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10. Fantasy Adventures

Swords and Dragons, dungeons and Sorcery, fearsome beasts and unknown arcane lands—this chapter explores specilized rules for bringing worlds of fantasy adventure to life usuing the True20 System.

The clash of steel, the chanting of sorcerers, and the roar of dragons: these are the hallmarks of the fantasy genre. Fantasy is distinguished from other genres by the inclusion of a supernatural element such as magic as a key part of the story’s plot, theme or setting. This supernatural element has profound effects on the setting, making it different from our own world in fantastic ways. This genre allows you to explore your imagination. Virtually anything can be possible in a fantasy setting. You can tell stories filled with wonder and magic, from timeless tales about the struggle of the human spirit and the search for identity to a bloody kick-in-the-door high-adrenaline hackfest. Fantasy often overlaps with science fiction and horror genres, but even then, it maintains a distinctive feel. More than any other genre, fantasy makes use of a number of recognizable symbols and archetypes in order to tell a story. Each archetype serves as a framework from which a myriad of variations can be built while retaining the same core idea. In the following pages you will find guidelines for using these symbols, themes and archetypes as tools with which to build or enrich your own setting.

Contents

Subgenres

The fantasy genre can be broken down into any number of overlapping subgenres. Brief descriptions of the more common fantasy subgenres are provided here.

Mythology, Fairytales and Folklore

Mythology is rooted in the belief systems of ancient cultures. It serves as a foundation for most fantasy subgenres. It is in mythology and folklore that we find the origins of most of fantasy’s themes and archetypes. Myths that have molded and shaped the fantasy genre include the epic of Gilgamesh, the Odyssey, the Iliad, Beowulf, the Mahabharata, the Ramayana, Dante’s Inferno and the legends of King Arthur.

High Fantasy

When most people think of fantasy, they think of fantasy as seen in

J.R.R. Tolkien’s writings. Many consider Tolkien to be the father of the high fantasy genre. His work in The Hobbit and The Lord of the Rings trilogy is one of the primary inspirations for high fantasy.

In high fantasy, the plot often revolves around an epic conflict between good and evil (or occasionally between order and chaos) taking place in a magical world. The stakes are high, and the protagonists often find the fate of the world rests upon their shoulders. The heroes usually begin the story as outcasts, operating outside of regular society. They must struggle to overcome their weaknesses before they can prevail against the overwhelming forces of evil. High fantasy depicts morality in an objective way rather than relative to the individuals involved. This moral tone is a strong theme in high fantasy. In addition to Tolkien, other prominent examples of high fantasy can be seen in C.S. Lewis’s Chronicles of Narnia, the Chronicles of Thomas Covenant the Unbeliever by Stephen R. Donaldson, and the Wheel of Time series by Robert Jordan.

Historical Fantasy

Historical fantasy often takes a given time or place in the history of the real world, then speculates how things might have been if magic had existed and played a role in shaping events leading up to that time period. Alternatively, historical fantasy can be set in a fantasy world closely analogous to our own, with various fantasy cultures recognizably derived from different real-world cultural groups and ideologies. Like high fantasy, historical fantasy often draws heavily upon mythology, possibly including mythological creatures living among the people who historically believed in their existence.

Romantic Fantasy

The “romance” in romantic fantasy does not just deal with relationships, but also deals heavily with idyllic visions of what the world could be like. As with high fantasy, many heroes begin as outcasts from society, but over the course of the story they often find a place in society that accepts them for who they are. Other themes present throughout this genre are the empowerment of women, the acceptance of same-sex relationships, harmony between humans and nature, psychic bonds, and the enlightened society. Romantic fantasy often features a strong theme of enlightenment and acceptance fighting against evil and intolerance. This genre was shaped primarily by writers such as Diane Duane, Mercedes Lackey and Tamora Pierce. Anyone interested in playing True20 using the romantic fantasy subgenre should check out Blue Rose, the Roleplaying Game of Romantic Fantasy, also available from Green Ronin Publishing.

Sword and Sorcery

Sword and sorcery is a subgenre in which swashbuckling heroes engage in exciting and extremely violent plots as they quest after glory, wealth and power. Sword-and-sorcery heroes often act in amoral ways. Even when they perform good deeds, they are usually acting in their own self interest. There is an element of romance in this subgenre, but it is not as prominent here as it is in romantic fantasy. This subgenre avoids the objective moral values of high fantasy and has no sense of cosmic justice. Common folk are often distrustful of the heroes of this genre, describing them as “adventurers” in a sense that is often synonymous with “thieves.” The sword-and-sorcery subgenre is also marked with an emphasis on intense action and immediate physical threats. The “Conan the Barbarian” stories of Robert E. Howard are a primary inspriation for this genre.

In a sword-and-sorcery game, heroes should be allowed to indulge their vice nature as often as their virtue nature without incurring many penalties. Adventures will often focus on the acquisition of treasure and magical items. In order to move the story forward, the Narrator may wish to ensure the treasures are soon spent or the magical items become lost or destroyed, thus necessitating the heroes to go out and seek the next artifact or treasure trove. Unsavory acts, such as looting the corpses of fallen enemies, may become commonplace in such a game.

Contemporary Fantasy

Contemporary fantasy takes place in a modern world, much like our own. The major difference is a strong supernatural element somewhere in the world, whether it is the existence of magic or of supernatural beings such as zombies, vampires, werewolves, ghosts, fairies and immortals. This element is often hidden from the public eye, and may introduce elements of conspiracy into the setting. Examples of contemporary fantasy can be seen in the works of Joss Whedon, Neil Gaiman, H.P. Lovecraft, and J. K. Rowling. For more information on running a True20 game in a contemporary setting, refer to Chapter Thirteen.

Dark Fantasy

Dark fantasy takes the high fantasy or swords-and-sorcery subgenres and mixes them with elements of the horror genre. For more information on how to use horror elements in your game, see to Chapter Twelve.

Genre Conventions

In addition to the presence of supernatural elements, fantasy settings usually contain a source of evil the heroes must overcome. They often use recognizable character archetypes to build and advance the plot.

Supernatural Ratings

Since fantasy is defined by its supernatural elements, it is important to define the degree of influence supernatural forces have in the setting. This can be achieved by assigning one of the following supernatural ratings (SRs) to the setting.

SR 0: Non-Fantasy

A campaign with this SR has no supernatural powers, dragons, elementals, fey, outsiders, supernatural beasts, undead, or any other element of the supernatural. If gods exist in this world, they are distant and do not intervene in the affairs of mortals in any obvious way. If there are constructs in the setting, they are entirely technological in nature. SR 0 campaigns are typically not considered fantasy, but might have a place in a pulp-inspired setting.

SR 1: Forgotten Lore

At this level, heroes are not allowed to acquire or use supernatural powers—such powers restricted to a very few elite Narrator characters. No one can achieve more than 7 levels of adept, thereby capping power ranks at +10. Aberrations, dragons, elementals, fey, monstrous humanoids, outsiders, supernatural beasts, and undead are rare or nonexistent. Few people in this campaign are aware the supernatural exists, possibly not even the heroes. Any encounter with the supernatural will be extremely unnerving, and onlookers may risk terror or even insanity. Some of the flashier supernatural powers such as Apport, Blink Teleport, Elemental Aura, Elemental Blast, Imbue Life, Self Shaping and Teleport do not exist.

SR 2: Emerging Arcana

Heroes cannot begin as adepts at 1st level. At least half their character levels must be in a heroic role other than adept. Some Narrator characters may be exempt from this restriction. Nobody can achieve more than 10 levels of adept. Most people are unaware the supernatural exists, but the heroes and other knowledgeable Narrator characters know of it, even if they do not understand it. Those who use supernatural powers may risk corruption, mutation or madness. Some of the flashier supernatural powers such as Apport, Blink Teleport, Elemental Aura, Elemental Blast, Imbue Life, Self Shaping and Teleport do not exist.

SR 3: Low Magic

In a low magic setting, the Narrator should discourage more than one or two of the heroes from becoming adepts. He may choose to require them to take at least one level of expert before gaining any levels as adepts. Most people in such a setting are aware magic exists, but few truly understand it. Your average Narrator character will be extremely distrustful of anyone who displays supernatural powers or traits.

Nobody can achieve more than 13 levels in the adept role. Those who use supernatural powers may risk corruption, mutation or madness. Some of the flashier supernatural powers such as Apport, Blink Teleport, Elemental Aura, Elemental Blast, Imbue Life, Self Shaping and Teleport are unavailable to the heroes, if they exist in the setting at all. All power check Difficulties for these powers are increased by 10.

SR 4: Rising Tide

In an SR 4 campaign, supernatural things and events are common enough that not everyone fears them automatically. Nobody can achieve more than 16 levels in the adept role. Some of the flashier supernatural powers such as Apport, Blink Teleport, Elemental Aura, Elemental Blast, Imbue Life, Self Shaping and Teleport have their power check Difficulties increased by 5, if they exist in the setting at all.

SR 5: Dawn of Magic

In an SR 5 setting, there are no restrictions on the number of adept levels any character may achieve. Travel to other planes of existence may be possible, but is rare. This is the default assumption for any campaign with adepts and supernatural powers.

SR 6: High Arcana

In an SR 6 setting, non-adepts may use feat slots to purchase 4 ranks worth of supernatural powers in a similar manner to the Skill Training feat. Ranks in various supernatural powers may be purchased in this way up to a maximum rank equal to the hero’s total level + 3, divided by 2. Supernatural items and creatures may become fairly common in such a setting, possibly even being bought and sold in stores or markets for a high price. Divine intervention in mortal affairs may occur on a semi-regular basis, including relationships and even procreation with mortals.

SR 7: Everyday Supernatural

This level of supernatural influence allows non-adepts to use feat slots to purchase supernatural powers at a rank equal to the hero’s total level + 3, divided by 2. Lower the Difficulty of all fatigue saves for supernatural power use by adepts by 5. In such a setting, magic may have evolved right along with technology or replaced technology altogether. Divine intervention in mortal affairs is fairly commonplace, and the descendants of gods are many. Many adventures may involve traveling to other worlds or planes of existence.

SR 8: World of Wonders

In a world of wonders, astonishing sights punctuate the landscape. It is not uncommon to see castles built on the tops of clouds, to have the dead come back to life, or to meet a divine being during a casual walk. Heroes may be on a first name basis with gods and perform unimaginable feats.

As with SR 7, non-adepts may use feat slots to purchase supernatural powers at a rank equal to the hero’s total level + 3, divided by 2. The Difficulty of all power checks and fatigue saves for supernatural power use are lowered by 5 for adepts. Fantastical possibilities such as time travel may be possible at this stage.

SR 9 and Higher

This level of supernatural activity reaches beyond comprehension. The laws of nature are bent and broken through supernatural means, to the point where they have become largely irrelevant.

Situational Archetypes as Adventure Hooks

Situational archetypes are recurrent themes in fantasy literature that can be used as generic frameworks for adventures. A list of situational archetypes is provided along with a sample adventure hook for each.

The Initiation

One or more beginning-level heroes are faced with some test to prove their worth or make a name for themselves. This often involves some form of ritual to signify the coming of age of the initiate(s).

Example: Before the heroes are granted knighthood, access to weapons andarmor and the freedom to comeandgoonadventures, theymustprove themselves worthy of bearing arms in the annual jousting tournament.

The Fall

One of the heroes has committed some transgression or act of disobedience that leads to their expulsion from their family, society, religious order or some other group, until they can find some way to redeem themselves.

Example: After removing the helmet of a slain adversary, one of the heroes finds to his horror that the enemy he just killed was actually his brother, acting under magical compulsion. The hero’s family is distraught and invokes the curse of the kinslayer. The hero is doomed to never return home until he has somehow made amends.

The Odyssey

The heroes are sent in search of some secret knowledge necessary to restore fertility and prosperity to the kingdom. Along the journey, the heroes and their companions become isolated or lost and enter into a literal or figurative hell, where they are forced to face their own dark sides and vice natures. The heroes must accept personal responsibility to return to the land of the living.

Example: The heroes find they need information they can only get from an old ally and mentor of theirs who has since passed away. They must journey into the underworld and locate their friend’s spirit to question him, and find some way to return from the nether realm with this knowledge and their lives.

The Magic Weapon

The heroes must journey to find a supernatural weapon of great power. Only one of the heroes can use it to its fullest potential, however, due to some special quality that only she possesses.

Example: The heroes hear rumors that the holy sword of the sun-god has been located in an ancient ruin, but only the pure of heart may wield its might.

The Quest

The heroes must search for a person or talisman. If found, it will restore fertility to a wasted land whose desolation may be mirrored in the disability or illness of its ruler.

Example: The land has fallen under a terrible drought and locust plague the countryside, causing a great famine. The king appears possessed by some devil, and is in no condition to lead his people to a solution to this grave threat. The heroes must locate and return with the Book of Days, using its ancient knowledge to drive away the evil spirits that have plagued the land with misfortune.

The Rebirth

After one of the heroes suffers a debilitating disease, fatal wound, or death, the other heroes must search for a way to restore their companion to life and good health.

Example: A fiendish adversary poisons one of the heroes with a deadly toxin brewed in the depths of the netherworld. There is no known antidote. According to legends, only immersion in the healing waters of the mountain spring of destiny can save their companion now.

The Rise of Evil

The forces of evil are gathering in great strength. It is up to the heroes to fight against the odds to preserve what good there is left in the world.

Example: A long forgotten demigod of chaos and destruction has emerged from hiding. He is amassing his hordes of loyal cultists and monstrous servants into an army the likes of which has not been seen for ages. This demigod seeks to topple the established order and remake the known world in his own image.

