underground & Half-Orcs inherit their coast. As a child he played in the rocks & sand of the beaches,
Darkvision. romping & exploring the caves near his home. As he grew older
• Orcs start play with 4 Experience Points as though they he became something of a ladies man, talking to exotic visitors
had taken Detriments to that effect. from other shores, spreading gossip, drinking & using his talent
for music to gain friends & to eventually earn a living.
Halfling Appraise, Bluff, Diplomacy, Disguise, Gather Information, Hide,
Halflings are short folk, fond of their home comforts & a good Jump, Knowledge, Listen, Move Silently, Perform, Sense Motive,
meal. Nonetheless, when pressed they can be quite effective Speak Language, Swim, Tumble.
adventurers.
Cleric
• Halflings are nimble fingered but somewhat out of Raised in the capital of her nation in a very religious family
shape. They gain +4 Dexterity, –4 Strength, -2 Con. going into the seminary was less a choice & more an inevitability.
• Halfings are Small creatures with all the commensurate Strict upbringing & strict education brought forth considerable
bonuses & drawbacks that that provides. +1 to Defence magickal skill & fanatical devotion to the church. Upon
Class +1 to Base Attack, +4 to Hide checks & the receiving the robes & symbols of priesthood she was taken into
requirement to use smaller weapons along with the the inquisition to root out heretics within the church & uncover
ability to only lift 3⁄4 of their normal encumbrance value. them.
Halflings receive only 50% of the normal number of Bluff, Concentration, Craft (Tailoring), Decipher Script,
starting Hit Points. Diplomacy, Disguise, Forgery, Gather Information, Heal,
• Halfings start with the Feats Skill Focus (Climb, Jump, Intimidate, Knowledge, Knowledge (History), Knowledge
Listen,Move Silently), Fearless & Lucky Escape. (religion), Profession, Spellcraft.
8
Druid Rogue
Raised from a young age to be the spiritual leader of the clan As an urchin he would entertain the crowds & earn a penny
the Druid keeps the clan together & keeps them in balance with or two with climbing, tumbling & cavorting. This skill was
& respectful of nature. Since a young age this Druid has been eventually noticed by the Guild of Thieves who took him in
more adventurous in his searching for the herbs that they need, & taught him a few new tricks that would rely on his natural
climbing into hard to reach places & ever vigilant for signs of a dexterity. Since then he has progressed to become one of their
rare plant. most skilled burglars, able to get into almost anywhere.
Concentration, Climb, Craft (Weaving), Diplomacy, Handle Balance, Climb, Disable Device, Escape Artist, Gather
Animal, Heal, Knowledge (Nature), Listen, Profession, Ride, Information, Hide, Jump, Knowledge (Local), Listen, Move
Search, Spellcraft, Spot, Survival, Swim. Silently, Open Lock, Search, Spot, Tumble, Use Rope.

Sorcerer
Fighter As a child the son of a craftsman in the better part of town
The Fighter is an experienced raider of tombs. He has learned the child received a fine education at a guild school & then
to be self reliant & has picked up skills that he needs in his progressed to the study of the science of magick under one of
exploitation of the tombs & to enable him to use the items & city’s finest alchemists. The magick is, to him, a secondary
devices that he lots from within as well as having the skills & concern to the crafting of beautiful things but he works hard to
abilities taught to a young squire, which was what he was. learn to enchant the things he makes with some of his magicks.
Appraise, Climb, Craft, Disable Device, Handle Animal, Fascinated by the new uses of gunpowder he is amongst the first
Intimidate, Jump, Listen, Open Lock, Ride, Search, Spot, to manufacture puissant firearms for those who desire them.
Survival, Swim, Use Magick Device. Bluff, Concentration, Craft (Alchemy), Craft (Jeweller),
Craft (Weaponsmith), Craft (Armoursmith), Craft (Firearms),
Intimidation, Knowledge (Arcana), Profession, Ride, Sense
Monk Motive, Sleight of Hand, Spellcraft, Spot.
Left on the steps of the temple as a mere babe the child learned
swiftly their ways, grateful to the monks for raising her &
providing her with a home. A precocious physical talent made 4. Select Category
her the leading student in the martial arts though her other studies A character category is a sort of ‘age slot’ & descriptor into which
suffered somewhat. your character fits. This determines your starting Abilities &
Balance, Climb, Concentration, Escape Artist, Hide, Jump, other statistics & helps you determine what sort of character you
Knowledge (Religion), Listen, Move Silently, Perform, are playing.
Profession, Sense Motive, Spot, Swim, Tumble.

The Kid is aged anything up to twelve years of age. Extremely


Paladin limited in experience & ability The Kid nevertheless learns fast &
As a young smith, apprenticed to his father, he was also devout. is very open. One recommended way to play The Kid (& other
He attended the local temple almost every day & also went often youthful characters) is to spend their skill points on skills that are
to help his brother at the local Baron’s castle, enamoured of the all Class Skills &, as The Kid learns new things, to make those
life of a noble knight. Lacking the bloodline to become a noble new things additional Class Skills until the full fifteen have been
knight he joined the religious order & was elevated to the ranks developed. The Kid adventures due to restlessness or being an
of the Paladins. orphan, sometimes they are the child of someone else in the party
Concentration, Craft (Armoursmith), Craft (Blacksmith), Craft or have latched onto them as a surrogate parent figure.
(Farrier), Craft (Weaponsmith), Diplomacy, Handle Animal,
Heal, Intimidation, Knowledge (Nobility), Knowledge (Religion),
Profession, Ride, Sense Motive, Spot. The Teen is aged up to sixteen years of age. Developed almost
fully in personality but still green in experience The Teen can
be awkward & can overcompensate by trying anything &
Ranger everything. They have a sense of personal invulnerability &
Born on the edge of a deep, ancient forest she spent her childhood immortality & often disrespect for their elders but at the same
playing in the edge of the woods & being told off for risking time are very insecure about a lot of things, especially romantic
herself in the dangerous shadows. As she got older she learned to entanglements. The suggestion regarding Class Skills in The Kid
use the bow with skill & joined the hunting parties as well as the also applies to The Teen. The Teen adventures due to running
wise women scouring the woods for herbs. Finally she has taken away from home or leaving to seek their fortune, they are often
up her bow & dagger & has taken to the woods & wild lands to desperate to prove themselves.
protect them & to scout the way.
Climb, Concentration, Craft (Fletcher), Handle Animal, Hide,
Jump, Knowledge (Geography), Knowledge (Nature), Listen,
Move Silently, Ride, Search, Spot, Survival, Swim.
9
The Apprentice is aged between sixteen & twenty-five. Still The Grizzled Veteran is aged between forty & sixty. They have
young & eager The Apprentice still has a little to learn & is still served all their lives & are very skilled but are starting to feel
a little unsure of themselves but settles down during this period the relentless tug of age upon them. They might adventure as
into a routine & rounds out their skills determining the course of one last race for glory & riches before retiring or they may have
their life for the future. The suggestion regarding Class Skills grown cynical about those they serve & decided to do something
can apply to The Apprentice but only in a limited fashion. The for themselves for once.
Apprentice might adventure due to problems with their Master or
through the loss of a patron. They seek to learn as best they can
from experience rather than training. The Old Master is aged between sixty & eighty. While weak
of limb the Old Master has a great wealth of knowledge at
their disposal & may still be spry enough to engage in some
The Journeyman is aged between twenty-five & thirty-five. physical activity without crippling themselves. The Old Master
The Journeyman is accomplished at his work of choice & is might adventure in order to pass on their knowledge to the next
often his own boss making a living at his chosen profession. generation or to do something useful before they die.
The Journeyman’s path is set & he knows who he is & where
he is going. He may well have a family now & many other
responsibilities. The Journeyman may adventure to seek their The Venerable Ancestor is aged over eighty. The Venerable
fortune that has not come about through regular work or because Ancestor is a storehouse of knowledge & lore with many
they have lost everything they have worked for. They may do it techniques & skills that may have been forgotten over the years.
to seek new knowledge or through duty & loyalty to their country Rarely does a Venerable Ancestor adventure but when they do
or King. they are invaluable aids to younger & fitter adventurers.

The Master is aged between thirty-five & forty. The Master is


an accomplished & feted leader in their field with something of a
reputation & little to prove. The Master may adventure in order
to learn new things or to seek out new challenges. Many will feel
they have accomplished all they can in their field without seeking
these new horizons.

Table: Age Categories


Category Abilities Skills* Feats HPs Reputation Base Attack Base Defence
Kid 62 (6+Int)x3 3 10 0 +0 10
Teen 68 (6+Int)x4 4 9 0 +0 10
Apprentice 70 (6+Int)x6 7 8 +1 +2 10
Journeyman 73 (6+Int)x8 9 7 +2 +3 10
Master 73 (6+Int)x10 12 6 +3 +5 10
Grizzled Veteran 74 (6+Int)x11 13 5 +3 +6 10
Old Master 74 (6+Int)x12 15 4 +3 +6 10
Venerable Ancestor 74 (6+Int)x13 16 3 +4 +7 10

* Int here refers to the Intelligence bonus, not the score.

Table: Category Abilities


Ability Maximum*
Category Strength Dexterity Constitution Intelligence Wisdom Charisma
Kid 15 17 15 17 17 17
Teen 16 18 16 18 18 18
Apprentice 17 18 17 18 18 18
Journeyman 18 18 18 18 18 18
Master 18 18 18 18 18 18
Grizzled Veteran 17 17 17 19 19 19
Old Master 16 16 16 20 20 20
Venerable Ancestor 15 15 15 21 21 21

* Different races can develop higher Abilities, their modifiers increase or decrease their available maximums.
10
5. Select Abilities Actions
Now you must spend your Ability points, determined by your Every character starts with 3 actions & 3 reflexive actions.
category, on your Abilities. The average human ability level for Actions allow you to initiate an action while reflexive actions
a grown human is 11, so bear this in mind when assigning your allow you to parry, dodge & otherwise react to what is going on
points. Think not only about what would make your character around you.
powerful but also what is suitable according to your background
& how you imagine your character to look. Anything as high as
18, or more, is truly, truly exceptional & taking an Ability that Saving Throws
high should be considered carefully. You begin play with Saving Throws equal to your Base Attack
modified by the appropriate bonus from the appropriate statistic.
Dexterity for Reflex, Constitution for Fortitude & Wisdom for
6. Select Skills Will.
Now you get to spend your skill points, determined by your
category. Each point buys a class skill at one-for-one or a non-
class skill at two-for-one. No skills are excluded to any character Initiative
type, they are just more expensive. Choose skills that make Initiative is equal to your Reflex save, plus any modifiers.
sense for your character in context of background, training &
profession. A skill of 10 is considered to be a professional level
of ability such as one will find most craftsmen & professionals Defense Class
to possess. A skill of 20 is the absolute limit without taking Your Defense Class is calculated at Base Defence + Reflex Save
into account Feats & racial bonuses. Make sure your skills are +/- modifiers. This is the base TN for you to be hit while you are
balanced & think very carefully before taking a skill above 10 on up, active & engaged in combat. You may also spend actions &
a starting character. Do not forget that your race may affect your reflexive actions to actively dodge which allows you to roll.
starting skill points.

7. Select Feats Mana Points


Now you may choose a number of Feats as determined by your Mana Points are calculated by adding your Intelligence &
category & your racial modifiers. Do not forget that you start Wisdom together & adding 6. Your Mana Points show your
with no Weapon Proficiency Feats & must buy them all. Again, psychic & magickal strength. If they are ever reduced to 0 you
try to choose Feats that fit with your character’s background, fall unconscious. If they are ever reduced to -10 you die.
profession & training & not just those that will make the
character stronger & better. An invulnerable character has no Mana Points regenerate at the rate of 1 per hour of rest.
challenges & is less fun to play.

Hit Points
8. Select Bonuses & Detriments Hit Points are calculated by taking your Constitution, adding your
Bonuses & detriments are factors that alter your character in a
Strength bonus & adding an additional 6. Hit Points are divided
similar way to Feats except that they can both add to & take away
up by location in the Live System with each location capable of
from a character’s capabilities. Bonuses & detriments allow an
being hit independently & wounded, even cut off or destroyed.
additional level of customisation to be applied to a character &
Additionally total Hit Points are kept track of separately to
create many role-playing opportunities.
represent overall health.
If you take more detriments than bonuses you receive the
Your head & arms can take 1/5th of your total Hit Points.
difference as Experience Points which may be spent immediately
Your torso can take 3 times as much as your head.
before play begins. If you take more bonuses than detriments
Your legs can take 2 times as much as your head.
the points are taken out of your skills, reflecting the fact that you
have relied more on your natural than your learned talents.
You die when your total Hit Points reach -10. You are
unconscious when they reach 0.
9. Note Hero Points
Starting Hero Points are determined by your category & depend If your head or torso are reduced to 0 you are also unconscious.
on a mixture of reputation & luck. Additional Hero Points can If your head is reduced to -2 or your torso to -6, you are also
be earned in play by performing stunts, completing quests & dead.
spending Experience Points.
Arms reduced to 0 are useless. Arms reduced to -2 are severed,
10. Calculate Derived Statistics shattered, crushed or otherwise crippled making them never
Now that all your Abilities & skills are determined you can useable again without magick or replacement.
calculate your derived statistics. These are determined from
things you have already calculated & should be quick to Legs reduced to 0 are useless. Legs reduced to -4 are severed,
determine. shattered crushed or otherwise crippled making them never
useable again without magick or replacement.
11
Large creatures receive double Hit Points, small creatures receive
half the usual number of Hit Points. This pattern is repeated for Table: Carrying Capacity
larger or smaller creatures although nothing may ever have less Strength Score Light Load Medium Load Heavy Load
than a single Hit Point. Creatures or characters with 5 or less Hit 1 3 lb. or less 4–6 lb. 7–10 lb.
Points only have general Hit Points. 2 6 lb. or less 7–13 lb. 14–20 lb.
3 10 lb. or less 11–20 lb. 21–30 lb.
Hit Points are regained naturally at the rate of 1 per 4 13 lb. or less 14–26 lb. 27–40 lb.
day. Destroyed locations do not heal without magickal or 5 16 lb. or less 17–33 lb. 34–50 lb.
technological intervention. The general Hit Points & 1 point 6 20 lb. or less 21–40 lb. 41–60 lb.
from the least hurt location heal each day. This healing rate may 7 23 lb. or less 24–46 lb. 47–70 lb.
be increased with medical attention, magick & technology. 8 26 lb. or less 27–53 lb. 54–80 lb.
9 30 lb. or less 31–60 lb. 61–90 lb.
Optionally, for a more ‘heroic’ game you may simply use general 10 33 lb. or less 34–66 lb. 67–100 lb.
Hit Points & none of the locations. 11 38 lb. or less 39–76 lb. 77–115 lb.
12 43 lb. or less 44–86 lb. 87–130 lb.
13 50 lb. or less 51–100 lb. 101–150 lb.
14 58 lb. or less 59–116 lb. 117–175 lb.
Carrying Capacity
15 66 lb. or less 67–133 lb. 134–200 lb.
If you want to determine whether your character’s gear is heavy
16 76 lb. or less 77–153 lb. 154–230 lb.
enough to slow him or her down, total the weight of all the 17 86 lb. or less 87–173 lb. 174–260 lb.
character’s items, including armour, weapons & gear & compare 18 100 lb. or less 101–200 lb. 201–300 lb.
this total to the character’s Strength on Table: Carrying Capacity. 19 116 lb. or less 117–233 lb. 234–350 lb.
Depending on how the weight compares to the character’s 20 133 lb. or less 134–266 lb. 267–400 lb.
carrying capacity, he or she may be carrying a light, medium, or 21 153 lb. or less 154–306 lb. 307–460 lb.
heavy load. 22 173 lb. or less 174–346 lb. 347–520 lb.
23 200 lb. or less 201–400 lb. 401–600 lb.
A character’s load affects his or her Dexterity bonus & reduces 24 233 lb. or less 234–466 lb. 467–700 lb.
the character’s speed as shown on Table: Carrying Loads. 25 266 lb. or less 267–533 lb. 534–800 lb.
Carrying a light load does not encumber a character. 26 306 lb. or less 307–613 lb. 614–920 lb.
27 346 lb. or less 347–693 lb. 694–1,040 lb.
Lifting & Dragging: A character can lift as much as his or her 28 400 lb. or less 401–800 lb. 801–1,200 lb.
maximum load over his or her head. A character can lift as much 29 466 lb. or less 467–933 lb. 934–1,400 lb.
as double his or her maximum load off the ground, but he or she +10 X4 X4 x4
can only stagger around with it. While overloaded in this way
the character can move only 1 foot per action. A character can
generally push or drag along the ground as much as 5 times his Table: Load
or her maximum load. Favourable conditions can double these Load Dex Bonus Movement Penalty
numbers & bad circumstances can reduce them to one-half or Medium –3 -1 ft/action
less. Heavy –6 -3 ft/action

Bigger & Smaller Creatures: The figures on Table: Carrying 11. Determine Reputation
Capacity are for Medium-sized bipedal creatures. A larger Your starting reputation is determined by your category. You can
bipedal creature can carry more weight depending on its choose what this reputation is for &, in circumstances where that
size category, as follows: Large x2, Huge x4, Gargantuan reputation might come into play, the Games Master may make a
x8, Colossal x16. A smaller creature can carry less weight Gather Information Check against a TN of 25 for any non-player
depending on its size category, as follows: Small x3/4, Tiny x1/2, characters with your reputation as a bonus to their roll. Any
Diminutive x1/4, Fine x1/8. Ability that is 18 gives you a reputation of +2 for having that high
a statistic, making you known as a strongman or a genius. Any
Quadrupeds can carry heavier loads than characters can. Instead skill at 15 gives you a reputation of +1 as an expert in that skill,
of the multipliers given above, multiply the value corresponding every point higher than 15 increases that reputation by +1. In an
to the creature’s Strength score from Table: Carrying Capacity area that you are settled & well-known the TN of the roll for the
by the appropriate modifier, as follows: Fine x1/4, Diminutive non-player characters is only 20.
x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6,
Gargantuan x12, Colossal x24.

Tremendous Strength: For Strength scores not shown on Table: 12. Spend Detriment Bonus (If Any)
Carrying Capacity, find the Strength score between 20 & 29 that The last thing to do is to take any detriment bonus that you might
has the same number in the ‘ones’ digit as the creature’s Strength have, if any & to spend it as experience points. Any that you do
score does & multiply the numbers in that for by 4 for every ten not spend remains on the character as experience to be added to
points the creature’s strength is above the score for that row. during play.
12

Experience
Experience points are a method of rewarding players for their
participation & helping them to make their characters more
powerful. This creates an investment in the character & helps
to create goals as well as allowing a game to progress from a
relatively low level to a more epic scale where the characters take
on more powerful opponents & do more heroic deeds.

Characters receive experience at the following rate. Note that the


Games Master is final arbiter of all experience awards and that
this table is merely a guideline.

These points do not build up into levels; instead they are kept &
spent to increase the various qualities of a character. You may
spend the points at the following rate to increase the following
things…

Abilities: Raising an Ability costs the current level of the


Ability, multiplied by 3.

Class skill: Raising a class skill costs the current level of the
skill.

Non-class skill: Any other skills cost 2 times the current level to
raise.

Hero Points: Hero Points may be bought at a rate of 1 for 1 &


may be purchased at any time.

Reputation: Reputation may not be increased be Experience


Points save when purchasing very high level skills & Abilities.
Otherwise reputation only increases by role-play.

Feats: To buy a new Feat costs a number of Experience Points


equal to the number of Feats already possessed multiplied by 2.

Base Attack: Increasing your base attack costs 5 times the


current level of Base Attack.

Saves: Saving throws may be increased at a cost of 3 times the


current level.

If an ability or skill is at 0 or less it is counted as being at 1 for


the purposes of increasing it.

Table: Experience Awards


Award For
1 Turning up & playing through the session.
1 For every two hours, or part thereof, that the session lasted.
1 Superlative role-play, optionally voted by the table to the person who best portrayed their
character.
1-6 ‘Quest’ completion. When the end of a story-arc is completed the Games Master may assign 1-3
Experience Points based upon the difficulty of the ‘quest’ & the player’s success.
1 Training for a month in the appropriate area.
15
Checks without Rolls Ability Checks
A skill check represents an attempt to accomplish some goal, Sometimes a character tries to do something to which no specific
usually while under some sort of time pressure or distraction. skill really applies. In these cases, you make an ability check.
Sometimes, though, a character can use a skill under more An ability check is a roll of 1d20 plus the appropriate ability
favourable conditions & eliminate the luck factor. modifier. Essentially, you are making an untrained skill check.
In some cases, an action is a straight test of one’s ability with
Taking 10: When your character is not being threatened or no luck involved. Just as you wouldn’t make a height check to
distracted you may choose to take a result of 10 instead of rolling see who is taller, you don’t make a Strength check to see who is
1d20. This means calculating your result as if you had rolled a stronger unless luck becomes a factor.
10. For many routine tasks, taking 10 makes them automatically
successful. Distractions or threats (such as combat) make it
impossible for a character to take 10. Taking 10 is especially Skill Descriptions
useful in situations where a particularly high roll wouldn’t help. This section describes each skill, including common uses &
Taking 10 takes 10 times as long as making a rolled check would typical modifiers. Characters can sometimes use skills for
take. purposes other than those noted here.
Taking 20: When you have plenty of time, are faced with no
threats or distractions & the skill being attempted carries no
penalties for failure you can take a result of 20. Instead of
Skill Name
The skill name line includes (in addition to the name of the skill)
rolling 1d20 for the skill check, just calculate your result as if
the following information.
you had rolled a 20. Taking 20 takes twenty times as long as
making a single check would take. Since taking 20 assumes that
Key Ability: The abbreviation of the ability whose modifier
the character will fail many times before succeeding, if you did
applies to the skill check. Exception: Speak Language has
attempt to take 20 on a skill that carries penalties for failure, your
‘None’ as its key ability because the use of this skill does not
character would automatically incur those penalties before he or
require a check.
she could complete the task.
Ability Checks: The normal take 10 & take 20 rules apply for
Trained Only: If this notation is included in the skill name line,
ability checks.
you must have at least 1 rank in the skill to use it. If it is omitted,
the skill can be used untrained (with a rank of 0). If any special
Combining Skill Attempts notes apply to trained or untrained use, they are covered in the
When more than one character tries the same skill at the same Untrained section (see below). The skill name line is followed by
time & for the same purpose, their efforts may overlap. a general description of what using the skill represents. After the
description are a few other types of information:
Individual Events
Often, several characters attempt some action & each succeeds Check: What a character can do with a successful skill check &
or fails independently. The result of one character’s Climb check the check’s TN.
does not influence the results of other characters Climb check.
Action: The amount of time required for a check.
Aid Another
You can help another character achieve success on his or her skill Try Again: Any conditions that apply to successive attempts
check by making the same kind of skill check in a cooperative to use the skill successfully. If the skill does not allow you to
effort. If you roll a 10 or higher on your check, the character you attempt the same task more than once, or if failure carries an
are helping gets a +2 bonus to his or her check, as per the rule for inherent penalty (such as with the Climb skill), you cannot take
favourable conditions (You cannot take 10 on a skill check to aid 20. If this paragraph is omitted, the skill can be retried without
another). In many cases, a character’s help will not be beneficial, any inherent penalty, other than the additional time required.
or only a limited number of characters can help at once at the
Games Master’s discretion. Special: Any extra facts that apply to the skill, such as special
effects deriving from its use or bonuses that certain characters
In cases where the skill restricts who can achieve certain results receive because of class, Feat choices, or race.
you cannot aid another to grant a bonus to a task that your
character couldn’t achieve alone. Synergy: If you have a skill that could be regarded as
complementary to the main task you are performing and that skill
Skill Synergy is at 5 ranks or higher then you gain a +2 bonus to the skill check
It’s possible for a character to have two skills that work well you are making. For example Crafts skills may give bonuses to
together. In general, having 5 or more ranks in one skill gives the Appraise checks that are made against the sort of thing the crafter
character a +2 bonus on skill checks with each of its synergistic makes. This bonus is only conferred once.
skills, as noted in the skill description. In some cases, this bonus
applies only to specific uses of the skill in question & not to all
checks. Some skills provide benefits on other checks made by a
character.
16

Table: Skills
Skill Ability Trained? Used For… Action Try Again? Notes
Appraise Int Y Appraising common 1 min. No. Special equipment can confer
objects. Failure means that a bonus to Appraise checks.
you estimate the value at These bonuses are cumulative.
50% to 150% of its actual
value. TN12.
Appraise a rare item. TN
15-20.
Autohypnosis Wis Y Various self-altering effects. Varies. Yes. This can be used to…
resist fear, replacing the
standard Will save, to
memorise something: TN
13, to overcome the effects of
a poison: TN of the poison.
Overcoming a poison lasts
you for a day, removing the
losses to Abilities though the
poison does continue to run
through your system and you
will still die if your Ability is
reduced to zero.
Balance Dex N Walking on precarious Move at No. -
surfaces. 1⁄2 speed.
Bluff Cha N Lying to people. Feinting GM -
Feinting – A successful takes 1 discretion,
Bluff check means the action. usually at
opponent may not dodge or increased TN.
parry your next blow.
Climb Str N Scale at 1⁄4 normal speed. Move No. You fall. Equipment can provide a
at 1⁄4 You may bonus, this bonus stacks.
normal attempt to You may climb at 1⁄2 move rate
speed. catch yourself at a -5 penalty.
or someone
else at
TN+20.
Computer Use Int Y Using computers Varies Yes Hacking, programming & all
other aspects of computing are
covered by this skill.
Concentration Con N Avoiding distraction, None. No. You -
casting a spell in difficult lose your
conditions. concentration.
Craft Int Creating items, repairing Day/ Yes. Though Better tools provide a bonus to
items & earning a living. Week worse failures checks. These bonuses stack.
Examples would include may destroy Creating Masterwork items
blacksmith, basketweaving the item you requires a check at +10 TN
& pottery. are working than normal.
on.
Decipher Int Y Deciphering ancient or 1 min/ No.
Script coded texts. page
Demolitions Int Y Setting up explosives Varies Yes, unless You can set explosives to
premature destroy or weaken structures.
detonation
occurs.
Diplomacy Cha N Negotiation & deal making. - Yes, though Appropriate Knowledge skills,
Best represented in role- the TN may such as racial knowledge, also
play. increase. provide a synergistic bonus.
15
Checks without Rolls Ability Checks
A skill check represents an attempt to accomplish some goal, Sometimes a character tries to do something to which no specific
usually while under some sort of time pressure or distraction. skill really applies. In these cases, you make an ability check.
Sometimes, though, a character can use a skill under more An ability check is a roll of 1d20 plus the appropriate ability
favourable conditions & eliminate the luck factor. modifier. Essentially, you are making an untrained skill check.
In some cases, an action is a straight test of one’s ability with
Taking 10: When your character is not being threatened or no luck involved. Just as you wouldn’t make a height check to
distracted you may choose to take a result of 10 instead of rolling see who is taller, you don’t make a Strength check to see who is
1d20. This means calculating your result as if you had rolled a stronger unless luck becomes a factor.
10. For many routine tasks, taking 10 makes them automatically
successful. Distractions or threats (such as combat) make it
impossible for a character to take 10. Taking 10 is especially Skill Descriptions
useful in situations where a particularly high roll wouldn’t help. This section describes each skill, including common uses &
Taking 10 takes 10 times as long as making a rolled check would typical modifiers. Characters can sometimes use skills for
take. purposes other than those noted here.
Taking 20: When you have plenty of time, are faced with no
threats or distractions & the skill being attempted carries no
penalties for failure you can take a result of 20. Instead of
Skill Name
The skill name line includes (in addition to the name of the skill)
rolling 1d20 for the skill check, just calculate your result as if
the following information.
you had rolled a 20. Taking 20 takes twenty times as long as
making a single check would take. Since taking 20 assumes that
Key Ability: The abbreviation of the ability whose modifier
the character will fail many times before succeeding, if you did
applies to the skill check. Exception: Speak Language has
attempt to take 20 on a skill that carries penalties for failure, your
‘None’ as its key ability because the use of this skill does not
character would automatically incur those penalties before he or
require a check.
she could complete the task.
Ability Checks: The normal take 10 & take 20 rules apply for
Trained Only: If this notation is included in the skill name line,
ability checks.
you must have at least 1 rank in the skill to use it. If it is omitted,
the skill can be used untrained (with a rank of 0). If any special
Combining Skill Attempts notes apply to trained or untrained use, they are covered in the
When more than one character tries the same skill at the same Untrained section (see below). The skill name line is followed by
time & for the same purpose, their efforts may overlap. a general description of what using the skill represents. After the
description are a few other types of information:
Individual Events
Often, several characters attempt some action & each succeeds Check: What a character can do with a successful skill check &
or fails independently. The result of one character’s Climb check the check’s TN.
does not influence the results of other characters Climb check.
Action: The amount of time required for a check.
Aid Another
You can help another character achieve success on his or her skill Try Again: Any conditions that apply to successive attempts
check by making the same kind of skill check in a cooperative to use the skill successfully. If the skill does not allow you to
effort. If you roll a 10 or higher on your check, the character you attempt the same task more than once, or if failure carries an
are helping gets a +2 bonus to his or her check, as per the rule for inherent penalty (such as with the Climb skill), you cannot take
favourable conditions (You cannot take 10 on a skill check to aid 20. If this paragraph is omitted, the skill can be retried without
another). In many cases, a character’s help will not be beneficial, any inherent penalty, other than the additional time required.
or only a limited number of characters can help at once at the
Games Master’s discretion. Special: Any extra facts that apply to the skill, such as special
effects deriving from its use or bonuses that certain characters
In cases where the skill restricts who can achieve certain results receive because of class, Feat choices, or race.
you cannot aid another to grant a bonus to a task that your
character couldn’t achieve alone. Synergy: If you have a skill that could be regarded as
complementary to the main task you are performing and that skill
Skill Synergy is at 5 ranks or higher then you gain a +2 bonus to the skill check
It’s possible for a character to have two skills that work well you are making. For example Crafts skills may give bonuses to
together. In general, having 5 or more ranks in one skill gives the Appraise checks that are made against the sort of thing the crafter
character a +2 bonus on skill checks with each of its synergistic makes. This bonus is only conferred once.
skills, as noted in the skill description. In some cases, this bonus
applies only to specific uses of the skill in question & not to all
checks. Some skills provide benefits on other checks made by a
character.
16

Table: Skills
Skill Ability Trained? Used For… Action Try Again? Notes
Appraise Int Y Appraising common 1 min. No. Special equipment can confer
objects. Failure means that a bonus to Appraise checks.
you estimate the value at These bonuses are cumulative.
50% to 150% of its actual
value. TN12.
Appraise a rare item. TN
15-20.
Autohypnosis Wis Y Various self-altering effects. Varies. Yes. This can be used to…
resist fear, replacing the
standard Will save, to
memorise something: TN
13, to overcome the effects of
a poison: TN of the poison.
Overcoming a poison lasts
you for a day, removing the
losses to Abilities though the
poison does continue to run
through your system and you
will still die if your Ability is
reduced to zero.
Balance Dex N Walking on precarious Move at No. -
surfaces. 1⁄2 speed.
Bluff Cha N Lying to people. Feinting GM -
Feinting – A successful takes 1 discretion,
Bluff check means the action. usually at
opponent may not dodge or increased TN.
parry your next blow.
Climb Str N Scale at 1⁄4 normal speed. Move No. You fall. Equipment can provide a
at 1⁄4 You may bonus, this bonus stacks.
normal attempt to You may climb at 1⁄2 move rate
speed. catch yourself at a -5 penalty.
or someone
else at
TN+20.
Computer Use Int Y Using computers Varies Yes Hacking, programming & all
other aspects of computing are
covered by this skill.
Concentration Con N Avoiding distraction, None. No. You -
casting a spell in difficult lose your
conditions. concentration.
Craft Int Creating items, repairing Day/ Yes. Though Better tools provide a bonus to
items & earning a living. Week worse failures checks. These bonuses stack.
Examples would include may destroy Creating Masterwork items
blacksmith, basketweaving the item you requires a check at +10 TN
& pottery. are working than normal.
on.
Decipher Int Y Deciphering ancient or 1 min/ No.
Script coded texts. page
Demolitions Int Y Setting up explosives Varies Yes, unless You can set explosives to
premature destroy or weaken structures.
detonation
occurs.
Diplomacy Cha N Negotiation & deal making. - Yes, though Appropriate Knowledge skills,
Best represented in role- the TN may such as racial knowledge, also
play. increase. provide a synergistic bonus.
17

Table: Skills
Skill Ability Trained? Used For… Action Try Again? Notes
Disable Int Y Picking locks, disabling 1-8 actions Yes. Magickal traps may only be
Device traps & breaking depending Though disabled by people with the
complicated machinery. on traps may Use Magick Device skill.
complexity. be set off The lowest skill is used to
by a failure. determine the outcome.
Disguise Cha N Hiding your true face. 10-30 mins Yes. Special disguise kits &
Looking like someone else. equipment can provide a
bonus. These bonuses stack.
Drive Dex Y Driving vehicles or carts Varies Yes, if you Some vehicles are more
survive. manoeuvrable than others.
Escape Artist Dex N Escaping from bonds. 1 minute or Yes -
Finding escape routes from 1 turn
cells. Squeezing through
tight places.
Forgery Int Y Creating false paperwork, 1-4 minutes Yes, though Requires the proper
currency & copies. per page. you are materials.
unaware of
the quality
of your
forgery.
Gamble Wis N Gambling Varies No. Only You know how to fiddle the
once per odds & bend the rules to win
round. at gambling.
Gather Cha N Finding out local gossip & 1d4+1 Yes. -
Information rumour. hours.
Handle Cha Y Training, calming & Variable. Yes, though You may use this skill
Animal controlling animals. the TN may untrained but only to calm
rise. & direct animals, not to train
them.
Heal Wis N Tending to wounds on a Variable. Yes. Caring for people with this
first aid basis. skill allows them to recover
hit-points at twice the normal
rate. Medical equipment
provides bonuses, which
stack. The DC of the check
is 15.
Hide Dex N Staying out of sight - No. Some equipment may
provide a bonus.
Intimidate Cha N Bullying people & making 1 action. Yes, though -
them back down. Scaring the TN may
people off. rise.
Investigate Int N Putting together clues Varies Yes You can string together
clues to extract information
through deductive reasoning.
Jump Str N Leaping long distances 1 action. No. You -
fall.
Knowledge Int Y Knowing a lot of - Yes, if you Appropriate Knowledges
information about a know your provide a Synergistic bonus
particular subject info is of +2 to appropriate skills.
false.
Leadership Cha N Restoring courage, Varies Yes though You may personally lead a
commanding people. the TN may number of people equal to
increase. your total Leadership score
(Skill ranks, + bonuses)
multiplied by itself.
Listen Wis N Hearing something. - Yes. Each Sleeping characters are at
turn. -10.
18

Table: Skills
Skill Ability Trained? Used For… Action Try Again? Notes
Move Dex N Creeping past guards, Normal No. You’ve -
Silently keeping quiet. move been heard.
action
no faster
than
walking.
Open Lock Dex Y Unlocking doors & chests. 1 full Yes. Specialist tools can provide a
round. bonus.
Perform Cha N Putting on a play, playing Varies. Yes. You must name the type of
an instrument etc. performance. Instruments &
other equipment may provide a
bonus.
Pilot Dex Y Piloting aircraft Varies No. You can pilot aircraft of certain
types. You must select a type
each time you take the skill.
Profession Wis Y Practicing your professional Varies. Yes, A trade that produces no
ability. depending on item such as a lawyer or an
circumstance. accountant.
Psicraft Int Y Using & identifying psi - Yes. -
powers.
Repair Int Y Fixing broken items & Varies No. You can fix broken objects &
machines machines without necessarily
understanding them completely
or having the right Crafts skill.
Research Int N Finding out background Varies No. You can research & find
information background information &
insight into subject so long as
you have access to research
material.
Ride Dex N Riding an animal. - Not usually. -
Search Wis N Pilfering a room for its Varies. Yes, if you -
contents. know you
failed.
Sense Wis N Stopping yourself from - Yes, though
Motive being bluffed, sensing what you must have
someone is feeling. good reason to
check again.
Sleight of Dex Y Picking pockets, performing 1 action. Yes on most Untrained may try but may
Hand minor acts of stage magick. occasions. never achieve a total greater
than 10.
Speak - Y Speaking another language - - This is kept as a ranked skill.
Language reasonably fluently. Learning a new language on top
of old languages costs more.
You start with several for free.
Spellcraft Int Y Casting & identifying - Yes, as a new -
spells. action.
Spot Wis N Seeing hiding people, - Yes, if you
noting things of know to check
significance. again.
Streetwise Wis N Surviving on the street Varies Yes, possibly. Impressing gangs, knowing
your way around the alleys.
Survival Wis N Hunting, tracking & - Yes, if you Special equipment may provide
knowing how to survive survive the a bonus.
harsh conditions. failure.
Swim Str N Swimming successfully. - Yes, if you Special equipment may provide
survive the a bonus.
failure.
19

Table: Skills
Skill Ability Trained? Used For… Action Try Again? Notes
Tumble Dex Y Reducing damage from a 1 action. No. If you have 5 or more
fall, avoiding attacks of ranks in tumble you may
opportunity. add 3 to your Defence
Class instead of 2 by
making a dodge action.
Use Magick Device Cha Y Activating wands, scrolls, 1 action. In most -
staves & other items. circumstances.
Use Rope Dex N Tying people up, making Varies. Yes. -
rope ladders.
20

Feats
Feats are special abilities or learned traits that a character can
have, quirks and talents that provide them with bonuses. A
prerequisite is something that is required before the Feat can be
taken.

Table: Feats
Feat Prerequisites Notes
Adrenaline Rush Str, Dex & Con all 12+, You can hype yourself up increasing all your physical statistics by +1 for
Autohypnosis 5+. a number of turns equal to your Constitution after which you take a single
Hit Point to your general Hit Point total.
Alertness - +2 on Listen & Spot checks.
Animal Companion Handle Animal 1+, Cha You may have a trained animal companion with a CR of 1 or less. The
12+. CR stacks as you take this Feat multiple times. If the companion dies it
takes a number of months equal to its CR to find & train a replacement.
Armour Defeater Dex 12+, Base Attack By spending an action to aim and then attacking you may make an attack
5+. at a penalty of half the target’s armour value & you may strike & hit as
though only half their armour value applied.
Armour Proficiency Armour Proficiency Without this Feat heavy armour has double the normal dexterity
(Heavy) (Medium) reduction.
Armour Proficiency - Without this Feat light armour has double the normal dexterity reduction.
(Light)
Armour Proficiency Armour Proficiency Without this Feat medium armour has double the normal dexterity
(Medium) (Light) reduction.
Augment Summoning Spell Focus (Summon Creatures you summon gain +4 to their Str & Con.
Magick)
Bardic Knowledge Cha 12+, Int 12+. The character has great knowledge of myths, legends & gossips from
across the lands. An Int check may be made against a DC of 10 to
determine what they know about the local area.
Barroom Brawler Con 13+, Toughness You gain a +4 bonus to Fortitude saves against subdual damage & your
hand-to-hand attacks deal +1 subdual damage.
Bleed Base Attack 5+, Combat You may strike at a vein or artery making an attack at a penalty as though
Expertise. aiming for the head. If your strike succeeds a gushing, bleeding wound
is inflicted that bleeds out 1 Hit Point every turn. The blood can be
stemmed with a full turn action & a Heal check against a TN of 20.
You may not make bleed attacks with subdual damage.
Blinding Attack Base Attack 5+, Combat Make an attack aimed at the head. If you strike the target must make
Expertise. a Fortitude save against the total damage inflicted +5 or be blinded. If
done with a fist this blindness lasts 1d6 turns. If done with a weapon the
attacker can choose whether it lasts 1d6 turns or is permanent for one eye.
Body Fuel Mana Battery You may expend Hit Points from your general Hit Points to power effects
when you run out of Mana.
Brew Potion A spell to bind into the The Mana cost to cast a spell into a potion is double normal.
potion.
Cleave Str 13+, Power Attack If you drop an enemy with a blow you may immediately attack another
creature within your melee reach without requiring another action. You
may only do this once.
Combat Casting - You get +4 to Concentration checks for spellcasting during combat.
Combat Experience - +2 Initiative.
Combat Expertise Int 13+ Each turn you may choose to take up to 5 away from your attack scores &
may add the same amount to your Defence Class.
Combat Intuition Wis 12+ +2 to Defence Class & initiative.
Combat Manifestation - +4 to Concentration checks to activate psi in combat.
Combat Psionic - You get +4 to Concentration checks for using psi powers during combat.
Combat Reflexes Dex 12+. You gain an additional reflexive action to defend yourself or react during
combat. You may take this Feat multiple times. You may not have more
reflexive actions than 3, plus your Dexterity bonus.
21

Table: Feats
Feat Prerequisites Notes
Craft Construct Craft Staff, appropriate The Mana cost to cast the spells to create constructs is 5 times the normal
Crafts at 5+ ranks. cost.
Craft Magick Arms & Brew Potion, The Mana cost to cast a spell into a weapon or a set of armour is 3 times
Armour appropriate Crafts at 5+ the normal cost.
ranks.
Craft Magick Ring Craft Magick Arms & The Mana cost to enchant a ring is 4 times the normal cost.
Armour
Craft Magick Tattoo Scribe Scroll You may create mystically empowered tattoos. This costs 3 times the
usual amount of Mana.
Craft Rod/Wand Craft Magick Arms & The Mana cost to cast a spell into a Rod is 4 times the normal cost. The
Armour, appropriate Rod also needs to be charged with Mana to give a number of uses.
Craft at 5+ ranks.
Craft Staff Craft Rod, appropriate The Mana cost to cast a spell into a Staff is 5 times the normal cost.
Craft at 5+ ranks.
Craft Wondrous Item Craft Staff, appropriate The Mana cost to cast the spells to create wondrous items is 5 times the
Crafts at 5+ ranks. normal cost.
Crippling Strike Dex 12+, Sneak Attack. A blow targeted at a limb offsets the penalty to hit by 1 and does an
additional point of damage.
Critical Strike Base Attack 10+, Any critical threat is automatically treated as a critical.
Combat Expertise.
Damage Reduction Con 12+. Gain a natural (soft) armour value of +1.
Death Attack Dex 14+, Crippling You may make a sneak attack against a victim as normal. A successful
Strike strike that does damage uses its damage roll as a TN for the target to
make a Fortitude Save or they die.
Disciplined Wis 12+, Con 12+ +1 to Will saves +2 to Concentration checks.
Disease Immunity Con 16+, Disease You are immune to all diseases.
Resistance.
Disease Resistance Con 12+. +2 to saves to resist diseases, this is acquired through exposure.
Divine Grace Cha 14+, Wis 14+. You add your Cha bonus to all saving throws.
Dodge Dex 13+ Increase your Defence Class by 1 while you are aware and able to dodge
incoming attacks.
Empower Psi - Increase the numerical factors of a power (apart from range, duration &
area by 50%).
Empower Spell - Increase the numerical factors of a spell (apart from range, duration &
area) by 50%).
Energy Resistance Con 12+. Choose a type of energy & you reduce damage from that type by an
amount equal to your Constitution bonus.
Enlarge Psi - Increase the range & area of a power’s effect by 100%.
Enlarge Spell - Increase the range & area of a spell’s effect by 100%.
Evasion Improved Uncanny If a Reflex Save would reduce the effect of an attack or trap to half
Dodge damage you instead reduce it to nothing.
Extend Psi - Increase the duration of a power by 100%.
Extend Spell - Increase the duration of a spell by 100%.
Extra Action Dex 12+. You gain an additional action during combat. You may take this Feat
multiple times. You may not have more actions than 3, plus your
Dexterity bonus.
Extra Class Skill - A skill is now considered a class skill from this point on.
Extreme Effort Str 12+ Take a full round action to give +2 to any Str check.
Familiar Spellcaster You may have a familiar with a Challenge Rating of 1 or less. You may
cast spells through your Familiar & use their Mana Points as your own.
Familiar Spell Familiar, tier 3 in a Your familiar now gains the ability to cast the level 1 spell of that ‘school’
school. from its own Mana pool using your Spellcraft skill.
Far Shot Point Blank Shot Increase the range increment for ranged weapons that you use by 50%.
Fast Movement Dex 14+. The character moves 50% faster than normal.
Favoured Enemy Wis 12+ +1 to hit & do damage against a class of enemy as well as gaining a
bonus for Bluff, Listen, Sense Motive, Spot & Survival checks related
to that enemy. You may take this Feat a number of times equal to your
Wisdom bonus.
Fearless Wis 12+ +2 to Will saves against fear effects.
22

Table: Feats
Feat Prerequisites Notes
Flyby Attack Pilot 1+ or able to fly You may make a flyby attack without provoking a reflexive attack.
Follow On Shot Point Blank Shot If you shoot an opponent & they drop, you may make an immediate,
single, follow up attack on another enemy in range.
Great Cleave Cleave, Base Attack +4 If you drop an enemy with a blow you may immediately attack another
creature within your melee reach without requiring another action. You
may continue until you run out of opponents or fail to drop one.
Greater Damage Reduction Improved Damage Gain a natural (soft) armour value of +3.
Reduction
Greater Extreme Effort Improved Effort Take a full round action to give +6 to any Str check.
Greater Heroism Improved Heroism Whenever you roll a dice for a Hero Point increase the result by +6.
Greater Ignore Hardness Improved Ignore All your attacks gain an AP value of +3.
Hardness.
Greater Increased Speed Improved Increased +3 ft move per action.
Speed.
Greater Melee Smash Improved Melee Smash +3 damage in Melee combat.
Greater Psi Focus Psi Focus Pick a ‘school’ of psi, within that type you gain +1 damage & the TN to
resist the effects of powers in that type that you use is +1. This stacks
with Psi Focus.
Greater Psionic Int 16+, Psionic, Gives access to tier 3 psi powers.
Psicraft 15+
Greater Rage Str 16+, Con 16+, Wis The bonuses for Rage become +6 Str, +6 Con & +3 to Will saves with -2
14+, Rage. to Defence Class.
Greater Spell Focus Spell Focus Pick a type of magick, within that type you gain +1 damage & the TN to
resist the effects of spells in that type that you cast is +1. This stacks with
Spell Focus.
Greater Spellcaster Improved Spellcaster & You now have access to third tier Spell Feats.
the chosen Statistic at
16+, Spellcraft 15+.
Greater Two Weapon Dex 19, Improved Two- You may make two attacks at a single attack as normal with your good
Fighting Weapon Fighting, Base hand & -2 with your off hand.
Attack 11+
Greater Weapon Focus Weapon Focus with You gain an additional +1 to hit on top of the Weapon Focus bonus with
selected weapon. this particular weapon.
Greater Weapon Weapon specialisation You gain an additional +1 to damage on top of the Weapon Specialisation
Specialisation & Greater Weapon bonus with this particular weapon.
Focus with selected
weapon.
Harm’s Way Reflex save 5+, Dex As a reflexive action you can take the hit an adjacent ally was just struck
12+. with.
Heroism - Whenever you roll a dice for a Hero Point increase the result by +2.
Ignore Hardness Str 12+, Base Attack 5+. All your attacks gain an AP value of +1.
Improved Alertness Alertness +2 to Spot, Listen & Search checks, this stacks with Alertness.
Improved Bull Rush Str 13+, Power Attack You gain a +4 bonus in the opposed Str check to push back the defender
& they do not get a reflexive attack on you.
Improved Critical Weapon Proficiency, The chance of getting a critical hit with the weapon you have chosen is
Base Attack 8+. doubled. EG 18-20 becomes 16-20.
Improved Damage Damage Reduction Gain a natural (soft) armour value of +2.
Reduction
Improved Disarm Combat Expertise You gain +4 on disarm attacks & the defender does not get a reflexive
attack upon you.
Improved Evasion Evasion Even if you fail a Reflex Save you still only take half damage/effect from
whatever caused you to take the save.
Improved Extreme Effort Extreme Effort Take a full round action to give +4 to any Str check.
Improved Familiar Familiar You may have a familiar with a Challenge Rating of up to 2. You may
cast spells through your Familiar & use their Mana Points as your own.
Any special abilities they have you may also access & you may see
through your Familiar’s senses.
Improved Feint Combat Expertise You get a +4 bonus to any feint attempts in combat.
23