The Task

One or more of the heroes must perform a difficult task, such as slaying a great monster in order to save a kingdom, win the affections of their true love, or identifying themselves so they may claim their rightful position, title or heritage.

Example: One of the heroes discovers he is actually the bastard son of the king and the only true heir to the throne. When confronted, the aging king asks the hero to prove his lineage by finding the long lost “sword of kings” and use it to slay the dragon plaguing the kingdom.

The Hero’s Journey

According to Joseph Campbell, author of The Hero with a Thousand Faces, everyone has the potential to become a hero. What makes heroes unique is their fearlessness in their search for identity. Heroes are the people who dare to do what nobody else can. They are the characters who define themselves in the context of great challenges, and thus discover great destinies.

The following is an overview of Campbell’s “hero’s journey” and advice for using it as a framework to build your own adventures. The hero’s journey is split into three basic segments: the departure, the descent, and the return. Each of these segments is broken into its basic components and explained in the context of a True20 game. The elements of the journey are not absolute and manifest differently (even in a different order) from one journey to the next.

Prologue

At the beginning of a campaign, the players and their heroes may be somewhat disoriented, particularly if they are new to roleplaying or the True20 system. Disorientation tends to lead to suggestibility, and it is in the Narrator’s hands to get the story rolling.

Before setting out on the adventure, the heroes enter the story and are introduced to each other in such a way that they may identify with one another. The Narrator should work with each character to develop both an internal and an external problem or conflict. This may take the form of a tragic flaw, a deep emotional or physical wound, or some other need. Often these conflicts will be expressed in the hero’s selection of a virtue and a vice.

At this time, the heroes can each be given a chance to reveal something about their back story and how they came to be here. Meanwhile the Narrator must establish the mood and theme of the setting. The Narrator may also reveal some of the overarching conflicts of the campaign setting, and what is at steak. This step need only be performed at the beginning of a campaign, and need not be repeated before each adventure.

The Departure

The departure involves the heroes leaving behind all that is familiar to embark on a quest into the unknown. This is usually takes up about the first fourth of an adventure, and takes the heroes from the adventure hook that began the journey to right before the adventure’s major ordeal.

The Call to Adventure

Once the theme is set, the Narrator introduces an “adventure hook,” or an incident that initiates the story and gets the plot moving forward. This hook presents the heroes with a problem or challenge. It could take the form of a temptation, such as finding the location of an ancient treasure; a loss that must be avenged; or the appearance of a herald who brings news of some mission or warns them against an impending tragedy. A well-crafted adventure hook will have something each hero can gain or a misfortune that can be averted by participating in the adventure. Some of the heroes may be in desperate situations, such as being in great debt or grave danger, so they will have little choice but to accept the call to adventure.

Refusal of the Call

Once the call to adventure has been issued, it is up to the heroes to act. They may go along with the adventure hook or resist with excuses as to why their characters would avoid the call. After each hero has had a chance to accept the call, the Narrator may wish to add incentive by playing off the reluctant heroes’ internal and external conflicts or their virtues and vices, or foreshadow that continued refusal leads to impending tragedy. If few of the heroes seem interested in the call to adventure, the Narrator may want to try a different adventure hook. This could lead to the same adventure or an entirely different journey altogether.

Supernatural Aid

Once the call has been answered, the heroes must often search for a source of wisdom. This source may be personified in a Narrator character serving as a mentor to the heroes, such as an older (and higher level) heroic character, a wise man, or a seer. Alternatively, the source of wisdom may be a dream, vision, prophecy, or knowledge gained from an ancient tome. This wisdom is meant to provide the heroes with important guidance on their adventure, give them the clues they need to succeed in the trials ahead and assist them in overcoming any fears they may have. The heroes might also be gifted with special weapons or supernatural items to aid them in their journey.

Crossing the First Threshold

After finding a source of wisdom, the heroes must face their first challenge. This often takes the form of a low level adversary in a conflict meant to test their resolve and build their confidence. This first threat may even be a bluff or an illusion, in which case all the heroes need to do is bravely press onward. If the first challenge is an adversary, the heroes may be able to turn them into an ally.

After the first challenge has been overcome the heroes set off on the beginning of their journey, entering an unknown part of the world. From this point on there is no turning back. The beginning of the journey is often exhausting, frustrating and disorienting. Depending on where their journey takes them, the heroes may risk fatigue and getting lost.

Tests, Allies & Enemies

The Narrator should tailor descriptions of the new world the heroes are experiencing so it contrasts sharply with their comparatively ordinary origins. The heroes find themselves tested by the Narrator with a number of challenging encounters, but have a low risk of character death. This allows the players to get used to their hero’s abilities and weaknesses, and gives the Narrator a chance to feel out what kinds of challenges the heroes can handle.

This is a time for the heroes to form friendships and rivalries between themselves and the Narrator characters they meet along the way, as well as learning any special qualities of the region such as risks of avalanches, traps, quicksand or bandits. Finally the heroes find themselves at a way- station of some sort, such as a bar, inn or tavern. Their visit may involve food, music, information gathering, flirtations, gambling, and danger. While not entirely safe, this is a place to rest for a short while.

The Belly of the Whale

After a short rest, the heroes must make preparations for the central ordeal of the adventure. This may be their last chance to buy supplies, sharpen weapons, and polish armor before heading into the thick of things.

Once the heroes set off again, the Narrator can test them with a variety of complications such as lame horses, leaking boats, bad weather, perusing enemies, hostile natives, and dangerous terrain. The heroes encounter a number of situations where all is not as it seems. They must learn to beware of tricks, traps and illusions.

Finally, the heroes risk death as they find themselves faced with their first major challenge. The heroes enter the underworld (either literally or figuratively), going down into an abysmal place from which there seems to be no exit or escape route. In many adventures, this location may be a dungeon of some kind. The heroes start to understand their main adversary and learn about his plans and motives.

The Descent

The descent makes up the bulk of the adventure. It encompasses the major ordeal of the journey as well as the rising action, ending with the adventure’s climax. The descent usually takes up a little over half of the adventure.

The Road of Trials

The road of trials is the main bulk of the adventure. The heroes encounter a series of tests, tasks, monsters, traps, and other challenges, which have a tendency to occur in threes. During this time the heroes brush with death; one of them or their companions may die or become disfigured.

The Narrator may somehow confront the heroes with their own dark sides. This may take the form of internal struggles, struggles between the heroes or a confrontation with adversaries representing darker versions of themselves. The heroes must face their fears, often personified in the form of a dragon or a creature of nightmare.

Temptation from the True Path

The Narrator confronts the heroes with a compelling reason to abandon their quest. Heroes with religious convictions may have their faith tested and be tempted to stray from the path of spiritual purity. Other temptations may include indulgence in the heroes’ respective vices.

Atonement

The Narrator may give the heroes an opportunity to atone for their past transgressions, whether they gave in to temptation, lost their faith, or betrayed their companions earlier in the adventure. If applicable, this atonement may be witnessed and recognized by a father-figure such as the hero’s patron deity or the presence of one of their parents in physical or spiritual form. The atonement may also exact a price from the hero, ranging from loss of a special item to the ultimate sacrifice of a hero’s life.

Confrontation with the Enemy

The heroes have their first direct confrontation with the adventure’s main adversary. The full extent of the Enemy’s plans or powers may become apparent for the first time. They discover the full threat posed by their adversary and realize there is more at stake than they had thought. The heroes may need to use special knowledge and resources they have gained along the way to defeat the Enemy. While there is a chance the Enemy may die in this encounter, it should be difficult for the heroes to achieve this. Instead, the Enemy may retreat to be encountered again at a later time. The Enemy is not always an individual and may be a more abstract adversary, such as death itself.

The Reward & the Ultimate Boon

After the heroes have traveled the road of trials and defeated the main adversary, the Narrator should take the opportunity to reward the heroes for their efforts. They may find treasure or supernatural items. Alternative rewards may be important information or advancement in level to reflect personal growth. The heroes also find whatever item or information they initially set out on the journey to discover.

The Return

The return encompasses everything that happens from the adventure’s first climax to its resolution. In some cases, the first climax experienced in the Descent was a false climax, and the real climax awaits the heroes on the Road Back.

The Road Back

Now that the heroes have obtained the boon, they must escape with it and their lives intact. The return can be just as dangerous as the initial journey, particularly if the Enemy is still active, if there are still guardians that have not been defeated, or if the heroes have awakened new and vengeful forces.

Rescue From Without

While escaping with the boon, the heroes may receive guidance or assistance from rescuers who help them escape from the abyss and back to the normal world. This may particularly be the case if one or more of the heroes is badly wounded or otherwise weakened.

Return with the Boon & Final Mastery

After the climax, it is time to wrap up loose ends. The heroes have successfully retrieved what they came for, whether treasure, revenge, justice, a talisman, an elixir, secret knowledge, or a supernatural item, or else they are doomed to repeat the ordeal before victory can be claimed.

The heroes may wish to return to areas left unexplored or rest before returning home with the boon, a literal or figurative form of healing and restoration. Captured adversaries may be imprisoned, interrogated or otherwise punished. The heroes may have leveled-up, gained Conviction, or received some other reward proportional to the ordeal they have gone through. The Narrator may choose to use any loose ends left unresolved as adventure hooks, leading to an entirely new adventure cycle, and a new hero’s journey.

Narrator Character

Archetypes

A number of archetypes are common to the fantasy genre. Narrators may want to consider including them in True20 fantasy adventures in order to meet players’ expectations.

Protagonist Archetypes

  • Beast Friend: This is an animal companion who represents the hero’s relationship with nature. This archetype can be introduced into your game through the Familiar or Companion feats, or if one of the heroes chooses to play an awakened beast. Beast Friends are common in romantic fantasy.
  • Changeling: This is a heroic character spirited away in her youth to be fostered by strangers. She is later returned to her true home and heritage, but as an outsider. Here, she can see new problems and solutions others cannot. This concept may be worked into any hero’s backstory.
  • Hunting Group of Companions: Heroes often have a loyal group of companions willing to face any number of perils at their side (Robin Hood’s Merry Men, or the Knights of the Round Table). A hero may gain such companionship with the other heroes, or may gain his own group of loyal companions through the Leadership feat.
  • Initiate: Initiates are beginning (1st level) heroic characters who, prior to their first real quest, must go through some sort of training, test, or ceremony. In fantasy literature they are often portrayed as innocent, and often wear white. The heroes themselves may be the initiates, or they may meet or be required to protect a young initiate.
  • Loyal Retainer: Many heroes have a loyal sidekick or servant who is heroic in their own right. They serve as protectors of the hero and reflect the hero’s capacity for honor, nobility and companionship. This archetype can be introduced into your game through the Companion feat.
  • Tutor: Much like the heroic mentor, these Narrator characters serve as teachers to the initiates. They may be role models to the heroes or even a father or mother figure. The tutor imparts the knowledge and skills necessary to survive the quest.

Antagonist Archetypes

  • Devil Figure: These characters represent evil incarnate. They pretend to be on the heroes’ side and may offer riches, fame or knowledge in exchange for something the heroes know they must never give up such as loyalty to their lord or companions, their code of honor, or their very soul. These characters may be mortal or fiendish and use honeyed words to weave a complicated web of lies to sow distrust. Devil figures usually have maximum ranks in the Bluff skill and the Skill Focus (Bluff) feat.
  • The Creature of Nightmare: This is a monster summoned (literally or metaphorically) from the darkest parts of the human psyche. It often takes the form of a perversion or desecration of the human body (examples might include lycanthropes or undead). This creature is terrible in its power, often exceeding any single hero in level. The Narrator may want to give such a creature the Frightful Presence trait to represent its fearsome nature.
  • The Evil Villain with the Ultimately Good Heart: Many stories include a redeemable villain that can be saved by the nobility or love of one or more of the heroes. This often occurs after the villain has been beaten, when the heroes choose to show mercy or appeal to the villain’s inner virtue, causing their beaten foe to shift away from his vice nature. Whether or not this character is ultimately redeemed and joins the side of good hinges upon the actions of the heroes, but the Narrator can provide clues that such a villain still has some good left inside, along with an idea of what his virtue nature might be. If the heroes manage to redeem this villain, they may gain a powerful and loyal ally (see the Corruption rules for more on corruption and redemption).

Other Narrator Character Archetypes

  • Damsel in Distress: This is a vulnerable character (often female) that the heroes must rescue. She may become the bait for a trap to ensnare the heroes.
  • Earth Mother: This character is symbolic of the earth’s fruition, abundance and fertility. She offers spiritual, emotional and physical succor to those she meets. She is often depicted as a wide hipped, large bosomed, kindly natured woman dressed in earth tones. Occasionally she may secretly be an avatar of a god or spirit of nature.
  • Martyr: This is a character (usually humanoid, but occasionally an animal) that must ultimately die or be destroyed in some fashion in order to cleanse the corruption and sin visited upon the community, or to redeem an important individual.
  • Outcast: This is a character banished from a community or social group for some crime (real or imagined) against his peers. The outcast is usually destined to become a wanderer.
  • Platonic Ideal: This character represents a spiritual ideal of purity and may serve as a source of inspiration and intellectual rather than physical attraction for one of the heroes (such as Dante’s Beatrice). Such a character may have the Dedicated feat focused on a virtuous religion, philosophy or deity.
  • Star-Crossed Lovers: Two characters are engaged in a love affair that is fated to end badly for one or both of them due to some tragic situation, often the disapproval of their love by society, friends, or family.
  • Tempter/Temptress: This is an individual characterized by sensuous beauty who may well prove to be the downfall of one or more of the heroes. Such characters always have the Attractive feat and may use the Bluff skill for seductive purposes.

Fantasy Heroes

Fantasy heroes run the gamut from epic to tragic. They can be noble and chivalrous or grim, gritty antiheroes. In this section, we’ll look at the nuts and bolts of creating True20 fantasy heroes.

Backgrounds

Fantasy heroes can come from a wide variety of backgrounds. There are often several human cultures in a fantasy setting, each with their own cultural background. Settings with a stronger dose of supernatural involvement (SR 4+) may have a variety of humanoid racial backgrounds as well, possibly including dwarves, elves, and halflings, among others. Players may even be able to pick from a variety of awakened animals. This section includes sample backgrounds to get you started.

Mythic Race Backgrounds

In a fantasy setting there is no particular reason to limit characters to being human. This sectionprovides sample backgrounds for mythic creatures to be used as characters.

Centaur

Centaurs are a race of extremes. Many are wild, bawdy and uncivilized, yet they have a great capacity for heroism, knowledge, and wisdom.

  • Initial Size: Medium
  • Speed: 50 ft.
  • Initial Ability Adjustments: +2 Strength, +1 Constitution, –1 Intelligence.
  • Bonus Feats: Armor Training (light and heavy), Weapon Training
  • Darkvision: 60 ft.
  • Natural Weapons: Centaurs can kick opponents, dealing +1 lethal damage.
  • Favored Feats: Cleave, Spirited Charge.
  • Racial Levels: 4. Before a centaur can take any levels in a heroic role, it must attain all 4 racial levels.
  • Level Lag: 1
  • Special: Note that while centaurs do grow to be Large in size, their torsos are still human sized, so they can only use weapons sized for a Medium creature. Also note that centaur ability adjustments include their increased size.

Elf, Alfar (Frost Elf)

Alfar are elves of the icy mountain forests and the cold and unforgiving arctic regions.

  • Ability Adjustments: +2 Dexterity, +2 Wisdom, +1 Charisma
  • Bonus Feats: Animal Empathy, Night Vision, Talented (Performance (any two)), Trackless, Weapon Training
Level Combat Fort Save Centaur Racial Levels Ref Save Will Save Feats Traits
1 +1 +0 +2 +2 1 Darkvision 60 ft., Hooves, +1 damage
2 +2 +0 +3 +3 0 +1 Dex, +1 Con, +1 Wis
3 +3 +1 +3 +3 1 +2 Str, Large Size, Hooves +2 damage
4 +4 +1 +4 +4 0 +1 Dex, +1 Natural Armor
  • Ageless: Elves do not grow old once they reach adulthood. They gain the benefits of advancing in age without accumulating any of the penalties.
  • Eagle Eyed: Elves can see twice as far as a human in good light.
  • Cold Resistance: +2
  • Favored Feats: Choose 1 supernatural power (Elves treat their total level as their adept level for this power).
  • Level Lag: 2

Elf, Lledrith Sidhe (Forest Elf)

Lledrith Sidhe are elves of the deepest forests.

  • Ability Adjustments: +1 Dexterity, +1 Wisdom
  • Bonus Feats: Animal Empathy, Night Vision, Skill Focus (Survival), Trackless
  • Ageless: Elves do not grow old once they reach adulthood. They gain the benefits of advancing in age without accumulating any of the penalties.
  • Eagle Eyed: Elves can see twice as far as a human in good light.
  • Favored Feats: Choose 1 supernatural power (Elves treat their total level as their adept level for this power).
  • Level Lag: 1

Elf, Daoine Sidhe (Elf Lord)

Daoine Sidhe are the immortal predecessors of all lesser elven races.

  • Ability Adjustments: +1 Dexterity, +1 Intelligence, +2 Wisdom, +2 Charisma
  • Bonus Feats: Animal Empathy, Iron Will, Night Vision, Talented (Craft (metalworking), and Knowledge (supernatural)), Trackless, Trailblazer, Weapon Training
  • Ageless: Elves do not grow old once they reach adulthood. They gain the benefits of advancing in age without accumulating any of the penalties.
  • Eagle Eyed: Elves can see twice as far as a human in good light.
  • Damage Reduction: 2/cold iron
  • Favored Feats: Choose 1 supernatural power (Elves treat their total level as their adept level for this power).
  • Level Lag: 3

Faun

Fauns are a race of fey closely related to centaurs. Like their satyr cousins, fauns have human-like bodies with goat legs, hooves and small goat-horns. Fauns are curious, thrill-seeking individuals, but more moderate than their satyr cousins in the pursuit of hedonistic pleasures.

  • Ability Adjustments: -1 Strength, +1 Dexterity, -1 Wisdom, +1 Charisma
  • Bonus Feats: Fascinate (Perform), Night Vision, Talented (Perform (dance), Perform (musical instruments))
  • Natural Weapons: Fauns can strike in combat with their horns or hooves, doing +1 lethal damage.
  • Favored Feats: Fascinate (other skills), Suggestion

Human Cultural Backgrounds

As detailed in Chapter One, various human cultures can also serve as backgrounds. This section looks at some cultural backgrounds appropriate to the fantasy genre.

Amazon

Amazons are a group of humans renowned for their women warriors. Their society is matriarchal. The women work and fight while the men perform household chores and care for the children.

Bonus Feats for Amazon Women: Attack Focus (bow), Skill Focus (Ride), Weapon Training

Powerful Backgrounds, Level Lag and Racial Levels

More powerful backgrounds in True20 may include a “Level Lag.” This is the suggested number of levels a character with this background should lag behind the rest of the heroes in order to remain at the same relative power level. Other backgrounds have a number of “Racial Levels” listed. These racial levels must be completed before the hero begins progression in a heroic role in order to gain the full benefits of the racial background to which they are attached. The hero is then free to begin acquiring levels in a heroic role using the rules for mixed-role heroes, except they also gain the core ability of the first heroic role in which they take a level.

Example: A group of 2nd level heroes could include a 1st level centaur hero (the centaur is one level behind the others due to his level lag). The centaur character must use his next three levels to complete the four racial levels all centaurs must take. Once the centaur reaches fifth level (at which point the other heroes in the group would be 6th level) the centaur character may take its first level in a heroic role, gaining that role’s core ability.

Extraplanar Elves

In some campaigns, nonhuman races such as elves may be farie-folk from another realm. In this case, all elves have the fey type instead of the humanoid type, and gain the extraplanar subtype while retaining the elf subtype.

Bonus Feats for Amazon Men: Endurance, Skill Focus (Craft (cooking)), Skill Focus (Diplomacy)

Favored Feats: Attack Specialization, Greater Attack Focus

Atlantean

Atlanteans are a race of sea-people who can commune with the creatures of the ocean’s depths. They are held in awe and fear by many seagoing cultures, ruling the waterways when they so choose.

  • Skills: Atlanteans have a +8 bonus on Swim checks. They can always take 10 on Swim checks, even if rushed or threatened.
  • Aquatic empathy: Atlanteans have the benefits of the Animal Empathy feat, but only with aquatic creatures.
  • Bonus Feats: Night Vision
  • Hold breath: Atlanteans can hold their breath for 60 rounds, plus 6 x their Constitution score in rounds before they risk drowning.
  • Water dependency: Atlanteans dehydrate more easily than land-dwellers. They must be immersed in water once per day or consume twice as much water as a normal human. An Atlantean with no immersion and limited to normal human water consumption or less suffers from dehydration (see Starvation and Dehydration in on page 112).

Easterner

Easterners are the undisputed masters of unarmed combat, a skill developed after weapons were forbidden to all by the soldiers of the emperor.

  • Bonus Feats: Improved Strike, Prone Fighting, Talented (Acrobatics and Jump)
  • Favored Feats: Chokehold, Stunning Attack

High Man

High men were the first men to be created. They are perfectly formed and godlike. Their bearing is both regal and terrifying.

  • Ability Adjustments: +1 Wisdom, +1 Charisma
  • Bonus Feats: Attractive, Endurance, Leadership, Skill Focus (Intimidate), Weapon Training
  • Favored Feats: Greater Weapon Focus, Inspire
  • Level Lag: 1

Highlander

Highlanders are a members of a ferocious warrior race that lives in a mountainous region. They are known for their ferocity in combat, their passion in artistic performance and their intimate connection to nature.

  • Bonus Feats: Startle, Taunt, Talented (Knowledge (nature), Survival)
  • Favored Feats: Fascinate, Rage

Horse Lord

The Horse Lords are a nomadic people who roam the plains, taming the wild horses that live there. From a very young age they learn to ride, and their cavalry are the finest the world has ever known.

  • Bonus Feats: Animal Empathy (only applies to horses), Skill Focus (Handle Animal), Skill Focus (Ride)
  • Favored Feats: Attack Focus, Spirited Charge

Nomad

Nomads are a people of the desert. They are skilled at surviving in such harsh terrain, subsisting as traders and herders.

  • Bonus Feats: Skill Focus (Survival), Talented (Handle Animal and Ride), Weapon Training
  • Favored Feats: Diehard, Evasion

Norseman

Norsemen are a fierce race of raiders from the icy north. They are known for their skill at sea and feared for their berserker warriors.

  • Bonus Feats: Talented (Drive (water vehicles only) and Navigate), Skill Focus (Survival), Weapon Training
  • Favored Feats: Rage, Tough

Roamer

The roamers are an often persecuted and misunderstood race of wandering entertainers, acrobats and musicians. Few know where these folk originated from, but they are rumored to be gifted with second sight. Some say they are cursed to never cross the same river twice in the same year.

  • Bonus Feats: Talented (Acrobatics and Slight of Hand), Skill Focus (Perform (pick any two)).
  • Favored Feats: Evasion, Sneak Attack

Tribesman

Tribesmen come from any number of hunter-gatherer tribes. Their ability to track and bring down their quarry is unsurpassed.

  • Bonus Feats: Skill Focus (Survival), Track, Trackless
  • Favored Feats: Hide in Plain Sight, Tough

Wild Man

Wild men are a barbaric and degenerate race of humans. The have no interest in the trappings of civilization, and often pose a grave threat to those who encroach on their territory. Many consider them little better than animals.

  • Bonus Feats: Endurance, Track
  • Scent Trait
  • Favored Feats: Rage, Tough

Sample Awakened Beast Backgrounds

Awakened beasts are gifted with intelligence and supernatural abilities. They are still creatures of the wild rather than of civilization. Awakened beasts have little need of cities, wealth, or agriculture, for example. They are close to nature and its cycles. Some of them are quite fond of humans while others are more wary, but in general they are cautious in their dealings with the “two-legged races.”

All awakened beasts have the following traits:

  • Supernatural: The creature type of an awakened beast changes from animal to supernatural beast. Supernatural beasts receive (2 + Int, minimum 1) skills at 1st level, and (2 + Int) skill ranks at each additional level.
  • Abilities: Awakened beasts have only 4 points to distribute among their abilities, rather than the 6 of other heroes.
  • Night Vision: All awakened beasts gain Night Vision as a bonus feat.
  • Limited manipulation: Awakened beasts have no hands or opposable thumbs, so they cannot easily manipulate objects. They are generally limited to the simple manipulations they can perform with their mouths and forelimbs. This means awakened beasts suffer a –20 penalty on checks involving manual dexterity, such as Craft, Disable Device, and Sleight of Hand. The Narrator may simply rule many tasks involving those skills impossible for awakened beasts (meaning they automatically fail when attempting them). This penalty does not apply to awakened beasts using the Manipulate Object power.
  • Cannot speak: Awakened beasts cannot speak in humanoid tongues, although they are capable of communicating through the Mind Touch power. They are limited to the normal vocalizations of their animal type. This may limit their ability to use interaction skills in some situations.
  • No wealth: Awakened beasts have a starting Wealth score of +0. They have a limited ability to carry money, and many items made for humanoids are of no use to them. Awakened beasts operating in human society accumulate Wealth normally from advancing in level.
Awakened Bear Racial Feats
Level Combat Fort save Ref Save Will Save Levels Traits
1 +1 +2 +2 +0 1 Bite/claw +2 damage, Scent
2 +2 +3 +3 +0 0 +1 Str, +1 Wis
3 +3 +3 +3 +1 1 +1 Str, +1 Con
4 +4 +4 +4 +1 0 +1 Str, Large Size, Bite/claw +3 damage
5 +5 +4 +4 +1 0 +1 Str, +1 Con
6 +6 +5 +5 +2 1 +1 Str, +1 Con

Feats

Awakened Horse Racial Levels

Level Combat Fort save Ref Save Will Save Traits
1 +1 +2 +2 +0 1 Hooves +1 damage, Scent
2 +2 +3 +3 +0 0 +1 Wis, +10 ft. speed
3 +3 +3 +3 +1 1 +1 Str

Feats

Awakened Leopard Racial Levels

Level Combat Fort save Ref Save Will Save Traits
1 +1 +2 +2 +0 1 Bite +2 dmg, claw +0 dmg, Pounce, Scent
2 +2 +3 +3 +0 0 +1 Dex, +1 Con, Rake
3 +3 +3 +3 +1 1 +1 Str, +1 Dex

Feats

Awakened Wolf Racial Levels

Level Combat Fort Save Ref Save Will Save Traits
1 +1 +2 +2 +0 1 Bite +2 damage, Scent
2 +2 +3 +3 +0 0 Howl, +1 Wisdom

Awakened Bear

Awakened bears are reclusive creatures, quick to anger when they or their young are threatened.