Table: Feats
Feat Prerequisites Notes
Improved Grapple Dex 13+, Improved You get a +4 bonus to any grapple checks & your opponent does not get a
Unarmed Strike reflexive attack when you start a grapple.
Improved Ignore Hardness Ignore Hardness All your attacks gain an AP value of +2.
Improved Heroism Heroism Whenever you roll a dice for a Hero Point increase the result by +4.
Improved Increased Speed Increased Speed +2 ft move per action.
Improved Melee Smash Melee Smash +2 damage in Melee combat.
Improved Precise Shot Dex 19+, Precise Shot, You ignore the Defence Class bonus of cover & reduce the penalty for
Base Attack +11 aiming at specific locations by -4.
Improved Psionic Int 14+, Psionic, Gives access to tier 2 psi powers.
Psicraft 10+
Improved Shield Bash Shield Proficiency When you perform a shield bash you may still parry with the shield that
turn as normal.
Improved Spellcaster Spellcaster & the You now have access to second tier Spell Feats.
chosen Statistic at 15+,
Spellcraft 10+.
Improved Sunder Power Attack When you strike to attack an object or weapon held by your target you get
a +4 bonus to hit & do not provoke a reflexive attack.
Improved Trip Combat Expertise When you attempt to trip an opponent you get a +4 bonus on the trip
check. You do not provoke a reflexive attack by making a trip attack.
Improved Two Weapon Two Weapon Defence You may attack with one hand and parry with the other each action,
Defence effectively granting you a free reflexive parry with your off hand for
every attack you make.
Improved Two Weapon Dex 17+, Two-Weapon You may make two attacks at a single attack at -2 with your good hand &
Fighting Fighting, Base Attack -4 with your off hand.
+6.
Improved Uncanny Dodge Uncanny Dodge The character may never be flanked.
Increased Speed Dex 12+. +2 ft move per action, this Feat may be taken multiple times, a number of
times equal to your Dex bonus.
Indomitable Will Wis 14+ +4 Will save against enchantment & control type effects.
Inspire Courage Cha 14+, Leadership Allies within line of sight of you gain a +4 bonus to their Will saves for
5+. fear & morale.
Inspire Fear Cha 14+, Intimidate 5+. Enemies within line of sight of you gain a -2 penalty to Will saves for
morale or fear.
Investigator - +2 to Gather Information & Search checks.
Kippup Dex 12+. You may flip up onto your feet when knocked down as a reflexive action.
Lucky Escape - +1 to all saves.
Mana Battery - You gain +6 Mana Points.
Manyshot Dex 17+, Rapid Shot, With each attack you may fire twice as many shots as normally allowed.
Base Attack 6+ This does not apply to autofire weapons.
Martial Arts: Blind - You only take half the normal penalty for fighting while blind.
Fighting
Martial Arts: Death Touch Martial Arts: Ki Strike Once per week you may make an attack against a target. If you hit & do
damage the total of your hit roll is the TN for a Fortitude Save the target
must make or they die. They can die immediately or at any point up to a
month after the blow, selected by you when you strike.
Martial Arts: Deflect Dex 13+, Martial Arts: You may attempt to knock arrows & bolts out of the sky by using an
Arrows Improved Unarmed action or reflexive action & parrying just as against a sword blow.
Strike
Martial Arts: Deflect Dex 15, Martial Arts: You may attempts to deflect bullets using an appropriate shield, weapon
Bullets Deflect Arrows or armour. This uses an action or reflexive action as a parry, just as
though against a sword blow.
Martial Arts: Flurry of Dex 12+, Martial Arts: As a single attack you may make a number of attacks. You may make up
Blows Improved Unarmed to five separate attacks at a penalty of -1 per attack over 1. EG 4 attacks
Attack. are made, all at -4. This attack is also possible with exotic weapons for
which you have the proficiency.
Martial Arts: Greater Martial Arts: Improved You now do an additional dice of damage for unarmed close combat
Unarmed Strike Unarmed Strike attacks.
24

Table: Feats
Feat Prerequisites Notes
Martial Arts: Improved - When you engage in Unarmed combat you do not provoke reflexive
Unarmed Strike attacks. You may choose to deal lethal or subdual damage with your
unarmed attacks.
Martial Arts: Ki Strike Martial Arts: Greater Your fists are considered to be +1 magickal weapons to hit ethereal
Unarmed Strike targets & to penetrate armour.
Martial Arts: Reed in the Wis 12+, Dodge. When unarmoured & unencumbered you add your Wis bonus to your
Wind Defence Class along with your other bonuses.
Martial Arts: Snatch Dex 15+, Martial Arts: By using an action or reflexive action to parry an arrow you may snatch it
Arrows Deflect Arrows out of the air. This also applies to thrown weapons.
Martial Arts: Snatch Dex 17+, Martial Arts: By using an action or reflexive action to parry a bullet you may snatch it
Bullets Deflect Bullet out of the air.
Martial Arts: Stunning Fist Dex 13+, Wis 13+, In unarmed combat your subdual damage is doubled.
Martial Arts: Improved
Unarmed Strike, Base
Attack 8+
Melee Smash Power Attack +1 damage in Melee combat.
Mighty Rage Str 18+, Con 18+, Wis The bonuses for Rage become +8 Str, +8 Con & +4 to Will saves with -2
16+, Greater Rage. to Defence Class.
Mobility Dodge Your Defence Class is considered 4 higher against reflexive attacks you
provoke due to movement.
Mounted Combat Ride/Drive/Pilot 1+, While driving or riding you may make an appropriate check to prevent
Mounted Combat your vehicle or mount being hit. This takes an action & counts as an
opposed roll against the to-hit roll.
Mounted Shooting Ride/Drive/Pilot 1+, You suffer half the normal penalty for firing from moving platforms or
Mounted Combat animals.
Mow Down Follow On Shot If you shoot an opponent & they drop, you may make an immediate
follow up attack on another enemy in range.
Nature Sense Survival 1+, Wis 12+. +2 to Knowledge (Nature) & Survival checks.
Negotiator - +2 to Diplomacy & Sense Motive checks.
Point Blank Shot - +1 to hit & damage within 30 ft range.
Poison Immunity Con 16+, Poison You are immune to all poisons. Either the Bonus or Feat Poison Resistant
Resistant. is acceptable as the prerequisite.
Poison Resistant Con 12+ You gain +2 to saves against poisons.
Poison Taster Poison Resistant. You may identify tasted poisons with an Appraise check & your own
blood & body are poison. Choose a TN 15 poison & this poison is
carried in your blood & body fluids. Either the Bonus or Feat Poison
Resistant is acceptable as the prerequisite.
Power Attack Str 13+ You may take points away from your to-hit roll on an attack & add the
same number to the damage. This number may not be greater than your
base attack. This only applies to melee.
Precise Shot Point Blank Shot You reduce the Defence Class bonus of cover by -2 & reduce the penalty
for aiming at specific locations by -2.
Psi Focus Psionic Pick a type of psi, within that type you gain +1 damage & the TN to resist
the effects of powers in that type that you use is +1.
Psi Mastery Psionic Pick a power, the Mana cost to use that power is reduced by 50%.
Psi Trigger Psionic When you use Telepathy or Empathy you can leave a trigger in the
target’s mind determining when the power is set off.
Psionic Int 12+, Psicraft 5+. Gives access to tier 1 psi powers.
Quick Draw Base Attack +1 You may draw & use a weapon as a single action. Doing this without this
Feat incurs a -4 penalty.
Rage Str 14+, Con 14+, Wis Once per day the character can fly into a rage that lasts for a whole
12+. combat scene. The character gains +4 Str, +2 Con & +2 to Will saves
against fear effects & morale but loses -2 to Defence Class. This Feat
may be taken multiple times allowing multiple Rage each day. After a
rage a character is at -1 to all actions due to fatigue until rested. This
penalty stacks.
Rapid Reload Appropriate Weapon You may reload a weapon in one less action than normal to a minimum of
Proficiency 1 action. You may take this Feat multiple times.
Reality Sense Int 12+ +2 to saves against illusions & other misleading trickery.
25

Table: Feats
Feat Prerequisites Notes
Retaliation Base Attack 3+, Combat If an enemy attacks you and misses you may make a reflexive attack
Reflexes against them.
Ride/Drive By Attack Ride/Drive 1+ You may drive or ride past an opponent, making an attack, without
provoking a reflexive attack.
Rogue Dex 12+, Int 12+. Reduce Base Attack & Defence Class Experience Point cost to x4.
Run Over Ride/Drive 1+, Mounted When you attempt to ride or drive over an opponent they may not spend
Combat an action to attempt to dodge.
Scribe Scroll - You may inscribe spells that you know onto scrolls. Empowering a scroll
with a spell costs double the usual amount of Mana.
Secret Sense Wis 12+ You detect doors, passages & similar secrets as though taking 10 on a
Search or Spot check.
Shield Proficiency - You may use a shield.
Shot On The Run Mobility, Point Blank You may move & fire as a single action without penalty. The usual
Shot, Base Attack +4 penalty is -4.
Skill Focus - You gain a +2 bonus on all checks involving that skill. You may take this
Feat multiple times but it can only apply to a different skill.
Slow Fall Tumble 5+. If within arm’s reach of a wall you may treat your fall as though it were
20 ft shorter than it actually is. You may take this Feat multiple times &
it stacks.
Smart Defence Int 12+, Combat You may apply your Intelligence bonus as a bonus to your Defence Class.
Expertise, Dodge.
Sneak Attack Move Silently 5+, Hide You may flank or ambush an enemy in order to receive +1d6 damage on
5+. your strike. You may take this Feat multiple times & the effects stack.
Spell Focus Spellcaster Pick a type of magick, within that type you gain +1 damage & the TN to
resist the effects of spells in that type that you cast is +1.
Spell Mastery Spellcaster Pick a spell, the Mana cost to cast that spell is reduced by 50%.
Spellcaster Int, Wis or Cha 14+, Pick a magickal style of casting & you now have access to first tier Spell
Spellcraft 5+ Feats.
Spirited Charge Ride/Drive 1+, Mounted When you charge an enemy while mounted you deal double damage with
Combat, Ride By Attack your melee weapons.
Spring Attack Mobility, Base Attack You may jump & attack as a single action with no penalty. The usual
4+ penalty is -4.
Steady Con 12+ You are sure on your feet & gain +4 to avoid being knocked down,
pushed back or losing your balance.
Street Savvy Wis 12+ +2 to Streetwise and Gather Information checks.
Sweep Alertness, Wis 12+. You may sweep an area & make a single Spot check at +4 to see any
significant items within the room, including hidden individuals. This
takes a full round.
Tactical Aid Knowledge (Tactics) Using a full turn you may shout suggestions & tactics to your allies
5+, Leadership 5+ within earshot, providing them with either +1 to Base Attack or +1 to
Defence Class until your following turn.
Tireless Rage Con 18+, Greater Rage After Raging the character no longer becomes fatigued.
Toughness - You gain +3 Hit Points to your total hit points. The modified total is used
to calculate your location’s hit points.
Trackless Step Dex 12+, Wis 12+, You leave no tracks to follow.
Survival 1+
Trap Sense Wis 12+ The character gains +1 to Reflex saves & Defence Class against traps.
This Feat may be taken multiple times & stacks.
Two Weapon Defence Two Weapon Fighting When wielding two weapons, or a double weapon, your Defence Class is
raised by +1.
Two Weapon Fighting Dex 15+ You may make two attacks at a single attack at -4 with your good hand
& -6 with your off hand. If you do not have this Feat such attacks are at
-6/-8
Uncanny Dodge Dodge The character never loses their Dex bonus from their Defence Class.
Vehicle Dodge Drive or Pilot 5+ +1 to the Defence Value of any vehicle you are driving.
Warrior Str 14+, Con 14+. Reduce Base Attack & Defence Class experience cost to x3
Weapon Finesse Base Attack 1+ With a light weapon you may use your Dex modifier instead of your Str
modifier to calculate your Attack Bonus.
26

Table: Feats
Feat Prerequisites Notes
Weapon Focus Weapon Proficiency & You gain +1 to hit with this particular weapon.
Base Attack 1+
Weapon Proficiency Weapon Proficiency This allows you to use a particular, single, exotic weapon with no penalty.
(Exotic) (Simple) or Weapon Using a weapon without the proficiency for that type results in a -4
Proficiency (Personal penalty.
Firearms) in a modern
setting to use exotic
firearms
Weapon Proficiency Weapon Proficiency This allows you to use martial weapons with no penalty. Using a weapon
(Martial) (Simple) without the proficiency for that type results in a -4 penalty.
Weapon Proficiency - This allows you to use simple weapons with no penalty. Using a weapon
(Simple) without the proficiency for that type results in a -4 penalty.
Weapon Proficiency: - You are proficient with natural weapons such as teeth & claws. Human
(Natural) fists are considered covered with Simple Weapon & the various Unarmed
Feats.
Weapon Specialisation Weapon Proficiency & You gain +2 to damage with this particular weapon.
Weapon Focus.
Weapons Proficiency: - +1 bonus to hit when firing autofire.
(Autofire)
Weapons Proficiency: - Allows you to use simple firearms.
(Personal Firearms)
Whirlwind Attack Combat Expertise, You sacrifice all your attacks to make a single attack with a melee
Mobility, Spring Attack, weapon at every opponent in your reach with a single attack. You also
Base Attack 4+ lose your remaining reflexive actions.
Wholeness of Body Heal 5+, Con 14+. You may heal yourself of a number of Hit Points equal to half your Con
every day.
Wild Empathy Handle Animal 1+, Cha You are much better at telling the mood of animals & calming them
12+. down. You gain a +4 bonus to Handle Animal checks against wild
animals.
Without a Trace Move silently 5+, Hide You are extremely hard to track incurring a -4 penalty on anyone
5+, Survival 5+. attempting to track you.
Woodland Stride Dex 12+, Wis 12+, You may move through thick undergrowth & briars without being slowed
Survival 1+ down & without taking damage. This does not apply to magickally
altered plants or plant monsters.
27

Bonuses &
Detriments
Bonuses & detriments have a points value which determines
their worth. The difference between them is either taken off of a
character’s skill points or is granted as starting experience points.
Some of the bonuses used to be Feats. Some detriments may be
bought off during play at double their value in Experience Points
& it is also possible to gain extra detriments during play but
no points are received for these. Bonuses may only be bought
before play commences save in extreme circumstances or through
the presence of magick & technology. You may not take more
bonuses than you have taken points of detriments.

Table: Bonuses
Bonus Cost Effect
Acrobatic 2 +2 to Jump & Tumble checks.
Agile 2 +2 to Balance & Escape Artist checks.
Ambidextrous 2 You take no penalty for using your off-hand. Two weapon attacks are both made with the primary
hand values.
Animal Affinity 2 +2 on Handle Animal & Ride checks.
Athletic 2 +2 to all Climb & Swim checks.
Hardened 2 You have had a hard upbringing with a lot of difficulty and trouble, +2 to Initiative & Spot.
Bullish 2 You are headstrong and determined and gain +1 on Will saves and +2 to Intimidation checks.
Commoner 2 +1 to Fortitude saves & +2 on Survival checks.
Background
Common Sense 2 The Games Master should inform you if you are about to do something blatantly stupid.
Creative 2 Pick two creative skills, you receive +2 on any checks related to those skills.
Cute 2 +2 Bluff & anyone that you force to make a Will save makes that save at -1.
Daredevil 2 Start with an extra Hero Point and gain 1 at the end of every session.
Deceitful 2 +2 to all Disguise & Forgery checks.
Deft Hands 2 +2 to Sleight of Hand & Use Rope checks.
Diehard 4 You automatically stabilise when required to make a check for being on negative hit points.
Diligent 2 +2 to Appraise & Decipher Script checks.
Double Jointed 2 +2 on Escape Artist & Sleight of Hand checks.
Dulcet Tones 2 +2 on Perform & Bluff checks involving your voice.
Elemental 2 You are aligned with an element. Attacks from that element do half damage to you while beneficial
Alignment effects gain half effect up. The TN to resist these spells is halved for you if they are harmful. For the
oppositely aligned element the reverse is true. The elements & their opposites are…
Fire/Ice, Light/Dark, Earth/Wind, Animal/Plant, Water/Electricity.
If you are a magick user then your use of spells of your element is up 50% while use of spells of the
opposite is down 50%.
Educated 4 All Knowledge skills are considered class skills for you. If you took any class skills as Knowledge
skills gain a level in them for free.
Endurance 2 +4 on Swim checks to avoid non-lethal damage, Con or Fortitude checks to keep running, avoid non-
lethal damage from a forced march, hold your breath, avoid non-lethal damage from hunger, thirst, hot
or cold environments & suffocation.
Gearhead 2 +2 on any Computer Use or Repair type skill checks.
Gigantism 28 You are one size higher than normal. You gain +8 to your Str & Str maximum, lose 2 from your Dex
& Dex maximum, gain +4 to your Con & Con maximum & gain two points of damage reduction. You
also lose one point of Base Attack & Defence Class, gain +4 to grapple, lose -4 on Hide checks, are at
least 8 foot tall & can carry double your normal carrying allowance & have twice as many Hit Points.
Good Direction 2 You always know which way up you are & which way you are headed. You gain a +4 bonus to
Navigation checks.
Good Sense 1 One of your senses is keen, gain +2 on any checks involving that sense particularly.
Good Timing 1 You always have a pretty good idea what time it is & how much time has elapsed.
Great Fortitude 2 +2 on all Fortitude saving throws.
Improved 2 +4 on Initiative checks.
Initiative
28

Table: Bonuses
Bonus Cost Effect
Iron Will 2 +2 on all Will saving throws.
Law Officer 2 You are a sworn member of the watch or the police with the commensurate authority. You gain a +1
bonus to Intimidation checks while wielding that authority.
Lightning 2 +2 on all Reflex saving checks.
Reflexes
Magick 2 You gain +2 to saves against Magick.
Resistant
Magickal 2 +2 on Spellcraft & Use Magick Device checks.
Aptitude
Medium 2 You can hear & be heard on the ethereal plane.
Merchant 2 +2 to Appraise and a Profession of your choice.
Background
Military 2 +1 to base attack & you are a sworn in member of a military order, army or unit.
Background
Nerves of Steel 2 +2 bonus to Concentration checks, +1 bonus to Will saves.
Nimble Fingers 2 +2 on Disable Device & Open Lock checks.
Noble 2 +2 on Bluff & Diplomacy checks.
Background
Persuasive 2 +2 on Bluff & Intimidate checks.
Photographic 2 By making an Int check against a TN of 15 you can recall something with perfect clarity that you
Memory have observed within the last 24 hours.
Poison Resistant 2 You gain +2 to saves against poisons.
Priestly 2 You have received holy orders & are an ordained priest or monk of one of the religions.
Investment
Psi Resistant 2 You gain +2 to saves against Psi.
Rapid Healer 2 You gain an additional Hit Point back after a day of rest, or can regain a single Hit Point with only 4
hours of rest.
Good 1 1 point per level of reputation in something that will make you be thought of well.
Reputation
Rich 6 You start with 10 times as much money as normal.
Self-Sufficient 2 +2 on Heal & Survival checks.
Stealthy 2 +2 on Hide & Move Silently checks.
Turn a Hand 2 You may attempt any skill without training.
Very wealthy 4 You start with 5 times as much money as normal.
Wealthy 2 You start with 2 times as much money as normal.
29

Table: Detriments
Detriment Value Buy Effect
Off?
Addiction -1/-2/-4 Y 1 point is a mild substance that must be indulged once per day or incur a -1 penalty on all
rolls.
2 points is a stronger substance that must be indulged four times per day or incur a -2
penalty.
4 points requires a constant indulgence every hour or it incurs a -4 penalty.
Albino -2 N You are white of skin & hair with pink eyes. Sunlight hurts you unless you cover up
at the rate of 1 general Hit Point per hour. Anything related to your vision is at -2 in
sunlight.
Allergy -2 N You react badly to a fairly common substance incurring a -2 penalty to your Defence
Class and any other checks while you are around the substance. Ingesting the substance
causes a Hit Point of damage.
Animal Enmity -2 N -2 to all Handle Animal & Ride checks.
Bad Liar -2 Y -2 on Bluff & Intimidate checks.
Bad Reputation -1 Y 1 point each time you take this in a reputation that works against you.
Bad Sense -1 N You have a bad sense, any checks that primarily involve that sense are at -2.
Blind -4 N You are blind.
Cackhanded -5 N -1 on Dex & Dex Maximum. You may take this multiple times but may not reduce your
Dex past 3.
Clod -2 N -2 on Hide & Move Silently checks.
Clueless -5 N -1 on Wis & Wis Maximum. You may take this multiple times but may not reduce your
Wis past 3.
Clumsy -2 Y -2 to Balance & Escape Artist checks.
Coward -4 Y You must make a Will save against a TN of 15 to do anything but flee or take cover
during combat. Once you make the save you may fight normally.
Deaf -2 N You are deaf.
Dependent -2 Y -2 on Heal & Survival checks.
Destitute -6 - You start with no money & no equipment save the rags on your back.
Dirt Poor -4 - You start with 1/5th as much money as norma.
Disgusting Habits -2 Y -2 to any Charisma checks in a social situation.
Dwarfism -2 N You are reduced in size one step. You gain +1 to Base Attack & Defence Class, -4 to
grapple, +4 to Hide checks, -4 to your Str & maximum Str, +2 to your Dex & maximum
Dex & -2 to your Con & maximum Con & half as many Hit Points as normal as well as
half normal carrying capacity.
Easily Tired -2 Y -4 on Swim checks to avoid non-lethal damage, Con or Fortitude checks to keep running,
avoid non-lethal damage from a forced march, hold your breath, avoid non-lethal damage
from hunger, thirst, hot or cold environments & suffocation.
Fits -4 N When you get into a stressful or exciting situation you must make a Fortitude save
against a TN of 10 or fall into fits and convulsions for 1d6 minutes. Strobing lights can
have a similar effect.
Glass Jaw -2 N -2 on all Fortitude saving checks.
Gruff -2 Y -2 on Diplomacy & Sense Motive.
Guardian -2/-4 Y You have to look after someone helpless. At 4 points they are totally helpless, like a
baby.
Gullible -2 Y You are at -2 to resist any Bluff or Intimidation type checks.
Hatred -2 Y You have an irrational hatred for something & will attack it if you can.
Honour Code -4 Y You are sworn to an honour code such as Bushido or Chivalry. If you fail to uphold the
tenets of your code you incur a -2 penalty on all checks until you make amends.
Illiterate -1 Y You may not read or write in any language.
Inept Attack -5 N You start with 1 less Base Attack
Inept Defence -5 N You start with 1 less Base Defence
Intolerant -1 Y You harbour an irrational dislike for a certain sort of person or thing.
Lame -4 N You are lame, your movement is reduced by -2 & you incur a -1 penalty on Climb,
Balance, Jump & similar checks.
Magickally Inept -2 N -2 to Spellcraft & Use Magick Device checks.
Marked -2/-4 Y You are marked for death for some reason at 2 points this is nationally based at 4 points it
covers the whole world.
Mute -2 N You cannot speak.
Nightmares -4 Y You cannot sleep well and suffer from night terrors. You regain HP and MP through rest
at half the normal rate.
Obese -2 Y You are fat, your movement rate is reduced by -2.
One Eye -3 N Your ranged attack & any checks requiring depth perception are at -2.
Pacifist -4 Y You will not fight or harm another living thing.
30

Table: Detriments
Detriment Value Buy Effect
Off?
Phobia -2/4/6 Y You are terrified, irrationally, of something harmless or common. The TN to resist
your fear with a Will save is 10/15/20 depending on the level. If you fail you become
frightened.
Physical -4 N You are missing a limb. This either halves your movement or prevents you using two
Impairment handed weapons.
Poor -2 - You start with half as much money as normal.
Psychological -2/-4 Y You have some manner of mild or strong mental illness that affects your life 25 or 50%
Problem of the time.
Retarded -5 N -1 on Int & Int Maximum. You may take this multiple times but may not reduce your
Int past 3.
Sausage Fingers -2 N -2 on Disable Device & Open Lock checks.
Sensory -1 N You are slightly deaf or blind suffering -2 on Spot or listen checks.
Impairment
Short Attention -2 Y -2 to Appraise & Decipher Script checks.
Span
Sickly -5 N -1 on Con & Con Maximum. You may take this multiple times but may not reduce your
Con past 3.
Slow Reflexes -2 N -2 on Reflex saves.
Slowpoke -2 Y -4 on Initiative checks.
Stigma -2 N You belong to a subgroup of society that is looked down upon & hated by a large section
of normal society. All Charisma based checks against those who are subject to this
prejudice are at -2.
Stutter -1 Y You are at -1 to any checks that involve speaking.
Tactless -5 N -1 on Cha & Cha Maximum. You may take this multiple times but may not reduce your
Cha past 3.
Unathletic -2 Y -2 to all Climb & Swim checks.
Unskilled -1 per N You receive 1 less skill point. You may take this multiple times.
Weakling -5 N -1 on Str & Str Maximum. You may take this multiple times but may not reduce your
Str past 3.
Will of Jelly -2 N -2 on all Will saving checks.
31

Equipment & Scaling Weapons


For each step that a weapon is increased in size do the following.

Weapons 1) Increase the damage one step on the following chart.

1 becomes 1d2.
1d2 becomes 1d3.
1d3 becomes 1d4.
Weapons 1d4 becomes 1d6.
In any game of drama or danger there is a need for weapons 1d6 becomes 1d8.
to enact the fights that make for suitably dramatic moments 1d8 becomes 2d6.
of combat. Weapons are defined by a series of statistics listed 1d10 becomes 2d6.
below. 1d12 becomes 2d8.

Weapon: The type of weapon both in terms of the Weapon 2) Increase the range band by 50%.
Proficiency needed & the name of the weapon itself. 3) Increase the weight by x8.
4) Increase the armour value by +2 if the object is now
large, +3 if it is now huge, +4 if it is now gargantuan &
Dmg: The amount of damage the weapon does & its type. +5 if it is now colossal or bigger.
E=Energy, P=Piercing, B=Bludgeoning, S=Slashing, F= Firearm, 5) Double the damage it can take.
Sb=Subdual. Slashing weapons have +1 penetration against soft 6) Increase the penetration by 1 unless the weapon is
armour. Piercing weapons have +1 penetration against Hard bludgeoning in which case it does not increase.
armour. Bludgeoning weapons have -1 penetration against
hard armour. Firearms have +1 penetration against all armour Example: A dagger is scaled up for use by a huge creature. 1d4
types save those specifically designed to stop bullets. Energy becomes 1d8 (scaled up twice). Armour increases by +2 & then
attacks ignore armour but not damage reduction or immunity. +3, to 10. Damage doubles, then doubles again to 20 Hit Points.
Bludgeoning damage can be used to do subdual damage, you The penetration increases to 4.
may strike with the flat of a blade at -4 to do subdual damage & it
is possible to pull a blow by a number of points of damage equal
to your base attack. This represents attacks to subdue or wound
rather than kill. Armour
If you are going to get hit then you want to protect yourself
Crit: Weapons may score critical hits on a strike lower than a against harm. Armour helps you reduce incoming damage to a
20 & may do more than double the damage, depending on the level where it will not kill or cripple you. The descriptions of
weapon. armour are made according to the following…

Range: For ranged weapons this is the range bands of the Name: The name of the armour.
weapon, for all other weapons this is the range pants to throw the
weapon.
Armour: The damage reduction rating of the armour. The
rating after the slash is the value if used without the appropriate
Weight: How much the weapon weighs. proficiency.

Dex: The amount that your Dexterity bonus is reduced by for


Armour: The armour value of the weapon in case it is attacked wearing the armour.
or used to parry with. This is not reduced by penetration.
Weight: The weight of the armour.

HP: The Hit Points of the weapon in case it is attacked or used Locations: The locations that the armour covers.
to parry with.

ROF: The rate of fire of ranged weapons. Notes: Anything noteworthy about the armour in question.

Ammo: How much ammunition the ranged weapon can hold. Armour may not be layered save for shields & armour. If armour
does end up layered take the highest rating only. This is also the
Pen: The penetration of the weapon. case for natural armour.

Notes: Anything else noteworthy about the weapon. Shields scale in the same way as weapons, armour scales only in
terms of weight.
32

Table: Weapons
Weapon Dmg Crit Range Weight Armour/HP ROF/Ammo Pen Notes
Unarmed
Gauntlet 1d3 B x2 5 ft 1 lb 6/5 -/- 0 -
Unarmed 1d3 B/ x2 - - - -/- 0 -
Sb
Simple Weapons
Dagger 1d4 S/P 19x2 10 ft 1 lb 5/5 -/- 2 -
Light mace 1d6 B x2 2 ft 4 lb 6/9 -/- 0 -
Sickle 1d6 S x2 4 ft 2 lb 5/5 -/- 1 -
Club 1d6 B x2 3 ft 3 lb 2/4 -/- 0 -
Heavy mace 1d8 B x2 1 ft 8 lb 7/10 -/- 1 -
Morningstar 1d8 x2 1 ft 6 lb 3/5 -/- 1 -
B+P
Quarterstaff 1d4 B x2 2 ft 4 lb 4/8 -/- 0 2 handed, 2 attacks at -1 for 1
action
Spear 1d8 P x3 20 ft 6 lb 3/8 -/- 2 2 handed
Pistol butt 1d4 B x2 - - - -/- 0 -
Simple Ranged Weapons
Hvy 1d10 P 19x2 120 ft 8 lb 2/5 1/1 3 2 handed, 3 action reload
crossbow
Lt crossbow 1d8 P 19x2 80 ft 4 lb 1/4 1/1 2 2 handed 2 action reload
Javelin 1d6 P x2 30 ft 2 lb 3/6 -/- 2 -
Sling 1d4 B x2 50 ft 0 lb 0/1 1/- 1 -
Personal Firearms
9mm 2d6 F x2 30 ft 3 lb 5/5 2/15 3 2 action reload.
Autopistol
10mm 2d6+1 F x2 30 ft 3 lb 5/5 2/12 3 2 action reload
Autopistol
.45 2d6+2 F x2 40 ft 3 lb 5/5 2/7 4 2 action reload
Autopistol
.45 Revolver 2d6+2 F x2 40 ft 3 lb 5/6 1/6 4 3 action reload
.357 2d6+3 F x2 40 ft 3 lb 5/5 2/8 4 2 action reload
Autopistol
.357 revolver 2d6 +3 x2 40 ft 3lb 5/6 2/6 4 3 action reload
F
.44 2d8 F x2 40 ft 3 lb 5/5 2/7 4 2 action reload
Autopistol
.44 Revolver 2d8 F x2 40 ft 3 lb 5/6 1/6 4 3 action reload
.50 2d8+1 F x2 40 ft 4 lb 5/6 1/7 5 2 action reload
Autopistol
.50 Revolver 2d8+1 F x2 40 ft 4 lb 5/7 1/5 5 3 action reload
.22 autopistol 1d8 F x2 25 ft 2 lb 4/4 2/10 2 2 action reload
.38 revolver 1d8+1 F x2 30 ft 2 lb 4/4 1/6 2 3 action reload
7.62 Assault 2d8+2 F x2 80 ft 10 lb 8/10 1-3-20/30 5 2 action reload
Rifle
5.56 Assault 2d8 F x2 90 ft 10 lb 8/10 1-3-30/30 4 2 action reload
Rifle
12 gauge 2d8 B x2 30 ft 10 lb 8/10 2/12 1 4 action reload
pump
10 gauge 2d10 B x2 30 ft 10 lb 8/10 2/8 2 4 action reload
pump
9mm SMG 2d6 F x2 40 ft 8 lb 5/6 1-3-20/20 3 2 action reload
Martial Weapons
Throwing 1d6 S x2 10 ft 2 lb 5/5 -/- 1 -
axe
Handaxe 1d6 S x3 3 ft 3 lb 5/5 -/- 1 -
Light pick 1d4 x4 3 ft 3 lb 2/5 -/- 2 -
Sap 1d6 B/ x2 3 ft 3 lb 0/1 -/- 0 -
Sb
33
Table: Weapons
Weapon Dmg Crit Range Weight Armour/HP ROF/Ammo Pen Notes
Martial Weapons
Lt shield 1d3 B x2 - - - -/- 0 -
bash
Lt Spike 1d4 P x2 - - - -/- 1 -
shield bash
Short sword 1d6 S/P 19x2 4 ft 2 lb 5/5 -/- 1 -
Battleaxe 1d8 S x3 1 ft 6 lb 3/6 -/- 1 -
Flail 1d8 B x2 1 ft 5 lb 2/5 -/- 0 -
Long sword 1d8 S 19x2 2 ft 4 lb 5/6 -/- 1 -
Hvy pick 1d6 P x4 1 ft 6 lb 2/6 -/- 3 -
Rapier 1d6 P 18x2 4 ft 2 lb 4/5 -/- 1 -
Scimitar 1d6 S 18x2 2 ft 4 lb 5/6 -/- 2 -
Hvy shield 1d4 B x2 - - - -/- 0 -
bash
Hvy spike 1d6 P x2 - - - -/- 1 -
shield bash
Warhammer 1d8 B x3 1 ft 5 lb 6/8 -/- 0 -
Falchion 2d4 S 18x2 1 ft 8 lb 8/18 -/- 2 2 handed
Glaive 1d10 S x3 1 ft 10 lb 5/16 -/- 2 2 handed
Greataxe 1d12 S x3 1 ft 12 lb 6/11 -/- 2 2 handed
Greatclub 1d10 B x2 1 ft 8 lb 4/8 -/- 0 2 handed
Hvy Flail 1d10 B 19x2 1 ft 10 lb 4/8 -/- 0 2 handed
Greatsword 2d6 S 19x2 1 ft 8 lb 8/18 -/- 2 2 handed
Lance 1d8 P x3 1 ft 10 lb 5/16 -/- 3 2 handed, double damage on a
charge
Scythe 2d4 S x4 1 ft 10 lb 5/8 -/- 2 2 handed
Martial Ranged Weapons
Longbow 1d8 P x3 100 ft 3 lb 3/8 1/- 2 2 handed, 1 action reload
Composite 1d8 P x3 110 ft 3 lb 3/9 1/- 3 2 handed 1 action reload
longbow
Shortbow 1d6 P x3 60 ft 2 lb 2/7 1/- 1 2 handed, 1 action reload
Composite 1d6 P x3 70 ft 2 lb 2/8 1/- 2 2 handed, 1 action reload
shortbow
Exotic Weapons
Nunchaku 1d6 B x2 4 ft 2 lb 3/8 -/- 0 2 attacks for 1 action
Sai 1d6 P x2 4 ft 2 lb 6/9 -/- 2 +2 to parry
Bastard 1d10 S 19x2 1 ft 6 lb 8/18 -/- 2 -
sword
Whip 1d2 x2 6 ft only 2 lb 0/8 -/- 0 May grapple, may do lethal or
S/Sb subdual
Chain 1d6 B x2 6 ft only 10 lb 5/14 -/- 0 May grapple
Chainsaw 3d6 S x2 1 ft 10 lb 6/8 -/- 3 Botch threat on 1-2
Exotic Ranged Weapons
Bolas 1d4 B x2 10 ft 2 lb 0/2 -/- 0 May grapple
Hand 1d4 P 19x2 30 ft 2 lb 1/3 1/1 1 2 action reload
crossbow
Hvy 1d10 P 19x2 100 ft 12 lb 2/5 1/5 2 2 action reload
repeating
crossbow
Lt repeating 1d8 P 19x2 70 ft 6 lb 1/4 1/5 1 2 action reload
crossbow
Hand 1d4 P 19x2 20 ft 2 lb 1/3 1/5 0 2 action reload
repeating
crossbow
Heavy 2d8 F x2 100 ft 20 lb 10/15 3/20/100 5 6 action reload
Machinegun
.50 2d12 F x2 120 ft 75 lb 12/20 3/15/100 6 6 action reload
Machinegun
Rocket 10d6 E x2 150 ft 10 lb 5/10 1/1 10 3 action reload
launcher
34

Table: Weapons
Weapon Dmg Crit Range Weight Armour/ ROF/ Pen Notes
HP Ammo
Exotic Ranged Weapons
Rocket 10d6 E x2 150 ft 10 lb 5/10 1/1 10 3 action reload
launcher
Flamethrower 3d6 - 30 ft 20 lb 5/6 1/10 - Reflex save 20 to everything in a 30
only ft long 5 ft wide cone.
Black powder 1d10 F x2 20 ft 3 lb 4/5 1/1 or 2/2 3 Botch threat on a 1-2 roll.
pistol
Black powder 1d12 F x2 40 ft 10 lb 6/8 1/1 4 Botch threat on a 1-2 roll.
rifle
Grenade 3d6 S - 10 ft 1 lb 5/5 1/1 2 Bursts in a radius of 10 ft. Reflex
save to avoid harm is 20.

Table: Armour
Name Armour Dex Weight Locations Notes
Light Armour
Padded cloth 1/1 - 10 lb Torso, arms, legs Soft
Leather armour 2/1 - 15 lb Torso, arms, legs Soft
Studded leather 3/1 -1 20 lb Torso, arms, legs Soft/Hard whichever is best.
Chain shirt 4/2 -1 25 lb Torso, arms Soft
Undercover vest 2/1 - 3 lb Torso Hard, Concealable, bulletproof
Heavy 3/1 -1 3 lb Torso Hard, Concealable, bulletproof
undercover vest
Medium Armour
Hide armour 3/1 -3 25 lb Torso, arms, legs Soft
Scale mail 4/2 -3 30 lb Torso, arms Hard
Chainmail 5/2 -5 40 lb Torso, arms, legs, head. Soft
Breastplate 5/2 -2 30 lb Torso Hard
Tactical vest 6/2 -2 10 lb Torso Hard, bulletproof
Heavy Armour
Splint mail 6/3 -6 45 lb Torso, arms Hard
Banded mail 6/3 -3 35 lb Torso Hard
Half plate 7/3 -7 50 lb Torso, arms, legs. Hard/Soft whichever is best
Full plate 8/4 -6 50 lb Torso, arms, legs Hard
SWAT armour 9/4 -8 20 lb All Hard, bulletproof.
Shields
Buckler 2/1 - 5 lb 1 arm A buckler can take 5 points of damage before being
broken & gives a +1 bonus to parry.
Lt wooden 4/2 -1 5 lb 1 arm The shield can take 9 points of damage before being
shield broken & gives a +2 bonus to parry.
Lt steel shield 9/4 -2 6 lb 1 arm The shield can take 16 points of damage before being
broken & gives a +2 bonus to parry.
Hvy wooden 5/2 -2 10 lb 1 arm The shield can take 10 points of damage before being
shield broken & gives a +3 bonus to parry.
Hvy steel shield 10/5 -3 15 lb 1 arm The shield can take 18 points of damage before being
broken & gives a +3 bonus to parry.
Tower shield 5/2 -6 45 lb 1 arm The shield can take 16 points of damage
35

Vehicles
Vehicles are described as follows…

Crew: The number required to pilot or operate the vehicle.

Passengers: The number of passengers who can be


accommodated.

Cargo: How much cargo the vehicle can carry.

Initiative: The modifier made to the driver’s initiative while in


the vehicle.

Manoeuvre: The bonus or penalty applied to Drive or Pilot


checks while in the vehicle.

Top Speed: The number of feet the vehicle can move per turn.

Defence Class: The Defence Class of the vehicle.

Armour: The armour value of the vehicle.

Hit Points: The total Hit Points of the vehicle. Hit Points are
divided by location as follows. Motive gear 2/5, Body 4/5, Cargo
2/5, Passengers 2/5, Drive 3/5. If the motive gear is destroyed
then the vehicle comes to a halt. If the body is destroyed then the
vehicle in annihilated. If the cargo is destroyed then any further
hits damage anything in the cargo space. If the passenger’s area
is destroyed any subsequent hits hit the passengers. If the drive is
destroyed then the vehicle no longer moves.

Table: Vehicles
Vehicle Crew Passengers Cargo Initiative Manoeuvre Top DC Armour HP
Speed
Cart 1 0/10 500 lb -6 -4 Horse 6 5 40
Corporate Jet 2 10 500 lb -4 -4 5500 6 6 80
ft
Coupe 1 1 175 lb -2 - 1675 8 5 30
ft
Helicopter 1 4 250 lb -4 -4 1225 6 6 40
ft
Motorcycle 1 0/1 0 lb - +3 1850 10 5 20
ft
Prop plane 1 3 120 lb -4 -4 1050 6 6 40
ft
Sedan 1 4 300 lb -2 -1 1325 8 9 40
ft
Tank 4 0 425 lb -4 -4 400 ft 6 20 180
36

Combat Table: Size Modifiers


Size Size
Modifier
Size Size Modifier

Colossal –8 Small +1
How Combat Works Gargantuan –4 Tiny +2
Combat is cyclical; everybody acts in turn in a regular cycle of Huge –2 Diminutive +4
rounds. Combat follows this sequence: Large –1 Fine +8
Medium +0
1. Roll Initiative. Modified according to Feats, special
abilities & circumstances such as ambush.
2. Declare your actions for the turn, lowest Initiative to Damage
highest.
When your attack succeeds, you deal damage. The type of
3. Perform actions for the turn. Highest to lowest.
weapon used determines the amount of damage you deal. Effects
4. When everyone has had a turn, cycle & repeat.
that modify weapon damage apply to unarmed strikes & the

Combat Statistics natural physical attack forms of creatures.

This section summarizes the statistics that determine success in


Damage reduces a target’s current Hit Points both total & location
combat & then details how to use
based.

Attack Roll
If your strike hits a location that is severed or missing then the
An attack roll represents your attempt to strike your opponent on
attack transfers to the main body or torso. Even if a blow does
your turn in a round. When you make an attack roll, you roll a
more damage than a limb can take before being severed the total
d20 & add your attack bonus. (Other modifiers may also apply
damage is still taken away from the general Hit Points total.
to this roll). If your result equals or beats the target’s Defence
Class, you hit & deal damage.
Strength Bonus: When you hit with a melee or thrown weapon,
including a sling, add your Strength modifier to the damage
Automatic Misses & Hits: A natural 1 (the d20 comes up 1) is
result. A Strength penalty, but not a bonus, applies on attacks
always a miss & a botch threat. A natural 20 (the d20 comes up
made with a bow that is not a composite bow.
20) is always a hit & a critical threat.

Off-Hand Weapon: When you deal damage with a weapon in


Threats: A botch or critical threat requires that a second roll be
your off hand, you add only 1/2 your Strength bonus.
made. If that second roll would also be a hit (for a critical) or a
miss (for a botch) then the botch or critical results. Otherwise it
Wielding a Weapon Two-Handed: When you deal damage
is calculated as a normal hit based on the result of the first roll.
with a weapon that you are wielding two-handed, you add 1 & 1⁄2
times your Strength bonus. However, you don’t get this higher
Botch: A botch is a terrible disaster of some kind. You may end
Strength bonus when using a light weapon with two hands.
up shooting a friend, stabbing yourself in the foot or jamming
your gun.
Multiplying Damage: Sometimes you multiply damage by
some factor, such as on a critical hit. Roll the damage (with all
Critical: A critical hit results in extra damage as detailed in the
modifiers) multiple times & total the results. Note: When you
description of the weapon.
multiply damage more than once, each multiplier works off the
original, unmultiplied damage. Exception: Extra damage dice
Attack Bonus
over & above a weapon’s normal damage are never multiplied.
Your attack bonus with a melee weapon is:

Ability Damage: Certain creatures & magickal effects can cause


Base attack bonus + Strength modifier + size modifier + other
temporary ability damage (a reduction to an ability score).
modifiers.

Severed Limb: If an arm or leg is severed, crushed or otherwise


With a ranged weapon, your attack bonus is:
destroyed by an attack then the victim must instantly make a
Fortitude save against a TN of 15 or become disabled & shaken.
Base attack bonus + Dexterity modifier + size modifier + other
modifiers - range penalty
37
Table: Hit Locations
Defence Class Roll Location Sublocation Aimed To-Hit Penalty
Location/Sublocation
Your Defence Class represents how hard it is for opponents to
1 Head Skull -8/-12
land a solid, damaging blow on you. It’s the attack roll result that 2 Head Neck -8/-12
an opponent needs to achieve to hit you. Your Defence Class is 3 Left Arm Upper Arm -6/-10
equal to the following: Base Defence Class + Reflex save + size 4 Left Arm Lower Arm -6/-10
5 Left Arm Hand -6/-12
modifier.
6 Right Upper Arm -6/-10
Note that armour can reduce your Dexterity bonus, affecting your Arm
Reflex save. Sometimes you cannot use your full Defence Class. 7 Right Lower Arm -6/-10
Arm
If you cannot react to a blow at all, you cannot use your full 8 Right Hand -6/-12
Defence Class & do not add your Reflex save. Arm
Other Modifiers: Many other factors modify your Defence Class. 9 Torso Left Chest -2/-4
10 Torso Left Chest -2/-4
Enhancement Bonuses: Enhancement effects may make your
11 Torso Right Chest -2/-4
Defence Class better. 12 Torso Right Chest -2/-4
Deflection Bonus: Magickal deflection effects ward off attacks 13 Torso Abdomen -2/-4
& improve your Defence Class. 14 Torso Groin -4/-8
15 Left Leg Thigh -4/-8
Dodge Bonuses: Some other Defence Class bonuses represent 16 Left Leg Calf -4/-8
actively avoiding blows. These bonuses are called dodge 17 Left Leg Foot -4/-12
bonuses. Any situation that denies you your Reflex save also 18 Right Leg Thigh -4/-8
denies you dodge bonuses. Unlike most sorts of bonuses, dodge 19 Right Leg Calf -4/-8
20 Right Leg Foot -4/-12
bonuses stack with each other.