  • Initial Abilities: +3 Strength, +1 Dexterity, +1 Constitution
  • Initial Size: Medium
  • Speed: 40 ft.
  • Skills: Awakened bears have a +4 bonus on Swim checks.
  • Bonus Feats: Improved Grab, Power (Mind Touch), Track
  • Natural Weapons: Awakened bears attack by biting or clawing, causing Str+2 lethal damage.
  • Scent Trait
  • Favored Feats: Rage, Improved Critical
  • Level Lag: 2

Awakened Horse

Masters of the plains, awakened horses look much like normal horses and have the same ranges of coloration. They are fiercely independent; they allow no one except a trusted companion to ride them. They consider any attempt to break them as mounts as a form of enslavement.

  • Initial Abilities: +2 Strength, +1 Dexterity, +2 Constitution
  • Size: Large
  • Speed: 40 ft.
  • Bonus Feats: Endurance, Power (Mind Touch), Skill Focus (Notice)
  • Natural Attacks: Awakened horses attack with their hooves, causing Str+1 lethal damage.
  • Scent Trait
  • Favored Feats: Diehard, Improved Critical (hoof)

Awakened Leopard

Awakened leopards are fiercely independent. These jungle cats are about four feet long and weigh about 120 pounds. They usually hunt at night.

The background presented here can be used to describe any feline of similar size, such as jaguars, panthers and mountain lions.

  • Initial Abilities: +2 Strength, +2 Dexterity, +1 Constitution
  • Size: Medium
  • Speed: 40 ft., Climb 20 ft.
  • Skills: Awakened leopards have a +8 bonus on Jump checks and a +4 bonus on Stealth checks. Awakened leopards have a +8 bonus on Acrobatics and Climb checks. An awakened leopard can always choose to take 10 on a Climb check, even if rushed or threatened. In areas of tall grass or heavy undergrowth, the Stealth bonus improves to +8.
  • Bonus Feats: Improved Grab, Power (Mind Touch)
  • Natural Weapons: Awakened leopards attack with their claws, causing Str+0 lethal damage, or by biting, causing Str+2 lethal damage.
  • Scent Trait
  • Favored Feats: Critical Strike, Sneak Attack

Awakened Wolf

Awakened wolves live in tight knit packs. A friend of theirs is a friend for life, but they do not bond easily. They are eminently practical, sometimes ruthless, but also proud and honorable.

  • Initial Abilities: +1 Strength, +2 Dexterity, +2 Constitution
  • Size: Medium
  • Speed: 50 ft.
  • Skills: Awakened wolves have a +4 bonus on Survival checks when tracking by scent.
  • Bonus Feats: Improved Trip, Power (Mind Touch), Track
  • Natural Weapon: Awakened wolves attack by biting, causing Str+2 lethal damage.
  • Howl: By letting out a howl as a move action, an awakened wolf of 2nd-level or greater gets a +4 bonus to Intimidate checks for the rest of that round.
  • Scent Trait
  • Favored Feats: Crippling Strike, Rage, Surprise Attack

Heroic Roles

The fantasy genre is one of the least limiting with respect to heroic roles. Warriors and experts brush shoulders on a regular basis and adepts are far more common in fantasy than in any other genre, particularly in high magic settings. Fantasy warriors include barbarian berserkers, tribal defenders, soldiers, crusaders, assassins, knights, archers, rangers, weapon-masters, musketeers, and paladins. Fantasy experts include bards, thieves, blacksmiths, herbalists, alchemists, lore masters, and scouts. Adepts include evil sorcerers, wizards, necromancers, druids, summoners, seers, and mystics.

Even the new roles presented in Chapter Nine can easily fit into a fantasy setting. The exact types of roles available vary based on the setting’s flavor and Supernatural Rating. For example, adepts are less common in low- magic settings, and martial artists are less common in western European fantasy settings as compared to those with a more Asian flavor.

Optional Rule: Heroic Character Archetypes

These heroic archetypes represent symbolic characters of story and song, adding a mythic feel to your campaign. At the beginning of a campaign, each player chooses a heroic archetype for his or her hero. As the hero gains levels, they also gain levels and the associated benefits (called mythic gifts) of their heroic archetype. There is no reason two or more characters cannot have the same archetype at the same time.

Changing Heroic Archetypes

As the campaign unfolds, a player may wish to change heroic archetypes to explore a new aspect of their hero and add depth to their character. Each heroic archetype has certain exit points labeled “the unfolding myth” which allow the character to cease all progression in the previous heroic archetype and begin progressing in another, beginning at 1st level. With the Narrator’s consent, a player may also change archetypes at any dramatically appropriate time in the story. The hero retains the abilities from the character levels assigned to the old archetype.

When changing heroic archetypes, there are limits to which ones you can switch to based on your current heroic archetype.

The Champion
Level Champion’s Mythic Gifts
1 First Mythic Skill
2 Hero’s Blade
3 Last Best Hope
4 Heroic Smite +2
5 Second Mythic Skill
6 The Unfolding Myth
7 Heroic Immunity (3 rounds)
8 Heroic Smite +3
9 Heroic Resolve I
10 The Elixir I
11 Heroic Immunity (4 rounds)
12 The Unfolding Myth
13 Heroic Smite +4
14 Third Mythic Skill
15 Heroic Immunity (5 rounds)
16 Heroic Resolve II
17 Heroic Smite +5
18 The Unfolding Myth
19 Heroic Immunity (6 rounds)
20 The Elixir II
Changing Heroic Archetypes
Heroic Archetype… …May become
Champion Fated or Mentor
Shadow Champion or Trickster
Mentor Maiden or Oracle
Oracle Fated or Maiden
Trickster Shadow or Mentor
Maiden Oracle or Trickster
Fated Champion or Shadow

Mythic Skills

Several of the following heroic archetypes provide the hero with a number of Mythic Skills. Such a character may choose one of their existing skills to become a Mythic Skill. You can take 10 on a Mythic Skill even if rushed or threatened. When you spend a Conviction point on performing this skill, you treat the roll as a 20 (meaning you don’t need to roll the die at all, just apply the result of 20 to your skill modifier).

The Champion

Your heroic journey has a single purpose: To find and defeat “The Enemy.”

Hero’s Blade

Any weapon you wield has its Toughness increased by an amount equal to half your Champion archetype level.

Last Best Hope

Once per game session, you gain a Conviction point at the beginning of your turn if you and all of your allies have expended all of your Conviction points.

Heroic Smite

You may spend a Conviction point after you successfully strike an opponent to increase the damage dealt by +2. You may even apply this bonus to damage from supernatural powers, provided the power requires an attack roll. The damage bonus for Heroic Smite increases to +3 at 8th level, +4 at 13th level, and +5 at 17th level.

The Unfolding Myth

You may change archetypes to the Fated or the Mentor and immediately gain the first Archetypal Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

Heroic Immunity

Choose any one supernatural power or offensive trait possessed by your Enemy. Spend a Conviction point to gain immunity to this ability for 3 rounds. You can only have one heroic immunity in effect at any given time, and it does not prevent damage from other opponents using that same power or trait. The duration of heroic immunity increases to 4 rounds at 11th level, 5 rounds at 15th level, and 6 rounds at 19th level.

Heroic Resolve I

You may spend a Conviction point to gain immunity to fear effects for 6 rounds.

The Elixir I

Shadow’s Edge

You may spend a Conviction point to gain a single non-fatiguing use of the Enhance Ability supernatural power with ranks equal to your Champion archetype level + 3, divided by 2.

When the Champion spends a Conviction point, if you have fewer Conviction points than the Champion’s new total, you gain a Conviction point.

Heroic Resolve II

Shadowfear I

As Heroic Resolve I, but you also gain immunity to mind-influencing effects.

The Elixir II

You may spend a Conviction point to gain a single non-fatiguing use of the Enhance Ability supernatural power with ranks equal to your Champion archetype level + 3.

The Shadow

Your destiny is tied to the Champion, but it is not yet clear whether your fate is to aid him or to supplant him.

Select Champion

Upon assuming the shadow archetype, a hero must select a specific companion with the Champion archetype to whom they wish to tie their mythic gifts. If there is no champion amongst the Shadow’s allies, the Shadow may instead select any hero with which they are traveling until one or more Champions are available to choose from. Once a Champion is selected, the selection cannot change until they die or otherwise part company with you.

The Enemy Revealed

If the Narrator has revealed the Enemy, you may spend a Conviction point to sense the direction to the Enemy (regardless of distance). This ability lasts for 3 rounds.

You may spend a Conviction point to reveal your inner shadow in combat. All opponents within 30 feet must succeed at a Will saving throw (Difficulty = 10 + 1/2 your Shadow archetype level + your Charisma score) or be shaken for 3 rounds. You may not affect opponents with more levels than you.

The Unfolding Myth

You may change archetypes to the Champion or the Trickster and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

Shadow Boon I

You may spend a Conviction point to gain a single non-fatiguing use of the Enhance Ability supernatural power as though you were a 1st- level adept.

Shadowfear II

As Shadowfear I, but opponents who fail their save are frightened instead.

Champion’s Shadow I

When you and the Champion both spend Conviction points to independently attempt the same task, you gain a bonus to your roll as though the Champion were using the Aid action to help you. This does not increase the bonus you get when the Champion actually uses the Aid action, but rather provides you with an aid bonus when you are both performing the same action separately.

The Fated

The Shadow Level Mythic Gifts
1 Select Champion, First Mythic Skill
2 The Enemy Revealed
3 Shadow’s Edge
4 Shadowfear I
5 Second Mythic Skill
6 The Unfolding Myth
7 Shadow Boon I
8 Shadowfear II
9 Champion’s Shadow I
10 Shadow’s Price I
11 Shadow Boon II
12 The Unfolding Myth
13 Champion’s Shadow II
14 Third Mythic Skill
15 Shadow Boon III
16 Shadowfear III
17 Champion’s Shadow III
18 The Unfolding Myth
19 Shadow Boon IV
20 Shadow’s Price II

Fate toys with you as a cat toys with a mouse. Though it seems clear you are destined for greater things, you often wonder if the suffering along the journey will be worth the prize.

Damage Conversion

Once per combat, you may spend a Conviction point to gain 2 points of Damage Conversion until the end of the current combat. Damage Conversion allows you to ignore up to its rating in non-lethal damage, or convert up to its rating in lethal damage to non-lethal damage. The amount of damage conversion gained increases to 4 points at 5th level, 6 points at 9th level and 8 points at 14th level.

Long-suffering

When you spend a Conviction point to gain a recovery check while outside of combat, you gain a +2 bonus to your check. This bonus increases to +4 at 10th level and +6 at 17th level.

Fickle Fate

When you use a Conviction point to re-roll a die roll, you get the conviction point back if the final result fails.

Reversal of Fortune I

Shadow’s Price I

At the beginning of your turn, if you have 0 Conviction points, you may take a Conviction point from the Champion (if he has any). You can either do this any number of times so long as you have the Champion’s expressed consent on each occasion, or once per game session without the Champion’s consent.

Shadow Boon II

As Shadow Boon I, but it operates as though you were a 2nd-level adept.

Champion’s Shadow II

When you and the Champion both spend a Conviction point to attempt the same task, you may use the Champion’s final result on the die if it is higher than your own.

When you roll a natural 1 on any check, and spend a Conviction point to re-roll, you may spend another Conviction point to roll a third time if you are unhappy with your second result. You must accept the result of this third and final roll.

The Unfolding Myth

You may change archetypes to the Champion or the Shadow and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

Fate Intervenes I

If you have just been struck unconscious, you may spend a Conviction point to change your status to staggered. You may also use this ability to awaken from sleep (either supernatural or mundane) just in time to defend yourself from an attack. You awaken at the beginning of the round in which you are to be attacked and may roll initiative and act normally, though you may be beginning the round in a prone position.

Shadow Boon III

Reversal of Fortune II

As Shadow Boon I, but it operates as though you were a 3rd-level adept.

Shadowfear III

As Shadowfear I, but opponents who fail their save are panicked instead.

Champion’s Shadow III

When you and the Champion both spend a Conviction point to attempt the same task, if the Champion succeeds on the roll, you succeed as well, achieving the same result.

When you roll a natural 1 on any die roll and spend a Conviction point to re-roll, you may spend another Conviction point to treat the roll as a 15 if both rolls were 14 or less. You must accept the result of this third and final roll.

Renewed Vitality

You can spend a Conviction point to immediately erase all hurt and bruised conditions and any penalties associated with them. If you have the warrior Core Ability, you can also erase up to 2 dazed and 2 wounded conditions as well.

Shadow Boon IV

Fate Intervenes II

As Shadow Boon I, but it operates as though you were a 4th-level adept.

Shadow’s Price II

As Shadow’s Price I, but you may take a Conviction point from any ally. This can be done any number of times with the appropriate ally’s consent, or once per ally per game session without their consent.

If you are struck and killed by a single attack, you may spend a Conviction point to revert back to dying, stabilizing automatically.

Battle-Hardened I

If you are struck in combat, you may spend a Conviction point to convert all lethal damage dealt by the attack into non-lethal damage.

Reversal of Fortune III

When you roll a natural 1 on any check and spend a Conviction point to re- roll, you may spend another Conviction point to treat the roll as a 20.

2 Long-suffering +2

When you roll a natural 20 on the die, you may spend a Conviction point to roll it again and add the result of the second roll to the first.

Battle-Hardened II

As Battle-Hardened I, but you may spend a Conviction point to convert all damage dealt by all sources in a single round to non-lethal damage.

The Mentor

Watch and Learn I

You are not destined for greatness. You are destined to bring out the greatness in others.

The Fated Level Fated Mythic Gifts 1 Damage Conversion 2 Sudden Boon

3 Fickle Fate 6 The Unfolding Myth 4 Reversal of Fortune I 5 Damage Conversion 4 8 Reversal of Fortune II 7 Fate Intervenes I 10 Long-suffering +4 9 Damage Conversion 6 11 Renewed Vitality 12 The Unfolding Myth 13 Fate Intervenes II 14 Damage Conversion 8 15 Battle-Hardened I 16 Reversal of Fortune III 17 Long-suffering +6 18 The Unfolding Myth 19 Sudden Boon

When you and an ally both spend a Conviction point to independently attempt the same task requiring a die roll, you both gain a bonus as though you and your ally were each using the Aid action to help each other, even though your actions are separate.

Mentor’s Gift I

When an ally spends a Conviction point on any task requiring a die roll, if you have more Conviction points than that ally, you may give them the Conviction point to spend from your own total. This can only be used once per session.

Mentor’s Influence

You can spend a Conviction point to give an ally a +3 bonus on any die roll. This bonus increases to +4 at 11th level, and +5 at 17th level.

Mentor’s Lesson I

When you and an ally both spend a Conviction point to attempt the same task requiring a die roll, you may switch rolls with your ally after rolling the dice (but before determining whether or not the check succeeds).

Watch and Learn II

When you and an ally both spend a Conviction point to attempt the same task requiring a die roll, you may use your ally’s final result on the die if it is higher than your own.

The Unfolding Myth

You may change archetypes to the Maiden or the Oracle and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

Mentor’s Boon

As Mentor’s Gift I, but you may use Mentor’s Gift once per session per ally.

Mentor’s Gift II

Add any one feat to your favored feat list.

Hidden Talent

20 Battle-Hardened II The Mentor Level Mentor Mythic Gifts
1 Watch and Learn I
2 Mentor’s Gift I
3 Mentor’s Influence +3
4 Mentor’s Lesson I
5 Watch and Learn II
6 The Unfolding Myth
7 Hidden Talent
8 Mentor’s Gift II
9 Mentor’s Boon
10 First Mythic Skill
11 Mentor’s Influence +4
12 The Unfolding Myth
13 Desperation
14 Second Mythic Skill
15 Watch and Learn III
16 Mentor’s Lesson II
17 Mentor’s Influence +5
18 The Unfolding Myth
20 Mentor’s Passing
  • Heroic Example

    Hidden Knowledge

    When you use Mentor’s Influence to give an ally a bonus on a check and their check succeeds because of the bonus you provided them with, you gain a Conviction point.

    check, you are considered to have at least as many ranks in this skill as your Mentor archetype level.

    Watch and Learn III

    When you are called upon to make a skill check for a Knowledge skill you have no ranks in, you may spend a Conviction point. For this single

    When you and an ally both spend a Conviction point to attempt the same task, if you succeed on the roll, your chosen ally automatically succeed as well, achieving the same result.

    Mentor’s Lesson II

    Heroic Example

    As Mentor’s Lesson I, but you gain a Conviction point if you both succeed at the task.

    The Unfolding Myth

    Prescience II

    You may change archetypes to Fated or Maiden and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

    Mentor’s Passing

    When an ally spends a Conviction point to re-roll, you can spend a Conviction point to allow them to instead treat the roll as a 20. This does not count as a natural 20—you simply add 20 to your modifier in place of the die roll.

    Mythic Adept I

    As Prescience I, but after you spend your Conviction point, your ally may treat the second die roll as a 15. In this case, they do not roll the die. They simply add 15 to their modifier in place of adding a random die roll.

    The Oracle

    If you die, each of your allies has his or her Conviction points refreshed or gains +1 Conviction point, whichever is higher.

    You may spend a Conviction point to take 10 on a power check or adept level check, even when rushed or threatened.

    True Sight

    Though you do not know where fate will ultimately lead you, the journey’s path is revealed to your gifted sight.

    Augury

    You may spend a Conviction point to determine the best course of action, determined as simply asking the Narrator a “yes/no” or “weal/ woe” question.

    You may spend a Conviction point to gain the benefits of a successful use of either the Second Sight or True Vision supernatural power for 3 rounds. This does not cause you fatigue.

    Irresistible Power

    Spend a Conviction point when you use a supernatural power, increasing the save Difficulty of that power by 3.

    Revelation

    Mythic Adept II

    You gain a bonus supernatural power. You must have any prerequisites the power requires. If you have no adept levels, you may still use the power at rank 3.

    You may spend a Conviction point to treat your roll on a power check or adept level check as a 15. You do not need to roll the die; simply add 15 to your modifier.

    Prescience I

    Prescience III

    You may spend a Conviction point to allow an ally to spend a Conviction point even after the Narrator informs them of the success or failure of the action. (Normally, a player may only spend a Conviction point before the Narrator informs him of the success or failure of an action.)

    The Oracle
    Level Oracle Mythic Gifts
    1 First Mythic Skill
    2 Augury
    3 First Revelation
    4 Prescience I
    5 Second Mythic Skill
    6 The Unfolding Myth
    7 Second Revelation
    8 Prescience II
    9 Mythic Adept I
    10 True Sight
    11 Irresistible Power
    12 The Unfolding Myth
    13 Third Revelation
    14 Third Mythic Skill
    15 Mythic Adept II
    16 Prescience III
    17 Mythic Adept III
    18 The Unfolding Myth
    19 Fourth Revelation
    20 Prophecy

    As Prescience I, but after you spend your Conviction point, your ally may treat their re-roll as a 20.

    Mythic Adept III

    You may spend a Conviction point to treat your roll on a power check or adept level check as a 20. This does not count as a “natural 20” but merely allows you to add 20 to your modifier instead of adding a random die roll.

    Fourth Revelation

    You gain a fourth bonus supernatural power for which you have the prerequisites for. If you have no adept levels you may still use the power at rank 3.

    Prophecy

    You may spend a Conviction point to ask the Narrator a number of yes/ no questions equal to either three or your Wisdom score (whichever is higher). The Narrator answers only “yes” or “no.”

    The Trickster

    Though you travel with the heroes on their mythic journey, your true motives remain hidden from sight. Do you work with the heroes to succeed or will you be a source of strife?

    Mythic Defense I

    You may spend a Conviction point to gain a +3 bonus to defense for 1 round. This bonus increases to +4 at 9th level and +5 at 17th level.

    Trickster’s Aid I

    When you use the Aid action, you may spend a Conviction point to add or subtract your Charisma score (if positive) to the aided character’s check instead of the normal +2 bonus. A character may refuse your aid, but only before you declare whether you are actually helping or hindering them. If you are using this Mythic Gift to hinder the person you are “aiding,” you may attempt to disguise your sabotage as an honest attempt to help them with a successful Bluff check.

    Devil’s Luck I

    If you and all of your allies fail a saving throw, you may spend a Conviction point to roll your own save again as though you were making a new check. The result from your second roll stands.

    The Unfolding Myth

    You may change archetypes to the Shadow or the Mentor and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

    Ill-Will

    When any other player spends a Conviction point to improve a check, you may spend a Conviction point of your own to gamble on their failure. If your ally’s check fails despite their Conviction point, you gain 2 Conviction points. (You cannot benefit from both Ill-Will and Goodwill on the same action.)

    Devil’s Luck II

    If you and at least one of your allies fail a saving throw, you may spend a Conviction point to roll your own saving throw again (even if some of your allies succeeded). This ability is otherwise the same as Devil’s Luck I.

    Opposition

    When you spend a Conviction point on an opposed roll, you may add either your Charisma or your Intelligence score to the roll (chosen when you get this ability).

    Trickster’s Aid II

    As Trickster’s Aid I, but you may choose to use either your Intelligence or your Charisma score (if positive).

    Goodwill

    When any other player uses a Conviction point to re-roll, if the check still fails despite the use of a Conviction point, you may spend a Conviction point to allow them to re-roll the check once again. Your ally can spend yet another Conviction point on the new check, if he chooses. (You cannot benefit from both Ill-Will and Goodwill on the same action.)

    The Trickster
    Level Trickster Mythic Gifts
    1 First Mythic Skill
    2 Mythic Defense +3
    3 Trickster’s Aid I
    4 Devil’s Luck I
    5 Second Mythic Skill
    6 The Unfolding Myth
    7 Ill-Will
    8 Devil’s Luck II
    9 Mythic Defense +4
    10 Opposition
    11 Trickster’s Aid II
    12 The Unfolding Myth
    13 Goodwill
    14 Third Mythic Skill
    15 Trickster’s Aid III
    16 Devil’s Luck III
    17 Mythic Defense +5
    18 The Unfolding Myth
    19 Trickster’s Twist
    20 Final Betrayal

    Trickster’s Aid III

    Mythic Healing I

    As Trickster’s Aid I, but if you are helping your ally you may add both your Intelligence and Charisma to their roll (provided both are positive).

    You may spend a Conviction point to remove all hurt and bruised conditions from any ally you can touch.

    Devil’s Luck III

    Desperation

    If you and any of your allies attempted the same saving throw (whether they succeeded or failed), you may spend a Conviction point to roll your own saving throw again, with a +1 bonus per ally who failed the roll (if any). This ability is otherwise the same as Devil’s Luck I.

    Trickster’s Twist

    You may spend a Conviction point to allow any other character (hero or Narrator character) to re-roll any check, attack roll, opposed roll, or saving throw they just rolled. Their first roll is discounted and the second roll stands.

    Final Betrayal

    When an ally spends a Conviction point to re-roll, after seeing the new result of your ally’s roll, you may spend a Conviction point to take that die result for yourself, which you must use for a die roll before the end of your next action. Your ally’s Conviction point is still considered spent; unless they spend another Conviction point they are stuck with their original roll. When you use this gift you may not use Ill-Will to gain a Conviction point if it causes your ally to fail.

    The Maiden

    Your fate is that of the archetypical Maiden, one who embodies the promise of the future and the vulnerability of youth.

    Protected I

    If you are attacked (melee or ranged) and there is an ally within 5 feet, with that player’s permission, you may spend a Conviction point to switch places with your ally. Your ally suffers the attack instead.

    The Maiden
    Maiden Level Mythic Gifts
    1 First Mythic Skill
    2 Protected I
    3 Mythic Healing I
    4 Desperation +2
    5 Second Mythic Skill
    6 The Unfolding Myth
    7 Mythic Healing II
    8 Desperation +4
    9 Protected II
    10 Maiden’s Lure I
    11 Mythic Healing III
    12 The Unfolding Myth
    13 Protector’s Boon
    14 Third Mythic Skill
    15 Maiden’s Lure II
    16 Desperation +6
    17 Protected III
    18 The Unfolding Myth
    19 Mythic Healing IV
    20 Ultimate Sacrifice

    If you are helpless, unconscious, or dying, your allies gain a +2 bonus on all saving throws and checks related to coming to your aid and protecting you. When they spend Conviction to re-roll a die result, treat the new result as a 20 (but not a natural 20). Treat this ability as if they had temporarily gained the Dedicated feat, with you as the object of their dedication. The bonus provided by desperation increases to +4 at 8th level, and +6 at 16th level.

    The Unfolding Myth

    You may change archetypes to Oracle or Trickster and immediately gain the first Mythic Gift listed there. If you instead choose to remain with your current archetype, you gain a bonus Conviction point.

    Mythic Healing II

    As Mythic Healing I, but can also remove up to 2 dazed and 2 wounded conditions.

    Protected II

    As Protected I, but when you spend a Conviction point to switch places with an ally, add your Charisma score to your ally’s Defense. This Defense bonus lasts until the start of your ally’s next turn.

    Maiden’s Lure I

    Once per game session, you may take 1 of your ally’s Conviction points if you have fewer Conviction points than they do. Deduct the point from their total and add it to your own. If the ally is unwilling, they may attempt a Will save to resist. The Difficulty is equal to 10 +1/2 your Maiden archetype level plus your Charisma score.

    Mythic Healing III

    As Mythic Healing I, but you can remove all dazed and wounded conditions.

    Protector’s Boon

    When you switch places with an ally in combat and your ally is struck by the attack meant for you, your ally gains a Conviction point.

    Maiden’s Lure II

    Once per game session per ally, you may take one of your ally’s Conviction points if you have fewer than they do. Deduct the point from their total and add it to your own.

    Protected III

    As Protected I, but when you spend a Conviction point to switch places with an ally, add your Charisma score to your ally’s Defense and Toughness. These bonuses last until the start of your ally’s next turn.

    Mythic Healing IV

    As Mythic Healing I, but you may also restore all dazed, wounded, staggered, disabled and dying conditions.

    Ultimate Sacrifice

    As long as you are alive, you can restore one ally full life, removing all damage conditions from anyone who died or was otherwise incapacitated within the last round—but your own life is forfeit in exchange.

    Skills

    Virtually any of the skills presented in Chapter Two are suitable for a fantasy campaign. The only major exceptions are the Computers and Pilot skills, which will not be available in fantasy settings lacking the necessary technology.

    Craft sub-skills in a fantasy setting may include alchemy, bowyer/fletcher, metalworking, scribing, stonemasonry, and trap making. Disable Device sees widespread use for disarming traps and picking locks. The Drive skill can be used to control chariots, wagons and watercraft. Knowledge sub-skills may include architecture and engineering, astronomy, nobility and planar cosmology. Knowledge (theology and philosophy) can be used to discover information about deities, outsiders and undead while Knowledge (supernatural) may provide information on supernatural beasts, dragons and fey, or allow a hero to determine which supernatural power an adept is currently using (Difficulty 20). Knowledge (linguistics) can be used to decipher ancient hieroglyphs.

    Feats

    Most feats presented in Chapter Three will see widespread use in a fantasy setting. The only major exception is Firearms Training which is not available in settings lacking firearms. In addition, the following section provides new feats for fantasy heroes to be used at the Narrator’s discretion.