Armour Limbs are severed at different levels to death being caused to the
Armour does not increase your Defence Class &, indeed, can whole body.
penalise it. What armour does do is that it absorbs damage in
the same way as damage reduction. The armour rating is taken The head is destroyed at -2 resulting in death.
away from any incoming damage that hits an armoured location. The arms are destroyed at -2.
Critical hits scored against armour that is not natural armour The torso is destroyed at -6 resulting in death.
remove one point of damage reduction from that armour. Legs are destroyed at -2.
Certain weapons have the capability to pierce armour & have an
armour piercing rating. Magickal weapons increase this armour Severed or destroyed limbs may only be restored through magick
piercing rating by +5 per level of enchantment. Magickal armour or advanced technology.
not only adds to the damage reduction of the armour but also
does not suffer degradation from critical hits & negates magickal
armour piercing bonuses on a 1 for 1 basis. Movement
Your speed tells you how far you can move in an action. Your
speed depends mostly on your race & what load you are carrying.
Hit Location
When you hit with an attack you roll a d20 to see where the blow Small, humanoid creatures have a base speed of 7 feet, 6 feet & 4
has landed. feet with a light, medium & heavy load.
You can play without using hit locations but the system is
designed with them in mind. Medium, humanoid creatures have a base speed of 10 feet, 9 feet
or 7 feet with a light, medium & heavy load. .
Hit Points
When your hit point total reaches 0, you are disabled. When it Large, humanoid creatures have a base speed of 12 feet, 11 feet &
reaches –1, you are dying. When it gets to –10, you are dead. 9 feet with a light, medium & heavy load.
Damage taken is taken to both the location hit & to overall Hit
Points. There are several types of movement that one an engage in &
these may penalise any other actions taken. You may move &
Limbs & locations are also disabled at 0 Hit Points making them make an action as the same action but this may be penalised.
useless & in the case of head & chest causing unconsciousness. Only the highest penalty is applied.
38
Table: Movement
Movement Penalties Notes
Type
Stand still 0 You do not move & may perform any other action as normal.
Crawl -2 You may hunker down below cover & the penalty also acts as a bonus to Defence Class against
ranged attacks only of +2.
Walk 0 You may walk at your normal rate & still act with no penalty.
Hustle -1 You may jog at 2 times your normal rate. Each hustle movement increases your Defence Class by
1 but penalises any checks made that turn by 1. You may not jog & cast magick. You may jog for
a number of hours equal to half your Con before becoming fatigued & the same time again before
becoming exhausted.
Run -2 You may run at 3 times your normal rate. Each run movement increases your Defence Class by 2
but penalises any checks made that turn by 2. You cannot run & cast magick. You may run for a
number of turns equal your Con before becoming fatigued & the same time again before becoming
exhausted.
Sprint -3 You may sprint at 4 times your normal rate. Each sprint movement increases your Defence Class by
3 but penalises any checks made that turn by 3. You cannot sprint & do any other action. You may
sprint for a number of turns equal to half your Con before becoming fatigued & the same time again
before becoming exhausted.
Jump -2 You may jump, as per the skill. You ignore the penalty when rolling your jump skill & receive a
bonus of +1 to your jump roll for every 10 feet over the first 10 moved before making the jump.
Jumping increases your Defence Class by 2 but penalises your checks by 2.
The distance you jump is referenced in Table: Jumping. You may combine any movement with a
jump.
Charge -2 You move at 3 times your normal rate but the penalty for this movement is not applied to your attack
roll. At the end of the charge you receive a +1 bonus to hit & do damage for every ten feet moved.
You may make several consecutive charges & attack at the end.
Climb - Climbing speeds are noted under the Climb skill. Climbing leaves you relatively exposed reducing
your Defence Class by 4 & reducing your Reflexive dodge attempts by the same amount as well as
requiring a Climb roll to keep hold every time you do.

Table: Jumping Distance


Long Jump Distance Jump TN* High Jump Distance Jump TN*
5 feet 5 1 foot 4
10 feet 10 2 feet 8
15 feet 15 3 feet 12
20 feet 20 4 feet 16
25 feet 25 5 feet 20
30 feet 30 6 feet 24
40 feet 35 7 feet 28
45 feet 40 8 feet 32
* This presumes a hustle move before the jump. Double the TN if there is no hustle. Small humanoid creatures add 5 to the TN,
large ones take away 5.

Saving Throws Will: These saves reflect your resistance to mental influence as
Generally, when you are subject to an unusual or magickal attack, well as many magickal effects
you get a saving throw to avoid or reduce the effect. Like an
attack roll a saving throw is a d20 roll plus a bonus. Your saving Saving Throw Target Number: The TN for a save is
throw modifier is: Base save bonus + ability modifier. determined by the attack itself.

Saving Throw Types: The three different kinds of saving throws Automatic Failures & Successes: A natural 1 (the d20 comes
are Fortitude, Reflex & Will: up 1) on a saving throw is always a failure. A natural 20 (the d20
comes up 20) is always a success.
Fortitude: These saves measure your ability to stand up to
physical punishment or attacks against your vitality & health.

Reflex: These saves test your ability to dodge attacks.


39
Initiative Reflexive Actions: Other reflexive actions include drawing
Initiative Checks: At the start of a battle, each combatant makes your weapon in response to a threat & some actions can be either
an initiative check. An initiative check is a Dexterity check. normal actions or reflexive actions.
Each character applies his or her Dexterity modifier to the roll. Change Action: If you rolled a low initiative then circumstances
Characters declare their actions from lowest initiative to highest may change by the time you get to your turn. You may spend a
& then make their actions in order, counting down from highest reflexive action to change one of your normal actions to reflect
result to lowest. In every round that follows, the characters act the changing circumstances.
in the same order (unless a character takes an action that results
in his or her initiative changing. If two or more combatants have Actions in Combat
the same initiative check result, the combatants who are tied act The Combat Round
in order of total initiative modifier (highest first). If there is still Each round represents 6 seconds in the game world. A round
a tie, the tied characters should roll again to determine which one presents an opportunity for each character involved in a combat
of them goes before the other. situation to take an action. Each round’s activity begins with
the character with the highest initiative result & then proceeds,
Inaction: Even if you cannot take actions, you retain your in order, from there. Each round of a combat uses the same
initiative score for the duration of the encounter. initiative order. When a character’s turn comes up in the
Ambush: Ambushers gain +5 to their Initiative checks. Those initiative sequence, that character performs his entire round’s
who managed to spot the ambush get this same bonus to reflect worth of actions save for reflexive actions which can take place
their readiness. at any point. For almost all purposes, there is no relevance to
the end of a round or the beginning of a round. A round can be
a segment of game time starting with the first character to act &
Reflexive Actions ending with the last, but it usually means a span of time from one
As well as actions you get Reflexive actions. These can take round to the same initiative count in the next round. Effects that
place at any point during the turn & represent reactions to events last a certain number of rounds end just before the same initiative
that happen, opportunities that arise & several other instances. count that they began on.

Reflexive Attacks: Reflexive attacks are made when someone Action Types
leaves themselves open. This could be when they initiate a In a normal round you may perform 3 actions & 3 reflexive
grapple, move across an area you are covering with a firearm or if actions. Actions are things you initiate; reflexive actions are
they try to pick a lock or perform some other concentrated action reactions to things that go on around you. Various factors may
leaving themselves open to you. Reflexive attacks are made as reduce your number of actions or even prevent you acting at all.
normal.
Reflexive Dodge: If you believe your Defence Class is not Typical actions include…
enough to stand up to someone’s attack you may make a reflexive Aim: Aiming a ranged attack takes an action & gives +1 to hit.
dodge. This uses up one of your reflexive actions & allows you You may aim for a number of turns & gain a total bonus equal to
to make a Reflex save against the incoming attack. You must your Dexterity. This exposes you to reflexive attacks.
take your reflexive dodge score over your Defence Class & you Attempt to escape a grapple: Each attempt to wriggle loose of a
may not use another action to dodge or parry after trying once. grapple requires an action.
Reflexive Parry: If you choose to do so you may, instead of Attempt to escape from bonds or a net: Each attempt may take
dodging, attempt to reflexive parry an incoming attack. This is one or several actions. This exposes you to reflexive attacks.
made with a shield or one of your weapons & requires you to Attempt to withdraw from melee: Pulling away from melee
make an attack roll higher than the incoming attack roll in order exposes you to a reflexive attack but if successful allows you to
to deflect the blow. Your weapon or shield takes the damage from begin fleeing the fight.
the blow & may be broken or destroyed. Weapons & shields take Casting a spell: Casting a spell generally takes a single action &
half the damage the blow would have dealt in parrying the blow. exposes you to reflexive attacks.
Reflexive Saving Throws: Dodging traps, fireballs & so on Charge: This is a special run & attack move that concentrates an
requires you to use a reflexive action to make a Reflex save. If attack upon an opponent. This exposes you to reflexive attacks.
you have no actions left you simply make a d20 roll, unmodified, Coup de grace: A finishing attack made against an incapacitated
to try & resist. Will & Fortitude saves require no actions. or dying opponent to finish them off. This exposes you to
reflexive attacks.
40
Doing a stunt: Some things fall outside of normal actions. Reloading a weapon: Reloading a weapon takes a number of
Swinging on chandeliers, setting fire to a bar, leaping onto a actions depending on the weapon. Loading a crossbow, for
passing carriage. Most of these require actions & may also affect example, takes 3 actions while loading a shortbow or longbow
the character’s Hero Points. takes a single action. This exposes you to reflexive attacks.
Drink a potion: Quaffing the standard dose of a potion takes a Retrieve an item from a pack: Rummaging in your pack requires
single action. This exposes you to reflexive attacks. 3 actions unless you can make a reflex save against a TN of 20 in
Feint: Making a feint before an attack requires an action. This which case you can find the item in 1 action.
exposes you to reflexive attacks. Stabilise someone: Attempts to stabilise a dying character using
Gathering your wits: Observing your surroundings & pausing to the Heal skill require 3 actions. This exposes you to reflexive
think for a moment increases you initiative by +4. This exposes attacks.
you to reflexive attacks. Use a special ability: Most special abilities require an action in
Get up from the ground: Picking yourself up from a fall or trip order to be used.
requires an action. This exposes you to reflexive attacks. Using a magick item: Using a magick item to unleash its affect
Grappling: A grapple is an unarmed attack that does no damage, takes a single action. This exposes you to reflexive attacks.
instead the target & attacker make an opposed Str check. If Using a skill: Some skills are possible to use in one action or so
the attacker succeeds the target is pinned & held down. Any few actions that they can be done during combat. Some skills do
subsequent grapple checks provide the grappler doing the pinning not require any actions to be used. This exposes you to reflexive
with +4 to represent their advantage. attacks.
Helping someone else: You may assist someone in a task, or
even an attack. This takes the same number of actions as they are Typical reflexive actions include…
using.
Light a torch or lantern: Lighting a torch requires two actions, Diving for cover: You may dive a distance equal to your hustle
lighting a lantern requires 3. Lighting electric torches or flipping rate to get behind cover or avoid shots. This is a reflexive action
on a light switch is a reflexive action. This exposes you to & adds +4 to your Defence Class this turn against ranged attacks,
reflexive attacks. in addition to the cover value.
Lower spell resistance: Lowering your spell resistance so that Dodging: Attempting to dodge an attack is a reflexive action.
spells may affect you more easily requires an action & lasts for Drawing a weapon: Drawing & readying a weapon is a reflexive
the full turn. action, as is readying a shield.
Make a fighting defence: Each action devoted to making a Dropping something: Dropping something from your hand onto
fighting defence increases your Defence Class by +2 & also adds the ground is a reflexive action.
to any Reflex saves, reflexive dodges or parries you make over Dropping to the floor: Dropping to the floor to avoid something
the course of the turn. or to take cover is a reflexive action & adds +4 to your Defence
Making an attack: Making a melee or ranged attack uses an Class this turn against ranged attacks.
action. Making a Reflex save: Making a Reflex save against an incoming
Mount a horse or bike or enter a vehicle: Getting onto or into a trap or similar is a reflexive action.
mode of transportation requires an action. Parrying: You may attempt to parry an attack as a reflexive
Moving & making another action: You may move & make action.
another action, sometimes at a penalty. Penalties stack during the Reflexive attacks: Some actions expose a target to a reflexive
turn but reset for the next turn. attack. You spend a reflexive action to make such an attack.
Moving: Moving, as detailed in the movement section, takes an Changing action: You may use a reflexive action to change one
action. of your main actions.
Open or close or lock a door: Opening or closing a door requires
an action. Slamming a door shut is a reflexive action. Locking or Attack Types
unlocking a door requires an additional action. This exposes you
to reflexive attacks. Melee Attacks
Pick something up: Grabbing something in a free hand requires Melee attacks are made within the reach of the weapon. With
an action. This exposes you to reflexive attacks. most weapons a lunge or cut can reach around five feet from the
Put a weapon away: Sheathing a sword or holstering a gun bearer while certain other weapons, such as spears & halberds,
requires an action. This exposes you to reflexive attacks. increase this reach. Final arbitration on such matters is given to
the Games Master.
41
Ranged Attacks Cover & Concealment
Ranged attacks are made with thrown items, firearms & bows. Cover or concealment increases someone’s Defence Class
Ranged weapons have a ‘range increment’ that is a guide to the according to how concealed they are or how much cover they are
range of the weapon. Each range increment multiple past the first behind. These factors can combine. An attack can strike through
incurs a -2 penalty to it. Thrown weapons range increment is cover with the cover absorbing damage like armour according to
increased, in feet, by the Strength bonus of the thrower. Thrown its armour value and also taking a single point of damage. The
weapons have a maximum range of 5 increments. Other ranged Defence Class is modified as follows.
weapons have a maximum range of 10 increments. A sniper rifle
firing at maximum range would be at -18 to hit.
Injury & Death
Firing into Melee Your Hit Points measure how hard you are to kill. No matter
Firing a ranged weapon into a melee combat is risky. Attacks how many Hit Points you lose, your character is not hindered in
fired into a melee suffer a -4 penalty to hit &, if they fail to any way until your Hit Points drop to 0 or lower in total or in a
hit their appointed target, have a 20% chance to hit one of location.
the combatants for each combatant engaged. The target hit is
determined randomly. Loss of Hit Points
For example an ally & four enemies are engaged in a melee. A The most common way that your
shot will definitely hit someone (there are five combatants, 5 x character gets hurt is to take lethal
Table: Automatic Fire
20% = 100% but whom is determined randomly. In this case by a damage & lose Hit Points. Rate of To-Hit
d5 (1d10 divided by 2). Fire Modifier
What Hit Points Represent: Hit 3 +1
Unarmed Attacks points mean two things in the game 5 -2
10 -4
Martial artists & trained fighters can do more damage but as world: the ability to take physical 15 -6
standard the damage incurred by unarmed attacks is 1d3 for punishment & keep going & the 20 -8
medium creatures, 1d2 for small creatures an 1d4 for large ability to turn a serious blow into a Etc Etc
creatures. This damage is subdual as standard but, but taking a -4 less serious one.
penalty on their attack roll a combatant can incur lethal damage. Table: Cover & Concealment
Making an unarmed attack against an armed opponent allows Cover/Concealment DC Bonus/Reflex bonus
them to make a reflexive attack. 1⁄4 cover +2/+1
1⁄2 cover +4/+2
3⁄4 cover +7/+3
Automatic Fire 9/10th cover +10/+4
Automatic fire comes in either 3 round bursts or prolonged Total cover Cannot be hit save
autofire. In all cases the amount that the attack roll exceeds the through cover.
Defense Class (or defensive roll) by is the number of rounds Light concealment +2/-
(Fog, foliage)
that hit. When large numbers of rounds hit it can be easier to Medium concealment +4/-
use the average damage for the shots rather than rolling for each (Shadows, dense fog)
individual strike. The maximum number of rounds that can hit Strong concealment +7/-
is equal to the rate of fire of the weapon. Some non-automatic (Dense foliage)
Very strong +10/-
weapons can have rates of fire equal to 3, possibly more. If that
concealment (near
is the case they can use the automatic fire rules if all the shots are total darkness)
aimed at one target. If the shots are aimed at separate targets they Total concealment +12/-
are rolled individually. (Attacker is blind,
Automatic fire is inaccurate but devastating. Anything over a invisibility)
three-round burst may not be targeted at a specific location.
Table: Spray Fire
Spray Fire Rate of Fire Arc (Degrees) To-Hit Modifier
Spray fire is automatic fire but, rather than being directed at a 3 10 +0
single target, spray fire is directed at an area. Anything within 5 15 +1
10 25 +2
that area must make a Reflex save against the attack roll of the 15 35 +3
spray fire on suffer a single hit from a projectile. 20 45 +4
Etc Etc Etc
42
Effects of Hit Point Damage: Damage does not slow you down You can keep a dying character from losing any more Hit Points
until your total or location Hit Points reach 0 or lower. & make him stable with a TN 15 Heal check.

At 0 Hit Points, you are disabled. If any sort of healing cures the dying character of even 1 point of
At from –1 to –9 Hit Points, you are dying. damage, he stops losing Hit Points & becomes stable.
At –10 or lower, you are dead.
Healing that raises the dying character’s Hit Points to 0 makes
him conscious & disabled. Healing that raises his Hit Points to
Disabled (0 Hit Points) 1 or more makes him fully functional again, just as if he’d never
When your current Hit Points drop to exactly 0, you are disabled. been reduced to 0 or lower. A spellcaster retains the spellcasting
capability she had before dropping below 0 Hit Points.
You can only take a single action & reflexive action each turn &
you are limited to crawling for movement. If you do anything A stable character who has been tended by a healer or who has
more you take a hit point of damage. been magickally healed eventually regains consciousness &
recovers Hit Points naturally. If the character has no one to tend
Healing that raises your Hit Points above 0 makes you fully him, however, his life is still in danger & he may yet slip away.
functional again, just as if you had never been reduced to 0 or
fewer Hit Points. Recovering with Help: One hour after a tended, dying character
becomes stable, roll d%. He has a 10% chance of becoming
You can also become disabled when recovering from dying. In conscious, at which point he is disabled (as if he had 0 Hit
this case, it’s a step toward recovery & you can have fewer than 0 Points). If he remains unconscious, he has the same chance to
Hit Points (see Stable Characters & Recovery, below). revive & become disabled every hour. Even if unconscious, he
recovers Hit Points naturally. He is back to normal when his Hit
Dying (–1 to –9 Hit Points) Points rise to 1 or higher.
When your character’s current Hit Points drop to between –1 &
–9 inclusive, he is dying. Recovering Without Help: A severely wounded character left
alone usually dies. He has a small chance, however, of recovering
A dying character immediately falls unconscious & can take no on his own.
actions.
A character who becomes stable on his own (by making the 10%
A dying character loses 1 hit point every round. This continues roll while dying) & who has no one to tend to him still loses Hit
until the character dies or becomes stable (see below). Points, just at a slower rate. He has a 10% chance each hour
of becoming conscious. Each time he misses his hourly roll to
Dead (–10 Hit Points or lower) become conscious, he loses 1 hit point. He also does not recover
When your character’s current Hit Points drop to –10 or lower or Hit Points through natural healing.
if he takes massive damage (see above), he is dead. A character
can also die from taking ability damage or suffering an ability Even once he becomes conscious & is disabled, an unaided
drain that reduces his Constitution to 0. character still does not recover Hit Points naturally. Instead, each
day he has a 10% chance to start recovering Hit Points naturally
(starting with that day); otherwise, he loses 1 hit point.
Stabilise Characters & Recovery
On the next turn after a character is reduced to between –1 & Once an unaided character starts recovering Hit Points naturally,
–9 Hit Points & on all subsequent turns, roll d% to see whether he is no longer in danger of naturally losing Hit Points (even if
the dying character becomes stable. He has a 10% chance his current hit point total is negative).
of becoming stable. If he does not, he loses 1 hit point. (A
character who is unconscious or dying cannot use any special
action that changes the initiative count on which his action Healing
occurs). After taking damage, you can recover Hit Points through natural
healing or through magickal healing. In any case, you cannot
If the character’s Hit Points drop to –10 or lower, he is dead. regain Hit Points past your full normal hit point total.
43
Natural Healing: With a full night’s rest (8 hours of sleep or All temporary Hit Points are only added to the hit point total, not
more), you recover 1 hit point to your general hit points & to to the locations.
your worst hurt location. Any significant interruption during
your rest prevents you from healing that night. If you undergo Subdual Damage
complete bed rest for an entire day & night, you recover 2 Hit Subdual damage is non-lethal damage. Fists, environmental
Points. effects & some weapons can deal subdual damage either by
itself or alongside normal damage. Subdual damage rarely badly
Magickal/Technological Healing: Various abilities & spells can harms or debilitates a character but can knock them unconscious
restore Hit Points. or stagger them. Critical hits with subdual attacks can either
Healing Limits: You can never recover more Hit Points than cause real damage instead of subdual damage or can double the
you lost. Magickal healing will not raise your current Hit Points subdual damage.
higher than your full normal hit point total. Dealing Subdual Damage: Subdual damage is delivered, as Hit
Healing Ability Damage: Ability damage is temporary, just Points of subdual damage by fist blows & other methods. The
as hit point damage is. Ability damage returns at the rate of 1 amount of damage is considered doubled if it hits the head. The
point per night of rest (8 hours) for each affected ability score. damage is not kept track of & is not marked off the Hit Points
Complete bed rest restores 2 points per day (24 hours) for each of the character. Instead the damage dealt creates the TN of
affected ability score. a Fortitude save the target must make to remain conscious, in
Scarring & Permanent Injury: Whenever a character is the case of a head hit, or un-staggered in the case of a torso hit.
reduced to 0 or below on a location or on their full Hit Points Successful subdual strikes, with a failed save, against limbs cause
they have a chance of taking a permanent injury. A Fortitude anything held in that limb to be dropped.
save must be made against a TN of 20 to avoid receiving a Staggered: A subdual strike that does damage equal to or
permanent wound. Arm wounds reduce Dexterity by 1. Leg more than the target’s Con deals a Hit Point of lethal damage &
wounds reduce move rates by 1 foot, to a minimum of 1 foot. staggers them in addition to any other effects that might happen
Torso wounds reduce either Strength or Constitution by 1, due to a failed Fortitude save. Any subdual strike that causes
randomly determined. Head wounds reduce either Intelligence the target to be staggered also deals a Hit Point of lethal damage.
or Wisdom randomly determined. Piercing or slashing weapons A character that is already staggered & is staggered again
cause scarring, as do energy attacks. This is not a problem unless becomes stunned. If staggered for a third time they are knocked
the wounds suffered are to the face. Any piercing, slashing or unconscious.
energy attack that does more than 1 damage leaves a scar which Unconscious: A failed Fortitude save against a subdual strike to
reduces Charisma by 1 unless a Fortitude save is made against a the head results in unconsciousness as well as dealing a single Hit
TN of 15. For fire attacks that can scar terribly the TN is raised Point of lethal damage. Recovery from unconsciousness occurs
to 25. Scars & permanent injuries can be healed by magick or as usual.
technology.

Temporary Hit Points Environmental Sources of Damage


Certain effects give a character temporary Hit Points. When a There exist many types of environmental sources of damage.
character gains temporary Hit Points, note his current hit point Here are a few of the most common.
total. When the temporary Hit Points go away the character’s Fire
Hit Points drop to his current hit point total. If the character’s A normal fire, or being set alight, causes 1d6 Hit Points of
Hit Points are below his current hit point total at that time, all the damage per turn. Intense fire does 2d6 and chemical fire does
temporary Hit Points have already been lost & the character’s hit 3d6.
point total does not drop further. When temporary Hit Points are Electricity
lost, they cannot be restored as real Hit Points can be, even by Small amounts such as household current do 1d6, larger shocks
magick. do 2d6 and being struck by lightning causes as much as 3d6
points of damage.
Increases in Constitution Score & Current Hit Points: An Falling
increase in a character’s Constitution score, even a temporary For every 10 feet fallen up to a maximum of 100 feet, regardless
one, can give her more Hit Points (an effective hit point increase) of any additional height, 1d6 damage is taken. Anything under
but these are not temporary Hit Points. They can be restored & 10 feet causes no damage & a successful Tumble check halves
they are not lost first as temporary Hit Points are. any resulting damage.
44

Vehicles Getting Started


For simply travelling from point to point the vehicle used is Most vehicles can be entered with an action & started with a
largely a matter of personal style & finances. Skill checks second action. An exception is noted in a vehicle’s description
are only required in extraordinary circumstances. These rules when it applies.
are primarily focused on ground vehicles, cars, trucks & light
military vehicles. The rules can be modified for boats, heavier
armoured vehicles & aircraft. Vehicle Speed
Vehicle speed is expressed in five categories: stationary, alley
Characters in Vehicles speed, street speed, highway speed & all-out. Each of these
A character in a vehicle fills one of several possible roles, which speed categories represents a range of possible movement. Each
determines what the character can do. round, a vehicle moves according to its current speed category. A
vehicle can generally move up or down one speed category every
Driver: The driver of the vehicle controls its movement. Most turn.
vehicles have only one position from where the vehicle can be
driven, so the person seated there is the driver. Driving a vehicle Stationary: Not moving. -4 Defence, +4 on checks though a
requires, at a minimum, a single action, which means that the stationary vehicle cannot move or manoeuvre.
driver may be able to do something else. There can be only one Alley Speed: 1⁄4 of all-out. -2 Defence, +2 on checks.
driver in a vehicle at one time. Street Speed: 1⁄2 of all-out. +0 Defence, +0 on checks.
Highway Speed: 3⁄4 of all-out. +2 Defence, -2 on checks.
Co-pilot: A co-pilot can help the driver by taking an aid another All-Out Speed: Maximum speed. +4 Defence, -4 on checks.
action. The co-pilot must be seated in a location where he or
she can see the road & advise the driver (in a car, this generally
means the front passenger seat). Aiding the driver requires an Declaring Speed
action, leaving the co-pilot with the opportunity to do something At the beginning of his or her action, a driver must declare his
else. A vehicle can have only one copilot at a time. or her speed category for the round. The driver can choose to
go one category faster or slower than the vehicle’s speed in the
Gunner: Some vehicles have built-in weapons. If such a previous round. A stationary vehicle can change to alley speed
weapon is controlled from a location other than the driver’s in either forward or reverse. Most vehicles cannot go faster than
position, a character can man that position & become the gunner. alley speed in reverse.
A vehicle can have as many gunners as it has gunner positions.

Passenger: All other personnel aboard the vehicle are considered The Effects of Speed
passengers. Passengers have no specific role in the vehicle’s A fast-moving vehicle is harder to hit than a stationary one but
operation but may be able to fire weapons from the vehicle or it’s also harder to control & to attack from.
take other actions.
When a vehicle travels at street speed or faster, it gains a bonus
to Defence. However, that speed brings along with it a penalty
Facing & Firing Arcs on all skill checks & attack rolls made by characters aboard the
Unlike with characters, when dealing with vehicles, the vehicle’s vehicle, including Drive checks to control the vehicle & attacks
facing is important. Facing indicates the direction in which the made from it.
vehicle is travelling (assuming it’s not moving in reverse). It can
also determine which weapons aboard the vehicle can be brought
to bear on a target. Driving a Vehicle
Driving a vehicle requires a single action, taken by the vehicle’s
A weapon built into a vehicle can by mounted to fire in one of driver. The driver can attempt manoeuvres to change the
four directions, forward, aft, right, or left, or be built into a partial vehicle’s course or speed. These manoeuvres can be attempted at
or full turret. A partial turret lets a weapon fire 180 degrees, any point along the vehicle’s route.
while a full turret lets it fire in any direction. For vehicles
with weapons, a weapon’s arc of fire is given in the vehicle’s The two kinds of vehicle movement are simple manoeuvres &
description. stunts.
45
Simple Manoeuvres: A simple manoeuvre, such as a 45-degree The TN to avoid a hazard varies with the nature of the hazard.
turn, is easy to perform. Each is a free action & can be taken as On a failed check, the vehicle hits the obstacle. For caltrops,
many times as the driver likes while he or she moves the vehicle. this means the caltrops make an attack against the vehicle (see
However, simple manoeuvres do cost movement, so a vehicle Caltrops). An oil slick forces the drive to make a Drive check
that makes a lot of simple manoeuvres will not get as far as one (TN 15) to retain control of the vehicle (see Losing Control).
going in a straight line. Simple manoeuvres do not require the Failing to avoid an object results in a collision with the object
driver to make skill checks. (see Collisions & Ramming).
Stunts: Stunts are difficult & sometimes daring manoeuvres that Bootleg Turn: By making a bootleg turn, a driver can radically
enable a driver to change his or her vehicle’s speed or heading change direction without turning in a loop. However, in so doing,
more radically than a simple manoeuvre allows. It can be taken the vehicle comes to a stop. Before a vehicle can make a bootleg
as part of a move action to control the vehicle & a second stunt turn, it must move in a straight line for its full movement this
can be attempted in lieu of the driver’s other actions. Stunts turn. To make a bootleg turn, simply change the vehicle’s facing
always require Drive checks. to the desired direction. The vehicle ends its movement in that
Simple Maneuvers location, at stationary speed.
During a vehicle’s movement, the driver can perform any one of
the following manoeuvres. The TN for a bootleg turn depends on the change in facing. 5 for
45-Degree Turn: Any vehicle can make a simple 45-degree turn 45 degrees, plus 5 for every further 45 degrees.
as part of its movement. Making a 45-degree turn costs 5 feet of
forward movement. On a failed check, instead of facing the desired direction, the
Ram: Two vehicles need only collide for a ram to occur, this vehicle only changes facing by 45 degrees.
requires no check. A driver with a free action or reflexive action
may make a Reflex save against a TN of 15 to avoid half the Make a Drive check to retain control against a TN equal to the
damage being done to the vehicle. Ramming knocks down the TN for the bootleg turn attempted (see Losing Control).
speed of both involved vehicles depending on the manner of
the ram. A shunt increases the speed of the shunted vehicle by Dash: With a dash stunt, a driver can increase the vehicle’s
1 category & decreases that of the shunter by 1, a sideswipe speed by one category. (This increase is in addition to any speed
decreases the speed of both by 1, a head-on ram brings both to a change made at the beginning of the driver’s action; if the driver
halt.. increased speed at that time, he or she can accelerate a total of
Sideslip: A driver might wish to move to the side without two categories in the same round). The vehicle’s total movement
changing the vehicle’s facing, for instance to change lanes. This for the round cannot exceed the maximum for its new speed
simple manoeuvre, called a sideslip, allows a vehicle to avoid category.
obstacles or weave in & out of traffic without changing facing. A
sideslip costs 15 feet of movement. The TN for a dash is 15.

Stunts On a failed check, the vehicle does not change speed categories.
Stunts are manoeuvres that require a Drive check to perform
successfully. Unsuccessful stunts often result in the vehicle Hard Brake: With a hard brake stunt, a driver can reduce the
ending up someplace other than where the driver intended. When vehicle’s speed by up to two categories. (This is in addition
this happens, the vehicle collides with any objects in its path. to any speed change made at the beginning of his action; if the
Remember that the check/roll modifier from affects all Drive driver reduced speed at that time, he or she can drop a total of
checks made by the driver & attack rolls made by all occupants three categories in the same round). The vehicle’s movement for
of the vehicle. the round ends as soon as it has moved the minimum distance for
Avoid Hazard: Vehicle combat rarely occurs on a perfectly flat, its new speed category. (If it has already moved that far before
Featureless plain. When a vehicle tries to move through space attempting the hard brake, it ends its movement immediately).
occupied by a hazard, the driver must succeed on a Drive check
to avoid the hazard & continue moving. The TN for a hard brake is 15.
Structures simply cannot be avoided. Also, if a driver cannot
make a check (if he or she has used all his or her actions for the On a failed check, the vehicle does not change speed categories.
round in performing other stunts), he or she automatically fails to Make a Drive check (TN 15) to retain control (see Losing
avoid the hazard. In such cases, a collision occurs. Control).
46
Hard Turn: A hard turn allows a vehicle to make a turn in a Sideswipe: During a vehicle’s movement, a driver can attempt to
short distance without losing speed. sideswipe a vehicle or other target, either to deal damage without
A hard turn functions like a 45-degree turn simple manoeuvre. fully ramming it or to cause another driver to lose control of his
or her vehicle. Attempting a sideswipe costs 5 feet of movement.
The TN for a hard turn is 15.
If the stunt is successful, both vehicles take damage as if they had
On a failed check, the vehicle turns as a 45 degree turn. Make a collided (see Collisions & Ramming), except that the collision
Drive check (TN 15) to retain control (see Losing Control). multiplier is 1/4 & the driver of the target vehicle can make a
Reflex save (TN 15) to reduce the damage to both vehicles by
Jump: A driver can attempt to jump his or her vehicle across a half of that result. The driver of the sideswiped vehicle must
gap in his or her path. succeed at a Drive check (TN 15) at the beginning of his or her
next action or lose control of the vehicle.
To make a jump, the vehicle must move in a straight line for as
much of their movement as they can before reaching the gap. If The TN for a sideswipe is 15. It’s modified by the relative size &
the vehicle does not have enough movement left to clear the gap, speed of the target.
it must complete the jump at the start of its next turn.
On a failed check, both vehicles take damage as though the
The TN for a jump depends on the width of the gap, modified by sideswipe attempt was a success. However, the other driver does
the vehicle’s speed category. not need to make a check to retain control.

On a failed check, the vehicle fails to clear the gap & instead falls
into it (or collides with the far side). Determine damage as for a Driver Options Table: Sideswipe
Target Condition TN
collision (see Collisions & Ramming). Here is what a vehicle Modifier
driver can do in a single Each size category larger -5
Table: Vehicle Jump 1 round for a single action: Each size category smaller +5
Gap Width TN Table: Vehicle Jump 2 Each speed category of +2
3 ft 15 Speed Category TN difference
8 ft 20 Modifier
15 ft 25 Alley +10 Choose the Vehicle’s
25 ft 35 Street +5 Speed: The driver may increase or decrease his or her vehicle’s
40 ft 45 Highway +0
All-out -5 speed category by one (or keep it the same).

A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size Movement: Move the vehicle within the vehicle’s speed
object; the vehicle may be able to avoid taking collision damage category. Along the way, perform any number of simple
from the failed jump by treating the far side as a hazard & then manoeuvres (limited only by their movement cost). The driver
continue moving (see Avoid Hazard, above). may also attempt a single stunt as part of the movement.

A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge


object. The vehicle can only drive out of the gap if the walls are Collisions & Ramming
not too steep. A collision occurs when a vehicle strikes another vehicle or a
solid object. Generally, when a vehicle collides with a creature
A deeper gap (11 feet or deeper) is equivalent to a Colossal or other moving vehicle, the target can attempt a Reflex save (TN
object. The vehicle can only drive out of the gap if the walls are 15) to reduce the damage by half.
not too steep.

If the gap is filled with water, the vehicle takes only half damage Resolving Collisions
from the collision with the ground. However, if the water is The base damage dealt by a vehicle collision depends on the
too deep or the bottom is too soft (GM’s discretion), the vehicle speed & size of the objects involved. Use the highest speed &
might not be able to move. the smallest size of the two colliding objects & refer to Table:
Collision Damage.
Table: Collision Damage 47
Speed (Add for head on hits, take slowest away from highest Damage Die Type An out-of-control vehicle may strike an object
for rear hits, use ramming vehicle speed for side strikes) or other vehicle. When that happens, a
Alley speed D2
Street speed D4 collision occurs (see Collisions & Ramming,
Highway speed D8 above).
All-out D12
Ramming Object/Vehicle Number of Dice
Spin: The vehicle skids, spinning wildly. The
Colossal 20
Gargantuan 16 vehicle moves in its current direction a half its
Huge 12 normal movement & then ends its movement.
Large 8 Once it stops, roll 1d8 to determine its new
Medium-size 4
facing:
Small 2
Tiny 1 1, no change; 2, right 45 degrees; 3, right 90
Even smaller 0 degrees; 4, right 135 degrees; 5, 180 degrees;
Direction Multiplier (Target is..) 6, left 135 degrees; 7, left 90 degrees; 8, left 45
Stationary x1
degrees.
Moving head on or 45 degrees from head on x2
Striking perpendicular x1 Reorient the vehicle accordingly.
Rear ending 1/2
Sideswipe 1⁄4 Roll: The vehicle tumbles, taking damage.

Once the damage has been determined, apply it to both vehicles The vehicle rolls in a straight line in its current direction for a
(or objects or creatures) involved in the collision. Both vehicles number of squares equal to the turn number for its speed, then
reduce their speed by two speed categories. If the colliding ends its movement. At the end of the vehicle’s roll, reorient the
vehicle moved the minimum amount for its new speed category vehicle perpendicular to its original direction of travel (determine
before the collision, it ends its movement immediately. If not, it left or right randomly). A vehicle takes damage equal to 2d6 x its
pushes the other vehicle or object aside, if possible & continues speed category (stationary 0, All-out 4). The vehicle’s occupants
until it has moved the minimum amount for its new speed take damage equal to 2d4 x its speed category (Reflex save, TN
category. The driver of the vehicle that caused the collision must 15, for half damage).
immediately make a Drive check (TN 15) or lose control of the
vehicle (see Losing Control, below). The driver of the other Hide & Seek
vehicle must succeed on a Drive check (TN 15) at the beginning When being pursued, a driver can attempt a Hide check to lose
of his or her next action or lose control of his or her vehicle. the pursuer in heavy traffic, or a Bluff check to misdirect the
pursuer before turning onto an off-ramp or a side street. To make
Damage to Vehicle Occupants a Hide check, use the normal rules for hiding (see the Hide skill
When a vehicle takes damage from a collision, its occupants may
description). The normal size modifiers apply, but because the
take damage as well. The base amount of damage depends on
driver is hiding among other vehicles, most of which are size
the cover offered by the vehicle. If there is no cover the damage
Large or Huge, he or she gains a +8 bonus on the check. This
is the same as the damage the vehicle takes. If it is 1⁄4 cover then
use of the Hide skill can only be attempted in fairly heavy traffic;
they take half. 1⁄2 cover means they take 1⁄4 & 3⁄4 or more cover
in lighter traffic, the Games Master might not allow it or might
means they take no damage. Standard cars offer 1⁄4 cover to their
apply a penalty to the check. A driver can use Bluff to make a
occupants, proper restraints & crash protection steps you up a
pursuer think he or she is going a different direction from what
category. Motorcycles offer zero cover. Each of the occupants
the driver intends. Just before making a turn onto an off-ramp or
may make a Reflex save (TN 15) to take half damage.
side street, make a Bluff check opposed by the pursuer’s Sense
Motive check. If the driver is successful, the pursuer takes a –5
Losing Control penalty on any Drive check needed to make the turn to follow the
A collision or a failed stunt can cause a driver to lose control of driver. If the other driver can make the turn using only simple
his vehicle. In these cases, the driver must make a Drive check to manoeuvres & does not have to make a Drive check, the Bluff
retain control of the vehicle. If this check is successful, the driver attempt has no effect.
maintains control of the vehicle. If it fails, the vehicle goes into Vehicle Combat
a spin. If it fails by 10 or more, the vehicle rolls. Remember that Combat in vehicles proceeds as normal save that the driver gets
the check/roll modifier from Table: Vehicle Speeds & Modifiers to do basic moves & drive the vehicle as a single action leaving
applies to all Drive checks. other actions free for further moves.
48
Attack Options
Table: Vehicle Hit Location
Firing a vehicle’s weapon requires an action & uses the driver’s Roll Location Hit Points
or gunner’s ranged attack modifier. 1-2 Motive Gear 2/5ths total
3-10 Body 4/5ths total
11-12 Cargo 2/5ths total
A driver with 5 or more ranks in the Drive skill gains a +2
13-18 Passengers 2/5ths total
synergy bonus when firing vehicle-mounted weapons while 19-20 Drive 3/5ths total
driving.

Some military vehicles are equipped with fire-control computers.


These systems grant equipment bonuses on attack rolls with the
vehicle-mounted weapons to which they apply.

Driving Defensively: Just as in melee combat, one can fight


defensively while driving a vehicle, which grants a +1 dodge
bonus to the vehicle’s Defence & applies a –2 penalty on attack
rolls made by occupants of the vehicle for each action used on
defensive driving, which also reduces the forward speed of the
vehicle by 10 ft per action spent.

Targeting Occupants
An attack made against a vehicle uses the vehicle’s Defence,
modified by its speed category. Attackers can choose instead to
target specific vehicle occupants.

An attack against a vehicle occupant is made like any other


attack. Remember, however, that a character in a vehicle gains
bonuses to Defence from both the vehicle’s speed & any cover it
provides.

Cover
When a character fires from a vehicle, objects or other vehicles in
the way can provide cover for the target (see Cover).

Repairing Damage
Repairing damage to a vehicle takes a full hour of work, a
mechanical tool kit & a garage or some other suitable facility.
(Without the tool kit, a character takes a –4 penalty on his or her
Repair check). At the end of the hour, make a Repair check (TN
20). Success restores 2d6 Hit Points. If damage remains, the
character may continue to make repairs for as many hours as it
takes to restore all of the vehicle’s Hit Points.
49

Adventuring Evasion & Improved Evasion


These extraordinary abilities allow the target of an area attack to
leap or twist out of the way. If subjected to an attack that allows
Exploring & adventuring carries many more risks than being a Reflex save for half damage, a character with evasion takes no
stabbed or shot. These other risks are detailed below & include damage on a successful save.
such risks as poison or disease & the draining of Abilities.
As with a Reflex save for any creature, a character must have

Ability Score Loss room to move in order to evade. A bound character or one
squeezing through an area cannot use evasion.
Various attacks cause ability score loss, either ability damage
or ability drain. Points lost to ability damage return at the rate As with a Reflex save for any creature, evasion is a reflexive
of 1 point per day (or double that if the character gets complete ability. The character need not know that the attack is coming to
bed rest) to each damaged ability. Ability drain, however, is use evasion.
permanent without the application of magick or high technology.
While any loss is debilitating, losing all points in an ability score Evasion cannot be used in medium or heavy armour. Some
can be devastating. creatures with the evasion ability as an innate quality do not have
this limitation.
• Strength 0 means that the character cannot move at all.
He lies helpless on the ground. Improved evasion is like evasion, except that even on a failed
• Dexterity 0 means that the character cannot move at all. saving throw the character takes only half damage.
He stands motionless, rigid & helpless.
• Constitution 0 means that the character is dead.
• Intelligence 0 means that the character cannot think & is
unconscious in a coma-like stupor, helpless. Fear
• Wisdom 0 means that the character is withdrawn into a Spells, magick items & certain monsters can affect characters
deep sleep filled with nightmares, helpless. with fear. In most cases, the character makes a Will saving throw
• Charisma 0 means that the character is withdrawn into a to resist this effect & a failed roll means that the character is
catatonic, coma-like stupor, helpless. shaken, frightened, or panicked.

Keeping track of negative ability score points is never necessary. Shaken: Characters who are shaken take a –2 penalty on attack
A character’s ability score cannot drop below 0. rolls, saving throws, skill checks & ability checks.

Having a score of 0 in an Ability is different from having no Frightened: Characters who are frightened are shaken & in
ability score whatsoever. addition they flee from the source of their fear as quickly as they
can. They can choose the path of their flight. Other than that
Some spells or abilities impose an effective ability score stipulation, once they are out of sight (or hearing) of the source of
reduction, which is different from ability score loss. Any such their fear, they can act as they want. However, if the duration of
reduction disappears at the end of the spell’s or ability’s duration their fear continues, characters can be forced to flee once more if
& the ability score immediately returns to its former value. the source of their fear presents itself again. Characters unable to
flee can fight (though they are still shaken).
If a character’s Constitution score drops, then he loses 1 hit point
for every point by which his Constitution drops. A hit point score Panicked: Characters who are panicked are shaken & they run
cannot be reduced by Constitution damage or drain to less than 1 away from the source of their fear as quickly as they can. Other
hit point. than running away from the source, their path is random. They
flee from all other dangers that confront them rather than facing
The ability that some creatures have to drain ability scores is a those dangers. Panicked characters cower if they are prevented
supernatural one, requiring some sort of attack. Such creatures from fleeing.
do not drain abilities from enemies when the enemies strike them,
even with unarmed attacks or natural weapons. Becoming Even More Fearful: Fear effects are cumulative. A
shaken character who is made shaken again becomes frightened
& a shaken character who is made frightened becomes panicked
Death Attacks instead. A frightened character who is made shaken or frightened
In most cases, a death attack allows the victim a Fortitude save to becomes panicked instead.
avoid the affect, but if the save fails, the character dies instantly.

• Death attacks slay instantly. A victim cannot be made


stable & thereby kept alive. Hero Points
• In case it matters, a dead character, no matter how she Hero Points may be spent to increase or decrease a roll of yours,
died, has –10 Hit Points. or anyone else’s, by the value of a 1d6 roll.
50
You may spend as many Hero Points on a single roll as you wish TN: The Target Number for the Fortitude saving throws to
altering it by the sum total of all the rolls. There area few limits prevent infection (if the character has been infected), to prevent
listed below. each instance of repeated damage & to recover from the disease.

Hero Points are regained by spending Experience Points or by Incubation Period: The time before damage begins.
performing heroic actions & stunts. The Games Master can elect
to reward you with a Hero Point at any point your character does Damage: The damage the character takes after incubation &
something heroic, key to the plot or fundamentally true to your each day afterward.
character.

• Only one Hero Point may be spent to increase a damage Healing a Disease
roll. Use of the Heal skill can help a diseased character. Every time a
• As many Hero Points as you wish may be spent to diseased character makes a saving throw against disease effects,
reduce damage. the healer makes a check. The diseased character can use the
• As many Hero Points as you wish may be spent to healer’s result in place of his saving throw if the Heal check
increase any other rolls. result is higher. The diseased character must be in the healer’s
care & must have spent the previous 8 hours resting.

Paralysis Characters recover points lost to ability score damage at a rate


of 1 per day per ability damaged & this rule applies even while a
Some monsters & spells have the supernatural or spell-like ability
to paralyze their victims, immobilizing them through magickal disease is in progress. That means that a character with a minor
means. (Paralysis from toxins is discussed in the Poison section). disease might be able to withstand it without accumulating any
damage.
A paralyzed character cannot move, speak, or take any physical
action. He is rooted to the spot, frozen & helpless. Not even
friends can move his limbs. He may take purely mental actions. Poison
When a character takes damage from an attack with a poisoned
A winged creature flying in the air at the time that it becomes weapon, touches an item smeared with contact poison, consumes
paralyzed cannot flap its wings & falls. A swimmer cannot swim poisoned food or drink, or is otherwise poisoned, he must make
& may drown. a Fortitude saving throw. If he fails, he takes the poison’s initial
damage (usually ability damage). Even if he succeeds, he
typically faces more damage 1 minute later, which he can also
avoid with a successful Fortitude saving throw.
Disease
When a character is injured by a contaminated attack touches an One dose of poison smeared on a weapon or some other object
item smeared with diseased matter, or consumes disease-tainted affects just a single target. A poisoned weapon or object retains
food or drink, he must make an immediate Fortitude saving its venom until the weapon scores a hit or the object is touched
throw. If he succeeds, the disease has no effect, his immune (unless the poison is wiped off before a target comes in contact
system fought off the infection. If he fails, he takes damage after with it). Any poison smeared on an object or exposed to the
an incubation period. Once per day afterward, he must make elements in any way remains potent until it is touched or used.
a successful Fortitude saving throw to avoid repeated damage.
Two successful saving throws in a row indicate that he has fought Although supernatural & spell-like poisons are possible,
off the disease & recovers, taking no more damage. poisonous effects are almost always extraordinary.

These Fortitude saving throws can be rolled secretly so that the Poisons can be divided into four basic types according to the
player does not know whether the disease has taken hold. method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a


saving throw. It can be actively delivered via a weapon or a
Disease Descriptions touch attack. Even if a creature has sufficient damage reduction
Diseases have various symptoms & are spread through a number to avoid taking any damage from the attack the poison can still
of vectors. The characteristics of diseases are summarized below. affect it. A chest or other object can be smeared with contact
poison as part of a trap.

Infection: The disease’s method of delivery; ingested, inhaled, Ingested: Ingested poisons are virtually impossible to utilize in
via injury, or contact. Keep in mind that some injury diseases a combat situation. A poisoner could administer a potion to an
may be transmitted by as small an injury as a flea bite & that unconscious creature or attempt to dupe someone into drinking or
most inhaled diseases can also be ingested (& vice versa). eating something poisoned. Assassins & other characters tend to
use ingested poisons outside of combat.
51
Inhaled: Inhaled poisons are usually contained in fragile vials
or eggshells. They can be thrown as a ranged attack with a range
Conditions
If more than one condition affects a character, apply them all. If
increment of 10 feet. When it strikes a hard surface (or is struck
certain effects cannot combine, apply the most severe effect.
hard), the container releases its poison. One dose spreads to fill
the volume of a 10-foot sphere. Each creature within the area
must make a saving throw. (Holding one’s breath is ineffective
Ability Damaged: The character has temporarily lost 1 or more
against inhaled poisons; they affect the nasal membranes, tear
ability score points. Lost points return at a rate of 1 per day
ducts & other parts of the body).
unless noted otherwise by the condition dealing the damage.
A character with Strength 0 falls to the ground & is helpless.
Injury: This poison must be delivered through a wound. If a
A character with Dexterity 0 is paralyzed. A character with
creature has sufficient damage reduction to avoid taking any
Constitution 0 is dead. A character with Intelligence, Wisdom,
damage from the attack, the poison does not affect it. Traps
or Charisma 0 is unconscious. Ability damage is different from
that cause damage from weapons, needles & the like sometimes
penalties to ability scores, which go away when the conditions
contain injury poisons.
causing them go away.
Terms used to describe poisons are defined below
Ability Drained: The character has permanently lost 1 or more
• Type: The poison’s method of delivery (contact,
ability score points. The character can regain these points only
ingested, inhaled, or via an injury) & the Fortitude save
through magickal or technological means. A character with
DC to avoid the poison’s damage.
Strength 0 falls to the ground & is helpless. A character with
• Initial Damage: The damage the character takes
Dexterity 0 is paralyzed. A character with Constitution 0 is
immediately upon failing his saving throw against
dead. A character with Intelligence, Wisdom, or Charisma 0 is
this poison. Ability damage is normally temporary.
unconscious.
Paralysis normally lasts for 2d6 minutes.
• Secondary Damage: The amount of damage the
character takes 1 minute after exposure as a result
Blinded: The character cannot see. He takes a –2 penalty to
of the poisoning, if he fails a second saving throw.
Defence Class, loses his Dexterity bonus to Defence Class (if
Unconsciousness normally lasts for 1d3 hours.
any), moves at half speed & takes a –4 penalty on Search checks
& on most Strength- & Dexterity-based skill checks. All checks
& activities that rely on vision (such as reading & Spot checks)
Perils of Using Poison automatically fail. All opponents are considered to have total
A character has a chance of exposing himself to a poison
concealment to the blinded character. Characters who remain
whenever he applies it to a weapon or otherwise readies it for
blinded for a long time grow accustomed to these drawbacks &
use, this results from a botch of what is normally a TN 10 check.
can overcome some of them.
Additionally, a character who rolls a natural 1 on an attack roll
with a poisoned weapon must make a TN 15 Reflex save or
accidentally poison himself with the weapon.
Blown Away: Depending on its size, a creature can be blown
away by winds of high velocity. A creature on the ground that is
Poison Immunities blown away is knocked down & rolls 1d4 x 10 feet, taking 1d4
Creatures with natural poison attacks are immune to their own points of subdual damage per 10 feet. A flying creature that is
poison. Nonliving creatures (constructs & undead) & creatures blown away is blown back 2d6 x 10 feet & takes 2d6 points of
without metabolisms (such as elementals) are always immune subdual damage due to battering & buffering.
to poison. Oozes, plants & certain kinds of outsiders are also
immune to poison, although conceivably special poisons could be
concocted specifically to harm them. Checked: Prevented from achieving forward motion by an
applied force, such as wind. Checked creatures on the ground
merely stop. Checked flying creatures move back a distance
specified in the description of the effect.
Rays
All ray attacks require the attacker to make a successful ranged
touch attack against the target. Rays have varying ranges, which
are simple maximums. A ray’s attack roll never takes a range
penalty. Even if a ray hits, it usually allows the target to make
a saving throw (Fortitude or Will). Rays never allow a Reflex
saving throw, but if a character’s Dexterity bonus to Defence
Class is high, it might be hard to hit her with the ray in the first
place.
52
Confused: A confused character’s actions are determined by A disabled character with negative Hit Points recovers Hit Points
rolling d% at the beginning of his turn: naturally if she is being helped. Otherwise, each day she has
a 10% chance to start recovering Hit Points naturally (starting
01–10: Attack caster with melee or ranged weapons (or close with that day); otherwise, she loses 1 Hit Point. Once an unaided
with caster if attacking is not possible) character starts recovering Hit Points naturally, she is no longer
11–20: Act normally in danger of losing Hit Points (even if her current Hit Points are
21–50: Do nothing but babble incoherently negative).
51–70: Flee away from caster at top possible speed
71–00: Attack nearest creature (for this purpose, a familiar Dying: A dying character is unconscious & near death. She has
counts as part of the subject’s self ). –1 to –9 current Hit Points. A dying character can take no actions
& is unconscious. At the end of each round (starting with the
A confused character that cannot carry out the indicated action round in which the character dropped below 0 Hit Points), the
does nothing but babble incoherently. character rolls d% to see whether she becomes stable. She has
a 10% chance to become stable. If she does not, she loses 1 Hit
Attackers are not at any special advantage when attacking a Point. If a dying character reaches –10 Hit Points, she is dead.
confused character. Any confused character that is attacked
automatically attacks its attackers on its next turn, as long as it Energy Drained: The character is drained of energy. Each
is still confused when its turn comes. A confused character does energy drain gives a creature the following penalties: –1 penalty
not make attacks of opportunity against any creature that it is not on attack rolls, saving throws, skill checks, ability checks; loss of
already devoted to attacking (either because of its most recent 5 Hit Points & loss of the ability to cast their highest level spells.
action or because it has just been attacked). This is cumulative.

Cowering: The character is frozen in fear & can take no actions. Entangled: The character is ensnared. Being entangled impedes
A cowering character takes a –2 penalty to Defence Class & loses movement but does not entirely prevent it unless the bonds
her Dexterity bonus (if any). are anchored to an immobile object or tethered by an opposing
force. An entangled creature moves at half speed, cannot run or
Dazed: The creature is unable to act normally. A dazed creature charge & takes a –2 penalty on all attack rolls & a –4 penalty to
can take no actions, but has no penalty to Defence Class. A dazed Dexterity. An entangled character who attempts to cast a spell
condition typically lasts 1 round. must make a Concentration check (TN 15/20/25) or lose the spell.

Dazzled: The creature is unable to see well because of over Exhausted: An exhausted character moves at half speed & takes
stimulation of the eyes. A dazzled creature takes a –1 penalty on a –6 penalty to Strength & Dexterity. After 1 hour of complete
attack rolls, Search checks & Spot checks. rest, an exhausted character becomes fatigued. A fatigued
character becomes exhausted by doing something else that would
Dead: The character’s Hit Points are reduced to –10, his normally cause fatigue.
Constitution drops to 0 or he is killed outright by a spell or effect.
The character’s soul leaves his body. Dead characters cannot Fascinated: A fascinated creature is entranced by a supernatural
benefit from normal or magickal healing but they can be restored or spell effect. The creature stands or sits quietly, taking no
to life via magick or technology. A dead body decays normally actions other than to pay attention to the fascinating effect, for as
unless magickally preserved but magick that restores a dead long as the effect lasts. It takes a –4 penalty on skill checks made
character to life also restores the body either to full health or to its as reactions, such as Listen & Spot checks. Any potential threat,
condition at the time of death (depending on the spell or device). such as a hostile creature approaching, allows the fascinated
Either way, resurrected characters need not worry about rigor creature a new saving throw against the fascinating effect. Any
mortis, decomposition & other conditions that affect dead bodies. obvious threat, such as someone drawing a weapon, casting
a spell, or aiming a ranged weapon at the fascinated creature
Deafened: A deafened character cannot hear. She takes a –4 automatically breaks the effect. A fascinated creature’s ally may
penalty on initiative checks & automatically fails Listen checks. shake it free of the spell as a standard action.
Characters that remain deafened for a long time grow accustomed
to these drawbacks & can overcome some of them. Fatigued: A fatigued character can neither run nor charge &
takes a –2 penalty to Strength & Dexterity. Doing anything
Disabled: A character with 0 Hit Points, or one who has negative that would normally cause fatigue causes the fatigued character
Hit Points but has become stable & conscious, is disabled. A to become exhausted. After 8 hours of complete rest, fatigued
disabled character may take a single action each round. She characters are no longer fatigued.
moves at half speed. Taking move actions does not risk further
injury but performing any other action (or any other action the Frightened: A frightened creature flees from the source of its
Games Master deems strenuous, including some free actions such fear as best it can. If unable to flee, it may fight. A frightened
as casting a quickened spell) deals 1 point of damage after the creature takes a –2 penalty on all attack rolls, saving throws, skill
completion of the act. Unless the action increased the disabled checks & ability checks. A frightened creature can use special
character’s Hit Points, she is now in negative Hit Points & dying. abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape.
53
Frightened is like shaken, except that the creature must flee if Panicked is a more extreme state of fear than shaken or
possible. Panicked is a more extreme state of fear. frightened.

Grappling: Engaged in wrestling or some other form of


hand-to-hand struggle with one or more attackers. A grappling Paralyzed: A paralyzed character is frozen in place & unable
character can undertake only a limited number of actions. He to move or act. A paralyzed character has effective Dexterity
does not threaten his surroundings & loses his Dexterity bonus to & Strength scores of 0 & is helpless but can take purely mental
Defence Class (if any) against opponents he is not grappling. actions. A winged creature flying in the air at the time that it
becomes paralyzed cannot flap its wings & falls. A paralyzed
Helpless: A helpless character is paralyzed, held, bound, swimmer cannot swim & may drown. A creature can move
sleeping, unconscious, or otherwise completely at an opponent’s through space occupied by a paralyzed creature, ally or not, at
mercy. A helpless target is treated as having a Dexterity of 0 (–5 half rate.
modifier). Melee attacks against a helpless target get a +4 bonus
(equivalent to attacking a prone target). Ranged attacks gets no
special bonus against helpless targets. Rogues can sneak attack Petrified: A petrified character has been turned to stone &
helpless targets. is considered unconscious. If a petrified character cracks or
breaks but the broken pieces are joined with the body as he
As a full-round action, an enemy can use a melee weapon to returns to flesh he is unharmed. If the character’s petrified
deliver a coup de grace to a helpless foe. An enemy can also use body is incomplete when it returns to flesh the body is likewise
a bow or crossbow, provided he is adjacent to the target. The incomplete & there is some amount of permanent hit point loss
attacker automatically hits & scores a critical hit. (A rogue also &/or debilitation.
gets her sneak attack damage bonus against a helpless foe when
delivering a coup de grace). If the defender survives, he must
make a Fortitude save (TN 10 + damage dealt) or die. Pinned: Held immobile (but not helpless) in a grapple.

Delivering a coup de grace provokes reflexive attacks.


Prone: The character is on the ground. An attacker who is prone
Creatures that are immune to critical hits do not take critical has a –4 penalty on melee attack rolls & cannot use a ranged
damage, nor do they need to make Fortitude saves to avoid being weapon (except for a crossbow). A defender who is prone gains a
killed by a coup de grace. +4 bonus to Defence Class against ranged attacks, but takes a –4
penalty to Defence Class against melee attacks.
Incorporeal: Having no physical body incorporeal creatures are
immune to all non-magickal attack forms. They can be harmed Standing up requires an action & provokes reflexive attacks.
only by other incorporeal creatures, +1 or better magick weapons,
spells, spell-like effects, or supernatural effects.
Shaken: A shaken character takes a –2 penalty on attack rolls,
Invisible: Visually undetectable. An invisible creature gains a saving throws, skill checks & ability checks.
+2 bonus on attack rolls against sighted opponents & ignores its
opponents’ Dexterity bonuses to Defence Class (if any). (See Shaken is a less severe state of fear than frightened or panicked.
Invisibility, under Special Abilities).

Knocked Down: Depending on their size, creatures can be Sickened: The character takes a –2 penalty on all attack rolls,
knocked down by winds of high velocity. Creatures on the weapon damage rolls, saving throws, skill checks & ability
ground are knocked prone by the force of the wind. Flying checks.
creatures are instead blown back 1d6 x 10 feet.

Nauseated: Experiencing stomach distress. Nauseated Stable: A character who was dying but who has stopped losing
creatures are unable to attack, cast spells, concentrate on spells, Hit Points & still has negative Hit Points is stable. The character
or do anything else requiring attention. The only action such a is no longer dying, but is still unconscious. If the character has
character can take is a single action to move per turn. become stable because of aid from another character (such as
a Heal check or magickal healing) then the character no longer
Panicked: A panicked creature must drop anything it holds & loses Hit Points. He has a 10% chance each hour of becoming
flee at top speed from the source of its fear, as well as any other conscious & disabled (even though his Hit Points are still
dangers it encounters, along a random path. It cannot take any negative).
other actions. In addition, the creature takes a –2 penalty on
all saving throws, skill checks & ability checks. If cornered, a If the character became stable on his own & hasn’t had help, he is
panicked creature cowers & does not attack, typically using its still at risk of losing Hit Points. Each hour, he has a 10% chance
actions to defend in combat. A panicked creature can use special of becoming conscious & disabled. Otherwise he loses 1 hit
abilities, including spells, to flee; indeed, the creature must use point.
such means if they are the only way to escape.
54
Staggered: A character who takes damage equal to half their
Con in a single blow is staggered, or equal to their Con in
subdual damage is staggered. A staggered character may take
a single action to move at walking rate until they recover. Any
other actions or reflexive actions are taken at -4. A character
whose current Hit Points exceed the damage taken is no longer
staggered after a turn. Otherwise staggered characters recover in
2 turns.

Stunned: A stunned creature drops everything held, cannot take


actions, takes a –2 penalty to Defence Class & loses his Dexterity
bonus to Defence Class (if any). Reflexive actions made by the
character are at -8. A stunned character becomes staggered on the
following turn provided that their Hit Points exceed the damage
taken that lead to them being stunned. Otherwise stunned
characters recover in a minute (10 turns).

Unconscious: Knocked out & helpless. Unconsciousness can


result from having current Hit Points between –1 & –9, or from
subdual damage.
55

Magick Magickal Items


Creating a magick item requires that you fulfil several criteria.

In order to cast magick one must first have the Spellcaster Feat. • You must have the appropriate Feat to create the item.
The Spellcaster Feat grants the character the ability to choose • You must have the appropriate skill to create the item.
Magick Feats which enable the character to cast spells. A • You must be able to cast the spell that you are
Spellcaster Feat also requires a character to choose a magickal enchanting into the item.
style. • You must successfully make the appropriate skill &
magick checks in order to enchant the item.
In the Live System there is no differentiation between divine and • The items must be of superior quality.
arcane magick. Magick is magick & only the way in which it is • The Games Master must agree that that spell can be
used differs. enchanted into that item & what effect it will have.
• You must spend a number of Experience Points equal to
1/10th of the total Mana cost.
Styles The requirements to create different items are described in the
Different magickal styles are different ways of performing
table below. The Mana cost can be prohibitive but can be spread
your magick & are derived from your culture, history & your
over several days by the caster though this also requires that the
particular abilities & capabilities. Your Games Master may limit
craft & magick checks be made again for each day spent.
different styles of magick to particular cultures or nations in your
game world & you must comply with the Games Master’s wishes.
A few different magickal style examples are noted below. While
identifying spells & magickal items always requires a check of
the Spellcraft skill, different styles may requires different skills to
Spells
A list of typical spell types & their tiered component spells is
be rolled in order to successfully cast the magick. Mana Points listed below. There may also be individual spells within your
are lost whether the skill roll or rolls are successful or not. setting tiered at level 1, 2 or 3. Spells take up Feat slots & cost
the same amount of Experience Points to buy as regular Feats.
Some styles may be restricted in the types of magick that they
can cast. Spells that are directed by a ranged attack have an increment
equal to the casters Int + Wis. All others may strike anything
You may purchase multiple styles of magick through the within line-of-sight.
Spellcraft Feat & may cast the same spells using different styles.

Table: Sample Magickal Styles


Style Associated Skill Notes
Kata Magick Reflex Save A complicated set of hand gestures & movements is required to cast the
magick.
Material A ranged attack roll may be The magick is cast by the use of items which in the case of offensive spells
Magick required. may need to be thrown at the target requiring a ranged attack check. The
value of the items must be roughly equivalent to the mana cost, multiplied
by itself in British pounds. Eg: £25, £100 or £900. The item should also be
something appropriate to the spell.
Prayer Knowledge (Religion) Kneeling, praying, singing hymns, communing with one’s god and other
things such as going through a rosary enact the spell.
Ritual Magick Spellcraft Ritual magick costs half as much Mana, rounding up, but takes ten times as
long to perform & requires a lot of paraphernalia & preparation.
Sacrifice A ranged attack roll may be You cut yourself or inflict pain in order to enact your magick. You must
required with some spells, so long inflict at least a 2, 4 or 6 of damage depending on the tier of the spell you
as the damage is taken or inflicted are casting. This can be to yourself or others & can be subdual but subdual
the spell is considered successful. requires twice as much damage to be done.
Sword Melee attack check You go through a complex movement or series of movements with your
Magick blade in order to unleash the magick.
Word Magick Bluff A complex banter of magickal words is required in order to cast the magick
& this does not work if you are gagged or otherwise silenced.
Written Craft (Calligraphy) Strips of paper or parchments or books of prayers, the written word can be
Magick scribed & activated by you in order to create spells. These are not scrolls as
they are enacted instantly.
56

Table: Magickal Items


Item/Feat Skill Notes
Arms & Craft Armour enchanted with effects tends to have them on permanently as do weapons. In
Armour (Weaponsmith) the case of attack spells armour can be enchanted with an aura of that attack or to protect
or Craft against that attack, giving it extra damage reduction. Weapons can be used to hurl the bolts
(Armoursmith) of energy or can have a blade that conveys the damage of the spell. Weapons & armour
can receive 3 enchantments, +1 for each level of magickal enhancement the weapon has
received.
Damage reduction against attack spells is rated as 5, 10 or 15 depending on the tier of the
spell enchanted into the armour.
Weapons enchanted with an attack effect do an additional 1, 2 or 3d6 of damage depending
on the tier of the spell enchanted into the armour.
Potion Craft (Alchemy) Potions enchanted with an effect cast that effect upon the imbiber when drunk or are set off
or Profession when the vial is shattered or scattered. The spell’s duration & effect are the same as though
(Brewing) they were cast by the enchanter though Target Numbers are unmodified. Potions may only
contain a single spell & are destroyed after use.
Potions may also be invested with up to 10 Mana Points which can be gained by the user of
the potion when drunk.
Rings Craft (Jewellery) Rings can be enchanted with a single spell type. They can boost or grant Abilities,
permanently while worn or can cast a spell enchanted into them once per day. A ring can
only be enchanted once.
Rod/Wand Craft (Carpentry) Wands can be enchanted with up to three spells +1 for each level of magickal enhancement
or Craft (Jewellery) the wand has received. A wand grants the ability to cast spells put into it using the Use
Magickal Device skill in place of a magickal style. Up to 20 Mana Points may be invested
into it with a further 20 Mana Points for each +1 of magickal enhancement the wand has
received. These points are used to cast the spells invested in the wand.
Scroll Craft (Calligraphy) Scrolls can be enchanted with a single spell effect that can be cast, destroying the scroll,
with a Use Magick Device or Decipher Script check.
Staff Craft (Carpentry) A staff can be enchanted to add +1 per level of enchantment to any spellcasting checks or
or Craft the Target Number to avoid any spells the caster casts. It is also a storehouse for Mana
(Metalwork) allowing the caster to store 40 Mana +20 per level of enchantment in the staff.
Tattoo Craft (Tattooing) Tattoos can be enchanted with the capabilities of rings or wands. Tier one spells can be
inscribed as palm sized pieces. Tier two spells are inscribed as sleeves. Tier three spells
can only be inscribed as chest or back pieces.
Wondrous Craft (Various) Wondrous items can achieve all manner of different effects depending on the Games
Item/Construct Master’s call & the spells involved. Several spells may need to be enacted at once to create
a wondrous item.

Spell Type: The type or ‘school’ of magick.


Spell: The name of the individual spell.
Tier: Level one, two or three. The lower level Feats must
be bought first within the school before the higher levels are
purchased. You must also be capable of casting magick at that
tier.
Mana: The cost in Mana Points to cast the spell.
TN: The Target Number of the skill check to cast the spell.
Some spells will also require a to-hit roll in either melee or
ranged combat.
Effect: What the spell does.
Notes: Anything else that needs to be known about the spell.

Note that most damaging spells do energy damage. Energy


damage ignores armour but does not ignore damage reduction or
immunity. Whichever one of your Abilities governs your magick
also provides its bonus to the damage rolled.
57

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Alter Enhance 1 5/10 +1 to an Ability, This spell can increase abilities, skills or an attack score
skill or attack (ranged or melee). It can be cast at tier 2 or 3 providing
type a +2 or +3 bonus. Enhance spells cannot stack but can
stack with magickal items or equipment bonuses. This
spell lasts a number of turns equal to the amount the caster
exceeded the TN by.
Alter Regeneration 2 10/15 Constant slow This spell causes the subject to regenerate 1 Hit Point at
healing every the end of every turn so long as they are alive. If reduced
turn to negative Hit Points they automatically stabilise instead
of regenerating a Hit Point. Severed limbs may be
reattached instead of regaining a Hit Point. This spell may
be cast at tier 3 in which case it regenerates 2 Hit Points
instead of 1 each turn. This spell lasts a number of turns
equal to the amount the caster exceeded the TN by.
Alter Alter Shape 3 20/20 Physical Alter allows the caster to change form or change someone
alterations else’s form to that of a creature or animal within two size
classes of their own. Their physical statistics & Hit Points
are replaced by those of the animal while they retain their
skills & mental statistics. It is also possible to disguise
oneself or to change gender using this spell. This spell
lasts a number of turns equal to the amount the caster
exceeded the TN by.
Animal Animal 1 5/10 Talk to animals Successful casting of this spell allows the caster to speak
Speech to animals as though they were speaking English. This
spell lasts a number of minutes equal to the amount the
caster exceeded the TN by.
Animal Animal 2 10/15 Control animals Casting this spell allows the caster to take control of &
Control give orders to a number of animals equal to their Wisdom.
Only mundane, non-magickal animals are affected & each
animal gains a Will save against the effect. At the Games
Master’s discretion larger amounts of smaller animals may
be controlled. This spell lasts a number of turns equal to
the amount the caster exceeded the TN by.
Animal Werebeast 3 20/20 Become a beast Casting this spell turns the caster into a Werebeast. While
in this form the caster gains +2 Str, +4 Dex, +4 Con,
Improved Initiative (stacks), 2 levels of natural armour &
claws & bite that do 1d6 damage. They move half again
as fast as normal. They also regenerate 1 Hit Point at the
end of every turn. This spell lasts a number of turns equal
to the amount the caster exceeded the TN by.
Animation Motion 1 5/10 Move an object With a successful casting an inanimate object or
or mechanism mechanism performs a single action at the caster’s
direction. This could make an axe swing, a helmet turn
around or a bow fire. If the object is in the possession
of someone they may make a Reflex save to counter the
effect.
Animation Animate 2 10/15 Set an object or An object or mechanism is enchanted into a regular
mechanism into motion. A blade whirls, a door opens & closes or a wheel
regular motion rotates. If in someone’s possession they get a Reflex
save to grab the object & counter the effect, otherwise the
motion continues for a number of minutes equal to the
amount the caster beat the TN by.
Animation Golem 3 20/20 Animate a statue A statue or machine is brought to life by the caster & can
or device & be given orders & made to move as the caster desires
allow it to take within its normal capabilities. The object remains
verbal orders animated for a number of turns equal to the amount the
caster beat the TN by.
58

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Bio Poison 1 5/10 Poison You afflict the target with a poison that does 1 point of Ability
someone damage of your choice & the same again as secondary effect.
The TN of the Fortitude save is 15.
Bio Venom 2 10/15 Poison You afflict the target with a poison that does 1d4 points of
someone Ability damage of your choice & the same again as secondary
effect. The TN of the Fortitude save is 20. Alternatively you
may inflict a tier 1 poison that does permanent ability loss.
Bio Toxin 3 20/20 Poison You afflict the target with a poison that does 1d6 points of
someone Ability damage of your choice & the same again as secondary
effect. The TN of the Fortitude save is 25. Alternatively you
may inflict a tier 2 poison that does permanent ability loss.
Bless Luck 1 5/10 Grant a re-roll The receiver of the effect of the spell may re-roll any one dice
roll at any point over the next 24 hours. This spell may not
stack.
Bless Good 2 10/15 Increase saves You may cast Luck as a second tier spell to provide 2 re-rolls.
Karma Alternatively you may enchant someone to have a bonus of +1
to their saving throws for 1 hour for every point you exceed the
TN.
Bless Fortune 3 20/20 Grant Hero You may cast Luck as a third tier spell to provide 3 re-rolls.
Points You may cast Good Karma to provide +2. You may also grant
Hero Points by the casting of this spell. These Hero Points fade
within 24 hours but may be stacked.
Conjuration Conjure 1 5/10 Conjure up A coin, arrowhead, key, small gemstone or other simple object
a very small can be conjured up. It lasts for a number of turns equal to
object the amount you exceed the TN. For crafted objects you must
also make an associated Crafts check though the production is
instant.
Conjuration Create 2 10/15 Conjure up a You may permanently create items produced with Conjure or
larger object you may create simple items such as swords, shields, clubs
or sculptures for a number of turns equal to the amount you
exceed the TN. For crafted objects you must also make an
associated Crafts check though the production is instant.
Conjuration Produce 3 15/20 Conjure up You may permanently create items produced with Create or
a complex you may create complicated items with moving parts such as
object firearms, clocks or other machinery for a number of turns equal
to the amount you exceed the TN. For crafted objects you must
also make an associated Crafts check though the production is
instant.
Curse Hex 1 5/10 Force a re-roll This is resisted by a Will save against a TN of 15. If the
resistance fails then the target can be subjected to a re-roll by
the caster at any time in the next 24 hours.
Curse Bad Karma 2 10/15 Decrease You may cast Hex as a second tier spell to provide two re-rolls
saves at a Will save of TN 20 or you can decrease a target’s saves for
24 hours by -1 at the same TN.
Curse Doom 3 20/20 Negate Hero You may cast Hex as a third tier spell to provide 3 re-rolls at
Points a Will save of TN 25 or you can cast Bad Karma at tier 3 to
reduce saves by -2. Alternatively you can strip an enemy of a
Hero Point, permanently.
Dark Shadow 1 5/10 Hide or harm A casting can provide a bonus of +2 to Hide checks for a
number of minutes equal to the amount the TN is exceeded
or can cast a shadowbolt that does 1d6 damage with a ranged
attack check.
Dark Darkness 2 10/15 Cloak or kill Shadow can be cast as a tier 2 spell providing +4 to Hide
checks, an area ten feet in radius can be filled with darkness
or a blast can fill a five foot sphere with dark energy for 2d8
damage requiring a Reflex save of 20 to avoid.
59

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Dark Void 3 20/20 Energy Drain Shadow can be cast as a tier 3 spell providing +8 to Hide
checks, an area 20 feet in radius can be filled with darkness
or a blast can fill a ten foot sphere with dark energy for 2d8
damage & an energy drain requiring a Reflex save of 20 to
avoid.
Death Rot 1 5/10 Cause decay An object or person can be afflicted with this spell.
Armour counts for nothing though it can be resisted
with a Fortitude save against a TN of 15. If the save is
unsuccessful the subject suffers 1d4 Hit Points & loses a
point of Con.
Death Raise 2 10/15 Raise undead Rot may be cast at tier 2 raising the TN of the save to 20 &
the damage caused to 1d6 & 2 Con. Zombies or skeletons
can be raised for a number of days equal to the amount the
TN was exceeded by.
Death Death 3 20/20 Cause Death Rot may be cast at tier 3 raising the TN of the save to 25 &
the damage caused to 1d8 & 3 Con. Zombies & skeletons
can be permanently raised.
A target can be killed unless they make a Will save against
a TN of 20.
Divinations Reading 1 5/10 A yes/no clue Before you do something you may ask a simple yes/no
question & receive an answer.
Divinations Second Sight 2 10/15 A glimpse of Before you do something you can gain a glimpse of a
the future possible outcome of your impending action.
Divinations Fortune 3 20/20 A vision of Before you do something you can gain a full, immersive
the future vision of the way events could unfold.
Earth Ground 1 5/10 Various You may create 5 feet of tunnel, a 5x5x1 foot wall with
armour 8 & 180 Hit Points or can hurl a blast of stones
for 1d6 damage with a ranged attack check. You can also
cause a small tremor which causes people to need a Reflex
save of 10 to remain standing. You must hit with a ranged
attack check.
Earth Rock 2 10/15 Various You may create 10 feet of tunnel, a 10x10x1 foot wall with
armour 10 & 180 Hit Points or can hurl a blast of rocks
for 2d6 damage in a 5 foot radius requiring a Reflex save
of 15 to avoid. You can also cause a medium sized tremor
which causes people to need a Reflex save of 15 to remain
standing. You must hit with a ranged attack check.
Earth Mountain 3 20/20 Various You may create 20 feet of tunnel, a 20x20x1 foot wall with
armour 12 & 200 Hit Points or can hurl a blast of boulders
for 3d6 damage in a 10 foot radius requiring a Reflex
save of 20 to avoid. You can also cause a large tremor
which causes people to need a Reflex save of 20 to remain
standing. You must hit with a ranged attack check.
Electricity Spark 1 5/10 Small shocks You can charge your fists with electricity or hurl small
bolts that do 1d6 damage. Charging your fists lasts a
number of turns equal to the amount you beat the TN by.
You must hit with a ranged attack check.
Electricity Jolt 2 10/15 Large shocks You can surround yourself with a field of electricity that
does 1d8 damage to any who come into contact with it &
lasts a number of turns equal to the amount you exceed the
TN or you can hurl larger bolts of electricity that do 2d6
damage. You must hit with a ranged attack check.
Electricity Lightning 3 20/20 Colossal A massive lightning blast strikes doing 3d8 to anything it
shocks directly hits & 1d8 to anything within a five foot sphere of
the strike point. You must hit with a ranged attack check.
60

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Enchantment Enchant 1 5/10 Enchanting You may charge an item with magick giving it a +1 bonus
items to whatever is normally done with it. Weapons receive a +1
bonus to hit & to damage.
Armour receives a +1 bonus to damage reduction.
All objects increase their damage reduction & Hit Points.
The enchantments lasts a number of minutes equal to the
amount rolled over the TN.
Enchantment Empower 2 10/15 Enchanting You may charge an item to +2.
items
Enchantment Convey 3 20/20 Enchanting You may charge an item to +3.
items
Fire Flame 1 5/10 Small flames You can produce & control small amounts of fire to a small
degree. You can produce a small blast of flame that does
1d6 damage. You must hit with a ranged attack check.
Fire Fire 2 10/15 Medium You can produce & control medium amounts of fire, change
flames a fire’s colour, enhance or dampen it. You can produce a
blast of flame that does 2d6 damage. You must hit with a
ranged attack check.
Fire Inferno 3 20/20 Large flames You can produce & control large amounts of fire, make
shapes & even move or animate fire. You can produce a
fireball that does 3d6 damage to everything within a 5-foot
sphere. You must hit with a ranged attack check.
Healing Minor Heal 1 5/10 Heal minor You can stabilise someone who is dying or heal up to 1d6
harm Hit Points of damage. You can remove stunned or staggered
effects & can bring someone out of unconsciousness.
Healing Heal 2 10/15 Heal more You can restore shattered or destroyed limbs, but not ones
harm that have been severed. You can remove the effects of a
poison or disease by making a spell check higher than the
TN of the save to resist the disease or poison. You can also
heal up to 2d6 Hit Points of damage. You can remove all
temporary Ability loss or energy drain.
Healing Major Heal 3 20/20 Heal great You can regenerate lost limbs or organs that someone has
harm lost. You can remove permanent Ability loss that is not
incurred by detriments or the natural physique of the person
you are healing. You can also heal up to 3d6 Hit Points of
damage.
Healing Resurrect 3 20/25 Resurrection You can bring someone back to life from the lands of the
dead. This takes a full 10 turns to cast normally.
Ice Chill 1 5/10 A harsh chill You can lower temperatures of items to just above freezing.
You can create small shapes out of ice that have armour 0 &
9 Hit Points. You can hurl bolts of ice that do 1d4 damage
& require a Fortitude save against a TN of 15 or the target is
chilled & at -1 to all their checks for 3 turns. You must hit
with a ranged attack check.
Ice Cold 2 10/15 Bone-chilling You can lower the temperatures of items or people to
cold freezing point. You can create medium shapes out of ice that
have armour 0 & 11 Hit Points. You can hurl bolts of ice
that do 2d4 damage & require a Fortitude save against a TN
of 20 or the target is chilled & at -1 to all their checks for 6
turns. You must hit with a ranged attack check.
Ice Ice 3 20/20 Deep freeze You can lower temperatures to well below freezing. You can
create large shapes or structures from ice that have armour
2 & 21 Hit Points. You can hurl bolts of ice that do 3d4
damage & require a Fortitude save against a TN of 25 or the
target is chilled & at -1 to all their checks for 12 turns. You
must hit with a ranged attack check.
61

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Illusion Minor Illusion 1 5/10 Static effects You may create a small, static illusion for a single sense.
A sound, an image, a smell. This static image may be
disbelieved with a Will save against a TN of 15. The TN
is 10 less if the illusion is impossible. Illusions only do
subdual damage,
Illusion Medium Illusion 2 10/15 Moving You may create a large, moving illusion for two senses. For
effects example a pacing guard & his footsteps. This image may
be disbelieved with a Will save against a TN of 20. The
TN is 10 less if the illusion is impossible. Illusions only do
subdual damage.
Illusion Major Illusion 3 15/20 Convincing You may create up to a gargantuan, moving illusion that
effects fools every sense. For example you could create a fake
Dragon attack. This image may be disbelieved with a Will
save against a TN of 25. The TN is 10 less if the illusion is
impossible. Illusions only do subdual damage.
Light Glow 1 5/10 Small glow You may create small glowing lights of any colour or imbue
objects with the same glow. The light is similar to that of
a candle or a fresh glowstick. The glow lasts a number of
minutes equal to the amount the TN was beaten by.
Light Light 2 10/15 Strong light You may create a strong light similar to that of a powerful
lantern. You may also direct a beam of light in an attempt to
do blind someone this is a ranged attack aimed at the head
& the Reflex save to resist being blinded for 2 turns is 15.
You must hit with a ranged attack check. The light lasts a
number of minutes equal to the amount the TN was beaten
by. You can cast glow at this level making the glow last for
hours instead of minutes.
Light Flare 3 15/20 Bright flare You may create a massive glow of warm light, enough to fill
a room. You can also create a massive flare which can blind
everyone within line-of-sight unless they make a Reflex save
against a TN of 20. The glow lasts for a number of minutes
equal to the amount you beat the TN by. You can also cast
glow at this tier, increasing the time increment to days or
light increasing the time increment to hours.
Magick Mage Drain 1 5/10 Drain Mana With a successful strike you can drain 1d10 Mana Points
from your target. You must hit with a ranged attack check.
You can also protect yourself or others against magick
providing a shield that gives +2 to every save against magick
for a number of minutes equal to the amount you beat the TN
by.
Magick Disenchantment 2 10/15 Dispel magick You may unweave spells or magickal effects by making a
roll over the TN of the spell in question. You can also create
a reflective shield against magick that bounces it back upon
the caster if you make a successful Will save against a TN of
20.
Magick Magick 3 20/20 Resist magick You can confer a spell resistance equal to your roll for a
Resistance number of turns equal to the amount you beat the TN of the
spell by.
Nature Tree 1 5/10 Control & You can spontaneously create plants over a 5 foot radius or
create small control the same area of already existing plants to clear a
plants. path or entangle people. The entangling plants have a TN
of 10 to break free from. Thorns, spines & nettles do 1d2
damage to those in the area. The plants reduce people’s
speed by 1⁄2 as they try to move through them. Hacking
through or free of the plants they have an armour of 0 & 5
Hit Points. Created plants last forever.
62

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Nature Wood 2 10/15 Control & You can spontaneously create plants over a 15 foot
create larger radius or control the same area of already existing plants.
plants. Entangling bushes have a TN of 15 to break free from
an armour of 3 & 20 Hit Points. Thorny bushes do 1d4
damage to those in the area. The plants reduce people’s
speed by 1/3 as they try to move through them. Created
plants last forever.
Nature Forest 3 15/20 Control & You can spontaneously create plants over a 30 foot radius
create even or control the same area of already existing plants.
larger plants. Entangling trees have a TN of 20 to break free from, an
armour of 5 & 80 Hit Points. Thorny trees do 1d6 damage
to those in the area. The plants reduce people’s speed by
1⁄4 as they try to move through them. Created plants last
forever.
Plague Illness 1 5/10 Create a You infect a target with a disease with a TN of 10 to resist
minor disease that causes 1 point of Ability damage of your choice. This
plague is not infectious. Instead of Ability damage your
plague can inflict detriments of a value no greater than 5.
Plague Disease 2 10/15 Create a You infect a target with a disease with a TN of 15 to resist
stronger that causes 2 points of Ability damage of your choice. If
disease you choose to make the plague infectious it can only be
passed on through blood or body fluids. Instead of Ability
damage your plague can inflict detriments of a value no
greater than 10.
Plague Plague 3 15/20 Create a You infect a target with a disease with a TN of 20 to resist
powerful that causes 4 points of Ability damage of your choice. If
disease you choose to make the plague infectious it can be passed
on through casual contact & through the air. Instead of
Ability damage your plague can inflict detriments of a
value no greater than 20.
Protection Defend 1 5/10 Protective You can create a deflection field that increases Defence
field Class by +1 for a number of minutes equal to the amount
you beat the TN by.
Protection Protect 2 10/15 Armour field You can create a field with an armour rating of 5 that
reduces damage before armour. It lasts a number of
minutes equal to the amount you beat the TN by. You can
also cast defend at +2.
Protection Adamantine 3 15/20 Harden You can cast defend at +3, protect at armour 10 or you can
objects double the Hit Points of an object (including machines &
golems) for a number of minutes equal to the amount you
beat the TN by. These are temporary Hit Points.
Sound Tune 1 5/10 Create sound You can create sounds & music as though played by a
& tunes. single player. You can shatter diminutive objects with
resonant frequencies or you can create a loud sound burst
that does 1d2 damage to everyone in earshot or 1d4 to a
single target with a ranged attack roll. Sounds & music of
a non-harmful nature last a number of minutes equal to the
amount you beat the TN by.
Sound Song 2 10/15 Create sound You can create sounds & music as though played by
& tunes. a quartet. You can shatter small objects with resonant
frequencies. You can create a loud sound burst that does
1d4 damage to everyone in earshot or 1d8 to a single
target with a ranged attack roll. Sounds & music of a
non-harmful nature last a number of minutes equal to the
amount you beat the TN by.
63

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Sound Crescendo 3 15/10 Create sound You can create sounds & music as though played by an
& tunes. orchestra. You can shatter large objects with resonant
frequencies or you can create a loud sound burst that does
1d8 damage to everyone in earshot or 2d8 to a specific
target with a ranged attack roll. Sounds & music of a
non-harmful nature last a number of minutes equal to the
amount you beat the TN by.
Summon Minor Summon 1 5/10 Summon You can summon a creature/creatures up to Challenge
creatures Rating 2 for a number of turns equal to the amount you
beat the TN by. You may take this spell multiple times for
the summoning of different creatures.
Summon Summon 2 10/15 Summon You can summon a creature/creatures up to Challenge
creatures Rating 4 for a number of turns equal to the amount you
beat the TN by. You may take this spell multiple times for
the summoning of different creatures.
Summon Major Summon 3 15/10 Summon You can summon a creature/creatures up to Challenge
creatures Rating 8 for a number of turns equal to the amount you
beat the TN by. You may take this spell multiple times for
the summoning of different creatures.
Time Quick 1 5/10 Speed up You can grant an extra action & reflexive action for a
number of turns equal to the amount you beat the TN by.
Time Slow 1 5/10 Slow down You can remove an action & reflexive action for a number
of turns equal to the amount you beat the TN by.
Time Speed 2 10/15 Speed up You can grant two extra actions & reflexive actions for a
number of turns equal to the amount you beat the TN by.
Time Drag 2 10/15 Slow down You can remove two actions & reflexive actions for a
number of turns equal to the amount you beat the TN by.
Time Blur 3 15/10 Speed up You can grant three extra actions & reflexive actions for a
number of turns equal to the amount you beat the TN by.
Time Stop 3 15/10 Slow down You can freeze someone still for a number of turns equal
to the amount you beat the TN by. They lose their Reflex
save bonus from their Defence Class.
Water Damp 1 5/10 Create & You can control & move an area of water 5 feet in radius.
control water You can conjure up a gallon of water. You can create a
stream of water & blast it into someone for 1d4 damage.
They must also make a Strength check against a TN of 10
or be knocked over. This requires a ranged attack check.
Water Wet 2 10/15 Create & You can control & move an area of water 10 feet in radius.
control water You can conjure up 5 gallons of water. You can create a
stream of water & blast it into someone for 1d8 damage.
They must also make a Strength check against a TN of 15
or be knocked over. This requires a ranged attack check.
Water Drench 3 15/10 Create & You can control & move an area of water 20 feet in radius.
control water You can conjure up to 10 gallons of water. You can create
a torrent of water & blast it into someone for 2d8 damage.
They must also make a Strength check against a TN of 20
or be knocked over. This requires a ranged attack check.
Wind Gust 1 5/10 Create & You can still the wind from a breeze or create a breeze
control wind that lasts for a number of turns equal to the amount you
beat the TN by. You can create enough breathable air to
support one person for an hour. You can lash out with a
strong gust of wind that requires a Strength check against a
TN of 15 to stay standing. You can drift at 25 feet per turn.
64

Table: Spells
Spell Type Spell Tier Mana/TN Effect Notes
Wind Wind 2 10/15 Create & You can still the wind from a gust or create a strong gust
control wind that lasts for a number of turns equal to the amount you
beat the TN by. You can create enough breathable air to
support one person for a day. You can lash out with a
strong gust of wind that requires a Strength check against
a TN of 20 to stay standing. You can float at 50 feet per
turn.
Wind Gale 3 15/10 Create & You can still the wind from a gale or create a gale that lasts
control wind for a number of turns equal to the amount you beat the TN
by. You can create enough breathable air to support one
person for a week. You can lash out with a strong gust of
wind that requires a Strength check against a TN of 25 to
stay standing. You can fly at 100 feet per turn.
65

Psionics
A list of typical Psionic ‘schools’ their tiered component powers
is listed below. There may also be individual psi powers within
your setting tiered at level 1, 2 or 3. Psi powers take up Feat slots
& cost the same amount of Experience Points to buy as regular
Feats.

Powers that are directed by a ranged attack have an increment


equal to the casters Int + Wis. All others may strike anything
within line-of-sight.

Power Type: The type or ‘school’ of psi.


Power: The name of the individual power.
Tier: Level one, two or three. The lower level Feats must
be bought first within the school before the higher levels are
purchased. You must also be capable of using psi at that tier.
Mana: The cost in Mana Points to use the power.
TN: The Target Number of the Psicraft check to use the power.
Some powers will also require a to-hit roll in either melee or
ranged combat.
Effect: What the power does.
Notes: Anything else that needs to be known about the power.

Note that some psionic attacks are energy attacks & so ignore
armour but not damage reduction or immunity. Your Ability
bonus is applied to damage dealt by psionic attacks.