    Companion (General)

    You have a loyal sidekick who follows you on your adventures, whether an animal companion, squire, shield bearer, accompanying bard, apprentice adept, apprentice thief or beginning craftsman. If your companion is an animal, it may be any kind of animal with a number of animal levels equal to or less than your own character level – 2. Otherwise your companion may be of any role and heroic background available in the setting. Your companion begins play with a total number of levels equal to your own level – 2. Your companion gains levels as you do, but it is always at least 2 levels lower than you.

    Cloak Dance (General)

    Prerequisite(s): Stealth rank 10, Perform (dance) rank 2

    You are skilled at using tricks to make yourself seem to be where you are not. You can take a move action to use a cloak or similar sheet-like object to obscure your exact position. Until your next turn, you have the benefits of concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

    Feather Step (General)

    Prerequisite(s): Acrobatics rank 4, Must be in a campaign of SR 5 or greater (see Supernatural Ratings earlier in this chapter).

    You can make a Difficulty 15 Acrobatics check to run across objects that could not normally hold your weight.

    Gain Power (Expert or Warrior)

    Prerequisite(s): Improved Strike

    The Narrator may wish to allow warriors and experts to be able to take feats that duplicate the effects of a supernatural power. For example, a “Chi” feat could allow limited access to the Enhance Ability power to a character specializing in the martial arts, or a “Dim Mak” feat could simulate the legendary death touch by allowing limited access to the Harm power.

    The power rank provided by these feats may depend on the campaigns Supernatural Rating. Generally, campaigns with an SR of 5 or less provide the user of this feat with access to a power as though they were a 1st level adept, and may allow them to increase their power rank by one per additional feat slot expended. SR 6 campaigns may allow the hero to use this feat to purchase up to four ranks in a supernatural power each time the hero takes this feat, much like Skill Training. See Supernatural Ratings for more details on how the SR effects the power ranks gained by this feat.

    Prerequisite(s): 4th level, Taunt

    Improved Taunt (General)

    Special: You cannot spend Conviction to gain access to this feat.

    You may apply the effects of your Taunt feat to a number of targets equal to 1/2 your level (round down). Make one Bluff check; each target makes a separate resistance check.

    Improvised Weapons Proficiency (General)

    You can use an improvised weapon (an ordinary object reasonably sized and shaped for use as a weapon) without penalty. Characters without this feat take a –4 penalty on attack rolls made with improvised weapons.

    Intangible Armor (Warrior)

    Prerequisite(s): Armor training

    Fate smiles kindly upon you. Even when you are without armor, you have some protection against harm. Your character gains an additional

    +2 bonus to their Toughness saves when not wearing armor of any variety (including natural armor).

    Insightful Strike (Warrior or Expert)

    You may add your Intelligence score to the damage you inflict with a melee attack in place of your Strength score while fighting an opponent that is vulnerable to critical hits.

    Intuitive Strike (Warrior or Expert)

    You may add your Wisdom score to the damage you inflict with a melee attack in place of your Strength score while fighting an opponent that is vulnerable to critical hits.

    Keen Sense of Smell (General)

    You posses an animalistically keen sense of smell. You gain the Scent trait ( page 130).

    Lion Hearted (General)

    Mental Bond (General)

    You possess great courage and continue onward where others would cower in fear. You gain a +4 bonus to all Will saves against fear effects.

    Prerequisite(s): Both members of the bonded pair must take this feat.

    You share a mental bond with one of your companions, either a fellow hero or a sidekick acquired through the Companion feat. The two of you are always in mental contact (like a use of the Mind Touch supernatural power). If some outside force interferes, such as the Ward power, you can make a Mind Touch or Wisdom check to overcome it. If your psychic link is broken, it is automatically reestablished as soon as possible.

    Renown (General)

    Your reputation precedes you. Increase your reputation bonus by +3. You can take this feat multiple times, gaining a +3 increase each time.

    Riastradh (Warrior)

    Prerequisite(s): Rage, Base Combat Bonus +5 or more, Must be in a campaign of SR 5 or greater (see Supernatural Ratings).

    When you rage, you become filled with supernatural power. Your body swells into a hulking, monstrous form that literally burns with wrath. While raging, make a Difficulty 15 level check. If successful, you increase 1 size category (so a Medium creature would become Large). Any who touch or are touched by you through unarmed attacks, grappling or any other physical contact suffer +1 fire damage. You gain an additional +2 bonus to Strength and Constitution, suffer a -1 penalty to Dexterity, and gain a +4 bonus to Intimidate skill checks while raging. You also gain the bonuses to Toughness and penalties to combat associated with your increased size. Wearing Medium-size armor prevents the use of this feat as it restricts the character’s body from expanding to monstrous size.

    Smashing Blow (Warrior)

    You may add 1/2 your Strength bonus (rounded up) in place of your Dexterity bonus on attack rolls with any melee weapon at least one size category larger than you are, requiring two hands to wield it. If your target attempts to block, you may add your full Strength bonus.

    Powers

    Supernatural powers are bound to play a heavier role in a fantasy game than in any other genre. This section provides you with a number of options and guidelines for handling of supernatural powers in your game.

    Supernatural Philosophies

    In the fantasy genre, supernatural elements such as magic can have a profound influence on both the setting and the plot. Nowhere is the influence of the supernatural more obviously manifested than in the ways adepts in the setting interact with it. In many fantasy stories, those who wield supernatural power attach a particular philosophy to it. This supernatural philosophy will often guide their choice of powers and influence how the adept chooses to use them. Supernatural philosophies vary widely between fantasy settings, but often have similarities that can be useful as guidelines for constructing your own.

    Core Concept

    First, establish the core beliefs that define a supernatural philosophy and distinguish it from the others in your setting. This often includes some notion of where the adept’s powers come from, be it manipulation of a cosmic force, a divine gift showing the favor of a god, the power of the mind over reality, or the result of special knowledge and arcane study.

    Prerequisites

    Some arcane philosophies require adepts to fulfill certain requirements. These requirements often include being trained in one or more relevant Knowledge skills, such as Knowledge (physical sciences), Knowledge (behavioral sciences), Knowledge (life sciences), Knowledge (theology and philosophy) or Knowledge (supernatural).

    Choosing a Key Ability

    An adept’s supernatural philosophy usually determines what their key ability will be. Adepts who believe they derive their powers from their religious beliefs or the result of divine favor use Wisdom as their key ability. Adepts who believe they learn their powers through intense study of magical words and arcane symbols use Intelligence. Adepts who believe their powers are an innate extension of their force of personality use Charisma. Some supernatural philosophies require different powers to have different key abilities.

    Canonical Power Lists

    Once you have your core concept, establish a list of supernatural powers that best fit this supernatural philosophy. This list of canonical powers is usually around 10 powers long. For each additional power added to the list, an additional barred power must be chosen. An adept with a particular supernatural philosophy casts all powers on the list of canonical powers as though they were 1 level higher than their actual adept level. They cast any powers that are neither canonical powers nor barred powers as though they were 1 adept level lower.

    Barred Powers

    Just as there are supernatural powers that compliment any given supernatural philosophy, there are also powers that either contradict it, or which someone of that philosophy would never conceivably learn or use. These powers become barred to anyone of that particular supernatural philosophy. Each supernatural philosophy has 2 barred powers plus 1 barred power per extra canonical power.

    Additional Perks and Drawbacks

    You may wish to add additional abilities to your supernatural philosophy. The possibilities here are far too numerous to list as they are limited only by your imagination. Just be sure any added bonus you throw in is balanced out by a corresponding weakness or drawback.

    Sample Supernatural Philosophies: Here are three sample supernatural philosophies to use as models while making your own. Powers marked with an asterisk are from the True20 Bestiary.

    Druidism

    Prerequisite(s): Trained in Knowledge (life sciences)

    Key Ability: Wis

    Canonical Powers: Beast Link, Cure, Cure Disease, Earth Shaping, Enhance Senses, Enhance Self, Nature Reading, Plant Shaping, Self-Shaping, Summon Animals*, Wind Shaping, Weather Shaping

    Barred Powers: Imbue Unlife, Mind Probe, Mind Shaping, Shadow Shaping

    Necromancy

    Prerequisite(s): Trained in Knowledge (life sciences) and Knowledge (supernatural)

    Key Ability: Int

    Canonical Powers: Body Control, Cold Shaping, Dominate, Drain Vitality, Enhance Self, Flesh Shaping, Ghost Touch, Harm, Heart Shaping, Imbue Life, Imbue Unlife, Pain, Shadow Shaping*

    Barred Powers: Bliss, Calm, Light Shaping, Purifying Light

    Perk: Necromancers can use Mind Touch on undead and on the recently dead. When using Mind Touch on a recently dead target, the Difficulty increases by 1 for every day the target has been dead.

    Drawback: Necromancers can only use the Dominate power on undead and outsiders.

    Psionics

    Prerequisite(s): Trained in Knowledge (behavioral sciences).

    Key Ability: Cha.

    Canonical Powers: Body Control, Calm, Combat Sense, Dominate, Heart Reading, Heart Shaping, Manipulate Object, Mind Probe, Mind Touch, Mind Reading, Mind Shaping, Move Object, Object Reading, Psychic Blast, Sense Minds, Suggestion

    Barred Powers: Enhance Other, Elemental Weapon, Flesh Shaping, Imbue Life, Imbue Unlife, Nature Reading, Plant Shaping , Weather Shaping

    Divine Aspects: The Role of the Gods

    Each fantasy world is molded and shaped by the gods who rule it. All deities have a portfolio of one or more aspects of reality over which they rule. An adept who gains supernatural powers from a god may exchange their Core Ability for any 2 divine aspect core abilities chosen from their god’s list of divine aspects. Demigods have only 2 divine aspects, lesser deities have 3, intermediate deities have 4 and greater deities have 5. The exact gods available, their rank, and specific aspects depend on the setting. The following is a list of sample aspects a god might have, along with the corresponding core ability the deity can grant to worshipers and guidelines for atonement.

    Atonement

    These are the conditions under which the adept loses the benefits of a specific divine aspect until they have somehow made atonement to their patron deity.

    Art or Craft

    An adept who worships the god of a specific art or craft can spend a Conviction point to gain a +10 bonus on any corresponding Craft or Perform skill check.

    Atonement: The adept must atone if she willingly goes for more than a week without practicing her chosen craft.

    Ability

    An adept who worships the god of a specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma) can spend a Conviction point to gain a +4 bonus to the specified ability for purposes of completing a single task (fighting a single foe, moving a heavy object, solving a riddle).

    Atonement: The adept must atone if she willingly abuses her ability, using it for personal gain rather than to further the god’s agenda.

    Animals

    Adepts who worship a god of animals may spend a Conviction point to gain a +5 bonus to any Beast Link power check.

    Atonement: The adept must atone if she willingly abuses or mistreats an animal.

    Chaos

    An adept who worships a god of chaos can spend a Conviction point to have a random and otherwise unexpected event come out in their favor. The Narrator is the sole arbiter of the exact result.

    Atonement: The adept must atone if she participates in routine behavior, such as purposefully doing any one thing at the same time two or more days in a row.

    Creation

    Adepts who worship a god of creation may spend a Conviction point to create any object they could buy using their Wisdom score as their Wealth bonus. This object appears either in their hands or at their feet.

    Atonement: The adept must atone if she willingly participates in needless and wanton destruction.

    Death

    Adepts who worship a god of death may spend a Conviction point to gain a +5 bonus to any Sleep power check.

    Atonement: The adept must atone if she willingly attempts to bring someone back to life or prevents the death of anyone whose condition is Dying.

    Element

    Adepts who worship a god embodying an elemental force (Air, Cold, Earth, Fire, Water) may spend a Conviction point to gain a +5 bonus to the appropriate Elemental Shaping power check.

    Atonement: The adept must atone if she willingly makes use of the element to which her god is opposed.

    Healing

    Adepts who worship a god of healing may spend a Conviction point to gain a +5 bonus to any Cure, Cure Poison, or Cure Disease power check.

    Atonement: The adept must atone if she willingly refuses healing to someone who requests it of her.

    Hearth/Life

    Adepts who worship a god of the home, hearth or childbirth may spend a Conviction point to gain a +5 bonus to any Imbue Life power check.

    Atonement: The adept must atone if she willingly endangers someone in his own home.

    Hunting

    Adepts who worship a god of hunting or archery may spend a Conviction point to gain a +10 bonus to their next ranged attack roll.

    Atonement: The adept must atone if she willingly declines an invitation to a hunting party or archery contest.

    Knowledge

    Adepts who worship a god of knowledge may spend a Conviction point to gain a +10 bonus to any Knowledge skill check.

    Atonement: The adept must atone if she fails to put the knowledge she has been granted by this aspect to use.

    Love

    Adepts who worship a god of love may spend a Conviction point to cause a target creature to fall deeply in love with the next member of the appropriate race and gender they lay eyes upon. If the subject is unwilling, he may resist this effect with a Will save with a Difficulty equal to 10 + 1/2 the adept’s level plus the adept’s Charisma score.

    Atonement: The adept must atone if she refuses aid to or mistreats a loved one, or if she does not love another.

    Magic

    Adepts who worship a god of magic may spend a Conviction point to retry any fatigue save or power check after it is known that the original check failed to produce the desired result.

    Atonement: The adept must atone if she destroys a magical item or uses the Severance power.

    Moon

    Adepts who worship a moon god may spend a Conviction point to gain a +5 bonus to any Self-Shaping power check.

    Atonement: The adept must atone if she does not make a sacrifice on a night of the full moon.

    Order

    Adepts who worship a god of order may spend a Conviction point to gain a +5 bonus to any Dominate power check.

    Atonement: The adept must atone if she knowingly and willingly breaks the law or directly causes someone else to do so.

    Protection

    Adepts who worship a god of protection may spend a Conviction point to give a +5 bonus to Toughness for five rounds to any target within their line of sight.