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Clairvoyance Psi Sense 1 4/- Gain For a minute you gain the Blindsense ability.
Blindsense
Clairvoyance Project Sense 2 8/15 Project a sense For a number of turns equal to the amount you beat the
elsewhere. TN by you can project your senses to a location you know
or can see within line-of-sight. You may use this power
multiple times to project multiple senses.
Clairvoyance Detect 3 16/20 Sense or dowse You may fixate upon an object or substance &, for a number
for something of turns equal to the amount you beat the TN by, you can
detect that substance if it comes within 30 feet of you.
Empathy Animal Link 1 4/10 In tune with You attune yourself to the emotional resonance of an animal
animals & gain +2 to any checks in relation to that animal provided
you deFeat it on an opposed Will check. This lasts for 24
hours.
Empathy Empathic 1 4/10 Sensing You can sense another person’s emotional state with an
Sense emotions opposed Will check. This gives you a +2 bonus to any
Bluff, Sense Motive, Intimidation or Diplomacy checks
with that person as well as giving you an insight. This lasts
for 24 hours.
Empathy Machine 1 4/10 In tune with You attune yourself to a machine gaining +1 to any checks
Link machines with that machine. This includes tools & firearms as well
as larger devices. This lasts 24 hours.
Empathy Pain 1 4/10 Cause pain You can cause a sharp stab of pain to someone doing 1d6
subdual damage & causing them to make a Fortitude save
against a TN of 10 or be staggered.
Empathy Pleasure 1 4/10 Cause pleasure You cause a glow of pleasure to suffuse someone causing
them to make a Will save against a TN of 15 or be unable to
act this turn.
66

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Empathy Agony 2 8/15 Cause pain You cause a breathtaking pain to shudder through someone
doing 1d12 dubdual damage & causing them to make a
Fortitude save against a TN of 15 or be stunned.
Empathy Ecstacy 2 8/15 Cause pleasure You cause an intense spasm of pleasure to pass through
someone causing them to make a Will save against a TN of
20 or be unable to act this turn.
Empathy Empathic 2 8/15 Projecting You can project an emotion into another person’s mind with
Projection emotion an opposed Will check. You can make them happy, angry,
sad or any other of the full range of emotions. This can
affect checks by +/- 2 & can influence their reaction to you.
This emotion lasts for 1 turn for every point you beat the
TN of the effect by.
Empathy Machine 2 8/15 Controlling You link yourself more fundamentally into a machine & can
Interface machines control it with your mind. This lasts 1 hour per point you
beat the TN of the check by. You gain +2 to uses of that
machine or device.
Empathy Psychometry 2 8/15 Reading You can pick up significant emotional impressions &
impressions visions of events surrounding the object & the last person to
from objects hold it. Particularly strong impressions may survive several
other handlers.
Empathy Synergy 2 8/15 Helping others You can link minds with another person, anticipating their
needs. This allows you to supply twice the usual bonus
when ‘aiding another’. This lasts for the duration of the
task you are aiding in.
Empathy Join Machine 3 16/20 Joined with You become one with the machine able to control it & feel
machines it. You gain +4 to any uses of that machine or device & can
even sense as though you were stood in its place. You gain
+4 to uses of that machine or device. This lasts a number of
minutes equal to the amount you beat the TN by.
Empathy Rapture 3 16/20 Cause pleasure You cause an irrepressible flood of pleasure to overwhelm
someone causing them to make a Will save against a TN of
25 or be unable to act this turn.
Empathy Torment 3 16/20 Cause pain You cause intense agony to pass through someone causing
2d12 subdual damage & causing them to make a Fortitude
save against a TN of 20 or be knocked unconscious.
Healing Psi Heal 1 4/10 Heal wounds. You can heal Hit Points of damage at the cost of 1 Mana per
Hit Point.
Medium Lesser 1 4/10 Touch the For a number of turns equal to the amount you beat the TN
Ethereal ethereal world by you can strike across into the ethereal with your body or
Walker an object you are holding.
Medium Spirit Sight 1 4/- See the For an hour you can see beings in the ethereal as though
ethereal they were in the real world.
Medium Medium 2 8/15 Make the For a number of turns equal to the amount you beat the
Ethereal ethereal TN by you can drag an ethereal being into the real world
Walker physical provided you deFeat it in an opposed Will check.
Medium Speak 2 8/- Communicate For an hour you can speak across to the ethereal & hear the
Beyond with the ethereal in return.
ethereal
Medium Ectoplasmic 3 16/20 Manifest the You can expel ectoplasm from your mouth, nose & eyes,
Manifestation ethereal in the coating an ethereal creature or object in it, unless it beats
real world you in an opposed Will check. This renders the ethereal
creature or object visible but does not give it substance.
Medium Greater 3 16/20 Become For a number of turns equal to the amount you beat the TN
Ethereal ethereal by you can become ethereal.
Walker
67

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Null Protect 1 -/- Resist psi You may take no other psi powers with this power. You
powers. gain +5 to your Will saves in relation to psychic powers.
Null Arrest 2 -/- Stop psi You may take no other psi powers with this power. Any
powers dead. attempt to use a psychic power on you automatically fails.
Null Psi-Eater 3 -/- Eat psi energy. You may take no other psi powers with this power. Any
attempt to use a psychic power within 10 feet of you fails &
you drain the Mana used though you may not exceed your
normal Mana total.
Precognition Augury 1 4/10 A yes/no clue Before you do something you may ask a simple yes/no
question & receive an answer.
Precognition Danger Sense 1 4/- Sixth sense Whenever you are made to make a Reflex save you can
spend the Mana to gain an additional +2 on your save
check. You may also do this to raise your Defence Class
or when reflexively dodging. You must spend for each
individual case.
Precognition Psychic 1 4/- Combat You may spend 4 Mana to gain +4 initiative in a combat.
Initiative precognition This lasts one turn.
Precognition Glimpse 2 8/15 A glimpse of Before you do something you can gain a glimpse of a
the future possible outcome of your impending action.
Precognition Prediction 2 8/15 Visions of You can lay your hands upon someone & gain visions of
someone’s their most likely future. The Games Master will tell you
possible future what you see but the visions are vague & uncertain.
Precognition Portent 3 16/20 A vision of the Before you do something you can gain a full, immersive
future vision of the way events could unfold.
Projection Stray 1 4/- Walk around You can disconnect from your body & walk around on
on the astral the astral plane seeing & hearing the real world as though
plane greatly distorted & able to interact with creatures & objects
of the astral plane. This lasts for a number of minutes equal
to your Intelligence.
Projection Sojourn 2 8/- Fly on the You can disconnect from your body & fly at 20 feet per
astral plane action within the astral seeing & hearing the real world as
though greatly distorted & able to interact with creatures
& objects of the astral plane. This lasts for a number of
minutes equal to your Intelligence.
Projection Journey 3 16/- Teleport on the You can disconnect from your body & teleport to anywhere
astral plane you know or can see within the astral seeing & hearing the
real world as though greatly distorted & able to interact
with creatures & objects of the astral plane. This lasts for a
number of minutes equal to your Intelligence.
Psychokinesis Lesser Psi 1 4/- TK blade For a minute you can create a blade of kinetic force that
Blade acts like a dagger. You require no weapon proficiencies to
use it.
Psychokinesis Lesser 1 4/- Strength boost For a single turn you may add your Int bonus to your
Strength Strength.
Augment
Psychokinesis Lesser 1 4/10 Mind over For a number of turns equal to the amount you beat the TN
Telekinesis matter by you can manipulate objects as though you had a Str &
Dex of 2 + your Int bonus. You may make unarmed attacks
as a medium creature with the same statistics. You may
whirl small objects within a 5 foot radius causing 1 damage
to everyone in that area every turn unless they make a
Reflex save against a TN of 15.
Psychokinesis Lesser TK 1 4/- Agility boost For a single turn you may add your Int bonus to your
Agility Dexterity.
68

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Psychokinesis Lesser TK 1 4/10 Protection The shield lasts for a number of turns equal to the amount
Shield you beat the TN by. It counts as 1 point of armour against
any & all incoming attacks save mental ones.
Psychokinesis Lightfoot 1 4/10 No weight For a number of turns equal to the amount you beat the TN
by you have no weight, will leave no tracks & will not trap
any pressure triggered traps or alarms.
Psychokinesis Levitate 2 8/15 Float For a number of turns equal to the amount you beat the TN
by you can levitate at 15 feet per turn.
Psychokinesis Medium Psi 2 8/- TK blade For a minute you can create a blade of kinetic force that acts
Blade like a short sword. You require no weapon proficiencies to
use it.
Psychokinesis Medium 2 8/- Strength boost For a single turn you may add double your Int bonus to
Strength your Strength.
Augment
Psychokinesis Medium 2 8/15 Mind over For a number of turns equal to the amount you beat the
Telekinesis matter TN by you can manipulate objects as though you had a
Str & Dex of 5 + your Int bonus. You may make unarmed
attacks as a medium creature with the same statistics. You
may whirl small objects within a 10 foot radius, causing
1d2 damage to everyone in that area every turn unless they
make a Reflex save against a TN of 15.
Psychokinesis Medium TK 2 8/- Agility boost For a single turn you may add double your Int bonus to
Agility your Dexterity.
Psychokinesis Medium TK 2 8/15 Protection The shield lasts for a number of turns equal to the amount
Shield you beat the TN by. It counts as 2 points of armour against
any & all incoming attacks save mental ones.
Psychokinesis Fly 3 16/20 Flight For a number of turns equal to the amount you beat the TN
by you can fly at 30 feet per turn.
Psychokinesis Greater Psi 3 16/- TK blade For a minute you can create a blade of kinetic force that
Blade acts like a long sword. You require no weapon proficiencies
to use it.
Psychokinesis Greater 3 16/- Strength boost For a single turn you may add triple your Int bonus to your
Strength Strength.
Augment
Psychokinesis Greater 3 16/20 Mind over For a number of turns equal to the amount you beat the
Telekinesis matter TN by you can manipulate objects as though you had a Str
& Dex of 10 + your Int bonus. You may make unarmed
attacks as a medium creature with the same statistics. You
may whirl small objects within a 15 foot radius causing
1d4 damage to everyone in that area every turn unless they
make a Reflex save against a TN of 15.
Psychokinesis Greater TK 3 16/- Agility boost For a single turn you may add triple your Int bonus to your
Agility Dexterity.
Psychokinesis Greater TK 3 16/20 Protection The shield lasts for a number of turns equal to the amount
Shield you beat the TN by. It counts as 5 points of armour against
any & all incoming attacks save mental ones.
Telepathy Dreamwalk 1 4/10 Walk in You can enter someone’s dream & observe for the whole
people’s night that they are asleep provided you best them in an
dreams opposed Will save. If you interact you are helpless as they
control their own dream. Damage dealt within dreams is
always subdual unless other psi powers are used.
69

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Telepathy Lesser 1 4/10 Make people You can make people see, hear or experience things that
Hallucination see things simply are not there. The hallucination lasts a number
of minutes equal to the amount you beat the TN by.
Hallucinations can only do subdual damage. The target
may make a Will save against a TN of 10 to ignore the
hallucination. Lesser hallucinations are such things as
noises, smells & strange lights.
Telepathy Medium 2 8/15 Make people You can make people see, hear or experience things that
Hallucination see things simply are not there. The hallucination lasts a number
of minutes equal to the amount you beat the TN by.
Hallucinations can only do subdual damage. The target
may make a Will save against a TN of 10 to ignore the
hallucination. Medium hallucinations are things such as
people who are not there & surreal changes in items.
Telepathy Mind Blank 1 4/10 Hide your You can make your mind unreadable gaining a +2 bonus
mind against Sense Motive checks & the use of psi powers to try
& read or affect your mind. This lasts a number of minutes
equal to the amount you beat the TN by.
Telepathy Psi Sting 1 4/10 Mental harm If the target fails to make a Will save against a TN of 10
you do them 1d2 damage directly to the head.
Telepathy Read/Send 1 4/10 Read & send For a number of turns equal to amount you beat the TN by
Thought thoughts you can send thoughts to someone you know well or who
is in line-of-sight or you can read the surface thoughts of
someone to tell what they are thinking or if they are lying
with an opposed Will save check.
Telepathy Dream 2 8/15 Control You can enter someone’s dream & observe for the whole
Control people’s night that they are asleep provided you best them in an
dreams opposed Will save. You can control aspects of the dream
but so can the dreamer. Damage dealt within dreams is
always subdual unless other psi powers are used.
Telepathy Mana Leech 2 8/15 Drain Mana With an opposed Will save you manage to drain a number
of Mana Points from the target equal to the amount you beat
the TN by.
Telepathy Mental 2 8/15 Freeze With an opposed Will save you manage to short out
Paralysis someone someone’s mind, freezing them still for a number of turns
equal to the amount you beat the TN by.
Telepathy Psi Wound 2 8/15 Mental harm If the target fails to make a Will save against a TN of 15
you do them 1d4 damage directly to the head.
Telepathy Memory 2 8/15 Create or With an opposed Will check you can create false memories
Erase/Create remove or remove old ones which can affect someone’s outlook.
memories
Telepathy Suggestion 2 8/15 Make someone With a successful activation & an opposed Will check you
perform an can make someone perform an action. This must not be
action something that they would never do & cannot be suicidal or
overly dangerous.
Telepathy Domination 3 16/20 Take control of With an opposed Will check you take control of someone’s
someone body for a number of turns equal to the amount you beat the
TN of the Psicraft check by. During that time you can make
them do anything you want & they will not remember it
when they regain control. If they die while you are in their
body you lose 1d6 Hit Points & 1d6 Mana.
Telepathy Dream 3 16/20 Dominate You can enter someone’s dream & observe for the whole
Master people’s night that they are asleep provided you best them in an
dreams opposed Will save. If you interact with the dream you are
in total control. Damage dealt within dreams is always
subdual unless other psi powers are used.
70

Table: Psi Powers


Power Type Power Tier Mana/ Effect Notes
TN
Telepathy Greater 3 16/20 Make people You can make people see, hear or experience things that
Hallucination see things simply are not there. The hallucination lasts a number
of minutes equal to the amount you beat the TN by.
Hallucinations can only do subdual damage. The target
may make a Will save against a TN of 10 to ignore the
hallucination. Greater hallucinations are such things as
being eaten by insects or being on fire as well as surreal or
wholesale changes in the environment.
Telepathy Insanity 3 16/20 Cause insanity With an opposed Will save you manage to inflict a madness
of some kind permanently upon the target. The choice of
insanity is yours. Insanity may also be healed with this
power.
Telepathy Psi Blast 3 16/20 Mental harm If the target fails to make a Will save against a TN of 20
you do them 1d8 damage directly to the head.
Telepathy Psi Scream 3 16/20 Mental harm Everyone within a 10 foot radius must make a Will save
against a TN of 15 or suffer 1d4 damage directly to the
head.
Teleportation Apportation 1 4/10 Teleport an You can bring or send an object a number of yards equal to
object your Int + Wis
Teleportation Personal 2 8/15 Teleport You can teleport yourself a number of yards equal to your
Teleport yourself Int + Wis.
Teleportation Teleport 3 16/20 Teleport others You may teleport others a number of yards equal to your Int
Other + Wis.
90
Table: Size Modification
Size Hit Points Str Dex Con Armour Base Attack/DC Grapple Hide
Colossal x16 +32 -8 +12 +14 -8 +16 -16
Gargantuan x8 +24 -6 +10 +9 -4 +12 -12
Huge x4 +16 -4 +8 +5 -2 +8 -8
Large x2 +8 -2 +4 +2 -1 +4 -4
Medium x1 - - - - - +0 +0
Small 1⁄2 -4 +2 -2 -2 +1 -4 +4
Tiny 1⁄4 -8 +4 -4 -4 +2 -8 +8
Diminutive 1/8th -12 +6 -6 -6 +4 -12 +12
Fine 1/16th -16 +8 -8 -8 +8 -16 +16

Table: Natural Weapons, by Size


Size Slam Bite Claw Gore Pierce*
Colossal 4d6 4d8 2d8 5d6 8
Gargantuan 3d6 3d8 1d8 4d6 4
Huge 2d6 2d8 1d6 3d6 2
Large 1d6 1d8 1d4 2d6 1
Medium 1d4 1d6 1d3 1d6 0
Small 1d3 1d4 1d2 1d4 -1
Tiny 1d2 1d3 1 1d3 -2
Diminutive 1 1d2 - 1d2 -4
Fine - 1 - 1 -8
* Slam -3, Bite -1, Claw -2, Gore as is. Minimum is 0.

Hit Locations for Non-Humanoid


Creatures
Winged humanoids hit in the torso or arms have a 50% chance of
being hit in the wings instead. Wings have the same Hit Points as
arms.

Winged quadrupeds hit in the torso have a 50% chance of being


hit in the wings instead. Their wings have the same Hit Points as
their legs.

Quadrupeds have forelegs & rear legs, these both have half the
number of Hit Points of the torso.

Blob like masses have only their general Hit Points.

Creatures with multiple limbs have which limb is hit randomised


after location is determined on the normal hit chart. Creatures
with more than 4 limbs tend to use the Hit Points calculation for
arms rather than legs to determine their leg Hit Points.

Creatures with less than 5 Hit Points are considered to only have
general Hit Points.
91

Monsters The Monsters

A Special Note about Challenge Rating


Quick & Dirty Monster Using the standard Live System challenge rating can only ever
Conversion really provide a rough guideline to the power of a creature.
You can do a quick & dirty monster conversion from OGL However as a basic guide a journeyman starting character is
sources by doing the following. roughly equal to a challenge rating 5 monster. That means they
are evenly matched & that in an even fight both character &
1. Get the statistic block of the creature.
2. Strip out the ‘natural’ armour bonus, or worn armour, monster should end up disabled or dead. It is recommended that
to AC & make that the ‘armour rating’. Leave the you not include monsters or groups of monsters precisely equal
remaining AC as the new Defence Class. to the approximate challenge rating of the party going up against
3. Work out their Hit Points from their Con, Str, Size & them.
Feats.
4. Leave everything else the same.

More Detailed Monster


Conversion
For a more detailed monster conversion perform the following
steps.

1. Note down the type of creature & its size.


2. Examine the Challenge Rating & note it down. The
Challenge Rating you will use to calculate stats with will
be higher or lower depending on how many size classes
the creature is bigger or smaller than ‘medium’. EG
a Challenge Rating 4 creature of ‘large’ size receives
starting stats based on Challenge Rating 3.
3. Note down Challenge Rating related Stats. Base Attack,
Defence Class, Feats & Saves. Saves will be determined
by creature type. No creature has a weak save unless
you designate it to have one.
4. Modify Base Attack, Defence Class & so on according
to size.
5. Cut & paste the Abilities block. This will not change.
6. Calculate skill points according to Intelligence &
Creature type.
7. Drop in Feats, special abilities & special attacks,
removing Feats that do not exist in the Live System.
8. Drop in skills but remove their values, spend skill points
on the skills.
9. Modify saves, attacks etc by Ability bonus.
10. Calculate Hit Points. Remember to double Hit Points
for each scale up & halve for each scale down. Bonuses
to Hit Points apply before doubling. Some animals have
different locations or different Hit Point calculates to
human ones. Use your own discretion.
11. Calculate the damage done by natural weapons, you can
have the weapons do damage as though they were one
scale bigger or smaller if you wish.
12. Apply the effects of armour to your Dex based skills,
Reflex save & your Defence Class. Yes, armour affects
Defence Class twice through direct deduction & through
deduction of the Reflex save.
13. Calculate final Initiative & add Reflex save to the
Defence Class.
14. You are now good to go.
92
Aboleth Achaierai
Type: Huge Aberration (Aquatic) Type: Large Outsider (Extraplanar)
Challenge Rating: 7 Challenge Rating: 5
Initiative: +4 Initiative: +3
Movement: 3 ft on land 20 ft swimming. Movement: 15 ft
Hit Points: 136 general (27 Head, 82 Body, Hit Points: 48 general (10 Head, 10 Wings,
27 Tentacles, 54 Tail) 29 Body, 19 Legs)
Mana Points: 38 Mana Points: 31
Abilities: Str 26, Dex 12, Con 20, Int 15, Abilities: Str 19, Dex 13, Con 14, Int 11,
Wis 17, Cha 17 Wis 14, Cha 16
Saves: Will +10, Fortitude +8, Reflexes Saves: Will +7, Reflexes +3, Fortitude +7
+4 Skills: Balance +6, Climb +12,
Skills: Concentration +10, Knowledge Diplomacy +8, Hide -1, Jump
(any one) +6, Listen +11, Spot +19, Listen +7, Move Silently +3,
+11, Swim +8, Psicraft +7. Sense Motive +7, Spot +10
Feats/Powers: Swimmer, Darkvision, Extra Feats/Powers: Dodge, Mobility, Spring Attack,
Action, Alertness, Combat Darkvision, Spell Resistance
Manifestation, Iron Will, Enslave, Melee/Ranged Attack: +4/-1
Attack Damage: Claws 1d6+4 S, Bite 2d8+4 P.
Smokescreen, Psionic, Improved Defence Class/Armour 14/10 (hard) [Heavy subcutinous
Psionic, 3 Psi Power Feats, plates & unnatural plumage] -3
Amphibious. Penalty
Melee/Ranged Attack: +9/+1 Description: Achaierais are massive, 15-foot-
Attack Damage: 4 Tentacles 2d6+8 B + Disease
Defence Class/Armour 15/7 (soft) [Light scales/blubber] tall flightless birds that inhabit
Description: The aboleth is a revolting fishlike lawful planes of battle & are
amphibian found primarily in only occasionally encountered
subterranean lakes & rivers. An elsewhere. Achaierais speak
aboleth has a pink belly. Four Infernal.
pulsating blueblack orifices Notes: Smokescreen: The Achaieri can
line the bottom of its body & release a huge cloud of black
secrete gray slime that smells like smoke from itself.
rancid grease. It uses its tail for Poison: TN 15 or take 2d6
propulsion in the water & drags general Hit Points & be afflicted
itself along with its tentacles on with insanity.
land. Spell Resistance: TN 19.
Notes: Disease: aboleths carry a terrible
disease on their tentacles & Allip
in their mucous. A creature Type: Medium Undead (Incorporeal)
that is exposed must succeed Challenge Rating: 3
on a TN 19 Fortitude save or Initiative: +10
Movement: 10 ft (fly)
begin to transform over the Hit Points: 28 general only
next 1d4+1 minutes, the skin Mana Points: 28
gradually becoming a clear, slimy Abilities: Str 12, Dex 12, Con 11 (immune),
membrane. An afflicted creature Int 11, Wis 11, Cha 18
Saves: Will +5, Reflexes +6, Fortitude +3
must remain moistened with cool,
(immune)
fresh water or take 1d12 points Skills: Hide +6, Intimidate +10, Listen +6,
of damage every 10 minutes. Search +5, Spot +6
The slime reduces the creature’s Feats/Powers: Improved Initiative, Lightning
natural armour by 1 (but never to Reflexes, Babble, Madness,
less than 0). Infected creatures Wisdom Drain, Darkvision,
gain the ability to breathe water Incorporeal
but lose the ability to breathe air. Melee/Ranged Attack: +3/+3
Attack Damage: Wisdom drain (permanent) 1d4, the
Allip gains 5 HP from each drain.
Smokescreen: The aboleth Defence Class/Armour 18/-
can expel a gargantuan cloud Description: An allip is the spectral remains
of mucous to hide itself. This of someone driven to suicide
mucous also carries its disease. by a madness that afflicted it in
life. It craves only revenge &
Aboleth Hit Location: 1-4 Head, unrelentingly pursues those who
5-8 Tentacle 1 through 4, 9-16 tormented it in life & pushed it
Body, 17-20 Tail. over the brink.
Notes: -
93
Air Elemental Ankheg
Type: Medium Elemental (Air, Type: Large Magickal Beast
Extraplanar) Challenge Rating: 3
Challenge Rating: 3 Initiative: +1
Initiative: +14 Movement: 10 feet Walk, 6 feet (burrow)
Movement: 30 ft (fly) Hit Points: 62 general (12 Head, 37 Body, 12
Hit Points: 21 general only Forelegs, 12 Rear Legs)
Mana Points: 21 Mana Points: 20
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis Abilities: Str 21, Dex 10, Con 17, Int 1, Wis
11, Cha 11 13, Cha 6
Saves: Reflex +10, Fortitude +5, Will +3 Saves: Fortitude +6, Reflexes +1, Will +2
Skills: Listen +3, Spot +4 Skills: Climb +9, Listen +4, Spot +4
Feats/Powers: Air Mastery, Darkvision, Feats/Powers: Alertness, Toughness, Improved
Whirlwind, Dodge, Flyby Attack, grab, Spit Acid, Darkvision, Low-
Improved Initiative, Weapon Light, Tremorsense
Finesse Melee/Ranged Attack: +5/-2
Melee/Ranged Attack: +7/+7 Attack Damage: Bite 1d8+5 P, Acid Spit 1d4 E
Attack Damage: Slam 1d4+1 B Defence Class/Armour 10/8 (hard) [Body plates] -2 Dex
Defence Class/Armour 23/3 (soft) [Non-solid body] Description: The ankheg is a burrowing
Description: An amorphous whirling ball of air monster with a taste for fresh
that howls with screaming winds meat. An ankheg has six legs, &
& extends buffeting parts of itself some specimens are yellow rather
to attack. than brown. It is about 10 feet long
Notes: 3 actions, 3 Reflexive Actions & weighs about 800 pounds.
An ankheg burrows with legs &
Angel mandibles. A burrowing ankheg
Type: Medium Outsider (Extraplanar, usually does not make a usable
Good) tunnel, but can construct a tunnel;
Challenge Rating: 14 it burrows at half speed when it
Initiative: +16
Movement: 15 ft walk, 30 ft fly. does so. It often digs a winding
Hit Points: 30 general (6 Head, 6 Arms, 6 tunnel up to 40 feet below the
Wings, 18 Body, 12 Legs) surface in the rich soil of forests
Mana Points: 42 or farmlands. The tunnel is 5 feet
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis
tall & wide, & from 60 to 150 feet
18, Cha 20
Saves: Reflexes +12, Fortitude +17, Will long ([1d10 + 5] x?10).
Notes: -
+15
Skills: Concentration +24, Craft or
Knowledge (any three) +20,
Diplomacy +25, Escape Artist +16,
Hide +16, Intimidate +25, Listen
+26, Move Silently +16, Sense
Motive +24, Spot +26, Use Rope
+16
Feats/Powers: Alertness, Cleave, Great Fortitude,
Improved Initiative, Power Attack,
Damage Reduction 10, Darkvision,
Low-light, Immunity to Acid,
Cold & Petrification, Electricity
Resistance 10, Fire Resistance
10, Spell Resistance 30, Tongues,
Uncanny Dodge, Stun, Spellcaster,
Improved Spellcaster, 3 Magickal
Feats.
Melee/Ranged Attack: +15/+10
Attack Damage: Flaming Greatsword 2d8+6 S +1d6
E.
Defence Class/Armour 29/11+10 damage resistance (hard)
full magickal plate +3 (Not head or
wings) -3 Dex
Description: A classical angel in gleaming
armour & wielding a flaming
sword.
Notes: -
94
Aranea Assassin Vine
Type: Large Magickal Beast Type: Large Plant
Challenge Rating: 4 Challenge Rating: 3
Initiative: +11 Initiative: +2
Movement: 15 ft Movement: 1 ft.
Hit Points: 40 general (8 Head, 24 Body, 8 Hit Points: 54 general Each arm has 11 Hit
Forelegs, 8 Rear Legs) Points
Mana Points: 33 Mana Points: 19
Abilities: Str 11, Dex 15, Con 14, Int 14, Wis Abilities: Str 20, Dex 10, Con 16, Int 0
13, Cha 14 (Mindless), Wis 13, Cha 9
Saves: Fortitude +7, Reflex +7, Will +6 Saves: Fortitude +3, Reflex +2, Will +2
Skills: Climb +13, Concentration +8, Skills: Listen +4, Spot +4
Escape Artist +7, Jump +6, Listen Feats/Powers: Constrict, Entangle, Improved
+6, Spot +6 Grab, Blindsight, Camouflage
Feats/Powers: Poison, Web, Change Shape, (Woodland/Caves), Immunity
Darkvision, Low-Light, Web, to Electricity, Low-Light, Cold
Spellcaster, 1 Spell Feats, Improved Resistance 10 & Fire Resistance
Initiative, Iron Will, Weapon 10.
Finesse, Climber Melee/Ranged Attack: +5/-2
Melee/Ranged Attack: +3/+3 Attack Damage: Constrict 1d6+5 B.
Attack Damage: Bite 1d8 P + Poison. Defence Class/Armour 14/6 (Hard) [Heavy wood] -2 Dex
Defence Class/ 18/2 (Hard) [Chitin] Description: The assassin vine is a semi-
Armour mobile plant that collects its own
Description: An aranea is an intelligent, shape grisly fertilizer by grabbing &
changing spider with sorcerous crushing animals & depositing the
powers. In its natural form, an carcasses near its roots.
aranea resembles a big spider, with
a humpbacked body a little bigger A mature plant consists of a main
than a human torso. It has fanged vine, about 20 feet long. Smaller
mandibles like a normal spider. vines up to 5 feet long branch off
Two small arms, each about 2 feet from the main vine about every
long, lie below the mandibles. 6 inches. These small vines
Each arm has a hand with four bear clusters of leaves & in late
many-jointed fingers & a double- summer they produce bunches
jointed thumb. An aranea weighs of small fruits that resemble wild
about 150 pounds. The hump on its grapes. The fruit is tough & has a
back houses its brain. hearty but bitter flavour. Assassin
Notes: Poison: Injury, Fortitude DC 13, vine berries make a heady wine.
initial damage 1d6 Str, secondary
damage 2d6 Str. A subterranean version of the
assassin vine grows near hot
springs, volcanic vents, & other
sources of thermal energy. These
plants have thin, wiry stems &
grey leaves shot through with
silver, brown, & white veins
so that they resemble mineral
deposits. An assassin vine
growing underground usually
generates enough offal to support
a thriving colony of mushrooms
& other fungi, which spring up
around the plant & help conceal
it.

Assume 10 vine ‘arms’ and


randomise hits between them with
a d10.
Notes: -
95
Athach Bear
Type: Huge Aberration Type: Large Animal
Challenge Rating: 8 Challenge Rating: 4
Initiative: +2 Initiative: +5
Movement: 12 ft. Movement: 12 ft.
Hit Points: 176 general (35 Head, 106 Torso, Hit Points: 66 general (13 Head, 20 Arms, 40
35 Arm, 70 Leg) Body, 20 Legs)
Mana Points: 25 Mana Points: 20
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis Abilities: Str 27, Dex 13, Con 19, Int 2, Wis
12, Cha 6 12, Cha 6
Saves: Will +7, Reflex +2 Fortitude +9 Saves: Reflex +5, Fortitude +9, Will+4
Skills: Climb +11, Jump +11, Listen +5, Skills: Listen +4, Spot +3, Swim +10
Spot +5 Feats/Powers: Improved Grab, Low-Light,
Feats/Powers: Poison, Darkvision, Weapon Scent, Endurance, +4 to Swim
Proficiency: Simple, Alertness, checks
Cleave, Power Attack, Weapon Melee/Ranged Attack: +2/+1
Attack Damage: Claw 1d6+8 S.
Focus (bite), Toughness x3. Defence Class/Armour 16/5 (soft) Tough Hide, -1 Dex.
Melee/Ranged Attack: +10/+0 Description: A large brown bear of angry
Attack Damage: Morningstar 3d6+8 B/P, Bite 2d8+8
disposition.
P + Poison Notes: -
Defence Class/ 13/8 (soft) Thick, leathery hide & 3
Armour Hide armour. -3 Dex.
Description: A three armed, greenish-skinned Big Cat
giant with a penchant for clubbing Type: Large Animal
weapons & an evil temperament. Challenge Rating: 3
Notes: When an arm hit is scored roll 1d6 Initiative: +6
Movement: 12 ft.
1-2 Arm 1, 3-4 Arm 2, 5-6 Arm 3. Hit Points: 52 general (10 Head, 31 Body, 16
Poison: Fortitude DC 22, initial Forelegs, 16 Rear Legs)
damage 1d6 Str, secondary damage Mana Points: 20
2d6 Str. Abilities: Str 21, Dex 17, Con 15, Int 2, Wis
12, Cha 6
Saves: Fortitude +5, Reflex +6, Will +2
Basilisk Skills: Balance +8, Hide +4, Listen +5,
Type: Medium Magickal Beast Move Silently +8, Spot +4
Challenge Rating: 5 Feats/Powers: Pounce, Improved Grab, Rake,
Initiative: +2 Low-Light, Scent, Alertness, +4
Movement: 6 ft.
Hit Points: 23 general (5 Head, 14 Body, 7 racial bonus on Balance, Hide, &
Forelegs, 7 Rear Legs) Move Silently checks, Hide only in
Mana Points: 20 the cat’s native environment.
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis Melee/Ranged +5/+3
12, Cha 11 Attack:
Saves: Fortitude +9, Reflex +2, Will +4 Attack Damage: Claws 1d4+5 S.
Skills: Hide +2, Listen +6, Spot +6 Defence Class/ 16/3 (soft) Tough Hide
Feats/Powers: Petrifying Gaze, Alertness, Blind- Armour
Fight, Great Fortitude, Darkvision, Description: A large cat such as a lion.
Low-Light Vision, Camouflage Notes: -
(Desert)
Melee/Ranged +3/+0
Attack:
Attack Damage: Bite 1d6+2 P.
Defence Class/ 13/6 (Hard) [Body Plates] -2 Dex.
Armour
Description: A basilisk is a reptilian monster
that petrifies living creatures with a
mere gaze. A basilisk usually has a
dull brown body with a yellowish
underbelly. Some specimens sport
a short, curved horn atop the nose.
An adult basilisk’s body grows to
about 6 feet long, not including its
tail, which can reach an additional
length of 5 to 7 feet. The creature
weighs about 300 pounds.
Notes: -
96
Bugbear Chimera
Type: Medium Humanoid (Goblinoid) Type: Large Magickal Beast
Challenge Rating: 2 Challenge Rating: 7
Initiative: +3 Initiative: +5
Movement: 10 ft. Movement: 10 ft run 15 ft fly.
Hit Points: 21 general (4 Head, 4 Arms, 13 Hit Points: 54 general (11 Head, 32 Body, 16
Body, 8 Legs) Forelegs, 16 Rear Legs)
Mana Points: 26 Mana Points: 23
Abilities: Str 15, Dex 12, Con 13, Int 10, Abilities: Str 19, Dex 13, Con 17, Int 4, Wis
Wis 10, Cha 9 13, Cha 10
Saves: Reflexes +3, Will +1, Fortitude +2 Saves: Fortitude +6, Reflex +8, Will +7
Skills: Climb +4, Hide +3, Listen +5, Skills: Hide -1, Listen +7, Spot +7
Move Silently +7, Spot +5 Feats/Powers: Alertness, Iron Will, Breath
Feats/Powers: Darkvision, Scent, Alertness, Weapon, Scent, Darkvision, Low-
Weapon Focus (morningstar), Light.
Weapon Proficiency: Simple Melee/Ranged Attack: +7/+2
Attack Damage: Bite 1d8+4 P, Claw 1d4+4 S,
Weapons, +4 special bonus to
Gore 2d6+4 P, Breath 2d8 E
Move Silently.
Melee/Ranged Attack: +3/+1 (Fire).
Attack Damage: Morningstar 1d8+2 B/P. Defence Class/Armour 17/6 (soft) Heavy Scales -2 Dex.
Defence Class/Armour 13/2 (soft) leather armour +3 Description: A three headed beast with the
natural armour. Bugbears carry heads of a dragon, a goat & a lion.
Notes: When the head is hit randomly
light wooden shields. -1 Dex.
Description: Large, shaggy haired humanoids determine which one:
given to brutality & crudeness. 1-2: Dragon 3-4: Lion 5-6:
Notes: - Goat.

Centaur Cockatrice
Type: Large Monstrous Humanoid Type: Small Magickal Beast
Challenge Rating: 3 Challenge Rating: 3
Initiative: +5 Initiative: +8
Movement: 15 ft. Movement: 6 ft.
Hit Points: 50 general (5 Head, 5 Arms, 15 Hit Points: 8 General (2 Head, 2 Wings, 5
Human Torso, 30 Horse Torso, 15 Body, 2 Legs)
Horse Legs) Mana Points: 21
Mana Points: 27 Abilities: Str 6, Dex 17, Con 11, Int 2, Wis
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 9
13, Cha 11 Saves: Fortitude +5, Reflex +8, Will +4
Saves: Reflex +5, Will +4, Fortitude +3 Skills: Spot +5, Listen +5 Hide +10
Skills: Listen +2, Move Silently +3, Spot Feats/Powers: Alertness, Dodge, Weapon
+3, Survival +1 Finesse, Petrification, Darkvision,
Feats/Powers: Dodge, Weapon Focus (hoof), Low-Light.
Darkvision Melee/Ranged Attack: +6/+6
Melee/Ranged Attack: +4/+2 Attack Damage: Bite 1d4-2 P + Petrification
Attack Damage: Hoof 1d6+4 B, Longsword 2d6+4 Defence Class/Armour 22/-
Description: A male cockatrice has wattles & a
S, Longbow 2d6+4 P.
Defence Class/Armour 16/3 (soft) Tough skin. comb, just like a rooster. Females,
Description: A centaur is as big as a heavy much rarer than males, differ only
horse, but much taller & slightly in that they have no wattles or
heavier. A centaur is about 7 feet comb. A cockatrice weighs about
tall & weighs about 2,100 pounds. 25 pounds. Feathers are sparse &
Notes: Hit locations for centaurs: the flesh is clammy & toad-like.
1: Head, 2: Left arm, 3: Right Notes: Petrification: The TN of
arm, 4-6: Torso, 7-12: Horse the fortitude save to resist
torso, 13-14: Left Foreleg, 15-16: Petrification is 15
Right Foreleg, 17-18: Left Rear
Leg, 19-20: Right Rear Leg.
97
Crocodile Doppleganger
Type: Medium Animal (Reptilian) Type: Medium Monstrous Humanoid
Challenge Rating: 2 (Shapechanger)
Initiative: +2 Challenge Rating: 3
Movement: 6 ft, swim 10 ft. Initiative: +5
Hit Points: 27 (5 Head, 16 Body, 8 Forelegs, Movement: 10 ft.
8 Rear Legs) Hit Points: 19 general (4 Head, 4 Arms, 11
Mana Points: 19 Body, 8 Legs)
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis Mana Points: 33
12, Cha 2 Abilities: Str 12, Dex 13, Con 12, Int 13,
Saves: Fortitude +6, Reflex +2, Will+2 Wis 14, Cha 13
Skills: Hide +6, Spot +4, Listen +4, Saves: Reflex +5, Will +7, Fortitude +6
Swim +12 Skills: Bluff +12, Diplomacy +4,
Feats/Powers: Improved Grab, Hold Breath, Disguise +22, Intimidate +4,
Low-Light, Alertness, Skill Listen +5, Sense Motive +5, Spot
Focus: Hide, Swimmer. +5
Melee/Ranged Attack: +5/+0 Feats/Powers: Detect Thoughts, Change Shape,
Attack Damage: Bite 1d8+4 P.
Defence Class/Armour 11/4 (soft) Heavy Scales, -2 Dex. Immunity to Sleep & Charm,
Description: A crocodile. Dodge, Great Fortitude, Weapon
Notes: - Proficiency: Simple, Racial
bonus +4 to Bluff & Hide
Demon Melee/Ranged Attack: +3/+2
Attack Damage: Slam 1d4+1 B.
Type: Large Outsider (Extraplanar) Defence Class/Armour 17/4 (soft) Heavy scales/Dense
Challenge Rating: 20
Initiative: +18 Flesh -1Dex.
Movement: 13 ft walk 30 ft fly. Description: Eerie, featureless grey beings that
Hit Points: 98 general (20 Head, 20 Arms, 20 can amorphously change shape.
Wings, 59 Body 40 Legs) Notes: -
Mana Points: 54
Abilities: Str 35 Dex 25 Con 31 Int 24 Wis 24
Dragon (Common)
Cha 26
Saves: Fortitude +23, Will +20, Reflex +14 Type: Huge Dragon
Skills: Bluff +28, Concentration +30, Challenge Rating: 15
Initiative: +8
Diplomacy +28, Disguise +28, Hide Movement: 13 ft move, 30 ft fly.
+17, Intimidate +38, Knowledge Hit Points: 152 general (30 Head, 30 Wings,
(any two) +32, Listen +27, Move 46 Forelimbs, 91 Body, 46 Rear
Silently +21, Search +27, Sense Limbs)
Motive +27, Spellcraft +27, Spot Mana Points: 41
Abilities: Str 33, Dex 10, Con 21, Int 16,
+27, Survival +27, Use Magick
Wis 19, Cha 16
Device +32 Saves: Reflex +8, Fortitude +15, Will
Feats/Powers: Cleave, Improved Initiative,
+14
Improved Two-Weapon Fighting, Skills: 153
Power Attack, Two-Weapon Feats/Powers: Immunity to Fire, Breath Weapon,
Fighting, Weapon Focus Damage Reduction 5/Magick,
(Longsword), Death throes, Damage Spellcaster, Improved Spellcaster,
reduction 15/cold iron, Darkvision, Greater Spellcaster, 10 Magick
Heat, Immunity to Electricity, Fire, Feats
& Poison, Resistance to Acid 10 Melee/Ranged Attack: +19/+6
Attack Damage: Bite 2d8+11 P, Claws (2) 1d6+11
& Cold 10, Spell resistance 28,
S, Slam 2d6+11 B, Breath
Telepathy, True seeing, Spellcaster,
Weapon 4d8+22 E (Fire).
Improved Spellcaster, Minor Defence Class/Armour 22/9 (soft) Heavy scales -2 Dex.
Summon, Summon. Description: A classical dragon, huge, scaly,
Melee/Ranged +22/+11 bad tempered & wickedly
Attack: intelligent.
Attack Damage: +1 Magickal Vorpal Longsword Notes: -
(Automatic kill on a critical hit)
2d6+12 S, +1 Magickal Flaming
Whip (+1d6 E fire damage) 1d4+12
Sb.
Defence Class/ 26/15 - +5 Magickal Black Iron
Armour Platemail -6 Dex
Description: A classical horned, red skinned
demon with black bat wings & a
terrible sword & whip.
Notes: -
98
Dryad Fire Elemental
Type: Medium Fey Type: Medium Elemental (Fire,
Challenge Rating: 3 Extraplanar)
Initiative: +6 Challenge Rating: 3
Movement: 10 ft. Initiative: +12
Hit Points: 17 general (3 Head, 3 Arms, 10 Movement: 6 ft.
Body, 7 Legs) Hit Points: 21 general only
Mana Points: 35 Mana Points: 21
Abilities: Str 10, Dex 19, Con 11, Int 14, Abilities: Str 12, Dex 17, Con 14, Int 4, Wis
Wis 15, Cha 18 11, Cha 11
Saves: Will +7, Fortitude +5, Reflex +6 Saves: Reflex +8, Fortitude +5, Will +3
Skills: 56 Skills: Listen +3, Spot +4
Feats/Powers: Damage Reduction 5/cold iron, Feats/Powers: 4 Darkvision, Immunity to Fire,
Wild Empathy, Great Fortitude, Vulnerability to Cold, Dodge,
Weapon Finesse, Weapon Improved Initiative, Mobility,
Proficiency: Simple, Spellcaster, Weapon Finesse, Heat
1 Magick Feat. Melee/Ranged Attack: +5/+5
Melee/Ranged Attack: +5/+5 Attack Damage: Slam 1d6+1 B +1d6+1 E (Fire)
Attack Damage: Dagger 1d4 P. Defence Class/Armour 21/3 (soft) ephemeral body.
Defence Class/Armour 17/3 (soft) woody flesh -1 Dex Description: A flaming ball of incinerating gas
Description: A dryad’s delicate features are giving off sparks.
much like a female elf ’s, though Notes: -
her flesh is like bark or fine wood,
& her hair is like a canopy of Gargoyle
leaves that changes colour with Type: Medium Monstrous Humanoid
the seasons. (Earth)
Notes: Dryads are linked with their tree Challenge Rating: 4
Initiative: +6
& if the tree is harmed, so are Movement: 12 ft, 20 ft fly.
they. Hit Points: 26 General (5 Head, 5 Arms, 5
Wings, 16 Body, 10 Legs)
Mana Points: 23
Eagle Abilities: Str 15, Dex 14, Con 18, Int 6, Wis
Type: Small Animal 11, Cha 7
Challenge Rating: 1⁄2 Saves: Reflex +6, Will +5, Fortitude +7
Initiative: +4 Skills: Hide +6, Listen +2, Spot +2
Movement: 2 ft, 25 ft fly. Feats/Powers: Damage reduction 10/Magick,
Hit Points: 9 general (2 Head, 2 Wings, 5 Darkvision, Freeze, Toughness
Body, 2 Legs) Melee/Ranged Attack: +4/+3
Mana Points: 22 Attack Damage: Claw 1d4+2 S.
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis Defence Class/Armour 17/4 (Hard) Heavy Chitin -1 Dex
14, Cha 6 Description: A winged, ugly statue, come to
Saves: Fortitude +3, Reflex +4, Will +2 life.
Skills: Listen +3, Spot +14 Notes: -
Feats/Powers: Low-Light, Weapon Finesse, +8
bonus to Spot checks.
Melee/Ranged Attack: +4/+4
Attack Damage: Claws 1d3 S, Bite 1d4 P.
Defence Class/Armour 17/1 (soft) Dense Flesh.
Description: A large raptor.
Notes: -

Earth Elemental
Type: Medium Elemental (Earth,
Extraplanar)
Challenge Rating: 3
Initiative: -1
Movement: 6 ft.
Hit Points: 28 general only
Mana Points: 21
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis
11, Cha 11
Saves: Fortitude +8, Reflex -1, Will +3
Skills: Listen +4, Spot +3
Feats/Powers: Earth mastery, Darkvision,
Burrower, Cleave, Power Attack
Melee/Ranged Attack: +7/-3
Attack Damage: Slam 1d6+5 B.
Defence Class/Armour 7/8 (Hard) Rock -3 Dex
Description: A swirling mass of earth & rock
capable of passing through earth
& rock at a slow rate without
leaving a tunnel.
Notes: -
99
Ghoul Giant Ant
Type: Medium Undead Type: Medium Vermin
Challenge Rating: 1 Challenge Rating: 2
Initiative: +2 Initiative: +0
Movement: 10 ft. Movement: 15 ft.
Hit Points: 28 general (6 Head, 6 Arms, 17 Hit Points: 21 general (4 Head, 13 Body, 4
Body, 11 Legs) Forelegs, 4 Rear Legs)
Mana Points: 33 Mana Points: 19
Abilities: Str 13, Dex 15, Con 11 (immune), Abilities: Str 14, Dex 10, Con 13, Int 0
Int 13, Wis 14, Cha 12 (mindless), Wis 13, Cha 11
Saves: Will +4, Fortitude +0, Reflex +2 Saves: Fortitude +3, Will+1, Reflex +0
Skills: Balance +6, Climb +5, Hide +6, Skills: Climb +14, Survival +5
Jump +5, Move Silently +7, Spot Feats/Powers: Climber, Spit Acid, Improved
+6 Grab.
Feats/Powers: Disease: Ghoul Fever, Paralysis. Melee/Ranged Attack: +3/+0
Melee/Ranged Attack: +1/+2 Attack Damage: Bite 1d8+2 P.
Attack Damage: Bite 1d6+1 P +Paralysis, Claw Defence Class/Armour 10/4 (Hard) Heavy Chitin, -1 Dex.
Description: A giant ant with piercing jaws &
1d3+1 S + Paralysis. the ability to squirt strong formic
Defence Class/Armour 13/2 (soft) leathery skin
Description: A grey skinned body caked acid.
with dried blood & surprisingly Notes: -
nimble.
Notes: Ghoul Fever: Disease, bite, Giant Spider
Fortitude TN 15, incubation Type: Medium Vermin
period 1 day, damage 1d3 Con & Challenge Rating: 1
Initiative: +3
1d3 Dex. An afflicted humanoid Movement: 10 ft.
who dies of ghoul fever rises as Hit Points: 18 general (4 Head, 11 Body, 4
a ghoul at the next midnight. A Forelegs, 4 Rear Legs)
Mana Points: 16
humanoid who becomes a ghoul Abilities: Str 11, Dex 17, Con 12, Int 0
in this way retains none of the (Mindless), Wis 10, Cha 2
abilities it possessed in life. It is Saves: Fortitude +3, Will +0, Reflex+3
Skills: Climb +9, Hide +4, Spot +3,
not under the control of any other
Listen +3, Move Silently +4
ghouls, but it hungers for the flesh Feats/Powers: Poison, Web, Tremorsense,
of the living & behaves like a Darkvision, Weapon Finesse,
normal ghoul in all respects. Climber, Alertness.
Melee/Ranged Attack: +3/+3
Attack Damage: Bite 1d6 P + Poison.
Paralysis: Those hit by a ghoul’s Defence Class/Armour 14/1 (hard) Light Chitin.
bite or claw attack must succeed Description: A giant spider the size of a man.
Notes: Poison: 1d4 Str loss both primary
on a TN 15 Fortitude save or
& secondary damage. TN 12.
be paralyzed for 1d4+1 rounds.
Elves have immunity to this
paralysis. Gnoll
Type: Medium Humanoid
Challenge Rating: 1
Giant Initiative: -3
Movement: 10 ft.
Type: Large Giant Hit Points: 21 general (Head 4, Arms 4, Torso
Challenge Rating: 8
Initiative: +4 13, Legs 8)
Movement: 10 ft. Mana Points: 25
Hit Points: 66 general (13 Head, 13 Arms, 40 Abilities: Str 15, Dex 10, Con 13, Int 8, Wis
Body, 26 Legs) 11, Cha 8
Mana Points: 28 Saves: Fortitude +3, Will +0, Reflex -3
Abilities: Str 27, Dex 15, Con 19, Int 10, Skills: Listen +3, Spot +2
Feats/Powers: Weapons Proficiency: Martial,
Wis 12, Cha 11
Saves: Fortitude +11, Will +8, Reflexes Darkvision, Power Attack.
Melee/Ranged Attack: +2/-3
+4 Attack Damage: Battleaxe 1d8+2 S.
Skills: 24 Defence Class/Armour 5/1 (soft) natural +2 soft leather
Feats/Powers: 10 Darkvision, Low-Light,
armour, heavy steel shield -3 Dex.
Combat Reflexes, Iron Will, Point Description: Hyena-like bipedal creatures.
Blank Shot, Power Attack, Precise Notes: -
Shot.
Melee/Ranged Attack: +13/+4
Attack Damage: Greatclub 2d8+8 B.
Defence Class/Armour 15/2 natural (soft) +5 (soft) Hide
armour -3 Dex.
Description: A gigantic, slightly misshapen
man.
Notes: 4 Reflexive actions
100
Goblin Griffon
Type: Small Humanoid Type: Large Magickal Beast
Challenge Rating: 1/3 Challenge Rating: 4
Initiative: +2 Initiative: +7
Movement: 10 ft. Movement: 10 ft, 25 ft fly.
Hit Points: 9 general (Head 2, Arms 2, Body Hit Points: 52 general (10 Head, 10 Wings,
5, Legs 4) 31 Body, 16 Forelegs, 16 Rear
Mana Points: 25 Legs)
Abilities: Str 11, Dex 13, Con 12, Int 10, Mana Points: 24
Wis 9, Cha 6 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis
Saves: Reflex +2, Will -1, Fortitude +1 13, Cha 8
Skills: Hide +8, Listen +2, Move Silently Saves: Fortitude +8, Reflex +7, Will +6
+3, Ride +3, Spot +2 Skills: 7
Feats/Powers: Darkvision, Alertness Feats/Powers: Darkvision, Low-Light, Scent,
Melee/Ranged Attack: +1/+1 Iron Will, Weapon Focus: Bite.
Attack Damage: Morningstar 1d6 B/P. Melee/Ranged Attack: +5/+3
Defence Class/Armour 12/2 (soft) leather armour, light Attack Damage: Bite 2d8+4 P, Claws 1d6+4 S.
wooden shield. -1 Dex. Defence Class/Armour 18/4 (soft) Leathery hide.
Description: Small, foul little creatures with Description: Griffons are powerful, majestic
big ears & unrealistic ambitions. creatures with the characteristics
Goblins like to attack en masse & of both lions & eagles. From
to lay traps. nose to tail, an adult griffon
Notes: - can measure as much as 8 feet.
Neither males nor females are
Golem endowed with a mane. A pair
Type: Large, Stone Construct of broad, golden wings emerges
Challenge Rating: 11
Initiative: +3 from the creature’s back & span
Movement: 6 ft. 25 feet or more. A griffon weighs
Hit Points: 184 general (37 Head, 37 Arms,
about 500 pounds.
110 Body, 74 Legs) Notes: -
Mana Points: 17
Abilities: Str 29, Dex 9, Con 11 (immune),
Int 0 (Mindless), Wis 11, Cha 1 Harpy
Saves: Fortitude +9, Reflex +3, Will +7. Type: Medium Monstrous Humanoid
Skills: - Challenge Rating: 4
Feats/Powers: Damage reduction 10/ Initiative: +7
Adamantine, Darkvision, Movement: 6 ft walk, 25 ft fly.
Immunity to Magick, Low-Light, Hit Points: 16 general (3 Head, 3 Wings, 3
Toughness x12. Arms, 10 Body, 3 Legs)
Melee/Ranged Attack: +16/+3 Mana Points: 25
Attack Damage: Slam 1d6+9 B. Abilities: Str 10, Dex 15, Con 10, Int 7, Wis
Defence Class/Armour 15/10 (hard) Stone. -3 Dex. 12, Cha 17
Description: A large stone statue brought to Saves: Reflex +7, Will +6 Fortitude +3
life by strange magicks. Skills: Bluff +7, Intimidate +6, Listen
Notes: - +2, Perform (Singing) +6, Spot
+2
Feats/Powers: 5 Charm, Darkvision, Dodge,
Gorilla
Flyby Attack, Persuasive
Type: Large Animal Melee/Ranged Attack: +2/+4
Challenge Rating: 2 Attack Damage: Claws 1d3 S.
Initiative: +4 Defence Class/Armour 20/1 (soft) tough skin.
Movement: 10 ft. Description: Half women, half birds of prey.
Hit Points: 56 general (11 Head, 11 Arms, 34
Harpies are predatory & deceitful
Body, 22 Legs)
Mana Points: 20 creatures.
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis Notes: Charm: The Harpy’s Charm
12, Cha 7 attack is conducted through song
Saves: Reflex +4, Fortitude +4, Will+1 & compels those who fail their
Skills: Climb +14, Listen +5, Spot +5
Feats/Powers: Climber, Low-Light, Scent, save to approach & be captivated.
Alertness, Toughness
Melee/Ranged Attack: +5/+2
Attack Damage: Slam 1d6+5 B, Bite 1d6+1 P.
Defence Class/Armour 15/3 (soft) Tough Skin.
Description: A big, angry looking Gorilla.
Notes: -
101
Hobgoblin Hydra
Type: Medium Humanoid Type: Huge Magickal Beast
Challenge Rating: 1⁄2 Challenge Rating: 6
Initiative: +0 Initiative: +5
Movement: 10 ft. Movement: 6 ft, swim 6 ft.
Hit Points: 21 general (4 Head, 4 Arms, 13 Hit Points: 132 general (26 Heads, 79 Body,
Body, 8 Legs) 40 Forelegs, 40 Rear Legs)
Mana Points: 25 Mana Points: 18
Abilities: Str 13, Dex 13, Con 14, Int 10, Abilities: Str 19, Dex 12, Con 20, Int 2, Wis
Wis 9, Cha 8 10, Cha 9
Saves: Fort +4, Reflex +0, Will -1 Saves: Fortitude +10, Reflex +5, Will +5
Skills: Hide +2, Listen +3, Move Silently Skills: Listen +4, Spot +4, Swim +17
+5, Spot +3 Feats/Powers: Darkvision, fast healing 17, Low-
Feats/Powers: Darkvision, Alertness, Weapon Light, Scent, Combat Reflexes,
Proficiency: Simple, Armour Iron Will, Toughness, Weapon
Proficiency: Light, Shield Focus (bite), Extra Attack x4,
Proficiency, Special racial bonus Swimmer
to Move Silently. Melee/Ranged Attack: +4/+0
Melee/Ranged Attack: +1/-1 Attack Damage: Bite 2d8+4 P.
Attack Damage: 1d8+1 S (Longsword). Defence Class/Armour 14/8 (Soft) Medium scales -1
Defence Class/Armour 8/3 S/H (Studded leather) Light Dex.
wooden shield -2 Dex. Description: Hydras are reptile-like monsters
Description: Hobgoblins are larger cousins of with multiple heads. A hydra is
goblins. Hobgoblins’ hair colour gray-brown to dark brown, with
ranges from dark reddish-brown a light yellow or tan underbelly.
to dark gray. They have dark The eyes are amber & the teeth
orange or red-orange skin. Large are yellow-white. It is about 20
males have blue or red noses. feet long & weighs about 4,000
Hobgoblins’ eyes are yellowish or pounds.
dark brown, while their teeth are Notes: 7 attacks, 4 Reflexive attacks (7
yellow. Their garments tend to be heads). On a head hit, randomly
brightly coloured, often blood red determine which head was struck
with black-tinted leather. Their with a d8, allowing the player to
weaponry is kept polished & in choose which one on an 8.
good repair. Each time a head is severed, two
Notes: - new heads spring from the stump
in 1d4 rounds. A hydra can never
have more than twice its original
Horse number of heads at any one time
Type: Large Animal & any extra heads it gains beyond
Challenge Rating: 1 its original number wither &
Initiative: +3 die within a day. To prevent a
Movement: 15 ft.
Hit Points: 48 general (10 Head, 29 Body, 14 severed head from growing back
Forelegs, 14 Rear Legs) into two heads, at least 5 points
Mana Points: 20 of fire or acid damage must be
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis
12, Cha 6 dealt to the stump before the new
Saves: Fortitude +4, Reflex +3, Will +1 heads appear. A flaming weapon
Skills: Listen +4, Spot +3 (or similar effect) deals its energy
Feats/Powers: Low-Light, Scent, Endurance.
Melee/Ranged Attack: +2/+0 damage to the stump in the same
Attack Damage: Hooves 1d6+3 B. blow in which a head is severed.
Defence Class/Armour 12/3 (soft) Tough Skin.
Description: A domesticated horse. This is the Fire or acid damage from an area
equivalent of a working horse or a effect may burn multiple stumps
light warhorse. in addition to dealing damage to
Notes: - the hydra’s body. A hydra does
not die from losing its heads until
all its heads have been cut off &
the stumps seared by fire or acid.
A hydra’s body can be slain just
like any other creature’s, but
hydras possess fast healing & are
difficult to defeat in this fashion.
Targeted magickal effects cannot
sever a hydra’s heads unless they
deal slashing damage.
102
Imp Lizardman
Type: Tiny Outsider (Extraplanar) Type: Medium Humanoid (Reptilian)
Challenge Rating: 2 Challenge Rating: 1
Initiative: +8 Initiative: +1
Movement: Walk 7ft, Fly 15 ft. Movement: 10 ft.
Hit Points: 4 general. Hit Points: 20 general (4 Head, 4 Arms, 12
Mana Points: 28 Body, 8 Legs)
Abilities: Str 10, Dex 17, Con 10, Int 10, Mana Points: 25
Wis 12, Cha 14 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis
Saves: Reflex +8, Fortitude +5, Will +6 10, Cha 10
Skills: Diplomacy +7, Hide +19, Saves: Reflex +1, Fortitude +1, Will +0
Knowledge (any one) +10, Listen Skills: Balance +5, Jump +7, Swim +7
+6, Move Silently +13, Search Feats/Powers: Hold Breath, Shield Proficiency,
+6, Spellcraft +5, Spot +8, Weapon Proficiency: Simple, +4
Survival +8 Racial Skill Bonus to Balance,
Feats/Powers: Poison, Alternate Form, Damage Jump & Swim.
Reduction 5/silver, Darkvision, Melee/Ranged Attack: +1/-1
Attack Damage: Claws 1d3+1 S, Club 1d6+1 B,
Fast Healing 2, Immunity to Javelin 1d6+1 P.
Poison, Resistance to Fire 5, Defence Class/Armour 11/4 (soft) heavy scales -1 Dex.
Dodge, Weapon Finesse. Description: A lizardman is usually 6 to 7 feet
Melee/Ranged Attack: +7/+7 tall with green, gray, or brown
Attack Damage: Gore 1d3 P + Poison scales. Its tail is used for balance
Defence Class/Armour 23/-
Description: A classical little red-skinned imp. & is 3 to 4 feet long. A lizardfolk
Notes: Poison: Fortitude TN 14, initial can weigh from 200 to 250
damage 1d4 Dex, secondary pounds.
damage 2d4 Dex. Notes: -

Kobold Manticore
Type: Small Humanoid (Reptilian) Type: Large Magickal Beast
Challenge Rating: 1⁄4 Challenge Rating: 5
Initiative: +1 Initiative: +6
Movement: 10 ft. Movement: 10 ft, 15 ft fly.
Hit Points: 8 general (Head 2, Arms 2, Body Hit Points: 60 general (12 Head, 12 Wings,
5, Legs 3) 36 Body, 18 Forelegs, 18 Rear
Mana Points: 25 Legs)
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis Mana Points: 25
9, Cha 8 Abilities: Str 20, Dex 15, Con 19, Int 7, Wis
Saves: Fortitude +2, Reflex +1, Will -1 12, Cha 9
Skills: Craft (Trapmaking) +2, Hide Saves: Fortitude +9, Reflex +6, Will +4
+2, Listen +2, Move Silently +2, Skills: Listen +4, Spot +8, Survival +6
Profession (Miner) +2, Search +0, Feats/Powers: Flyby Attack, Weapon Focus
Spot +2 (spikes), Darkvision, Low-Light,
Feats/Powers: Alertness, Darkvision, Light Scent, +4 racial bonus to spot
Sensitive, Weapon Proficiency: checks.
Simple, Armour Proficiency: Melee/Ranged Attack: +7/+4
Attack Damage: Claws/Spikes 1d4+5 S/P.
Light. Defence Class/Armour 17/6 (soft) dense flesh & hide. -1
Melee/Ranged Attack: +0/+2 Dex.
Attack Damage: Spear 1d6-1 P, Sling 1d3 B. Description: A winged lion with a spiked tail.
Defence Class/Armour 12/2 leather, 1 natural (soft)
Description: Kobolds are short, reptilian The manticore can flick its tail
humanoids with cowardly & to send a hail of spikes against a
sadistic tendencies. target.
A kobold’s scaly skin ranges from Notes: -
dark rusty brown to a rusty black
colour. It has glowing red eyes.
Its tail is non-prehensile. Kobolds
wear ragged clothing, favouring
red & orange. A kobold is 2 to
2-1/2 feet tall & weighs 35 to 45
pounds.
Notes: -
103
Medusa Minotaur
Type: Medium Monstrous Humanoid Type: Large Monstrous Humanoid
Challenge Rating: 7 Challenge Rating: 4
Initiative: +8 Initiative: +4
Movement: 10 ft. Movement: 10 ft.
Hit Points: 18 general (4 Head, 4 Arms, 11 Hit Points: 50 general (10 Head, 10 Arms, 30
Body, 7 Legs) Body, 20 Legs)
Mana Points: 31 Mana Points: 23
Abilities: Str 10, Dex 15, Con 12, Int 12, Abilities: Str 19, Dex 10, Con 15, Int 7, Wis
Wis 13, Cha 15 10, Cha 8
Saves: Reflex +8, Will +8, Fortitude +6 Saves: Reflex +4, Will +5, Fortitude 75
Skills: 33 Skills: Intimidate +1, Listen +2, Search
Feats/Powers: Petrifying Gaze, Poison, +2, Spot +1
Darkvision, Point Blank Shot, Feats/Powers: Powerful Charge, Scent, Great
Precise Shot, Weapon Finesse, Fortitude, Power Attack.
Weapon Proficiency: Simple. Melee/Ranged Attack: +6/+1
Melee/Ranged Attack: +6/+6 Attack Damage: Greataxe 3d6+6 S, Gore 2d6+6 P.
Attack Damage: Shortbow 1d6 P, Dagger 1d4 P/S, Defence Class/Armour 15/5 (soft) Very thick hide -1 Dex.
Description: A seven foot tall bull-headed man.
Snakes 1d4 P + Poison Notes: -
Defence Class/Armour 21/3 (soft) Medium scales -1 Dex.
Description: A medusa is indistinguishable
from a normal human at distances Mummy
greater than 30 feet (or closer, Type: Medium Undead
Challenge Rating: 5
if its face is concealed). The Initiative: +2
creature often wears garments Movement: 6 ft.
Hit Points: 37 general (7 Head, 7 Arms, 22
that enhance its body while hiding
Body, 15 Legs)
its face behind a hood or veil. In Mana Points: 26
place of hair there are writhing Abilities: Str 24, Dex 10, Con 11, Int 6, Wis
snakes. 14, Cha 15
Notes: Poison: Injury, Fortitude DC 14, Saves: Will +7, Fortitude +5 (immune),
initial damage 1d6 Str, secondary Reflexes +2
Skills: 10 Spot +2, Listen +2
damage 2d6 Str. Feats/Powers: Fear Aura, Disease, Damage
Petrifying Gaze: 30 ft range, reduction 5, Darkvision,
permanent Petrification. Vulnerability to Fire, Alertness,
Great Fortitude, Toughness.
Merfolk Melee/Ranged Attack: +10/+2
Attack Damage: Slam 1d6+7 B + Disease.
Type: Medium Humanoid (Aquatic) Defence Class/Armour 14/4 (soft) Dense, preserved body,
Challenge Rating: 1⁄2 +5 levels of damage reduction, -1
Initiative: +2
Movement: 15 ft swim. Dex.
Hit Points: 21 general (4 Head, 4 Arms, 13 Description: Mummies are preserved corpses
Body, 8 Tail) animated through the auspices of
Mana Points: 25 dark desert gods best forgotten.
Abilities: Str 13, Dex 13, Con 14, Int 10, Notes: Disease: Supernatural disease.
Wis 9, Cha 10 Fortitude TN 16, incubation
Saves: Fortitude +4, Reflex +2, Will -1
Skills: Listen +4, Spot +4, Swim +13 period 1 minute, damage 1d6 Con
Feats/Powers: Swimmer, Alertness, Amphibious, & 1d6 Cha.
Low-Light.
Melee/Ranged Attack: +1/+1
Attack Damage: Trident 1d8+1 P or Heavy
Crossbow 1d10.
Defence Class/Armour 12/2 (soft) leather armour.
Description: A merfolk is about 8 feet long
from the top of the head to the
end of the tail, & weighs about
400 pounds.
Notes: -
104
Ogre Rat
Type: Large Giant Type: Tiny Animal
Challenge Rating: 3 Challenge Rating: 1/8
Initiative: -2 Initiative: +3
Movement: 10 ft. Movement: 3 ft.
Hit Points: 58 general (12 Head, 12 Arms, 35 Hit Points: 3 general.
Body, 23 Legs) Mana Points: 20
Mana Points: 22 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 12, Cha 2
10, Cha 7 Saves: Fortitude +1, Reflex +3, Will +0
Saves: Fortitude +5, Reflex -2, Will+1 Skills: Balance +9, Climb +5, Hide +5,
Skills: 6 Move Silently +5, Swim +9
Feats/Powers: Darkvision, Low-Light, Feats/Powers: Low-Light, Scent, Weapon
Toughness, Weapon Focus Finesse, rats have a +4 racial
(Greatclub), Weapons Proficiency: bonus on Hide & Move Silently
Simple, Armour Proficiency: checks, & a +8 racial bonus on
Light, Medium Balance, Climb, & Swim checks.
Melee/Ranged Attack: +1/-1 Melee/Ranged Attack: +4/+4
Attack Damage: Greatclub 2d8+5 B. Attack Damage: Bite 1 P.
Defence Class/Armour 7/3 (Hide armour- soft), 5 (dense Defence Class/Armour 15/-
flesh, soft) -2 Dex. Description: A rat.
Description: Adult ogres stand 9 to 10 feet Notes: -
tall & weigh 600 to 650 pounds.
Their skin colour ranges from Skeleton
dull yellow to dull brown. Their Type: Medium Undead
Challenge Rating: 1/3
clothing consists of poorly cured Initiative: +4
furs & hides, which add to their Movement: 10 ft.
Hit Points: 28 general (6 Head, 6 Arms, 17
naturally repellent odour.
Notes: - Body, 11 Legs)
Mana Points: 16
Abilities: Str 13, Dex 17, Con 11, Int 0
Orc (mindless), Wis 10, Cha 1
Type: Medium Humanoid (Goblinoid) Saves: Will +2, Fortitude +0, Reflex +0
Challenge Rating: 1⁄2 Skills: -
Initiative: -1 Feats/Powers: Damage reduction 5/Bludgeoning,
Movement: 10 ft. Darkvision, Immunity to Cold,
Hit Points: 21 general (4 Head, 4 Arms, 13 Improved Initiative
Body, 8 Legs) Melee/Ranged Attack: +1/+0
Mana Points: 21 Attack Damage: Scimitar 1d6+1 S, or Claw 1d3+1
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis S.
7, Cha 6 Defence Class/Armour 10/2 (hard) bone, heavy steel
Saves: Fortitude +3, Will -2, Reflex -1 shield -3 Dex, +5 damage
Skills: Listen +2, Spot +2, Survival +2
Feats/Powers: Darkvision, Light Sensitivity, reduction.
Alertness, Weapons Proficiency: Description: An animated skeleton armed with
Martial the remnants of its old equipment.
Melee/Ranged Attack: +3/-1 Notes: -
Attack Damage: Falchion 2d4+3 S.
Defence Class/Armour 8/3 (soft/hard) Studded leather,
-1 Dex.
Description: An orc’s hair usually is black. It
has lupine ears & reddish eyes.
Orcs prefer wearing vivid colours
that many humans would consider
unpleasant, such as blood red,
mustard yellow, yellow-green,
& deep purple. Their equipment
is dirty & unkempt. An adult
male orc is a little over 6 feet
tall & weighs about 210 pounds.
Females are slightly smaller.
Notes: -
105
Succubus Treant
Type: Medium Outsider (Extraplanar) Type: Huge Plant
Challenge Rating: 7 Challenge Rating: 8
Initiative: +8 Initiative: +1
Movement: 10 ft walk, 15 ft fly. Movement: 10 ft.
Hit Points: 20 general (4 Head, 4 Wings, 4 Arms, Hit Points: 144 general (29 Head, 29 Arms, 86
12 Body 8 Legs) Body, 58 Legs)
Mana Points: 36 Mana Points: 34
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16,
14, Cha 26 Cha 12
Saves: Fortitude +8, Will +9, Reflex +8 Saves: Fortitude +11, Will +9, Reflex+1
Skills: Bluff +20, Concentration +11, Skills: Diplomacy +3, Intimidate +6,
Diplomacy +18, Disguise +18, Knowledge (Nature) +14, Listen +5,
Escape Artist +11, Hide +6, Sense Motive +5, Spot +5, Survival +9
Intimidate +25, Knowledge (any one) Feats/Powers: Animate Trees, Double Damage Against
+13, Listen +12, Move Silently +6, Objects, Trample, Damage Reduction
Search +7, Spot +7, Survival +7, Use 10/Slashing, Low-Light, Vulnerability
Rope +12 to fire, Improved Sunder, Iron Will,
Feats/Powers: Energy Drain, Damage reduction Power Attack.
10/cold iron, Darkvision, Immunity Melee/Ranged +11/-1
to Electricity & Poison, Resistance Attack:
Attack Damage: Slam 2d6+9 B.
to Acid 10, Cold 10 & Fire 10, Spell Defence Class/ 10/10 (hard) wood -2 Dex, +10 Damage
Resistance 18, Telepathy, Tongues, Armour Reduction.
Spellcaster, Minor Summon, Dodge, Description: A treant’s leaves are deep green in the
Mobility, Persuasive. spring & summer. In the fall & winter
Melee/Ranged +6/+6 the leaves change to yellow, orange, or
Attack: red, but they rarely fall out. A treant’s
Attack Damage: Claws 1d4+1 S. legs fit together when closed to look
Defence Class/ 23/7 (Soft) +5 magickal leather
Armour armour like the trunk of a tree, & a motionless
Description: An unutterably gorgeous woman with treant is nearly indistinguishable from a
red skin & raven black hair along tree. A treant is about 30 feet tall, with
with a pair of sleek black wings. She a ‘trunk’ about 2 feet in diameter. It
can drain your life with a kiss. weighs about 4,500 pounds.
Notes: An Incubus is a male version of a Notes: Noticing a motionless treant is anything
succubus. Succubi freely change more than a tree has a TN of 25.
between forms.
Troglodyte
Type: Medium Humanoid (Reptilian)
Challenge Rating: 1
Initiative: -3
Movement: 10 ft.
Hit Points: 20 general (Head 4, Arms 4, Body
12, Legs 8)
Mana Points: 24
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis
10, Cha 10
Saves: Fortitude +4, Will +0, Reflex -3
Skills: Hide +6, Listen +2
Feats/Powers: Stench, Darkvision, Weapon
Focus: Javelin, +4 racial bonus to
hide checks.
Melee/Ranged Attack: +0/-2
Attack Damage: Club 1d6 B, Claw 1d3 S, or
Javelin 1d6 P.
Defence Class/Armour 6/4 (Soft) Heavy Scales, -2 Dex.
Description: A lizardlike amphibious creature
with an appalling stench.
Notes: -
106
Troll Tyrannosaurus
Type: Large Giant Type: Huge Animal
Challenge Rating: 5 Challenge Rating: 8
Initiative: +4 Initiative: +7
Movement: 10 ft. Movement: 13 ft walk.
Hit Points: 70 general (14 Head, 14 Arms, 42 Hit Points: 168 general (34 Head, 34 Arms,
Body, 28 Legs) 101 Body, 67 Legs)
Mana Points: 21 Mana Points: 23
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Abilities: Str 28, Dex 12, Con 21, Int 2, Wis
Cha 6 15, Cha 10
Saves: Fortitude +11, Will +4, Reflex +4 Saves: Reflex +7, Fortitude +11, Will +6
Skills: Listen +7, Spot +7 Skills: Hide -3, Listen +7, Spot +7
Feats/Powers: Rend, Darkvision, Low-Light, Feats/Powers: Improved Grab, Swallow Whole,
Regeneration 5, Scent, Alertness, Iron Low-Light, Scent, Alertness,
Will Weapon Focus (bite), Toughness
Melee/Ranged +7/+3 x3
Attack: Melee/Ranged Attack: +11/+3
Attack Damage: Claw 1d6+6 S. Attack Damage: Bite 2d8+9 S.
Defence Class/ 14/5 (soft) Thick Rubbery Skin, -1 Defence Class/Armour 18/5 (soft) skin.
Armour Dex. Description: An enormous predatory lizard
Description: Trolls walk upright but hunched with scythe-like teeth.
forward with sagging shoulders. Notes: -
Their gait is uneven, & when they
run, their arms dangle & drag along Water Elemental
the ground. For all this seeming Type: Medium Elemental (Water,
awkwardness, trolls are very agile. Extraplanar)
Challenge Rating: 3
A typical adult troll stands 9 feet tall Initiative: +0
& weighs 500 pounds. Females are Movement: 6 ft, swim 30 ft.
Hit Points: 26 general
slightly larger than males. A troll’s Mana Points: 21
rubbery hide is moss green, mottled Abilities: Str 16, Dex 12, Con 17, Int 4, Wis
green & gray, or putrid gray. The hair 11, Cha 11
Saves: Fortitude +8, Will +3, Reflex +1
is usually greenish black or iron gray. Skills: Listen +3, Spot +4
Notes: - Feats/Powers: Water mastery, Whirlwind
(Whirlpool), Cleave, Power
Triceratops Attack
Type: Huge Animal Melee/Ranged Attack: +5/+0
Challenge Rating: 9 Attack Damage: Slam 1d6+3 B.
Initiative: +4 Defence Class/Armour 9/8 (soft) Dense body -3 Dex.
Movement: 10 ft Description: A globe of swirling water foaming
Hit Points: 212 general (42 Head, 127 Body, white & full of bubbles.
64 Forelegs, 64 Rear Legs) Notes: -
Mana Points: 19
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis
Zombie
12, Cha 7
Saves: Reflex +4, Fortitude +16, Will +6 Type: Medium Undead
Skills: Listen +9, Spot +8 Challenge Rating: 1⁄2
Feats/Powers: Trample, Low-Light, Scent, Initiative: -1
Movement: 10 ft. (Cannot run)
Alertness, Great Fortitude, Hit Points: 31 (6 Head, 6 Arms, 19 Body, 12
Toughness x4 Legs)
Melee/Ranged Attack: +13/+1 Mana Points: 16
Attack Damage: Gore 3d6+10 P. Abilities: Str 12, Dex 8, Con 11 (immune),
Defence Class/Armour 14/11 (Hard) Bony plates -2 Dex
Description: A three-horned saurian with a Int 0 (mindless), Wis 10, Cha 1
Saves: Will +2, Fortitude +0, Reflex -1
heavy crest of bone & tough skin. Skills: -
Notes: - Feats/Powers: Toughness, Damage Reduction
5/slashing, Darkvision
Melee/Ranged Attack: +1/-1
Attack Damage: Slam 1d6+1 B, Bite 1d6+1 P.
Defence Class/Armour 8/2 (soft) preserved flesh.
Description: The rotting, yet ambulatory,
bodies of the deceased.
Notes: Some zombies may pass on their
condition to those killed by them.
Zombies can make only a single
action & reflexive action.
88
Monster Design Creature Type
The aspects & special abilities of the various creature types are
Follow these steps to create your own creatures. covered in the earlier sections. Creature types do have to be
chosen from & bear listing again.
1. Select Challenge Rating.
2. Select Type Creatures without intellect have no skills.
3. Generate Base Statistics (as though a medium-size
creature). Aberration: Bizarre in anatomy or intelligence with good saves
4. Select Special Abilities in will & (2+Int x4 skill points +2, modified by Int per CR).
5. Select Size. Animal: A non-humanoid creature with no magickal abilities &
6. Note Final Statistics no capability for language. Animals have good saves in Reflex &
Fortitude & (2+Int x4 skill points +2, modified by Int per CR).
Construct: A built machine or non-living monster made of
Challenge Rating inanimate matter. Constructs have (2+Int x4 skill points +2,
The Challenge Rating of the Monster helps determine its saving modified by Int per CR).
throws & its Base Attack Value. Challenge Ratings vary from Dragon: A draconic serpentine creature of age & power with
1/10th to any full, numerical value. Sample scores from 1/10th to good saving throws in all categories & (6+Int x4 skill points +6,
any full, numerical value. Sample scores from 1/10th to 20 CR modified by Int per CR).
are given in the following table. Elemental: A creature composed entirely of an element &
manifesting as a force of that element. Good saves vary &
Challenge Rating also helps determine the number of skill points. elementals receive (2+Int x4 +2 skill points, modified by Int per
CR).
Feats, Special Abilities & Attacks are spent for each attack mode Fey: Spritely, human-shaped creatures with magickal &
past the first that the creature has, for bonuses, for Feats & for supernatural powers, a good Will save & (6+Int x4 skill points
proficiencies. All proficiencies including those to use the animals +6, modified by Int per CR).
natural weapons. A creature can have more than the number Giant: A gigantic, human-shaped, creature with a good Fortitude
listed but a general guideline is no more than double. saving throw & (2+Int x4 +2 skill points, modified by Int per
CR).
Challenge Rating used while creating the creature need not be the Humanoid: A superficially human-looking creature with no
same as the final Challenge Rating. supernatural abilities. Humanoids have one good saving throw &
(2+Int x4 +2 skill points, modified by Int per CR).
Table: Challenge Rating Based Attributes
Challenge Base Base Feats/Special Good Save Normal Save Poor Save
Rating Attack Defence Abilities/Attacks
1/10th +0 10 2+ +0 -2 -4
1/8th +0 10 2+ +1 -1 -3
1/6th +0 10 2+ +1 -1 -3
1⁄4 +0 10 2+ +1 -1 -3
1/3 +0 10 2+ +2 0 -2
1⁄2 +0 10 3+ +2 0 -2
1 +0 11 4+ +2 0 -2
2 +1 11 5+ +3 +1 -1
3 +2 12 7+ +5 +3 +1
4 +2 12 8+ +5 +3 +1
5 +3 13 9+ +5 +3 +1
6 +4 13 10+ +6 +4 +2
7 +5 14 12+ +7 +5 +3
8 +6 14 13+ +8 +6 +4
9 +6 15 15+ +8 +6 +4
10 +7 15 16+ +9 +7 +5
11 +7 15 17+ +9 +7 +5
12 +8 16 18+ +10 +8 +6
13 +8 16 19+ +10 +8 +6
14 +9 17 20+ +11 +9 +7
15 +9 17 21+ +11 +9 +7
16 +10 18 22+ +12 +10 +8
17 +10 18 23+ +12 +10 +8
18 +11 19 24+ +13 +11 +9
19 +11 19 25+ +13 +11 +9
20 +12 20 26+ +14 +12 +10
89
Magickal Beast: Magickal beasts are animal type creatures with
higher than animal intelligence or supernatural powers of some
Table: Natural Armour
Armour Type Rating Dex Bonus Penalty
kind. Magickal beasts have good Fortitude & Reflex saves &
Tough skin Soft 1 -
(2+Int x4 +2 skill points, modified by Int per CR). Leathery hide/ Soft 2 -
Monstrous Humanoid: Human-shaped creatures with Light scales
supernatural or magickal powers. Monstrous humanoids have Medium scales Soft 3 -1
good Reflex & Will saves & gain (2+Int x4 +2 skill points, Heavy scales Soft 4 -2
modified by Int per CR). Light chitin Hard 2 -
Ooze: Oozes are amorphous blobs of goo. They have no good Medium chitin Hard 3 -1
saving throws & gain (2+Int x4 +2 skill points, modified by Int Heavy chitin Hard 4 -1
per CR). Bony plates Hard 6 -2
Outsider: An outsider is a non-elemental creature originating Heavy plates Hard 8 -3
from another dimension. They have good saves in all categories Glass Hard 1 -
& gain (8+Int x4 +8 skill points, modified by Int per CR). Ceramic Hard 1 -
Plant: A monstrous or intelligent plant of some kind, other Hard Plastic Hard 2 -
plants are treated as objects. They have good Fortitude saves & Wood Hard 5 -2
gain (2+Int x4 +2 skill points, modified by Int per CR). Light metals Hard 6 -2
Undead: Shambling creatures risen from the grave. Undead Stone/ Hard 8 -3
have good Will saves & gain (4+Int x4 +2 skill points, modified Concrete
by Int per CR). Iron Hard 8 -3
Vermin: Vermin are crawling things like insects, spiders, worms Soft steel Hard 9 -3
& other invertebrates. Vermin have good Fortitude saves & gain Hard steel Hard 10 -3
(2+Int x4 +2 skill points, modified by Int per CR). Light alloy Hard 9 -2
Fibreglass Hard 1 -
Titanium Hard 15 -3
Composite Hard 20 -3
Generate Base Statistics Laminated Hard 30 -3
When selecting the base statistics for your creature think of it as a composites
medium-sized version of itself. If it were shrunk to the size of a
man how would it fare?

Remember 18 is the normal maximum for any human being & Size
that 20 is well on the way to being superhuman. Size has several effects on statistics which are noted in the table
below. These are all modifications from medium size. Statistics
Intelligence should be set at 1-2 for animals, anything 3 or higher can only ever be reduced to 1, except for Armour which can be
is considered capable of something approaching human thought. reduced to 0. For each size up slide the final CR up by 1, for
The same goes for non-intelligent artificial life-forms. Plant each size down slide it down by 1 & then into the fractions.
monsters are normally at the same intellectual level though many
have an intelligence of 0 & no skills, being mindless also renders Creatures may increase the capability of their bite, claw or gore
them immune to mind controlling magicks. attacks as though it were one level higher at the expense of a Feat
slot. This may be done a maximum of two times. Levels above
Colossal provide additional dice of the same type.
Select Special Abilities
Every bonus, every Feat & every extra attack or special power Note Final Statistics
counts as a Feat, eating into the Feats available to the creature. Now your creature is complete note down the final statistics &
Not every Feat slot needs to be used &, if needed, more than the you are ready to use it, don’t forget to update the CR to reflect the
stated number can be used but no more than double should be creature’s final deadliness.
assigned.

Armour
It is possible for a creature to have natural armour in the form
of hide, skin or dense flesh. Some of this is granted for free by
size & it is always modified by size but the following can act as a
guide for natural armour. Armour can only ever be reduced to 1
by size modification.
90
Table: Size Modification
Size Hit Points Str Dex Con Armour Base Attack/DC Grapple Hide
Colossal x16 +32 -8 +12 +14 -8 +16 -16
Gargantuan x8 +24 -6 +10 +9 -4 +12 -12
Huge x4 +16 -4 +8 +5 -2 +8 -8
Large x2 +8 -2 +4 +2 -1 +4 -4
Medium x1 - - - - - +0 +0
Small 1⁄2 -4 +2 -2 -2 +1 -4 +4
Tiny 1⁄4 -8 +4 -4 -4 +2 -8 +8
Diminutive 1/8th -12 +6 -6 -6 +4 -12 +12
Fine 1/16th -16 +8 -8 -8 +8 -16 +16

Table: Natural Weapons, by Size


Size Slam Bite Claw Gore Pierce*
Colossal 4d6 4d8 2d8 5d6 8
Gargantuan 3d6 3d8 1d8 4d6 4
Huge 2d6 2d8 1d6 3d6 2
Large 1d6 1d8 1d4 2d6 1
Medium 1d4 1d6 1d3 1d6 0
Small 1d3 1d4 1d2 1d4 -1
Tiny 1d2 1d3 1 1d3 -2
Diminutive 1 1d2 - 1d2 -4
Fine - 1 - 1 -8
* Slam -3, Bite -1, Claw -2, Gore as is. Minimum is 0.

Hit Locations for Non-Humanoid


Creatures
Winged humanoids hit in the torso or arms have a 50% chance of
being hit in the wings instead. Wings have the same Hit Points as
arms.

Winged quadrupeds hit in the torso have a 50% chance of being


hit in the wings instead. Their wings have the same Hit Points as
their legs.

Quadrupeds have forelegs & rear legs, these both have half the
number of Hit Points of the torso.

Blob like masses have only their general Hit Points.

Creatures with multiple limbs have which limb is hit randomised


after location is determined on the normal hit chart. Creatures
with more than 4 limbs tend to use the Hit Points calculation for
arms rather than legs to determine their leg Hit Points.

Creatures with less than 5 Hit Points are considered to only have
general Hit Points.
91

Monsters The Monsters

A Special Note about Challenge Rating


Quick & Dirty Monster Using the standard Live System challenge rating can only ever
Conversion really provide a rough guideline to the power of a creature.
You can do a quick & dirty monster conversion from OGL However as a basic guide a journeyman starting character is
sources by doing the following. roughly equal to a challenge rating 5 monster. That means they
are evenly matched & that in an even fight both character &
1. Get the statistic block of the creature.
2. Strip out the ‘natural’ armour bonus, or worn armour, monster should end up disabled or dead. It is recommended that
to AC & make that the ‘armour rating’. Leave the you not include monsters or groups of monsters precisely equal
remaining AC as the new Defence Class. to the approximate challenge rating of the party going up against
3. Work out their Hit Points from their Con, Str, Size & them.
Feats.
4. Leave everything else the same.

More Detailed Monster


Conversion
For a more detailed monster conversion perform the following
steps.