    Atonement: The adept must atone if she willingly refuses to protect the weak and helpless.

    Nature

    Adepts who worship a god of nature may spend a Conviction point to gain a +5 bonus to any Nature Reading power check.

    Atonement: The adept must atone if she willingly despoils nature, or refuses to protect a natural area from harm.

    Plants

    Adepts who worship a god of plant life may spend a Conviction point to gain a +5 bonus to the appropriate Plant Shaping power check.

    Atonement: The adept must atone if she willingly and needlessly destroys plant life.

    Race

    Adepts who worship the god of a specific race (dwarves, elves, orcs etc.) may spend a Conviction point to shift the attitude of a member of that race toward them up to two levels closer to “Helpful” on the influence table (See page 92).

    Atonement: The adept must atone if she denies aid to any member of the god’s chosen race who asks for it.

    Sun

    Adepts who worship a sun god may spend a Conviction point to gain a +5 bonus to any Light Shaping power check.

    Atonement: The adept must atone if she goes 24 hours without being touched by the sun’s rays.

    Thievery

    Adepts who worship a god of thieves may spend a Conviction point to gain a +10 bonus to any skill check being used to commit theft.

    Atonement: The adept must atone if she aids authorities in the apprehension of a thief.

    Trickery

    Adepts who worship a god of trickery may spend a Conviction point to gain a +10 bonus to any Bluff of Disguise skill check.

    Atonement: The adept must atone if she knowingly and willfully passes up an opportunity for a good prank.

    Undeath

    Adepts who worship a god of undeath may spend a Conviction point to gain a +5 bonus to any Imbue Unlife power check.

    Atonement: The adept must atone if she prevents the creation of undead.

    Vice

    Adepts who worship a god of vice may spend a Conviction point to gain a +5 bonus on any check to perform an evil act in accordance with their vice.

    Atonement: The adept must atone if she gains Conviction through her virtue nature.

    Virtue

    Adepts who worship a god of virtue may spend a Conviction point to resist any compulsion (supernatural or otherwise) that would make them act in an evil manner, or in a manner according to their vice.

    Atonement: The adept must atone if she acts in an evil way or willingly gives in to her vice nature.

    War

    Adepts who worship a god of war may spend a Conviction point to gain a +5 bonus to their combat score for 1 round.

    Atonement: The adept must atone if she willingly declines a challenge to personal combat.

    Weather

    Adepts who worship a weather god may spend a Conviction point to gain a +5 bonus to any Weather Shaping power check.

    Atonement: The adept must atone if she seeks shelter from a storm.

    Equipment

    This section provides you with expanded rules for weapons, armor and supernatural items likely to be available in most fantasy games.

    Expanded Archaic Weapons

    Chapter Five provides some common archaic weapons found in low-tech fantasy and historical settings. The following section offers information in an expanded format on additional archaic weapons useful in a fantasy setting, with the weapons from Chapter Five also reprinted here for easy reference.

    The weapons have the following qualities listed on the tables:

    Category

    Melee weapons are categorized as simple, martial, or exotic. Martial weapons require the Weapon Training feat to use proficiently, while each exotic weapon requires its own Exotic Weapon Training feat to use proficiently.

    Damage

    This is the damage dealt by the weapon on a successful hit. Melee and thrown weapons add the wielder’s Strength score to this damage.

    Critical

    This notes how the weapon is used with the rules for critical hits.

    20: The weapon scores a threat on a natural roll of 20, as usual for critical hits.

    19–20: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20).

    18–20: The weapon scores a threat on a natural roll of 18, 19 or 20 (instead of just 20). When the weapon scores a critical hit, increase the damage as indicated.

    +3: The weapon deals +3 damage on a critical hit.

    +4: The weapon deals +4 damage on a critical hit.

    +5: The weapon deals +5 damage on a critical hit.

    Damage Descriptor

    Melee weapon damage is generally classified as bludgeoning (weapons with a blunt striking surface, like a club), piercing (weapons with a sharp point), and slashing (weapons with a sharp edge). Some foes may be resistant or immune to some types of damage.

    Range Increment

    Melee weapons designed for throwing can also be used to make ranged attacks. Thrown weapons have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments. Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

    Size

    Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and its wielder’s size defines whether it can be used one- handed, if it requires two hands, or if it’s a light weapon. A Medium or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.

    Larger and Smaller Weapons: In some cases, creatures larger or smaller than Medium may wield versions of weapons scaled to their size. A “sword” wielded by a Tiny creature is barely a knife for a Medium creature. Likewise a giant’s “knife” may be the size of a human’s sword.

    As a general guideline, normal sized weapons adjusted for larger or smaller creatures increase their damage by +1 per size category above Medium and lower it by –1 per size category below Medium. So a knife (+1 damage) sized for a Huge creature does +3 damage, the equivalent of a sword for a Medium creature.

    Cost

    The number before the slash is the weapon’s purchase Difficulty. The number after the slash is the weapon’s coin value.

    Weapon Descriptions

    Ankus

    Sometimes called a bullhook, elephant hook, or elephant goad, this tool is used in the training of elephants but can also be used as a weapon. It consists of a 2- or 3-foot handle with a metal head (usually bronze or steel) with two pointed tips, one coming straight out of the handle, and the other curving to one side.

    Arrows and Bolts

    An arrow used as a melee weapon is treated as a small, improvised weapon (–4 to attack rolls), doing damage like a knife. An arrow that hits its target is considered destroyed; one that misses has a 50% chance (11 or better on the d20) of being broken or lost. The same guidelines apply to crossbow bolts.

    Axe, Throwing

    A small, light axe balanced for throwing.

    Bagh Nakh

    Also known as the “tiger’s claw” this hand weapon is designed to be held in the fist by placing fingers through individual holes; three or more small spikes or blades curve from the handpiece. The bagh nakh can be used in a grapple or in conjunction with the Improved Strike feat. The bagh nakh grants a +10 bonus to resist disarm attempts.

    Battleaxe

    This is a heavy-bladed axe that can be wielded with one or two hands.

    Bolo

    A bolo is a set of weighted cords intended to entangle an opponent. If the bolo hits, the target makes a Difficulty 14 Reflex save. A failed save means the target is entangled. See the Condition Summary in Chapter Six for the effects of entanglement.

    Boomerang

    A thrown boomerang that misses returns to the thrower’s hand, ready to be thrown again on the next round. A boomerang that hits does not return. Boomerang wielders with the Exotic Weapon Training feat can throw the weapon so it hits the target on the return arc as a surprise attack (see the Surprise Attacks section of Chapter Six).

    Melee Weapons
    Simple Weapons
    Weapon Damage Critical Damage Descriptor Range Increment Size Cost Weight
    Ankus +1 20/+3 Piercing and bludgeoning Med 5 4 lb.
    Club +2 20/+3 Bludgeoning 10 ft. Med 4 3 lb.
    Gaff/Hook +1 20/+3 Piercing Tiny 2 2 lb.
    Gauntlet +0 20/+3 Bludgeoning Tiny 5 1 lb.
    Gauntlet, spiked +1 20/+3 Piercing Tiny 5 1 lb.
    Knife/Dagger +1 19–20/+3 Piercing 10 ft. Tiny 7 1 lb.
    Longspear +3 19–20/+4 Piercing Large 6 9 lb.
    Mace, heavy +3 20/+3 Bludgeoning Med 7 8 lb.
    Mace, light +2 20/+3 Bludgeoning Small 6 4 lb.
    Morningstar +3 20/+3 Bludgeoning and piercing Med 7 6 lb.
    Pitchfork +2 20/+4 Piercing Large 4 6 lb.
    Punching Dagger +1 20/+4 Piercing Tiny 8 1 lb.
    Quarterstaff +2 20/+3 Bludgeoning 10 ft. Large 4 4 lb.
    Sap +2 20/+3 Bludgeoning Small 2 1 lb.
    Sickle +1 20/+3 Slashing Small 7 2 lb.
    Spear +3 19–20/+4 Piercing 20 ft. Large 6 6 lb.
    Staff-sling +2 20/+3 Bludgeoning 20 ft. Med 5 2 lb.
    Stiletto +0 19–20/+3 Piercing Tiny 3 1/2 lb.
    Tonfa +1 20/+3 Bludgeoning Med 6 2 lb.
    Unarmed Attack +0 20/+3 Bludgeoning 0 lb.

    Bow

    Bows add the wielder’s Strength bonus to their damage, although most bows are only designed to add up to a +5 Str bonus at best.

    Chakram

    The chakram is a metal ring about one foot in diameter; the exterior is sharp while the interior edge is dull, providing a place to hold and spin the chakram before throwing it.

    Chain

    You can wield a weighted chain to strike a target up to 10 ft. away. You can use it to make trip attacks and to disarm opponents with a +2 bonus, like the Improved Trip and Improved Disarm feats (and its benefits stack if you already have those feats). A spiked chain inflicts piercing rather than bludgeoning damage due to the spikes along the chain’s length.

    Claymore

    Slightly smaller, lighter and far more maneuverable than the great sword. A proficient wielder gains a +1 bonus to parry attempts and can choose to add half their Strength score (rounded up) to attack rolls in place of their Dexterity. If the wielder has the Smashing Blow feat, they may instead add their whole Strength score to their attack roll.

    Club

    Any of a number of blunt weapons used to strike, including nightsticks, batons, and similar bludgeoning weapons.

    Crossbow

    A crossbow is similar to a bow and used for the same reasons. A crossbow does not add the user’s Strength bonus to its damage.

    Crossbow, Repeating

    The repeating crossbow holds five crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of five bolts is a full-round action.

    You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, two hands are required to use the reloading lever or to load a new case of bolts.

    Cutlass

    This short thick sword has a slightly curved blade that can be used for either thrusting or slashing, and often has a basket hilt. This is the weapon favored by pirates and buccaneers.

    Falchion

    This weapon combines the versatility of a sword with the chopping power of an axe.

    Flail

    With a flail, you can make trip attacks and disarm opponents with a +2 bonus, like the Improved Trip and Improved Disarm feats. Its benefits stack if you already have those feats.

    Gaff/Hook

    This metal hook is used by sailors to load and unload ships. Occasionally a prosthetic one is used to replace a severed hand.

    Gauntlet

    This metal glove protects your hands and lets you deal lethal rather than non-lethal damage with unarmed strikes. Spiked gauntlets inflict piercing damage. You cannot lose a gauntlet to a disarm action (see the description of the Disarm action in Chapter Six).

    Greataxe

    A big, heavy axe favored by barbarians and those looking to dish out a lot of damage.

    Greatclub

    A two-handed version of a club, often studded or spiked with metal.

    Melee Weapons
    Martial Weapons
    Weapon Damage Critical Damage Descriptor Range Increment Size Weight Cost
    Axe, throwing +1 20/+3 Slashing 10 ft. Small 2 lb. 5
    Bagh Nakh +1 20/+3 Piercing and slashing Tiny 2 lb. 3
    Battleaxe +3 20/+4 Slashing Med 6 lb. 9
    Claymore +3 19–20/+4 Slashing Large 6 lb. 12
    Cutlass +3 20/+4 Piercing and slashing Med 3 lb. 9
    Falchion +3 18–20/+4 Slashing Large 8 lb. 10
    Flail +3 20/+3 Bludgeoning Med 5 lb. 8
    Flail, heavy +4 19–20/+3 Bludgeoning Large 10 lb. 11
    Great axe +5 20/+3 Slashing Large 12 lb. 11
    Great club +3 20/+3 Bludgeoning Large 8 lb. 5
    Great scimitar +3 18–20/+3 Slashing Large 8 lb. 9
    Greatsword +4 19–20/+3 Slashing Large 8 lb. 11
    Handaxe +1 20/+4 Bludgeoning Small 3 lb. 4
    Khopesh +3 20/+3 Slashing Med 7 lb. 10
    Kukri +1 18–20/+3 Slashing Small 2 lb. 7
    Lance +3 20/+4 Piercing Large 10 lb. 9
    Lance, jousting +0 20/+3 Bludgeoning Large 10 lb. 6
    Machete +3 20/+3 Slashing Med 5 lb. 8
    Main-gauche +1 20/+3 Piercing and slashing Small 2 lb. 7
    Maul +4 20/+4 Bludgeoning Large 10 lb. 10
    Polearm +3 20/+4 Piercing or slashing Large 12 lb. 8
    Pike +3 20/+4 Piercing Large 12 lb. 7
    Rapier +2 18–20/+3 Piercing Med 2 lb. 9
    Saber +2 19–20/+4 Slashing Med 5 lb. 9
    Scimitar +2 18–20/+3 Slashing Med 4 lb. 10
    Scythe +3 20/+5 Piercing or slashing Large 10 lb. 10
    Sword +3 19–20/+3 Slashing Med 4 lb. 10
    Sword, short +2 19–20/+3 Slashing Small 2 lb. 7
    Trident +3 20/+4 Piercing Med 4 lb. 7
    Warhammer +3 20/+4 Bludgeoning 10 ft. Med 5 lb. 6
    Warhammer, light +1 20/+3 Bludgeoning 20 ft. Small 2 lb. 4
    Warpick, heavy +3 20/+5 Piercing Med 6 lb. 8
    Warpick, light +1 +5 Piercing Small 3 lb. 6
    Exotic Weapons
    Weapon Damage Critical Damage Descriptor Range Increment Size Weight Cost
    Chain +2 20/+3 Bludgeoning 10 ft. Large 10 lb. 5
    Chain, spiked +2 20/+3 Piercing 10 ft. Large 10 lb. 8
    Nunchaku +2 20/+3 Bludgeoning Small 2 lb. 3
    Sword, bastard +4 19–20/+3 Slashing Med 6 lb. 14
    Whip +0 20/+3 Bludgeoning 15 ft. Small 2 lb. 4

    Greatscimitar

    A massive two-handed version of the scimitar.