1. Note down the type of creature & its size.


2. Examine the Challenge Rating & note it down. The
Challenge Rating you will use to calculate stats with will
be higher or lower depending on how many size classes
the creature is bigger or smaller than ‘medium’. EG
a Challenge Rating 4 creature of ‘large’ size receives
starting stats based on Challenge Rating 3.
3. Note down Challenge Rating related Stats. Base Attack,
Defence Class, Feats & Saves. Saves will be determined
by creature type. No creature has a weak save unless
you designate it to have one.
4. Modify Base Attack, Defence Class & so on according
to size.
5. Cut & paste the Abilities block. This will not change.
6. Calculate skill points according to Intelligence &
Creature type.
7. Drop in Feats, special abilities & special attacks,
removing Feats that do not exist in the Live System.
8. Drop in skills but remove their values, spend skill points
on the skills.
9. Modify saves, attacks etc by Ability bonus.
10. Calculate Hit Points. Remember to double Hit Points
for each scale up & halve for each scale down. Bonuses
to Hit Points apply before doubling. Some animals have
different locations or different Hit Point calculates to
human ones. Use your own discretion.
11. Calculate the damage done by natural weapons, you can
have the weapons do damage as though they were one
scale bigger or smaller if you wish.
12. Apply the effects of armour to your Dex based skills,
Reflex save & your Defence Class. Yes, armour affects
Defence Class twice through direct deduction & through
deduction of the Reflex save.
13. Calculate final Initiative & add Reflex save to the
Defence Class.
14. You are now good to go.
92
Aboleth Achaierai
Type: Huge Aberration (Aquatic) Type: Large Outsider (Extraplanar)
Challenge Rating: 7 Challenge Rating: 5
Initiative: +4 Initiative: +3
Movement: 3 ft on land 20 ft swimming. Movement: 15 ft
Hit Points: 136 general (27 Head, 82 Body, Hit Points: 48 general (10 Head, 10 Wings,
27 Tentacles, 54 Tail) 29 Body, 19 Legs)
Mana Points: 38 Mana Points: 31
Abilities: Str 26, Dex 12, Con 20, Int 15, Abilities: Str 19, Dex 13, Con 14, Int 11,
Wis 17, Cha 17 Wis 14, Cha 16
Saves: Will +10, Fortitude +8, Reflexes Saves: Will +7, Reflexes +3, Fortitude +7
+4 Skills: Balance +6, Climb +12,
Skills: Concentration +10, Knowledge Diplomacy +8, Hide -1, Jump
(any one) +6, Listen +11, Spot +19, Listen +7, Move Silently +3,
+11, Swim +8, Psicraft +7. Sense Motive +7, Spot +10
Feats/Powers: Swimmer, Darkvision, Extra Feats/Powers: Dodge, Mobility, Spring Attack,
Action, Alertness, Combat Darkvision, Spell Resistance
Manifestation, Iron Will, Enslave, Melee/Ranged Attack: +4/-1
Attack Damage: Claws 1d6+4 S, Bite 2d8+4 P.
Smokescreen, Psionic, Improved Defence Class/Armour 14/10 (hard) [Heavy subcutinous
Psionic, 3 Psi Power Feats, plates & unnatural plumage] -3
Amphibious. Penalty
Melee/Ranged Attack: +9/+1 Description: Achaierais are massive, 15-foot-
Attack Damage: 4 Tentacles 2d6+8 B + Disease
Defence Class/Armour 15/7 (soft) [Light scales/blubber] tall flightless birds that inhabit
Description: The aboleth is a revolting fishlike lawful planes of battle & are
amphibian found primarily in only occasionally encountered
subterranean lakes & rivers. An elsewhere. Achaierais speak
aboleth has a pink belly. Four Infernal.
pulsating blueblack orifices Notes: Smokescreen: The Achaieri can
line the bottom of its body & release a huge cloud of black
secrete gray slime that smells like smoke from itself.
rancid grease. It uses its tail for Poison: TN 15 or take 2d6
propulsion in the water & drags general Hit Points & be afflicted
itself along with its tentacles on with insanity.
land. Spell Resistance: TN 19.
Notes: Disease: aboleths carry a terrible
disease on their tentacles & Allip
in their mucous. A creature Type: Medium Undead (Incorporeal)
that is exposed must succeed Challenge Rating: 3
on a TN 19 Fortitude save or Initiative: +10
Movement: 10 ft (fly)
begin to transform over the Hit Points: 28 general only
next 1d4+1 minutes, the skin Mana Points: 28
gradually becoming a clear, slimy Abilities: Str 12, Dex 12, Con 11 (immune),
membrane. An afflicted creature Int 11, Wis 11, Cha 18
Saves: Will +5, Reflexes +6, Fortitude +3
must remain moistened with cool,
(immune)
fresh water or take 1d12 points Skills: Hide +6, Intimidate +10, Listen +6,
of damage every 10 minutes. Search +5, Spot +6
The slime reduces the creature’s Feats/Powers: Improved Initiative, Lightning
natural armour by 1 (but never to Reflexes, Babble, Madness,
less than 0). Infected creatures Wisdom Drain, Darkvision,
gain the ability to breathe water Incorporeal
but lose the ability to breathe air. Melee/Ranged Attack: +3/+3
Attack Damage: Wisdom drain (permanent) 1d4, the
Allip gains 5 HP from each drain.
Smokescreen: The aboleth Defence Class/Armour 18/-
can expel a gargantuan cloud Description: An allip is the spectral remains
of mucous to hide itself. This of someone driven to suicide
mucous also carries its disease. by a madness that afflicted it in
life. It craves only revenge &
Aboleth Hit Location: 1-4 Head, unrelentingly pursues those who
5-8 Tentacle 1 through 4, 9-16 tormented it in life & pushed it
Body, 17-20 Tail. over the brink.
Notes: -
93
Air Elemental Ankheg
Type: Medium Elemental (Air, Type: Large Magickal Beast
Extraplanar) Challenge Rating: 3
Challenge Rating: 3 Initiative: +1
Initiative: +14 Movement: 10 feet Walk, 6 feet (burrow)
Movement: 30 ft (fly) Hit Points: 62 general (12 Head, 37 Body, 12
Hit Points: 21 general only Forelegs, 12 Rear Legs)
Mana Points: 21 Mana Points: 20
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis Abilities: Str 21, Dex 10, Con 17, Int 1, Wis
11, Cha 11 13, Cha 6
Saves: Reflex +10, Fortitude +5, Will +3 Saves: Fortitude +6, Reflexes +1, Will +2
Skills: Listen +3, Spot +4 Skills: Climb +9, Listen +4, Spot +4
Feats/Powers: Air Mastery, Darkvision, Feats/Powers: Alertness, Toughness, Improved
Whirlwind, Dodge, Flyby Attack, grab, Spit Acid, Darkvision, Low-
Improved Initiative, Weapon Light, Tremorsense
Finesse Melee/Ranged Attack: +5/-2
Melee/Ranged Attack: +7/+7 Attack Damage: Bite 1d8+5 P, Acid Spit 1d4 E
Attack Damage: Slam 1d4+1 B Defence Class/Armour 10/8 (hard) [Body plates] -2 Dex
Defence Class/Armour 23/3 (soft) [Non-solid body] Description: The ankheg is a burrowing
Description: An amorphous whirling ball of air monster with a taste for fresh
that howls with screaming winds meat. An ankheg has six legs, &
& extends buffeting parts of itself some specimens are yellow rather
to attack. than brown. It is about 10 feet long
Notes: 3 actions, 3 Reflexive Actions & weighs about 800 pounds.
An ankheg burrows with legs &
Angel mandibles. A burrowing ankheg
Type: Medium Outsider (Extraplanar, usually does not make a usable
Good) tunnel, but can construct a tunnel;
Challenge Rating: 14 it burrows at half speed when it
Initiative: +16
Movement: 15 ft walk, 30 ft fly. does so. It often digs a winding
Hit Points: 30 general (6 Head, 6 Arms, 6 tunnel up to 40 feet below the
Wings, 18 Body, 12 Legs) surface in the rich soil of forests
Mana Points: 42 or farmlands. The tunnel is 5 feet
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis
tall & wide, & from 60 to 150 feet
18, Cha 20
Saves: Reflexes +12, Fortitude +17, Will long ([1d10 + 5] x?10).
Notes: -
+15
Skills: Concentration +24, Craft or
Knowledge (any three) +20,
Diplomacy +25, Escape Artist +16,
Hide +16, Intimidate +25, Listen
+26, Move Silently +16, Sense
Motive +24, Spot +26, Use Rope
+16
Feats/Powers: Alertness, Cleave, Great Fortitude,
Improved Initiative, Power Attack,
Damage Reduction 10, Darkvision,
Low-light, Immunity to Acid,
Cold & Petrification, Electricity
Resistance 10, Fire Resistance
10, Spell Resistance 30, Tongues,
Uncanny Dodge, Stun, Spellcaster,
Improved Spellcaster, 3 Magickal
Feats.
Melee/Ranged Attack: +15/+10
Attack Damage: Flaming Greatsword 2d8+6 S +1d6
E.
Defence Class/Armour 29/11+10 damage resistance (hard)
full magickal plate +3 (Not head or
wings) -3 Dex
Description: A classical angel in gleaming
armour & wielding a flaming
sword.
Notes: -
94
Aranea Assassin Vine
Type: Large Magickal Beast Type: Large Plant
Challenge Rating: 4 Challenge Rating: 3
Initiative: +11 Initiative: +2
Movement: 15 ft Movement: 1 ft.
Hit Points: 40 general (8 Head, 24 Body, 8 Hit Points: 54 general Each arm has 11 Hit
Forelegs, 8 Rear Legs) Points
Mana Points: 33 Mana Points: 19
Abilities: Str 11, Dex 15, Con 14, Int 14, Wis Abilities: Str 20, Dex 10, Con 16, Int 0
13, Cha 14 (Mindless), Wis 13, Cha 9
Saves: Fortitude +7, Reflex +7, Will +6 Saves: Fortitude +3, Reflex +2, Will +2
Skills: Climb +13, Concentration +8, Skills: Listen +4, Spot +4
Escape Artist +7, Jump +6, Listen Feats/Powers: Constrict, Entangle, Improved
+6, Spot +6 Grab, Blindsight, Camouflage
Feats/Powers: Poison, Web, Change Shape, (Woodland/Caves), Immunity
Darkvision, Low-Light, Web, to Electricity, Low-Light, Cold
Spellcaster, 1 Spell Feats, Improved Resistance 10 & Fire Resistance
Initiative, Iron Will, Weapon 10.
Finesse, Climber Melee/Ranged Attack: +5/-2
Melee/Ranged Attack: +3/+3 Attack Damage: Constrict 1d6+5 B.
Attack Damage: Bite 1d8 P + Poison. Defence Class/Armour 14/6 (Hard) [Heavy wood] -2 Dex
Defence Class/ 18/2 (Hard) [Chitin] Description: The assassin vine is a semi-
Armour mobile plant that collects its own
Description: An aranea is an intelligent, shape grisly fertilizer by grabbing &
changing spider with sorcerous crushing animals & depositing the
powers. In its natural form, an carcasses near its roots.
aranea resembles a big spider, with
a humpbacked body a little bigger A mature plant consists of a main
than a human torso. It has fanged vine, about 20 feet long. Smaller
mandibles like a normal spider. vines up to 5 feet long branch off
Two small arms, each about 2 feet from the main vine about every
long, lie below the mandibles. 6 inches. These small vines
Each arm has a hand with four bear clusters of leaves & in late
many-jointed fingers & a double- summer they produce bunches
jointed thumb. An aranea weighs of small fruits that resemble wild
about 150 pounds. The hump on its grapes. The fruit is tough & has a
back houses its brain. hearty but bitter flavour. Assassin
Notes: Poison: Injury, Fortitude DC 13, vine berries make a heady wine.
initial damage 1d6 Str, secondary
damage 2d6 Str. A subterranean version of the
assassin vine grows near hot
springs, volcanic vents, & other
sources of thermal energy. These
plants have thin, wiry stems &
grey leaves shot through with
silver, brown, & white veins
so that they resemble mineral
deposits. An assassin vine
growing underground usually
generates enough offal to support
a thriving colony of mushrooms
& other fungi, which spring up
around the plant & help conceal
it.

Assume 10 vine ‘arms’ and


randomise hits between them with
a d10.
Notes: -
95
Athach Bear
Type: Huge Aberration Type: Large Animal
Challenge Rating: 8 Challenge Rating: 4
Initiative: +2 Initiative: +5
Movement: 12 ft. Movement: 12 ft.
Hit Points: 176 general (35 Head, 106 Torso, Hit Points: 66 general (13 Head, 20 Arms, 40
35 Arm, 70 Leg) Body, 20 Legs)
Mana Points: 25 Mana Points: 20
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis Abilities: Str 27, Dex 13, Con 19, Int 2, Wis
12, Cha 6 12, Cha 6
Saves: Will +7, Reflex +2 Fortitude +9 Saves: Reflex +5, Fortitude +9, Will+4
Skills: Climb +11, Jump +11, Listen +5, Skills: Listen +4, Spot +3, Swim +10
Spot +5 Feats/Powers: Improved Grab, Low-Light,
Feats/Powers: Poison, Darkvision, Weapon Scent, Endurance, +4 to Swim
Proficiency: Simple, Alertness, checks
Cleave, Power Attack, Weapon Melee/Ranged Attack: +2/+1
Attack Damage: Claw 1d6+8 S.
Focus (bite), Toughness x3. Defence Class/Armour 16/5 (soft) Tough Hide, -1 Dex.
Melee/Ranged Attack: +10/+0 Description: A large brown bear of angry
Attack Damage: Morningstar 3d6+8 B/P, Bite 2d8+8
disposition.
P + Poison Notes: -
Defence Class/ 13/8 (soft) Thick, leathery hide & 3
Armour Hide armour. -3 Dex.
Description: A three armed, greenish-skinned Big Cat
giant with a penchant for clubbing Type: Large Animal
weapons & an evil temperament. Challenge Rating: 3
Notes: When an arm hit is scored roll 1d6 Initiative: +6
Movement: 12 ft.
1-2 Arm 1, 3-4 Arm 2, 5-6 Arm 3. Hit Points: 52 general (10 Head, 31 Body, 16
Poison: Fortitude DC 22, initial Forelegs, 16 Rear Legs)
damage 1d6 Str, secondary damage Mana Points: 20
2d6 Str. Abilities: Str 21, Dex 17, Con 15, Int 2, Wis
12, Cha 6
Saves: Fortitude +5, Reflex +6, Will +2
Basilisk Skills: Balance +8, Hide +4, Listen +5,
Type: Medium Magickal Beast Move Silently +8, Spot +4
Challenge Rating: 5 Feats/Powers: Pounce, Improved Grab, Rake,
Initiative: +2 Low-Light, Scent, Alertness, +4
Movement: 6 ft.
Hit Points: 23 general (5 Head, 14 Body, 7 racial bonus on Balance, Hide, &
Forelegs, 7 Rear Legs) Move Silently checks, Hide only in
Mana Points: 20 the cat’s native environment.
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis Melee/Ranged +5/+3
12, Cha 11 Attack:
Saves: Fortitude +9, Reflex +2, Will +4 Attack Damage: Claws 1d4+5 S.
Skills: Hide +2, Listen +6, Spot +6 Defence Class/ 16/3 (soft) Tough Hide
Feats/Powers: Petrifying Gaze, Alertness, Blind- Armour
Fight, Great Fortitude, Darkvision, Description: A large cat such as a lion.
Low-Light Vision, Camouflage Notes: -
(Desert)
Melee/Ranged +3/+0
Attack:
Attack Damage: Bite 1d6+2 P.
Defence Class/ 13/6 (Hard) [Body Plates] -2 Dex.
Armour
Description: A basilisk is a reptilian monster
that petrifies living creatures with a
mere gaze. A basilisk usually has a
dull brown body with a yellowish
underbelly. Some specimens sport
a short, curved horn atop the nose.
An adult basilisk’s body grows to
about 6 feet long, not including its
tail, which can reach an additional
length of 5 to 7 feet. The creature
weighs about 300 pounds.
Notes: -
96
Bugbear Chimera
Type: Medium Humanoid (Goblinoid) Type: Large Magickal Beast
Challenge Rating: 2 Challenge Rating: 7
Initiative: +3 Initiative: +5
Movement: 10 ft. Movement: 10 ft run 15 ft fly.
Hit Points: 21 general (4 Head, 4 Arms, 13 Hit Points: 54 general (11 Head, 32 Body, 16
Body, 8 Legs) Forelegs, 16 Rear Legs)
Mana Points: 26 Mana Points: 23
Abilities: Str 15, Dex 12, Con 13, Int 10, Abilities: Str 19, Dex 13, Con 17, Int 4, Wis
Wis 10, Cha 9 13, Cha 10
Saves: Reflexes +3, Will +1, Fortitude +2 Saves: Fortitude +6, Reflex +8, Will +7
Skills: Climb +4, Hide +3, Listen +5, Skills: Hide -1, Listen +7, Spot +7
Move Silently +7, Spot +5 Feats/Powers: Alertness, Iron Will, Breath
Feats/Powers: Darkvision, Scent, Alertness, Weapon, Scent, Darkvision, Low-
Weapon Focus (morningstar), Light.
Weapon Proficiency: Simple Melee/Ranged Attack: +7/+2
Attack Damage: Bite 1d8+4 P, Claw 1d4+4 S,
Weapons, +4 special bonus to
Gore 2d6+4 P, Breath 2d8 E
Move Silently.
Melee/Ranged Attack: +3/+1 (Fire).
Attack Damage: Morningstar 1d8+2 B/P. Defence Class/Armour 17/6 (soft) Heavy Scales -2 Dex.
Defence Class/Armour 13/2 (soft) leather armour +3 Description: A three headed beast with the
natural armour. Bugbears carry heads of a dragon, a goat & a lion.
Notes: When the head is hit randomly
light wooden shields. -1 Dex.
Description: Large, shaggy haired humanoids determine which one:
given to brutality & crudeness. 1-2: Dragon 3-4: Lion 5-6:
Notes: - Goat.

Centaur Cockatrice
Type: Large Monstrous Humanoid Type: Small Magickal Beast
Challenge Rating: 3 Challenge Rating: 3
Initiative: +5 Initiative: +8
Movement: 15 ft. Movement: 6 ft.
Hit Points: 50 general (5 Head, 5 Arms, 15 Hit Points: 8 General (2 Head, 2 Wings, 5
Human Torso, 30 Horse Torso, 15 Body, 2 Legs)
Horse Legs) Mana Points: 21
Mana Points: 27 Abilities: Str 6, Dex 17, Con 11, Int 2, Wis
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 9
13, Cha 11 Saves: Fortitude +5, Reflex +8, Will +4
Saves: Reflex +5, Will +4, Fortitude +3 Skills: Spot +5, Listen +5 Hide +10
Skills: Listen +2, Move Silently +3, Spot Feats/Powers: Alertness, Dodge, Weapon
+3, Survival +1 Finesse, Petrification, Darkvision,
Feats/Powers: Dodge, Weapon Focus (hoof), Low-Light.
Darkvision Melee/Ranged Attack: +6/+6
Melee/Ranged Attack: +4/+2 Attack Damage: Bite 1d4-2 P + Petrification
Attack Damage: Hoof 1d6+4 B, Longsword 2d6+4 Defence Class/Armour 22/-
Description: A male cockatrice has wattles & a
S, Longbow 2d6+4 P.
Defence Class/Armour 16/3 (soft) Tough skin. comb, just like a rooster. Females,
Description: A centaur is as big as a heavy much rarer than males, differ only
horse, but much taller & slightly in that they have no wattles or
heavier. A centaur is about 7 feet comb. A cockatrice weighs about
tall & weighs about 2,100 pounds. 25 pounds. Feathers are sparse &
Notes: Hit locations for centaurs: the flesh is clammy & toad-like.
1: Head, 2: Left arm, 3: Right Notes: Petrification: The TN of
arm, 4-6: Torso, 7-12: Horse the fortitude save to resist
torso, 13-14: Left Foreleg, 15-16: Petrification is 15
Right Foreleg, 17-18: Left Rear
Leg, 19-20: Right Rear Leg.
97
Crocodile Doppleganger
Type: Medium Animal (Reptilian) Type: Medium Monstrous Humanoid
Challenge Rating: 2 (Shapechanger)
Initiative: +2 Challenge Rating: 3
Movement: 6 ft, swim 10 ft. Initiative: +5
Hit Points: 27 (5 Head, 16 Body, 8 Forelegs, Movement: 10 ft.
8 Rear Legs) Hit Points: 19 general (4 Head, 4 Arms, 11
Mana Points: 19 Body, 8 Legs)
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis Mana Points: 33
12, Cha 2 Abilities: Str 12, Dex 13, Con 12, Int 13,
Saves: Fortitude +6, Reflex +2, Will+2 Wis 14, Cha 13
Skills: Hide +6, Spot +4, Listen +4, Saves: Reflex +5, Will +7, Fortitude +6
Swim +12 Skills: Bluff +12, Diplomacy +4,
Feats/Powers: Improved Grab, Hold Breath, Disguise +22, Intimidate +4,
Low-Light, Alertness, Skill Listen +5, Sense Motive +5, Spot
Focus: Hide, Swimmer. +5
Melee/Ranged Attack: +5/+0 Feats/Powers: Detect Thoughts, Change Shape,
Attack Damage: Bite 1d8+4 P.
Defence Class/Armour 11/4 (soft) Heavy Scales, -2 Dex. Immunity to Sleep & Charm,
Description: A crocodile. Dodge, Great Fortitude, Weapon
Notes: - Proficiency: Simple, Racial
bonus +4 to Bluff & Hide
Demon Melee/Ranged Attack: +3/+2
Attack Damage: Slam 1d4+1 B.
Type: Large Outsider (Extraplanar) Defence Class/Armour 17/4 (soft) Heavy scales/Dense
Challenge Rating: 20
Initiative: +18 Flesh -1Dex.
Movement: 13 ft walk 30 ft fly. Description: Eerie, featureless grey beings that
Hit Points: 98 general (20 Head, 20 Arms, 20 can amorphously change shape.
Wings, 59 Body 40 Legs) Notes: -
Mana Points: 54
Abilities: Str 35 Dex 25 Con 31 Int 24 Wis 24
Dragon (Common)
Cha 26
Saves: Fortitude +23, Will +20, Reflex +14 Type: Huge Dragon
Skills: Bluff +28, Concentration +30, Challenge Rating: 15
Initiative: +8
Diplomacy +28, Disguise +28, Hide Movement: 13 ft move, 30 ft fly.
+17, Intimidate +38, Knowledge Hit Points: 152 general (30 Head, 30 Wings,
(any two) +32, Listen +27, Move 46 Forelimbs, 91 Body, 46 Rear
Silently +21, Search +27, Sense Limbs)
Motive +27, Spellcraft +27, Spot Mana Points: 41
Abilities: Str 33, Dex 10, Con 21, Int 16,
+27, Survival +27, Use Magick
Wis 19, Cha 16
Device +32 Saves: Reflex +8, Fortitude +15, Will
Feats/Powers: Cleave, Improved Initiative,
+14
Improved Two-Weapon Fighting, Skills: 153
Power Attack, Two-Weapon Feats/Powers: Immunity to Fire, Breath Weapon,
Fighting, Weapon Focus Damage Reduction 5/Magick,
(Longsword), Death throes, Damage Spellcaster, Improved Spellcaster,
reduction 15/cold iron, Darkvision, Greater Spellcaster, 10 Magick
Heat, Immunity to Electricity, Fire, Feats
& Poison, Resistance to Acid 10 Melee/Ranged Attack: +19/+6
Attack Damage: Bite 2d8+11 P, Claws (2) 1d6+11
& Cold 10, Spell resistance 28,
S, Slam 2d6+11 B, Breath
Telepathy, True seeing, Spellcaster,
Weapon 4d8+22 E (Fire).
Improved Spellcaster, Minor Defence Class/Armour 22/9 (soft) Heavy scales -2 Dex.
Summon, Summon. Description: A classical dragon, huge, scaly,
Melee/Ranged +22/+11 bad tempered & wickedly
Attack: intelligent.
Attack Damage: +1 Magickal Vorpal Longsword Notes: -
(Automatic kill on a critical hit)
2d6+12 S, +1 Magickal Flaming
Whip (+1d6 E fire damage) 1d4+12
Sb.
Defence Class/ 26/15 - +5 Magickal Black Iron
Armour Platemail -6 Dex
Description: A classical horned, red skinned
demon with black bat wings & a
terrible sword & whip.
Notes: -
98
Dryad Fire Elemental
Type: Medium Fey Type: Medium Elemental (Fire,
Challenge Rating: 3 Extraplanar)
Initiative: +6 Challenge Rating: 3
Movement: 10 ft. Initiative: +12
Hit Points: 17 general (3 Head, 3 Arms, 10 Movement: 6 ft.
Body, 7 Legs) Hit Points: 21 general only
Mana Points: 35 Mana Points: 21
Abilities: Str 10, Dex 19, Con 11, Int 14, Abilities: Str 12, Dex 17, Con 14, Int 4, Wis
Wis 15, Cha 18 11, Cha 11
Saves: Will +7, Fortitude +5, Reflex +6 Saves: Reflex +8, Fortitude +5, Will +3
Skills: 56 Skills: Listen +3, Spot +4
Feats/Powers: Damage Reduction 5/cold iron, Feats/Powers: 4 Darkvision, Immunity to Fire,
Wild Empathy, Great Fortitude, Vulnerability to Cold, Dodge,
Weapon Finesse, Weapon Improved Initiative, Mobility,
Proficiency: Simple, Spellcaster, Weapon Finesse, Heat
1 Magick Feat. Melee/Ranged Attack: +5/+5
Melee/Ranged Attack: +5/+5 Attack Damage: Slam 1d6+1 B +1d6+1 E (Fire)
Attack Damage: Dagger 1d4 P. Defence Class/Armour 21/3 (soft) ephemeral body.
Defence Class/Armour 17/3 (soft) woody flesh -1 Dex Description: A flaming ball of incinerating gas
Description: A dryad’s delicate features are giving off sparks.
much like a female elf ’s, though Notes: -
her flesh is like bark or fine wood,
& her hair is like a canopy of Gargoyle
leaves that changes colour with Type: Medium Monstrous Humanoid
the seasons. (Earth)
Notes: Dryads are linked with their tree Challenge Rating: 4
Initiative: +6
& if the tree is harmed, so are Movement: 12 ft, 20 ft fly.
they. Hit Points: 26 General (5 Head, 5 Arms, 5
Wings, 16 Body, 10 Legs)
Mana Points: 23
Eagle Abilities: Str 15, Dex 14, Con 18, Int 6, Wis
Type: Small Animal 11, Cha 7
Challenge Rating: 1⁄2 Saves: Reflex +6, Will +5, Fortitude +7
Initiative: +4 Skills: Hide +6, Listen +2, Spot +2
Movement: 2 ft, 25 ft fly. Feats/Powers: Damage reduction 10/Magick,
Hit Points: 9 general (2 Head, 2 Wings, 5 Darkvision, Freeze, Toughness
Body, 2 Legs) Melee/Ranged Attack: +4/+3
Mana Points: 22 Attack Damage: Claw 1d4+2 S.
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis Defence Class/Armour 17/4 (Hard) Heavy Chitin -1 Dex
14, Cha 6 Description: A winged, ugly statue, come to
Saves: Fortitude +3, Reflex +4, Will +2 life.
Skills: Listen +3, Spot +14 Notes: -
Feats/Powers: Low-Light, Weapon Finesse, +8
bonus to Spot checks.
Melee/Ranged Attack: +4/+4
Attack Damage: Claws 1d3 S, Bite 1d4 P.
Defence Class/Armour 17/1 (soft) Dense Flesh.
Description: A large raptor.
Notes: -

Earth Elemental
Type: Medium Elemental (Earth,
Extraplanar)
Challenge Rating: 3
Initiative: -1
Movement: 6 ft.
Hit Points: 28 general only
Mana Points: 21
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis
11, Cha 11
Saves: Fortitude +8, Reflex -1, Will +3
Skills: Listen +4, Spot +3
Feats/Powers: Earth mastery, Darkvision,
Burrower, Cleave, Power Attack
Melee/Ranged Attack: +7/-3
Attack Damage: Slam 1d6+5 B.
Defence Class/Armour 7/8 (Hard) Rock -3 Dex
Description: A swirling mass of earth & rock
capable of passing through earth
& rock at a slow rate without
leaving a tunnel.
Notes: -
99
Ghoul Giant Ant
Type: Medium Undead Type: Medium Vermin
Challenge Rating: 1 Challenge Rating: 2
Initiative: +2 Initiative: +0
Movement: 10 ft. Movement: 15 ft.
Hit Points: 28 general (6 Head, 6 Arms, 17 Hit Points: 21 general (4 Head, 13 Body, 4
Body, 11 Legs) Forelegs, 4 Rear Legs)
Mana Points: 33 Mana Points: 19
Abilities: Str 13, Dex 15, Con 11 (immune), Abilities: Str 14, Dex 10, Con 13, Int 0
Int 13, Wis 14, Cha 12 (mindless), Wis 13, Cha 11
Saves: Will +4, Fortitude +0, Reflex +2 Saves: Fortitude +3, Will+1, Reflex +0
Skills: Balance +6, Climb +5, Hide +6, Skills: Climb +14, Survival +5
Jump +5, Move Silently +7, Spot Feats/Powers: Climber, Spit Acid, Improved
+6 Grab.
Feats/Powers: Disease: Ghoul Fever, Paralysis. Melee/Ranged Attack: +3/+0
Melee/Ranged Attack: +1/+2 Attack Damage: Bite 1d8+2 P.
Attack Damage: Bite 1d6+1 P +Paralysis, Claw Defence Class/Armour 10/4 (Hard) Heavy Chitin, -1 Dex.
Description: A giant ant with piercing jaws &
1d3+1 S + Paralysis. the ability to squirt strong formic
Defence Class/Armour 13/2 (soft) leathery skin
Description: A grey skinned body caked acid.
with dried blood & surprisingly Notes: -
nimble.
Notes: Ghoul Fever: Disease, bite, Giant Spider
Fortitude TN 15, incubation Type: Medium Vermin
period 1 day, damage 1d3 Con & Challenge Rating: 1
Initiative: +3
1d3 Dex. An afflicted humanoid Movement: 10 ft.
who dies of ghoul fever rises as Hit Points: 18 general (4 Head, 11 Body, 4
a ghoul at the next midnight. A Forelegs, 4 Rear Legs)
Mana Points: 16
humanoid who becomes a ghoul Abilities: Str 11, Dex 17, Con 12, Int 0
in this way retains none of the (Mindless), Wis 10, Cha 2
abilities it possessed in life. It is Saves: Fortitude +3, Will +0, Reflex+3
Skills: Climb +9, Hide +4, Spot +3,
not under the control of any other
Listen +3, Move Silently +4
ghouls, but it hungers for the flesh Feats/Powers: Poison, Web, Tremorsense,
of the living & behaves like a Darkvision, Weapon Finesse,
normal ghoul in all respects. Climber, Alertness.
Melee/Ranged Attack: +3/+3
Attack Damage: Bite 1d6 P + Poison.
Paralysis: Those hit by a ghoul’s Defence Class/Armour 14/1 (hard) Light Chitin.
bite or claw attack must succeed Description: A giant spider the size of a man.
Notes: Poison: 1d4 Str loss both primary
on a TN 15 Fortitude save or
& secondary damage. TN 12.
be paralyzed for 1d4+1 rounds.
Elves have immunity to this
paralysis. Gnoll
Type: Medium Humanoid
Challenge Rating: 1
Giant Initiative: -3
Movement: 10 ft.
Type: Large Giant Hit Points: 21 general (Head 4, Arms 4, Torso
Challenge Rating: 8
Initiative: +4 13, Legs 8)
Movement: 10 ft. Mana Points: 25
Hit Points: 66 general (13 Head, 13 Arms, 40 Abilities: Str 15, Dex 10, Con 13, Int 8, Wis
Body, 26 Legs) 11, Cha 8
Mana Points: 28 Saves: Fortitude +3, Will +0, Reflex -3
Abilities: Str 27, Dex 15, Con 19, Int 10, Skills: Listen +3, Spot +2
Feats/Powers: Weapons Proficiency: Martial,
Wis 12, Cha 11
Saves: Fortitude +11, Will +8, Reflexes Darkvision, Power Attack.
Melee/Ranged Attack: +2/-3
+4 Attack Damage: Battleaxe 1d8+2 S.
Skills: 24 Defence Class/Armour 5/1 (soft) natural +2 soft leather
Feats/Powers: 10 Darkvision, Low-Light,
armour, heavy steel shield -3 Dex.
Combat Reflexes, Iron Will, Point Description: Hyena-like bipedal creatures.
Blank Shot, Power Attack, Precise Notes: -
Shot.
Melee/Ranged Attack: +13/+4
Attack Damage: Greatclub 2d8+8 B.
Defence Class/Armour 15/2 natural (soft) +5 (soft) Hide
armour -3 Dex.
Description: A gigantic, slightly misshapen
man.
Notes: 4 Reflexive actions
100
Goblin Griffon
Type: Small Humanoid Type: Large Magickal Beast
Challenge Rating: 1/3 Challenge Rating: 4
Initiative: +2 Initiative: +7
Movement: 10 ft. Movement: 10 ft, 25 ft fly.
Hit Points: 9 general (Head 2, Arms 2, Body Hit Points: 52 general (10 Head, 10 Wings,
5, Legs 4) 31 Body, 16 Forelegs, 16 Rear
Mana Points: 25 Legs)
Abilities: Str 11, Dex 13, Con 12, Int 10, Mana Points: 24
Wis 9, Cha 6 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis
Saves: Reflex +2, Will -1, Fortitude +1 13, Cha 8
Skills: Hide +8, Listen +2, Move Silently Saves: Fortitude +8, Reflex +7, Will +6
+3, Ride +3, Spot +2 Skills: 7
Feats/Powers: Darkvision, Alertness Feats/Powers: Darkvision, Low-Light, Scent,
Melee/Ranged Attack: +1/+1 Iron Will, Weapon Focus: Bite.
Attack Damage: Morningstar 1d6 B/P. Melee/Ranged Attack: +5/+3
Defence Class/Armour 12/2 (soft) leather armour, light Attack Damage: Bite 2d8+4 P, Claws 1d6+4 S.
wooden shield. -1 Dex. Defence Class/Armour 18/4 (soft) Leathery hide.
Description: Small, foul little creatures with Description: Griffons are powerful, majestic
big ears & unrealistic ambitions. creatures with the characteristics
Goblins like to attack en masse & of both lions & eagles. From
to lay traps. nose to tail, an adult griffon
Notes: - can measure as much as 8 feet.
Neither males nor females are
Golem endowed with a mane. A pair
Type: Large, Stone Construct of broad, golden wings emerges
Challenge Rating: 11
Initiative: +3 from the creature’s back & span
Movement: 6 ft. 25 feet or more. A griffon weighs
Hit Points: 184 general (37 Head, 37 Arms,
about 500 pounds.
110 Body, 74 Legs) Notes: -
Mana Points: 17
Abilities: Str 29, Dex 9, Con 11 (immune),
Int 0 (Mindless), Wis 11, Cha 1 Harpy
Saves: Fortitude +9, Reflex +3, Will +7. Type: Medium Monstrous Humanoid
Skills: - Challenge Rating: 4
Feats/Powers: Damage reduction 10/ Initiative: +7
Adamantine, Darkvision, Movement: 6 ft walk, 25 ft fly.
Immunity to Magick, Low-Light, Hit Points: 16 general (3 Head, 3 Wings, 3
Toughness x12. Arms, 10 Body, 3 Legs)
Melee/Ranged Attack: +16/+3 Mana Points: 25
Attack Damage: Slam 1d6+9 B. Abilities: Str 10, Dex 15, Con 10, Int 7, Wis
Defence Class/Armour 15/10 (hard) Stone. -3 Dex. 12, Cha 17
Description: A large stone statue brought to Saves: Reflex +7, Will +6 Fortitude +3
life by strange magicks. Skills: Bluff +7, Intimidate +6, Listen
Notes: - +2, Perform (Singing) +6, Spot
+2
Feats/Powers: 5 Charm, Darkvision, Dodge,
Gorilla
Flyby Attack, Persuasive
Type: Large Animal Melee/Ranged Attack: +2/+4
Challenge Rating: 2 Attack Damage: Claws 1d3 S.
Initiative: +4 Defence Class/Armour 20/1 (soft) tough skin.
Movement: 10 ft. Description: Half women, half birds of prey.
Hit Points: 56 general (11 Head, 11 Arms, 34
Harpies are predatory & deceitful
Body, 22 Legs)
Mana Points: 20 creatures.
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis Notes: Charm: The Harpy’s Charm
12, Cha 7 attack is conducted through song
Saves: Reflex +4, Fortitude +4, Will+1 & compels those who fail their
Skills: Climb +14, Listen +5, Spot +5
Feats/Powers: Climber, Low-Light, Scent, save to approach & be captivated.
Alertness, Toughness
Melee/Ranged Attack: +5/+2
Attack Damage: Slam 1d6+5 B, Bite 1d6+1 P.
Defence Class/Armour 15/3 (soft) Tough Skin.
Description: A big, angry looking Gorilla.
Notes: -
101
Hobgoblin Hydra
Type: Medium Humanoid Type: Huge Magickal Beast
Challenge Rating: 1⁄2 Challenge Rating: 6
Initiative: +0 Initiative: +5
Movement: 10 ft. Movement: 6 ft, swim 6 ft.
Hit Points: 21 general (4 Head, 4 Arms, 13 Hit Points: 132 general (26 Heads, 79 Body,
Body, 8 Legs) 40 Forelegs, 40 Rear Legs)
Mana Points: 25 Mana Points: 18
Abilities: Str 13, Dex 13, Con 14, Int 10, Abilities: Str 19, Dex 12, Con 20, Int 2, Wis
Wis 9, Cha 8 10, Cha 9
Saves: Fort +4, Reflex +0, Will -1 Saves: Fortitude +10, Reflex +5, Will +5
Skills: Hide +2, Listen +3, Move Silently Skills: Listen +4, Spot +4, Swim +17
+5, Spot +3 Feats/Powers: Darkvision, fast healing 17, Low-
Feats/Powers: Darkvision, Alertness, Weapon Light, Scent, Combat Reflexes,
Proficiency: Simple, Armour Iron Will, Toughness, Weapon
Proficiency: Light, Shield Focus (bite), Extra Attack x4,
Proficiency, Special racial bonus Swimmer
to Move Silently. Melee/Ranged Attack: +4/+0
Melee/Ranged Attack: +1/-1 Attack Damage: Bite 2d8+4 P.
Attack Damage: 1d8+1 S (Longsword). Defence Class/Armour 14/8 (Soft) Medium scales -1
Defence Class/Armour 8/3 S/H (Studded leather) Light Dex.
wooden shield -2 Dex. Description: Hydras are reptile-like monsters
Description: Hobgoblins are larger cousins of with multiple heads. A hydra is
goblins. Hobgoblins’ hair colour gray-brown to dark brown, with
ranges from dark reddish-brown a light yellow or tan underbelly.
to dark gray. They have dark The eyes are amber & the teeth
orange or red-orange skin. Large are yellow-white. It is about 20
males have blue or red noses. feet long & weighs about 4,000
Hobgoblins’ eyes are yellowish or pounds.
dark brown, while their teeth are Notes: 7 attacks, 4 Reflexive attacks (7
yellow. Their garments tend to be heads). On a head hit, randomly
brightly coloured, often blood red determine which head was struck
with black-tinted leather. Their with a d8, allowing the player to
weaponry is kept polished & in choose which one on an 8.
good repair. Each time a head is severed, two
Notes: - new heads spring from the stump
in 1d4 rounds. A hydra can never
have more than twice its original
Horse number of heads at any one time
Type: Large Animal & any extra heads it gains beyond
Challenge Rating: 1 its original number wither &
Initiative: +3 die within a day. To prevent a
Movement: 15 ft.
Hit Points: 48 general (10 Head, 29 Body, 14 severed head from growing back
Forelegs, 14 Rear Legs) into two heads, at least 5 points
Mana Points: 20 of fire or acid damage must be
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis
12, Cha 6 dealt to the stump before the new
Saves: Fortitude +4, Reflex +3, Will +1 heads appear. A flaming weapon
Skills: Listen +4, Spot +3 (or similar effect) deals its energy
Feats/Powers: Low-Light, Scent, Endurance.
Melee/Ranged Attack: +2/+0 damage to the stump in the same
Attack Damage: Hooves 1d6+3 B. blow in which a head is severed.
Defence Class/Armour 12/3 (soft) Tough Skin.
Description: A domesticated horse. This is the Fire or acid damage from an area
equivalent of a working horse or a effect may burn multiple stumps
light warhorse. in addition to dealing damage to
Notes: - the hydra’s body. A hydra does
not die from losing its heads until
all its heads have been cut off &
the stumps seared by fire or acid.
A hydra’s body can be slain just
like any other creature’s, but
hydras possess fast healing & are
difficult to defeat in this fashion.
Targeted magickal effects cannot
sever a hydra’s heads unless they
deal slashing damage.
102
Imp Lizardman
Type: Tiny Outsider (Extraplanar) Type: Medium Humanoid (Reptilian)
Challenge Rating: 2 Challenge Rating: 1
Initiative: +8 Initiative: +1
Movement: Walk 7ft, Fly 15 ft. Movement: 10 ft.
Hit Points: 4 general. Hit Points: 20 general (4 Head, 4 Arms, 12
Mana Points: 28 Body, 8 Legs)
Abilities: Str 10, Dex 17, Con 10, Int 10, Mana Points: 25
Wis 12, Cha 14 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis
Saves: Reflex +8, Fortitude +5, Will +6 10, Cha 10
Skills: Diplomacy +7, Hide +19, Saves: Reflex +1, Fortitude +1, Will +0
Knowledge (any one) +10, Listen Skills: Balance +5, Jump +7, Swim +7
+6, Move Silently +13, Search Feats/Powers: Hold Breath, Shield Proficiency,
+6, Spellcraft +5, Spot +8, Weapon Proficiency: Simple, +4
Survival +8 Racial Skill Bonus to Balance,
Feats/Powers: Poison, Alternate Form, Damage Jump & Swim.
Reduction 5/silver, Darkvision, Melee/Ranged Attack: +1/-1
Attack Damage: Claws 1d3+1 S, Club 1d6+1 B,
Fast Healing 2, Immunity to Javelin 1d6+1 P.
Poison, Resistance to Fire 5, Defence Class/Armour 11/4 (soft) heavy scales -1 Dex.
Dodge, Weapon Finesse. Description: A lizardman is usually 6 to 7 feet
Melee/Ranged Attack: +7/+7 tall with green, gray, or brown
Attack Damage: Gore 1d3 P + Poison scales. Its tail is used for balance
Defence Class/Armour 23/-
Description: A classical little red-skinned imp. & is 3 to 4 feet long. A lizardfolk
Notes: Poison: Fortitude TN 14, initial can weigh from 200 to 250
damage 1d4 Dex, secondary pounds.
damage 2d4 Dex. Notes: -

Kobold Manticore
Type: Small Humanoid (Reptilian) Type: Large Magickal Beast
Challenge Rating: 1⁄4 Challenge Rating: 5
Initiative: +1 Initiative: +6
Movement: 10 ft. Movement: 10 ft, 15 ft fly.
Hit Points: 8 general (Head 2, Arms 2, Body Hit Points: 60 general (12 Head, 12 Wings,
5, Legs 3) 36 Body, 18 Forelegs, 18 Rear
Mana Points: 25 Legs)
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis Mana Points: 25
9, Cha 8 Abilities: Str 20, Dex 15, Con 19, Int 7, Wis
Saves: Fortitude +2, Reflex +1, Will -1 12, Cha 9
Skills: Craft (Trapmaking) +2, Hide Saves: Fortitude +9, Reflex +6, Will +4
+2, Listen +2, Move Silently +2, Skills: Listen +4, Spot +8, Survival +6
Profession (Miner) +2, Search +0, Feats/Powers: Flyby Attack, Weapon Focus
Spot +2 (spikes), Darkvision, Low-Light,
Feats/Powers: Alertness, Darkvision, Light Scent, +4 racial bonus to spot
Sensitive, Weapon Proficiency: checks.
Simple, Armour Proficiency: Melee/Ranged Attack: +7/+4
Attack Damage: Claws/Spikes 1d4+5 S/P.
Light. Defence Class/Armour 17/6 (soft) dense flesh & hide. -1
Melee/Ranged Attack: +0/+2 Dex.
Attack Damage: Spear 1d6-1 P, Sling 1d3 B. Description: A winged lion with a spiked tail.
Defence Class/Armour 12/2 leather, 1 natural (soft)
Description: Kobolds are short, reptilian The manticore can flick its tail
humanoids with cowardly & to send a hail of spikes against a
sadistic tendencies. target.
A kobold’s scaly skin ranges from Notes: -
dark rusty brown to a rusty black
colour. It has glowing red eyes.
Its tail is non-prehensile. Kobolds
wear ragged clothing, favouring
red & orange. A kobold is 2 to
2-1/2 feet tall & weighs 35 to 45
pounds.
Notes: -
103
Medusa Minotaur
Type: Medium Monstrous Humanoid Type: Large Monstrous Humanoid
Challenge Rating: 7 Challenge Rating: 4
Initiative: +8 Initiative: +4
Movement: 10 ft. Movement: 10 ft.
Hit Points: 18 general (4 Head, 4 Arms, 11 Hit Points: 50 general (10 Head, 10 Arms, 30
Body, 7 Legs) Body, 20 Legs)
Mana Points: 31 Mana Points: 23
Abilities: Str 10, Dex 15, Con 12, Int 12, Abilities: Str 19, Dex 10, Con 15, Int 7, Wis
Wis 13, Cha 15 10, Cha 8
Saves: Reflex +8, Will +8, Fortitude +6 Saves: Reflex +4, Will +5, Fortitude 75
Skills: 33 Skills: Intimidate +1, Listen +2, Search
Feats/Powers: Petrifying Gaze, Poison, +2, Spot +1
Darkvision, Point Blank Shot, Feats/Powers: Powerful Charge, Scent, Great
Precise Shot, Weapon Finesse, Fortitude, Power Attack.
Weapon Proficiency: Simple. Melee/Ranged Attack: +6/+1
Melee/Ranged Attack: +6/+6 Attack Damage: Greataxe 3d6+6 S, Gore 2d6+6 P.
Attack Damage: Shortbow 1d6 P, Dagger 1d4 P/S, Defence Class/Armour 15/5 (soft) Very thick hide -1 Dex.
Description: A seven foot tall bull-headed man.
Snakes 1d4 P + Poison Notes: -
Defence Class/Armour 21/3 (soft) Medium scales -1 Dex.
Description: A medusa is indistinguishable
from a normal human at distances Mummy
greater than 30 feet (or closer, Type: Medium Undead
Challenge Rating: 5
if its face is concealed). The Initiative: +2
creature often wears garments Movement: 6 ft.
Hit Points: 37 general (7 Head, 7 Arms, 22
that enhance its body while hiding
Body, 15 Legs)
its face behind a hood or veil. In Mana Points: 26
place of hair there are writhing Abilities: Str 24, Dex 10, Con 11, Int 6, Wis
snakes. 14, Cha 15
Notes: Poison: Injury, Fortitude DC 14, Saves: Will +7, Fortitude +5 (immune),
initial damage 1d6 Str, secondary Reflexes +2
Skills: 10 Spot +2, Listen +2
damage 2d6 Str. Feats/Powers: Fear Aura, Disease, Damage
Petrifying Gaze: 30 ft range, reduction 5, Darkvision,
permanent Petrification. Vulnerability to Fire, Alertness,
Great Fortitude, Toughness.
Merfolk Melee/Ranged Attack: +10/+2
Attack Damage: Slam 1d6+7 B + Disease.
Type: Medium Humanoid (Aquatic) Defence Class/Armour 14/4 (soft) Dense, preserved body,
Challenge Rating: 1⁄2 +5 levels of damage reduction, -1
Initiative: +2
Movement: 15 ft swim. Dex.
Hit Points: 21 general (4 Head, 4 Arms, 13 Description: Mummies are preserved corpses
Body, 8 Tail) animated through the auspices of
Mana Points: 25 dark desert gods best forgotten.
Abilities: Str 13, Dex 13, Con 14, Int 10, Notes: Disease: Supernatural disease.
Wis 9, Cha 10 Fortitude TN 16, incubation
Saves: Fortitude +4, Reflex +2, Will -1
Skills: Listen +4, Spot +4, Swim +13 period 1 minute, damage 1d6 Con
Feats/Powers: Swimmer, Alertness, Amphibious, & 1d6 Cha.
Low-Light.
Melee/Ranged Attack: +1/+1
Attack Damage: Trident 1d8+1 P or Heavy
Crossbow 1d10.
Defence Class/Armour 12/2 (soft) leather armour.
Description: A merfolk is about 8 feet long
from the top of the head to the
end of the tail, & weighs about
400 pounds.
Notes: -
104
Ogre Rat
Type: Large Giant Type: Tiny Animal
Challenge Rating: 3 Challenge Rating: 1/8
Initiative: -2 Initiative: +3
Movement: 10 ft. Movement: 3 ft.
Hit Points: 58 general (12 Head, 12 Arms, 35 Hit Points: 3 general.
Body, 23 Legs) Mana Points: 20
Mana Points: 22 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 12, Cha 2
10, Cha 7 Saves: Fortitude +1, Reflex +3, Will +0
Saves: Fortitude +5, Reflex -2, Will+1 Skills: Balance +9, Climb +5, Hide +5,
Skills: 6 Move Silently +5, Swim +9
Feats/Powers: Darkvision, Low-Light, Feats/Powers: Low-Light, Scent, Weapon
Toughness, Weapon Focus Finesse, rats have a +4 racial
(Greatclub), Weapons Proficiency: bonus on Hide & Move Silently
Simple, Armour Proficiency: checks, & a +8 racial bonus on
Light, Medium Balance, Climb, & Swim checks.
Melee/Ranged Attack: +1/-1 Melee/Ranged Attack: +4/+4
Attack Damage: Greatclub 2d8+5 B. Attack Damage: Bite 1 P.
Defence Class/Armour 7/3 (Hide armour- soft), 5 (dense Defence Class/Armour 15/-
flesh, soft) -2 Dex. Description: A rat.
Description: Adult ogres stand 9 to 10 feet Notes: -
tall & weigh 600 to 650 pounds.
Their skin colour ranges from Skeleton
dull yellow to dull brown. Their Type: Medium Undead
Challenge Rating: 1/3
clothing consists of poorly cured Initiative: +4
furs & hides, which add to their Movement: 10 ft.
Hit Points: 28 general (6 Head, 6 Arms, 17
naturally repellent odour.
Notes: - Body, 11 Legs)
Mana Points: 16
Abilities: Str 13, Dex 17, Con 11, Int 0
Orc (mindless), Wis 10, Cha 1
Type: Medium Humanoid (Goblinoid) Saves: Will +2, Fortitude +0, Reflex +0
Challenge Rating: 1⁄2 Skills: -
Initiative: -1 Feats/Powers: Damage reduction 5/Bludgeoning,
Movement: 10 ft. Darkvision, Immunity to Cold,
Hit Points: 21 general (4 Head, 4 Arms, 13 Improved Initiative
Body, 8 Legs) Melee/Ranged Attack: +1/+0
Mana Points: 21 Attack Damage: Scimitar 1d6+1 S, or Claw 1d3+1
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis S.
7, Cha 6 Defence Class/Armour 10/2 (hard) bone, heavy steel
Saves: Fortitude +3, Will -2, Reflex -1 shield -3 Dex, +5 damage
Skills: Listen +2, Spot +2, Survival +2
Feats/Powers: Darkvision, Light Sensitivity, reduction.
Alertness, Weapons Proficiency: Description: An animated skeleton armed with
Martial the remnants of its old equipment.
Melee/Ranged Attack: +3/-1 Notes: -
Attack Damage: Falchion 2d4+3 S.
Defence Class/Armour 8/3 (soft/hard) Studded leather,
-1 Dex.
Description: An orc’s hair usually is black. It
has lupine ears & reddish eyes.
Orcs prefer wearing vivid colours
that many humans would consider
unpleasant, such as blood red,
mustard yellow, yellow-green,
& deep purple. Their equipment
is dirty & unkempt. An adult
male orc is a little over 6 feet
tall & weighs about 210 pounds.
Females are slightly smaller.
Notes: -
105
Succubus Treant
Type: Medium Outsider (Extraplanar) Type: Huge Plant
Challenge Rating: 7 Challenge Rating: 8
Initiative: +8 Initiative: +1
Movement: 10 ft walk, 15 ft fly. Movement: 10 ft.
Hit Points: 20 general (4 Head, 4 Wings, 4 Arms, Hit Points: 144 general (29 Head, 29 Arms, 86
12 Body 8 Legs) Body, 58 Legs)
Mana Points: 36 Mana Points: 34
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16,
14, Cha 26 Cha 12
Saves: Fortitude +8, Will +9, Reflex +8 Saves: Fortitude +11, Will +9, Reflex+1
Skills: Bluff +20, Concentration +11, Skills: Diplomacy +3, Intimidate +6,
Diplomacy +18, Disguise +18, Knowledge (Nature) +14, Listen +5,
Escape Artist +11, Hide +6, Sense Motive +5, Spot +5, Survival +9
Intimidate +25, Knowledge (any one) Feats/Powers: Animate Trees, Double Damage Against
+13, Listen +12, Move Silently +6, Objects, Trample, Damage Reduction
Search +7, Spot +7, Survival +7, Use 10/Slashing, Low-Light, Vulnerability
Rope +12 to fire, Improved Sunder, Iron Will,
Feats/Powers: Energy Drain, Damage reduction Power Attack.
10/cold iron, Darkvision, Immunity Melee/Ranged +11/-1
to Electricity & Poison, Resistance Attack:
Attack Damage: Slam 2d6+9 B.
to Acid 10, Cold 10 & Fire 10, Spell Defence Class/ 10/10 (hard) wood -2 Dex, +10 Damage
Resistance 18, Telepathy, Tongues, Armour Reduction.
Spellcaster, Minor Summon, Dodge, Description: A treant’s leaves are deep green in the
Mobility, Persuasive. spring & summer. In the fall & winter
Melee/Ranged +6/+6 the leaves change to yellow, orange, or
Attack: red, but they rarely fall out. A treant’s
Attack Damage: Claws 1d4+1 S. legs fit together when closed to look
Defence Class/ 23/7 (Soft) +5 magickal leather
Armour armour like the trunk of a tree, & a motionless
Description: An unutterably gorgeous woman with treant is nearly indistinguishable from a
red skin & raven black hair along tree. A treant is about 30 feet tall, with
with a pair of sleek black wings. She a ‘trunk’ about 2 feet in diameter. It
can drain your life with a kiss. weighs about 4,500 pounds.
Notes: An Incubus is a male version of a Notes: Noticing a motionless treant is anything
succubus. Succubi freely change more than a tree has a TN of 25.
between forms.
Troglodyte
Type: Medium Humanoid (Reptilian)
Challenge Rating: 1
Initiative: -3
Movement: 10 ft.
Hit Points: 20 general (Head 4, Arms 4, Body
12, Legs 8)
Mana Points: 24
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis
10, Cha 10
Saves: Fortitude +4, Will +0, Reflex -3
Skills: Hide +6, Listen +2
Feats/Powers: Stench, Darkvision, Weapon
Focus: Javelin, +4 racial bonus to
hide checks.
Melee/Ranged Attack: +0/-2
Attack Damage: Club 1d6 B, Claw 1d3 S, or
Javelin 1d6 P.
Defence Class/Armour 6/4 (Soft) Heavy Scales, -2 Dex.
Description: A lizardlike amphibious creature
with an appalling stench.
Notes: -
106
Troll Tyrannosaurus
Type: Large Giant Type: Huge Animal
Challenge Rating: 5 Challenge Rating: 8
Initiative: +4 Initiative: +7
Movement: 10 ft. Movement: 13 ft walk.
Hit Points: 70 general (14 Head, 14 Arms, 42 Hit Points: 168 general (34 Head, 34 Arms,
Body, 28 Legs) 101 Body, 67 Legs)
Mana Points: 21 Mana Points: 23
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Abilities: Str 28, Dex 12, Con 21, Int 2, Wis
Cha 6 15, Cha 10
Saves: Fortitude +11, Will +4, Reflex +4 Saves: Reflex +7, Fortitude +11, Will +6
Skills: Listen +7, Spot +7 Skills: Hide -3, Listen +7, Spot +7
Feats/Powers: Rend, Darkvision, Low-Light, Feats/Powers: Improved Grab, Swallow Whole,
Regeneration 5, Scent, Alertness, Iron Low-Light, Scent, Alertness,
Will Weapon Focus (bite), Toughness
Melee/Ranged +7/+3 x3
Attack: Melee/Ranged Attack: +11/+3
Attack Damage: Claw 1d6+6 S. Attack Damage: Bite 2d8+9 S.
Defence Class/ 14/5 (soft) Thick Rubbery Skin, -1 Defence Class/Armour 18/5 (soft) skin.
Armour Dex. Description: An enormous predatory lizard
Description: Trolls walk upright but hunched with scythe-like teeth.
forward with sagging shoulders. Notes: -
Their gait is uneven, & when they
run, their arms dangle & drag along Water Elemental
the ground. For all this seeming Type: Medium Elemental (Water,
awkwardness, trolls are very agile. Extraplanar)
Challenge Rating: 3
A typical adult troll stands 9 feet tall Initiative: +0
& weighs 500 pounds. Females are Movement: 6 ft, swim 30 ft.
Hit Points: 26 general
slightly larger than males. A troll’s Mana Points: 21
rubbery hide is moss green, mottled Abilities: Str 16, Dex 12, Con 17, Int 4, Wis
green & gray, or putrid gray. The hair 11, Cha 11
Saves: Fortitude +8, Will +3, Reflex +1
is usually greenish black or iron gray. Skills: Listen +3, Spot +4
Notes: - Feats/Powers: Water mastery, Whirlwind
(Whirlpool), Cleave, Power
Triceratops Attack
Type: Huge Animal Melee/Ranged Attack: +5/+0
Challenge Rating: 9 Attack Damage: Slam 1d6+3 B.
Initiative: +4 Defence Class/Armour 9/8 (soft) Dense body -3 Dex.
Movement: 10 ft Description: A globe of swirling water foaming
Hit Points: 212 general (42 Head, 127 Body, white & full of bubbles.
64 Forelegs, 64 Rear Legs) Notes: -
Mana Points: 19
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis
Zombie
12, Cha 7
Saves: Reflex +4, Fortitude +16, Will +6 Type: Medium Undead
Skills: Listen +9, Spot +8 Challenge Rating: 1⁄2
Feats/Powers: Trample, Low-Light, Scent, Initiative: -1
Movement: 10 ft. (Cannot run)
Alertness, Great Fortitude, Hit Points: 31 (6 Head, 6 Arms, 19 Body, 12
Toughness x4 Legs)
Melee/Ranged Attack: +13/+1 Mana Points: 16
Attack Damage: Gore 3d6+10 P. Abilities: Str 12, Dex 8, Con 11 (immune),
Defence Class/Armour 14/11 (Hard) Bony plates -2 Dex
Description: A three-horned saurian with a Int 0 (mindless), Wis 10, Cha 1
Saves: Will +2, Fortitude +0, Reflex -1
heavy crest of bone & tough skin. Skills: -
Notes: - Feats/Powers: Toughness, Damage Reduction
5/slashing, Darkvision
Melee/Ranged Attack: +1/-1
Attack Damage: Slam 1d6+1 B, Bite 1d6+1 P.
Defence Class/Armour 8/2 (soft) preserved flesh.
Description: The rotting, yet ambulatory,
bodies of the deceased.
Notes: Some zombies may pass on their
condition to those killed by them.
Zombies can make only a single
action & reflexive action.
Character Name: Feats:
Concept:
Race:
Category:

Stat +/-
Strength: [ ] [ ]
Dexterity: [ ] [ ]
Constitution: [ ] [ ]
Intelligence: [ ] [ ]
Wisdom: [ ] [ ]
Charisma: [ ] [ ]

Package Skills:
1.
2. Hit Points: (Con + Str Bonus + 6) [ ]
3. 1-2. Head: (HP/5) [ ]
4. 3-5. Left Arm: (HP/5) [ ]
5. 6-8. Right Arm: (HP/5) [ ]
6. 9-14. Torso: (Head x 3) [ ]
7. 15-17. Left Leg: (Head x 2) [ ]
8. 18-20. Right Leg: (Head x 2) [ ]
9.
10. Mana Points: (Int + Wis + 6) [ ]
11.
Fortitude: (Base Attack + Con Bonus)
12.
Reflexes: (Base Attack + Dex Bonus)
13. Will: (Base Attack + Wis Bonus)
14.
15. Base Attack: [ ]
Melee Attack: (Base Attack + Str Bonus) [ ]
Other Skills: Ranged Attack: (Base Attack + Dex Bonus)[ ]
Defence Class: (Base Defence + Reflex) [ ]

Actions: [ ]
Reflexive Actions: [ ]

Bonuses: Initiative: (Reflex) [ ]

Light Load: [ ]
Medium Load: [ ]
Heavy Load: [ ]
Detriments:
Reputations: [ ]
[ ]
[ ]
Experience Points: [ ]
Hero Points: [ ]
Humanoid Hit Tracker Humanoid Hit Tracker
Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]

Hero Points: [ ] Hero Points: [ ]


Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]

1-2 Head [ ] 1-2 Head [ ]


3-5 Left Arm [ ] 3-5 Left Arm [ ]
6-8 Right Arm [ ] 6-8 Right Arm [ ]
9-14 Torso [ ] 9-14 Torso [ ]
15-17 Left Leg [ ] 15-17 Left Leg [ ]
18-20 Right Leg [ ] 18-20 Right Leg [ ]

Humanoid Hit Tracker Humanoid Hit Tracker


Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]

Hero Points: [ ] Hero Points: [ ]


Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]

1-2 Head [ ] 1-2 Head [ ]


3-5 Left Arm [ ] 3-5 Left Arm [ ]
6-8 Right Arm [ ] 6-8 Right Arm [ ]
9-14 Torso [ ] 9-14 Torso [ ]
15-17 Left Leg [ ] 15-17 Left Leg [ ]
18-20 Right Leg [ ] 18-20 Right Leg [ ]
Winged Humanoid Hit Tracker Winged Quadruped Hit Tracker
Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]

Hero Points: [ ] Hero Points: [ ]


Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]

1-2 Head [ ] 1-2 Head [ ]


3-5 Left Arm/Wing [ ][ ] 3-5 Left Foreleg [ ]
6-8 Right Arm/Wing [ ][ ] 6-8 Right Foreleg [ ]
9-14 Torso [ ] 9-14 Torso/Wings [ ][ ]
15-17 Left Leg [ ] 15-17 Left Rear Leg [ ]
18-20 Right Leg [ ] 18-20 Right Rear Leg [ ]

Quadruped Hit Tracker Blob/Ooze Hit Tracker


Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ]

Hero Points: [ ]
Actions: [ ]
Reactions: [ ]
Mana Points: [ ]
1-2 Head [ ]
3-5 Left Foreleg [ ]
6-8 Right Foreleg [ ]
9-14 Torso [ ] Hero Points: [ ]
15-17 Left Rear Leg [ ] Actions: [ ]
18-20 Right Rear Leg [ ] Reactions: [ ]
Insectoid Hit Tracker Arachnid/Octopus Hit Tracker
Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]


Hero Points: [ ] Hero Points: [ ]
Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]
1-2 Head [ ]
1-2 Head [ ] 3-14 Legs
3-14 Legs 1 Leg One [ ]
1 Leg One [ ] 2 Leg Two [ ]
2 Leg Two [ ] 3 Leg Three [ ]
4 Leg Four [ ]
3 Leg Three [ ] 5 Leg Five [ ]
4 Leg Four [ ] 6 Leg Six [ ]
5 Leg Five [ ] 7 Leg Seven [ ]
6 Leg Six [ ] 8 Leg Eight [ ]
15-20 Torso [ ] 15-20 Torso [ ]

Aboleth Hit Tracker Assasain Vine Hit Tracker


Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]


Hero Points: [ ]
Hero Points: [ ] Actions: [ ]
Actions: [ ] Reactions: [ ]
Reactions: [ ]
1 Vine One [ ]
1-4 Head [ ] 2 Vine Two [ ]
3 Vine Three [ ]
5-8 Tentacle
4 Vine Four [ ]
1 Tentacle One [ ] 5 Vine Five [ ]
2 Tentacle Two [ ] 6 Vine Six [ ]
3 Tentacle Three [ ] 7 Vine Seven [ ]
4 Tentacle Four [ ] 8 Vine Eight [ ]
9-16 Torso [ ] 9 Vine Nine [ ]
10 Vine Ten [ ]
17-20 Tail [ ]
Athach Hit Tracker Centauroid Hit Tracker
Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]


Hero Points: [ ]
Hero Points: [ ] Actions: [ ]
Actions: [ ] Reactions: [ ]
Reactions: [ ]
1 Head [ ]
1-2 Head [ ] 2 Left Arm [ ]
3-8 Arm 3 Right Arm [ ]
1-2 Arm One [ ] 4-6 Upper Torso [ ]
3-4 Arm Two [ ] 7-12 Main Torso [ ]
5-6 Arm Three [ ] 13-14 Left Foreleg [ ]
9-14 Torso [ ] 15-16 Right Foreleg [ ]
15-17 Left Leg [ ] 17-18 Left Rear Leg [ ]
18-20 Right Leg [ ] 19-20 Right Rear Leg [ ]

Chimera Hit Tracker Hydra Hit Tracker


Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]
Mana Points: [ ]
Hero Points: [ ]
Mana Points: [ ] Actions: [ ]
Hero Points: [ ] Reactions: [ ]
Actions: [ ] 1-2 Head
Reactions: [ ] 1 Head One [ ]
2 Head Two [ ]
3 Head Three [ ]
1-2 Head 4 Head Four [ ]
5 Head Five [ ]
1-2 Head One [ ] 6 Head Six [ ]
2-3 Head Two [ ] 7 Head Seven [ ]
3-4 Head Three [ ] 8 Re-roll/Extra Head [ ]
3-5 Left Arm [ ] 3-5 Left Arm [ ]
6-8 Right Arm [ ] 6-8 Right Arm [ ]
9-14 Torso [ ] 9-14 Torso [ ]
15-17 Left Leg [ ] 15-17 Left Leg [ ]
18-20 Right Leg [ ] 18-20 Right Leg [ ]
Merfolk/Naga Hit Tracker Snake Hit Tracker
Creature: [ ] Creature: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]

Hero Points: [ ] Hero Points: [ ]


Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]

1-2 Head [ ] 1-2 Head [ ]


3-5 Left Arm [ ] 3-20 Body [ ]
6-8 Right Arm [ ]
9-14 Torso [ ]
15-20 Tail [ ]

Vehicle Hit Tracker Vehicle Hit Tracker


Vehicle: [ ] Vehicle: [ ]
Hit Points: [ ] Hit Points: [ ]

Mana Points: [ ] Mana Points: [ ]

Hero Points: [ ] Hero Points: [ ]


Actions: [ ] Actions: [ ]
Reactions: [ ] Reactions: [ ]

1-2 Motive Gear [ ] 1-2 Motive Gear [ ]


3-10 Body [ ] 3-10 Body [ ]
11-12 Cargo [ ] 11-12 Cargo [ ]
13-18 Passengers [ ] 13-18 Passengers [ ]
19-20 Drive [ ] 19-20 Drive [ ]
113

Index
Aberration 71
Bonus: Gearhead
Bonus: Gigantism
Bonus: Good Direction
Bonus: Good Reputation
27
27
27
28
Abilities 4 Bonus: Good Sense 27
Ability Checks 15 Bonus: Good Timing 27
Bonus: Great Fortitude 27
Ability Modifiers 4 Bonus: Hardened 27
Ability Modifiers (Skill Checks) 13 Bonus: Improved Initiative 27
Ability Score Loss 49, 71 Bonus: Iron Will 28
Ability Scores 4 Bonus: Law Officer 28
Bonus: Lightning Reflexes 28
Action Types 39-40 Bonus: Magick Resistant 28
Actions 10 Bonus: Magickal Aptitude 28
Actions in Combat 39 Bonus: Medium 28
Adventuring 49 Bonus: Merchant Background 28
Bonus: Military Background 28
Adversaries 71 Bonus: Nerves of Steel 28
Aid Another 15 Bonus: Nimble Fingers 28
Air Mastery 71 Bonus: Noble Background 28
Air Subtype 71 Bonus: Persuasive 28
Bonus: Photographic Memory 28
Alternate Form 71-72 Bonus: Poison Resistant 28
Ambush 39 Bonus: Priestly Investment 28
Amorphous 72 Bonus: Psi Resistant 28
Amphibious 72 Bonus: Rapid Healer 28
Bonus: Rich 28
Angel Subtype 72 Bonus: Self- Sufficient 28
Animal 72 Bonus: Stealthy 28
Animate Plants 72 Bonus: Turn a Hand 28
Apprentice 9 Bonus: Very Wealthy 28
Bonus: Wealthy 28
Aquatic Subtype 72
Bonuses 27-28
Archon Subtype 72
Bonuses & Detriments 27
Armour 31, 37
Botch 4, 13, 36
Armour (Monsters) 89
Breath Weapon 73
Attack Bonus 36
Burrow 81
Attack Roll 36
Calculate Derived Statistics 10
Attack Types 40
Camouflage 73
Augmented Subtype 72
Carrying Capacity 11
Automatic Fire 41
Category 8-9
Automatic Hit 36
Challenge Rating 88
Automatic Miss 36
Change Action 39
Babble 73
Change Shape 73
Barbarian 7
Change Size 73
Bard 7
Character Creation 6
Basics 3
Character Creation Steps 6
Bigger & Smaller Creatures (Carrying Capacity) 11
Character Sheet 107
Blind 73
Characters in Vehicles 44
Blindsense 73
Charisma 5
Blindsight 73
Bonus: Acrobatic 27 Charm & Compulsion 73-74
Bonus: Agile 27 Checks Without Rolls 15
Bonus: Ambidextrous 27 Cleric 7
Bonus: Animal Affinity 27
Climb 81
Bonus: Athletic 27
Bonus: Bullish 27 Cold Subtype 74
Bonus: Common Sense 27 Collisions & Ramming 46-47
Bonus: Commoner Background 27 Combat 36
Bonus: Creative 27
Combat Statistics 36
Bonus: Cute 27
Bonus: Daredevil 27 Combining Skill Attempts 15
Bonus: Deceitful 27 Condition: Ability Damaged 51
Bonus: Deft Hands 27 Condition: Ability Drained 51
Bonus: Diehard 27 Condition: Blinded 51
Bonus: Diligent 27 Condition: Blown Away 51
Bonus: Double Joined 27 Condition: Checked 51
Bonus: Dulcet Tones 27 Condition: Confused 52
Bonus: Educated 27 Condition: Cowering 52
Bonus: Elemental Alignment 27 Condition: Dazed 52
Bonus: Endurance 27 Condition: Dazzled 52
114
Condition: Dead 52 Detriment: Gullible 29
Condition: Deafened 52 Detriment: Hatred 29
Condition: Energy Drained 52 Detriment: Honour Code 29
Condition: Entangled 52 Detriment: Illiterate 29
Condition: Exhausted 52 Detriment: Inept Attack 29
Condition: Fascinated 52 Detriment: Inept Defence 29
Condition: Fatigued 52 Detriment: Intolerant 29
Condition: Frightened 52-53 Detriment: Lame 29
Condition: Grappling 53 Detriment: Magickally Inept 29
Condition: Helpless 53 Detriment: Marked 29
Condition: Incorporeal 53 Detriment: Mute 29
Condition: Invisible 53 Detriment: Nightmares 29
Condition: Knocked Down 53 Detriment: Obese 29
Condition: Nauseated 53 Detriment: One Eye 29
Condition: Panicked 53 Detriment: Pacifist 29
Condition: Paralysed 53 Detriment: Phobia 30
Condition: Petrified 53 Detriment: Physical Impairment 30
Condition: Pinned 53 Detriment: Poor 30
Condition: Prone 53 Detriment: Psychological Problem 30
Condition: Shaken 53 Detriment: Retarded 30
Condition: Sickened 53 Detriment: Sausage Fingers 30
Condition: Stable 53 Detriment: Sensory Impairment 30
Condition: Staggered 54 Detriment: Short Attention Span 30
Condition: Stunned 54 Detriment: Sickly 30
Condition: Unconscious 54 Detriment: Slow Reflexes 30
Conditions 51-54 Detriment: Slowpoke 30
Detriment: Stigma 30
Constitution 4 Detriment: Stutter 30
Constrict 74 Detriment: Tactless 30
Construct 74 Detriment: Unathletic 30
Contents 2 Detriment: Unskilled 30
Detriment: Weakling 30
Cover & Concealment 41 Detriment: Will of Jelly 30
Creating Your Own Races 6 Detriments 29
Creature Type 88 Dexterity 4
Critical 4, 13, 36 Dice Notation 3
Damage 36 Disabled 42, 52
Damage Reduction 74-75 Disease 50
Damage to Vehicle Occupants 47 Dragon Type 75
Damage Types 31 Driver Options 46
Dark Vision 75 Driving a Vehicle 44-45
Dead 42 Driving Defensively 48
Death Attacks 49 Druid 8
Death Throes 75 Dwarf 6
Defence Class 10, 37 Dying 42, 52
Detect Magick 75 Earth Subtype 75
Detect Thoughts 75 Elemental Type 75
Determine Reputation 11 Elf 6
Detriment: Addiction 29
Detriment: Albino 29 Energy Drain 75-76
Detriment: Allergy 29 Energy Immunity 76
Detriment: Animal Enmity 29 Engulf 76
Detriment: Bad Liar 29
Detriment: Bad Reputation 29
Enslave 76
Detriment: Bad Sense 29 Entangle 76
Detriment: Blind 29 Environmental Damage 43
Detriment: Cackhanded 29 Equipment & Weapons 31
Detriment: Clod 29
Detriment: Clueless 29
Ethereal Jaunt 76
Detriment: Clumsy 29 Etherealness 76
Detriment: Coward 29 Evasion & Improved Evasion 49
Detriment: Deaf 29 Exotic Ranged Weapons 33-34
Detriment: Dependent 29
Detriment: Destitute 29
Exotic Weapons 33
Detriment: Dirt Poor 29 Experience 12
Detriment: Disgusting Habits 29 Extraplanar Subtype 76
Detriment: Dwarfism 29 Facing & Firing Arcs 44
Detriment: Easily Tired 29
Detriment: Fits 29
Fast Healing 76
Detriment: Glass Jaw 29 Favourable & Unfavourable Conditions 14
Detriment: Gruff 29 Fear 49, 76
Detriment: Guardian 29
115
Feat: Adrenaline Rush 20 Feat: Improved Alertness 22
Feat: Alertness 20 Feat: Improved Bull Rush 22
Feat: Animal Companion 20 Feat: Improved Critical 22
Feat: Armour Defeater 20 Feat: Improved Damage Reduction 22
Feat: Armour Proficiency (Heavy) 20 Feat: Improved Disarm 22
Feat: Armour Proficiency (Light) 20 Feat: Improved Evasion 22
Feat: Armour Proficiency (Medium) 20 Feat: Improved Extreme Effort 22
Feat: Augment Summoning 20 Feat: Improved Familiar 22
Feat: Bardic Knowledge 20 Feat: Improved Feint 22
Feat: Barroom Brawler 20 Feat: Improved Grapple 23
Feat: Bleed 20 Feat: Improved Heroism 23
Feat: Blinding Attack 20 Feat: Improved Ignore Hardness 23
Feat: Body Fuel 20 Feat: Improved Increased Speed 23
Feat: Brew Potion 20 Feat: Improved Melee Smash 23
Feat: Cleave 20 Feat: Improved Precise Shot 23
Feat: Combat Casting 20 Feat: Improved Psionic 23
Feat: Combat Experience 20 Feat: Improved Shield Bash 23
Feat: Combat Expertise 20 Feat: Improved Spellcaster 23
Feat: Combat Intuition 20 Feat: Improved Sunder 23
Feat: Combat Manifestation 20 Feat: Improved Trip 23
Feat: Combat Psionic 20 Feat: Improved Two Weapon Defence 23
Feat: Combat Reflexes 20 Feat: Improved Two Weapon Fighting 23
Feat: Craft Construct 21 Feat: Improved Uncanny Dodge 23
Feat: Craft Magick Arms & Armour 21 Feat: Increased Speed 23
Feat: Craft Magick Ring 21 Feat: Indomitable Will 23
Feat: Craft Magick Tattoo 21 Feat: Inspire Courage 23
Feat: Craft Rod/Wand 21 Feat: Inspire Fear 23
Feat: Craft Staff 21 Feat: Investigator 23
Feat: Craft Wondrous Item 21 Feat: Kippup 23
Feat: Crippling Strike 21 Feat: Lucky Escape 23
Feat: Critical Strike 21 Feat: Mana Battery 23
Feat: Damage Reduction 21 Feat: Manyshot 23
Feat: Death Attack 21 Feat: Martial Arts: Blind Fighting 23
Feat: Disciplined 21 Feat: Martial Arts: Death Touch 23
Feat: Disease Immunity 21 Feat: Martial Arts: Deflect Arrows 23
Feat: Disease Resistance 21 Feat: Martial Arts: Deflect Bullets 23
Feat: Divine Grace 21 Feat: Martial Arts: Flurry of Blows 23
Feat: Dodge 21 Feat: Martial Arts: Greater Unarmed Strike 23
Feat: Empower Psi 21 Feat: Martial Arts: Improved Unarmed Strike 24
Feat: Empower Spell 21 Feat: Martial Arts: Ki Strike 24
Feat: Energy Resistance 21 Feat: Martial Arts: Reed in the Wind 24
Feat: Enlarge Psi 21 Feat: Martial Arts: Snatch Arrows 24
Feat: Enlarge Spell 21 Feat: Martial Arts: Snatch Bullets 24
Feat: Evasion 21 Feat: Martial Arts: Stunning Fist 24
Feat: Extend Psi 21 Feat: Melee Smash 24
Feat: Extend Spell 21 Feat: Mighty Rage 24
Feat: Extra Action 21 Feat: Mobility 24
Feat: Extra Class Skill 21 Feat: Mounted Combat 24
Feat: Extreme Effort 21 Feat: Mounted Shooting 24
Feat: Familiar 21 Feat: Mow Down 24
Feat: Familiar Spell 21 Feat: Nature Sense 24
Feat: Far Shot 21 Feat: Negotiator 24
Feat: Fast Movement 21 Feat: Point Blank Shot 24
Feat: Favoured Enemy 21 Feat: Poison Immunity 24
Feat: Fearless 21 Feat: Poison Resistant 24
Feat: Flyby Attack 22 Feat: Poison Taster 24
Feat: Follow On Shot 22 Feat: Power Attack 24
Feat: Great Cleave 22 Feat: Precise Shot 24
Feat: Greater Damage Reduction 22 Feat: Psi Focus 24
Feat: Greater Extreme Effort 22 Feat: Psi Mastery 24
Feat: Greater Heroism 22 Feat: Psi Trigger 24
Feat: Greater Ignore Hardness 22 Feat: Psionic 24
Feat: Greater Increased Speed 22 Feat: Quick Draw 24
Feat: Greater Melee Smash 22 Feat: Rage 24
Feat: Greater Psi Focus 22 Feat: Rapid Reload 24
Feat: Greater Psionic 22 Feat: Reality Sense 24
Feat: Greater Rage 22 Feat: Retaliation 25
Feat: Greater Spell Focus 22 Feat: Ride/Drive By Attack 25
Feat: Greater Spellcaster 22 Feat: Rogue 25
Feat: Greater Two Weapon Fighting 22 Feat: Run Over 25
Feat: Greater Weapon Focus 22 Feat: Scribe Scroll 25
Feat: Greater Weapon Specialisation 22 Feat: Secret Sense 25
Feat: Harm’s Way 22 Feat: Shield Proficiency 25
Feat: Heroism 22 Feat: Shot on the Run 25
Feat: Ignore Hardness 22 Feat: Skill Focus 25
116
Feat: Slow Fall 25 Hit Points 10-11, 37
Feat: Smart Defence 25 Hold Breath 78
Feat: Sneak Attack 25
Feat: Spell Focus 25 How Combat Works 36
Feat: Spell Mastery 25 Human 7
Feat: Spellcaster 25 Humanoid Type 78
Feat: Spirited Charge 25 Impale 78
Feat: Spring Attack 25
Feat: Steady 25 Improved Grab 78-79
Feat: Street Savvy 25 Incorporeal Subtype 79
Feat: Sweep 25 Initiative 10, 39
Feat: Tactical Aid 25 Injury & Death 41-42
Feat: Tireless Rage 25
Feat: Toughness 25 Intelligence 4-5
Feat: Trackless Step 25 Introduction 3
Feat: Trap Sense 25 Invisibility 79-80
Feat: Two Weapon Defence 25 Jet 80
Feat: Two Weapon Fighting 25
Feat: Uncanny Dodge 25 Journeyman 9
Feat: Vehicle Dodge 25 Kid 8, 9
Feat: Warrior 25 Licence 1
Feat: Weapon Finesse 25 Lifting & Dragging 11
Feat: Weapon Focus 26
Feat: Weapon Proficiency (Autofire) 26 Light Armour 34
Feat: Weapon Proficiency (Exotic) 26 Live System 3
Feat: Weapon Proficiency (Martial) 26 Losing Control 47
Feat: Weapon Proficiency (Natural) 26 Low-Light Vision 80
Feat: Weapon Proficiency (Personal Firearms) 26
Feat: Weapon Proficiency (Simple) 26 Madness 80
Feat: Weapon Specialisation 26 Magick 55
Feat: Whirlwind Attack 26 Magick Styles 55
Feat: Wholeness of Body 26 Magickal Beast Type 80
Feat: Wild Empathy 26
Feat: Without a Trace 26 Magickal Items 55
Feat: Woodland Stride 26 Mana Points 10
Feats 20 Martial Ranged Weapons 33
Feed 77 Martial Weapons 32-33
Ferocity 77 Master 9
Fey Type 77 Medium Armour 34
Fighter 8 Melee Attacks 40
Find Target 77 Miscellaneous Modifiers (Skill Checks) 13
Fire Subtype 77 Moan 80-81
Firing Into Melee 41 Monk 8
Flight 77 Monster Design 88
Fly 81 Monster: Aboleth 92
Monster: Achaierai 92
Freeze 77 Monster: Air Elemental 93
Frightful Presence 77 Monster: Allip 92
Gaseous Form 77 Monster: Angel 93
Gaze 77-78 Monster: Ankheg 93
Monster: Aranea 94
Generate Base Statistics (Monsters) 89 Monster: Assassin Vine 94
Giant Type 78 Monster: Athach 95
Gnome 6-7 Monster: Basilisk 95
Goblinoid Subtype 78 Monster: Bear 95
Monster: Big Cat 95
Grizzled Veteran 9 Monster: Bugbear 96
Half-Elf 7 Monster: Centaur 96
Halfling 7 Monster: Chimera 96
Half-Orc 7 Monster: Cockatrice 96
Monster: Crocodile 97
Healing 42-43 Monster: Demon 97
Healing Ability Damage 43 Monster: Doppelganger 97
Healing Limits 43 Monster: Dragon 97
Heat/Cold 78 Monster: Dryad 98
Monster: Eagle 98
Heavy Armour 34 Monster: Earth Elemental 98
Hero Points 49-50 Monster: Fire Elemental 98
Hide & Seek 47 Monster: Gargoyle 98
Hit Cards 108-112 Monster: Ghoul 99
Monster: Giant 99
Hit Location 37 Monster: Giant Ant 99
Hit Locations for Non-Humanoid Creatures 90 Monster: Giant Spider 99
117
Monster: Gnoll 99 Psi: Empathy: Machine Interface 66
Monster: Goblin 100 Psi: Empathy: Machine Link 65
Monster: Golem 100 Psi: Empathy: Pain 65
Monster: Gorilla 100 Psi: Empathy: Pleasure 65
Monster: Griffon 100 Psi: Empathy: Psychometry 66
Monster: Harpy 100 Psi: Empathy: Rapture 66
Monster: Hobgoblin 101 Psi: Empathy: Synergy 66
Monster: Horse 101 Psi: Empathy: Torment 66
Monster: Hydra 101 Psi: Healing: Psi Heal 66
Monster: Imp 102 Psi: Medium: Ectoplasmic Manifestation 66
Monster: Kobold 102 Psi: Medium: Greater Ethereal Walker 66
Monster: Lizardman 102 Psi: Medium: Lesser Ethereal Walker 66
Monster: Manticore 102 Psi: Medium: Medium Ethereal Walker 66
Monster: Medusa 103 Psi: Medium: Speal Beyond 66
Monster: Merfolk 103 Psi: Medium: Spirit Sight 66
Monster: Minotaur 103 Psi: Null: Arrest 67
Monster: Mummy 103 Psi: Null: Protect 67
Monster: Ogre 104 Psi: Null: Psi Eater 67
Monster: Orc 104 Psi: Precognition: Augury 67
Monster: Rat 104 Psi: Precognition: Danger Sense 67
Monster: Skeleton 104 Psi: Precognition: Glimpse 67
Monster: Succubus 105 Psi: Precognition: Portent 67
Monster: Treant 105 Psi: Precognition: Prediction 67
Monster: Triceratops 106 Psi: Precognition: Psychic Initiative 67
Monster: Troglodyte 105 Psi: Projection: Journey 67
Monster: Troll 106 Psi: Projection: Sojourn 67
Monster: Tyrannosaurus 106 Psi: Projection: Stray 67
Monster: Water Elemental 106 Psi: Psychokinesis: Lesser Psi Blade 67
Monster: Zombie 106 Psi: Psychokinesis: Fly 68
Psi: Psychokinesis: Greater Psi Blade 68
Monsters 91 Psi: Psychokinesis: Greater Strength Augment 68
Monstrous Humanoid Type 81 Psi: Psychokinesis: Greater Telekinesis 68
More Detailed Monster Conversion 91 Psi: Psychokinesis: Greater TK Agility 68
Movement 37-38 Psi: Psychokinesis: Greater TK Shield 68
Psi: Psychokinesis: Lesser Strength Augment 67
Movement Modes 81 Psi: Psychokinesis: Lesser Telekinesis 67
Multiplying 3 Psi: Psychokinesis: Lesser TK Agility 67
Multiplying Damage 36 Psi: Psychokinesis: Lesser TK Shield 68
Native Subtype 81 Psi: Psychokinesis: Levitate 68
Psi: Psychokinesis: Lightfoot 68
Natural Healing 43 Psi: Psychokinesis: Medium Psi Blade 68
Natural Weapons 81-82 Psi: Psychokinesis: Medium Strength Augment 68
Note Final Statistics (Monsters) 89 Psi: Psychokinesis: Medium Telekinesis 68
Note Hero Points 10 Psi: Psychokinesis: Medium TK Agility 68
Psi: Psychokinesis: Medium TK Shield 68
Off-Hand Weapon 36 Psi: Telepathy: Domination 69
Old Master 9 Psi: Telepathy: Dream Control 69
Ooze Type 82 Psi: Telepathy: Dream Master 69
Opposed Checks 14 Psi: Telepathy: Dreamwalk 68
Psi: Telepathy: Greater Hallucination 70
Outsider Type 82 Psi: Telepathy: Insanity 70
Paladin 8 Psi: Telepathy: Lesser Hallucination 69
Paralysis 50, 82 Psi: Telepathy: Mana Leech 69
Pass Without Trace 82 Psi: Telepathy: Medium Hallucination 69
Psi: Telepathy: Memory Erase/Create 69
Personal Firearms 32 Psi: Telepathy: Mental Paralysis 69
Piracy 3 Psi: Telepathy: Mind Blank 69
Plane Shift 82 Psi: Telepathy: Psi Blast 70
Plant Type 82-83 Psi: Telepathy: Psi Scream 70
Psi: Telepathy: Psi Sting 69
Poison 50-51, 83 Psi: Telepathy: Psi Wound 69
Polymorph 83 Psi: Telepathy: Read/Send Thought 69
Postmortem Studios 3 Psi: Telepathy: Suggestion 69
Pounce 83 Psi: Teleportation: Apportation 70
Psi: Teleportation: Personal Teleport 70
Powerful Charge 83 Psi: Teleportation: Teleport other 70
Psi: Clairvoyance: Detect 65
Psi: Clairvoyance: Project Sense 65 Psionics 65, 83
Psi: Clairvoyance: Psi-Sense 65 Quick & Dirty Monster Conversion 91
Psi: Empathy: Agony 66 Quills 83
Psi: Empathy: Animal Link 65
Psi: Empathy: Ecstacy 66
Races 6
Psi: Empathy: Empathic Projection 66 Rake 83
Psi: Empathy: Empathic Sense 65 Ranged Attacks 41
Psi: Empathy: Join Machine 66 Ranger 8
118
Ray 83 Skill: Open Lock 18
Rays 51 Skill: Perform 18
Skill: Pilot 18
Recovering With Help 42 Skill: Profession 18
Recovering Without Help 42 Skill: Psicraft 18
Reflexive Actions 39 Skill: Repair 18
Reflexive Attacks 39 Skill: Research 18
Skill: Ride 18
Reflexive Dodge 39 Skill: Search 18
Reflexive Parry 39 Skill: Sense Motive 18
Reflexive Saving Throws 39 Skill: Sleight of Hand 18
Regeneration 83 Skill: Speak Language 18
Skill: Spellcraft 18
Rend Armour 83 Skill: Spot 18
Repairing Damage 48 Skill: Streetwise 18
Reptilian Subtype 83 Skill: Survival 18
Resistance to Energy 84 Skill: Swim 18
Skill: Tumble 19
Rogue 8 Skill: Use Magickal Device 19
Roll 47 Skill: Use Rope 19
Rounding Fractions 3 Skills 13
Saving Throw Types 38 Skills Package 7
Saving Throws 10, 38 Skills Ranks 13
Scaling Weapons 31 Skills Summary 13
Scarring & Permanent Injury 43 Slime 84
Scent 84 Smokescreen 84
Select Abilities 10 Sonic Attacks 84
Select Bonuses & Detriments 10 Sorcerer 8
Select Feats 10 Speak With Animals 84
Select Skills 10 Special Abilities 71
Select Special Abilities (Monsters) 89 Spell Immunity 84
Severed Limb 36 Spell Resistance 84
Shadow Shift 84 Spell: Alter: Alter Shape 57
Shapechanger Subtype 84 Spell: Alter: Enhance 57
Spell: Alter: Regeneration 57
Shields 34 Spell: Animal: Animal Control 57
Simple Manoeuvres 45 Spell: Animal: Animal Speech 57
Simple Ranged Weapons 32 Spell: Animal: Werebeast 57
Simple Weapons 32 Spell: Animation: Animate 57
Spell: Animation: Golem 57
Size (Monsters) 89 Spell: Animation: Motion 57
Skill Checks 13 Spell: Bio: Poison 58
Skill Descriptions 15 Spell: Bio: Toxin 58
Skill Synergy 15 Spell: Bio: Venom 58
Skill: Appraise 16 Spell: Bless: Fortune 58
Skill: Autohypnosis 16 Spell: Bless: Good Karma 58
Skill: Balance 16 Spell: Bless: Luck 58
Skill: Bluff 16 Spell: Conjuration: Conjure 58
Skill: Climb 16 Spell: Conjuration: Create 58
Skill: Computer Use 16 Spell: Conjuration: Produce 58
Skill: Concentration 16 Spell: Curse: Bad Karma 58
Skill: Craft 16 Spell: Curse: Doom 58
Skill: Decipher Script 16 Spell: Curse: Hex 58
Skill: Demolitions 16 Spell: Dark: Darkness 58
Skill: Diplomacy 16 Spell: Dark: Shadow 58
Skill: Disable Device 17 Spell: Dark: Void 59
Skill: Disguise 17 Spell: Death: Death 59
Skill: Drive 17 Spell: Death: Raise 59
Skill: Escape Artist 17 Spell: Death: Rot 59
Skill: Forgery 17 Spell: Divination: Fortune 59
Skill: Gamble 17 Spell: Divination: Reading 59
Skill: Gather Information 17 Spell: Divination: Second Sight 59
Skill: Handle Animal 17 Spell: Earth: Ground 59
Skill: Heal 17 Spell: Earth: Mountain 59
Skill: Hide 17 Spell: Earth: Rock 59
Skill: Intimidate 17 Spell: Electricity: Jolt 59
Skill: Investigate 17 Spell: Electricity: Lightning 59
Skill: Jump 17 Spell: Electricity: Spark 59
Skill: Knowledge 17 Spell: Enchantment: Convey 60
Skill: Leadership 17 Spell: Enchantment: Empower 60
Skill: Listen 17 Spell: Enchantment: Enchant 60
Skill: Move Silently 18 Spell: Fire: Fire 60
119
Spell: Fire: Flame 60 Table: Example Opposed Checks 14
Spell: Fire: Inferno 60 Table: Experience Awards 12
Spell: Healing: Heal 60 Table: Feats 20-26
Spell: Healing: Major Heal 60 Table: Hit Location 37
Spell: Healing: Minor Heal 60 Table: Jumping Distance 38
Spell: Healing: Resurrect 60 Table: Listen Checks to Detect Invisible 80
Spell: Ice: Chill 60 Table: Load 11
Spell: Ice: Cold 60 Table: Magickal Items 56
Spell: Ice: Ice 60 Table: Movement 38
Spell: Illusion: Major Illusion 61 Table: Natural Armour 89
Spell: Illusion: Medium Illusion 61 Table: Natural Weapons by Size 90
Spell: Illusion: Minor Illusion 61 Table: Psi Powers 65-70
Spell: Light: Flare 61 Table: Sample Magickal Styles 55
Spell: Light: Glow 61 Table: Sideswipe 46
Spell: Light: Light 61 Table: Size Modification 90
Spell: Magick: Disenchantment 61 Table: Size Modifiers 36
Spell: Magick: Mage Drain 61 Table: Skill Rank Definitions 13
Spell: Magick: Magick Resistance 61 Table: Skills 16-19
Spell: Nature: Forest 62 Table: Spells 57-64
Spell: Nature: Tree 61 Table: Spray Fire 41
Spell: Nature: Wood 62 Table: Success Factor 14
Spell: Plague: Disease 62 Table: Target Number Examples 14
Spell: Plague: Illness 62 Table: Vehicle Hit Locations 48
Spell: Plague: Plague 62 Table: Vehicle Jump 1 46
Spell: Protection: Adamantine 62 Table: Vehicle Jump 2 46
Spell: Protection: Defend 62 Table: Vehicles 35
Spell: Protection: Protect 62 Table: Whirlwind 87
Spell: Sound: Crescendo 63 Taking Ten 15
Spell: Sound: Song 62
Spell: Sound: Tune 62
Taking Twenty 15
Spell: Summon: Major Summon 63 Target Number 14
Spell: Summon: Minor Summon 63 Targeting Occupants 48
Spell: Summon: Summon 63 Task Resolution 3-4
Spell: Time: Blur 63
Spell: Time: Drag 63
Teen 8, 9
Spell: Time: Quick 63 Telepathy 86
Spell: Time: Slow 63 Temporary Hit Points 43
Spell: Time: Speed 63 The Combat Round 39
Spell: Time: Stop 63
Spell: Water: Damp 63
The Effects of Speed 44
Spell: Water: Drench 63 Time & Skill Checks 14
Spell: Water: Wet 63 Tongues 86
Spell: Wind: Gale 64 Trample 86
Spell: Wind: Gust 63
Spell: Wind: Wind 64
Tremendous Strength (Carrying Capacity) 11
Spells 55-56 Tremorsense 86
Spend Detriment Bonus 11 True Seeing 86
Spin 47 Trying Again 14
Spit Acid 85 Unarmed Attacks 41
Spray Fire 41 Unarmed Weapons 32
Stabilisation & Recovery 42 Undead Type 86-87
Stench 85 Untrained Skill Checks 14
Stone Shape 85 Using Skills 13
Strength 4 Vehicle Combat 47-48
Stun 85 Vehicle Speed 44
Stunts 45-46 Vehicles 35, 44
Subdual Damage 43 Venerable Ancestor 9
Success Factor 14 Vermin Type 87
Swallow Whole 85 Vulnerability to Energy 87
Swarm Subtype 85-86 Water Subtype 87
Swim 81 Weapons 31
Table: Ability Modifiers 4 Web 87
Table: Age Categories 9 Whirlwind 87
Table: Automatic Fire 41 Wielding a Weapon Two Handed 36
Table: Bonuses 27-28
Table: Carrying Capacity 11
Wisdom 5
Table: Category Abilities 9 Wisdom Drain 87
Table: Challenge Rating Based Attributes 88
Table: Collision Damage 47
Table: Cover & Concealment 41
Table: Detriments 29-30
Coming in 2004
Urban Faerie: Once upon time faeries lived in the countryside, prancing around mushrooms, making
sure that the flowers grew, kissing the dew. These days they live in cities and have left their
desperately twee existence far behind them. A ‘Beer & Crisps’ game of squalid, filthy faeries.

Cloak of Steel: Massive walking war machines dominate the battlefield of Tierplana, a flat earth
where an alternate Europe is filled with feuding city states. Take hold of your destiny and that of your
world in this anime, fantasy mecha RPG in the style of Escaflowne.

100 Fantasy Adventure Seeds: You can’t think of any adventure ideas but you find modules are too
restrictive. All you really need are a few good ideas. This book will contain 100 one-page ideas for
fantasy adventures with a basic plot synopsis, three twists and an epilogue in effect giving you 500
adventures!

All These Worlds......Not As We Know It: The first book of a generic Science Fiction game using
the Live System. Not As We Know It will provide rules for character creation as well as rules useable
for any 3rd or 3.5 edition compatable game for the creation of alien sentients, flora and fauna.

All These Worlds......Indistinguishable From Magic: The second book in this series.
Indistinguishable From Magic will provide a complete technology guide enabling you to create
everything from hand lasers to starships including esoterica such as psionic technology, steam, clock
and dieselpunk and organic devices.

All These Worlds......Where To War: The third book in this series. Where To War provides
complete Science Fiction combat rules including exotic environments, starship combat and a plethora
of pregenerated weaponry, armour and vehicles.

All These Worlds......Unfamiliar Territory: The fourth book in this series. Unfamilar Territory pro-
vides rules for world and society creation enabling you to create believable planets, solar systems,
cities and societies.

All These Worlds......Psi: The fifth book in this series Psi provides developed rules for Psionics
within a Science Fiction setting as well as discussing their impact on technology and societies.

All These Worlds......Collected Edition: The collected edition of All These Worlds with the informa-
tion from each previously released book in one titanic volume.

‘45: The good news? WWII finished early. The bad news? Because it was fought with atomic
weapons. The world is a mess, many of the great cities destroyed and many of the once powerful
governments toppled. Superscience fuelled the war and is now repairing the damage. Beautifully
illustrated in the pin-up style ‘45 is a pulp-fuelled dieselpunk spectacular.

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