    Greatsword

    A large, two-handed, wide-bladed sword.

    Handaxe

    A handaxe is a small axe, like a hatchet, designed for use in combat.

    Javelin

    This is a light, flexible spear intended to be thrown. Javelins can also be used in melee combat.

    Khopesh

    This large blade has a hook at the end. It is particularly useful for making trip attacks or sundering attempts, providing you with a +2 bonus. Its benefits stack with the Improved Trip and Improved Sunder feats.

    Knife

    A knife is a bladed weapon with a length of less than 18 inches. This includes knifes, stilettos, sais, switchblades, bowie knives, and hunting knives, among others.

    Kukri

    This heavy, curved knife has its sharp edge on the inside of the curve, making it a useful weapon for stealth and assassination.

    Ranged Weapons
    Simple Weapons
    Weapon Damage Bonus Critical Damage Descriptor Range Increment Size Weight Cost
    Blowgun +0 20/+1 Piercing 20 ft. Medium 2 lb. 2
    Crossbow, heavy +3 19–20/+3 Piercing 120 ft. Medium 8 lb. +1 lb./10 bolts 11
    Crossbow, light +2 19–20/+3 Piercing 80 ft. Medium 4 lb. +1 lb./10 bolts 10
    Dart +1 +2 Piercing 20 ft. Tiny 1/2 lb. 3
    Javelin +2 20/+3 Piercing 30 ft. Medium 2 lb. 4
    Sling +1 20/+3 Bludgeoning 50 ft. Small 0 lb. +5 lb./ stone 3
    Martial Weapons
    Weapon Damage Bonus Critical Damage Descriptor Range Increment Size Weight Cost
    Bow +3 20/+4 Piercing 100 ft. Large 3 lb. +3 lb./20 arrows 10
    Bow, short +2 20/+4 Piercing 60 ft. Medium 2 lb. +3 lb./20 arrows 9
    Shuriken +1 20/+3 Piercing, Autofire 10 ft. Tiny 1/10 lb. 3
    Exotic Weapons
    Weapon Damage Bonus Critical Damage Descriptor Range Increment Size Weight Cost
    Bolo 40 ft. Small 2 lb. 3
    Boomerang +2 20/+4 Bludgeoning 20 ft. Small 1 lb. 2
    Chakram +2 20/+4 Slashing 30 ft. Small 1 lb. 6
    Crossbow, repeating +3 19–20/+3 Piercing, Autofire 80 ft. Med 6 lb. +1 lb./10 bolts 21
    Net 10 ft. Med 6 lb. 12

    Lance

    A lance deals +3 damage when used from the back of a charging mount. It has reach so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. While mounted, you can wield a lance with one hand.

    Longspear

    A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal +4 damage on a successful hit against a charging character.

    Mace

    A mace has a sturdy wooden handle capped by a flanged metal head.

    Main-gauche

    This specialized fencing dagger is often used in the off-hand to parry while attacking with a longer weapon, providing a +2 bonus to parry attempts.

    Manople

    A gauntleted sword with two smaller curved blades extending on either side of the main one, the manople grants a +10 bonus to resist disarm attempts. In addition, it has a +2 bonus on disarm check, including the roll to keep from being disarmed if the disarm fails.

    Maul

    A massive hammer, the maul grants a +2 bonus to sunder and trip attempts. These bonuses stack with the improved sunder and improved trip feats. In order to even lift the maul, a character must have Strength

    +1 or greater.

    Morningstar

    This weapon combined the impact of a club with the piercing power of metal spikes.

    Net

    A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits of the rope. If the entangled creature attempts to use a supernatural power, it must make a Difficulty 15 Concentration check or be unable to use the power effectively.

    An entangled creature can escape with a Difficulty 20 Escape Artist check (a full-round action). The net has +2 Toughness and can be burst with a Difficulty 25 Strength check (also a full-round action).

    A net is useful only against creatures within 1 size category of you.

    A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

    Nunchaku

    This is a popular martial arts weapon, made of two wooden shafts connected by a short length of rope or chain.

    Pike

    This long sharpened pole provides a Medium-size wielder with a 15 ft. reach but cannot be used in close quarters.

    Pitch Fork

    This farming tool can make a handy improvised weapon.

    Polearm

    Any of a number of weapons consisting of a bladed metal head atop a long wooden pole.

    Punching Dagger

    These piercing daggers can be used in conjunction with the improved strike feat.

    Rapier

    A light fencing sword with a sharp point, usually used for thrusting attacks.

    Quarterstaff

    This is any fighting staff between 4 and 6 feet long, including the bo staff used in martial arts.

    Saber

    This slightly curved fencing blade is designed for slashing and chopping strikes rather than thrusts.

    Sap

    A sap is a bludgeoning weapon intended to knock out targets without permanently injuring them. Saps inflict non-lethal damage.

    Scimitar

    A scimitar is a long, single-edged sword with a curved blade.

    Scythe

    A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

    Shuriken

    These are flat metal stars or spikes for throwing. Shuriken can be thrown in groups (making them autofire weapons). Although they are thrown weapons, shuriken do not add the thrower’s Strength bonus to damage due to their lightness.

    Sickle

    This curved bladed weapon can be used to make trip attacks with a +2 bonus, like the Improved Trip feat. Its benefits stack if you already have the feat.

    Sling

    Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Such an attack deals 1 point less damage and you take a –1 penalty on attack rolls.

    Spear

    A spear is a bladed pole-arm. Most spears can also be thrown.

    Staffsling

    A staff sling can be used to hurl stones and bullets or be wielded as a quarterstaff in close quarters.

    Stiletto

    You get a +5 bonus on Sleight of Hand checks made to conceal a stiletto on your body (see the Sleight of Hand skill).

    Sword

    A sword is a blade between 18 and 30 or more inches in length, single or double-edged. This category includes longswords, katanas and similar weapons.

    Sword, Bastard

    A bastard sword is an exotic weapon, too large to use in one hand without special training. A character can use a bastard sword two- handed as a martial weapon.

    Sword, Short

    A short sword is similar in construction to a sword, but it has a shorter blade. This category includes the gladius and other long knives.

    Tonfa

    These versatile weapons consist of two parts: a handle and a perpendicular clublike shaft that lies along the hand and forearm. They are a common martial arts weapon.

    Trident

    A three-tined piercing weapon similar to a spear.

    Warhammer

    A warhammer is a heavy hammer that can be wielded with one or two hands. Warhammers can also be thrown.

    Whip

    A whip can strike targets up to 15 ft. away. You can use it to make trip attacks and to disarm opponents with a +2 bonus, like the Improved Trip and Improved Disarm feats. Its benefits stack if you already have those feats.

    Unarmed Attack

    An unarmed attack has a damage bonus of +0, modified by the attacker’s Strength. Unarmed attacks inflict non-lethal damage.

    Expanded Archaic Armors

    Chapter Six provides some basic archaic armors found in low-tech fantasy and historical settings. The following section offers information on additional archaic armor in an expanded format, with the armors from Chapter Six reprinted here for easy reference.

    Archaic Armor

    Heroes in low-tech settings still wear armor of leather or metal to protect them, and may carry wooden or metal shields.

    Leather

    Heavy leather plates covering the torso and other vital areas.

    Studded leather

    Leather armor augmented with metal studs and rivets.

    Hide

    Crude armor made from thick animal hides and furs.

    Scale Mail

    A shirt of interlocking metal scales.

    Chainmail

    A shirt of heavy metal chain, often with a hauberk (hood) to cover the wearer’s head.

    Breastplate

    Chainmail augmented with a metal breastplate.

    Splint Mail

    Leather armor with narrow vertical strips of metal riveted to it.

    Banded Mail

    Chain and leather armor with horizontal bands of metal sewn over top.

    Archaic Armor
    Armor Toughness Bonus Weight Cost
    Leather (light) +1 15 lb. 12
    Studded leather (light) +2 20 lb. 13
    Hide (medium) +2 25 lb. 11
    Scale Mail (medium) +3 30 lb. 15
    Chainmail (medium) +3 40 lb. 18
    Breastplate (medium) +4 30 lb. 19
    Splint Mail (heavy) +4 45 lb. 19
    Banded Mail (heavy) +4 35 lb. 19
    Plate-mail (heavy) +5 50 lb. 21
    Full plate (heavy) +6 55 lb. 23

    Plate-mail

    This is chainmail augmented with a metal breastplate, greaves (leg- guards) and arm-guards.

    Full plate

    A full (and heavy!) suit of articulated metal plates, like that worn by medieval knights.

    Supernatural Items

    Supernatural items are masterwork items imbued with one or more feats or supernatural powers. These items may be single use, multiple use, or permanent.

    No cost is given for Multi-Use and Permanent Magic Items (unlike One Use). This is intentional. All a hero needs to do is make a masterwork item specifically for receiving the supernatural power. The Narrator can require special materials or an additional cost (maybe +1 to the purchase Difficulty of materials for each 5 charges or so) as best suits the campaign setting.

    Single-Use Supernatural Items

    Single-use supernatural items are essentially supernatural powers temporarily imbued into an item such as a scroll, charm or potion from which effects can be released at a later time. The power check is made, the save Difficulty is set and the specific effect (if the power has more than one potential effect) is chosen at the time of the item’s creation.

    To create a single-use supernatural item, a character must have the Imbue Item feat and the appropriate supernatural power. First, the proper components must be purchased. The components to make a single-use item have a purchase Difficulty of 6 +1 per 5 ranks of power check bonus that the adept wishes to imbue. Next, a Difficulty 15 Craft check of the appropriate type is necessary to create the item. Potions require a Craft (alchemy) check, and scrolls require a Craft (calligraphy) check. The enchanting of the item takes an hour or the use time of the power (whichever is longer). After this, the adept must make a power check, including a +5 power challenge, to imbue the power’s effect into the item. Finally the adept must make a Knowledge (supernatural) check (Difficulty 15) and spend a Conviction point to seal the effect into the item until it is released. The adept may choose to take 10 on the Craft, Knowledge (supernatural), and power checks. If any of these checks fail, the process must begin anew.

    Sample Single-use Supernatural Item: Healing Potion

    Single use of Cure with a pre-set power check of 10.

    Multi-Use Supernatural Items

    Alternate Materials Bronze, Iron, Steel, Adamantine and Mithril

    Metal armor gains damage reduction against all non-supernatural weapons made of a softer metal.

    • Armor made from iron provides Damage Reduction 2/iron.
    • Armor made from steel provides Damage Reduction 2/steel.
    • Armor made from adamantine provides Damage Reduction 2/adamantine or mithril.
    • Armor made from mithril provides Damage Reduction 2/adamantine or mithril.

    Weapons made from bronze or iron have a chance of bending when your opponent rolls a natural 20 on their Toughness save. The weapon is considered to have a Toughness bonus equal to its damage rating, and must make a successful Difficulty 15 Toughness save to avoid bending.

    When such a weapon bends, it suffers a -1 penalty to hit and a -1 penalty to damage. Thewielder can take afull round actionto straighten the weapon and eliminate the penalty to hit (but not the penalty to damage). Straightening such aweapon requires a Strength check with a Difficulty equal to 10 plus the weapon’s damage bonus. Completely restoring the weapon and eliminating all penalties will require a Difficulty 10 Craft (metalworking) check. Bronze and iron weapons must be sharpened after every combat encounter in which they were used, or they will become dulled. Dull weapons suffer a -1 penalty to damage cumulative with any penalties for bending.

    Stone and Bone

    Weapons made from stone or bone have a chance of shattering whenever your opponent rolls a natural 20 (19 or 20 for stone weapons) on their Toughness save. The weapon is considered to have a Toughness bonus equal to its damage rating, and must make a successful Difficulty 15 Toughness save to avoid shattering. A shattered weapon immediately becomes useless. Stone weapons made from obsidian gain a +1 bonus to damage, but have a –2 on saves to avoid shattering.

    Multi-use supernatural items are similar to permanent magical items, except the masterwork item may only be imbued with a single supernatural power and any number of adept feats that modify that power. In addition, multi-use supernatural items are limited to a certain number of uses or “charges” of the effect. The item’s wielder may use a standard action to activate one of the item’s charges and gain the benefits of the imbued power as though they had just made a power check equal to their level +10. The save Difficulty for the powers of a multi-use item is equal to 10 +1/2 the wielder’s level (adepts may also add their key ability). Once these charges are expended, the item loses its supernatural qualities.

    The construction of these items is similar to that of permanent supernatural items, except the enchantment process for a multi-use supernatural item takes one hour plus an additional hour per 5 charges being imbued. At the end of this time, the adept makes a power check with the imbued power (Difficulty 15 + 1 per charge to be imbued). Any fatigue save the power may require also has its Difficulty increased by +1 per charge to be imbued. The adept must then spend a number of Conviction points equal to 1 + the number of feats being imbued. The Knowledge (supernatural) check required to seal the enchantment has a Difficulty of 10 +1 per feat the item is imbued with. If any of these checks fail, the process must begin over again. This same process may be used to re-charge an item (minus the Conviction cost), but it can never be imbued with more charges than the initial total of charges the item was created with.

    Sample Multi-use Supernatural Item: Staff of the True Flame

    Masterwork staff with 10 charges of Elemental Blast (Fire).

    Permanent Supernatural Items Anyone wielding a permanent supernatural item gains the benefits of the feats and powers with which the item is imbued. When a non-adept accesses a power through a supernatural item, they do not risk fatigue or make a power check. Instead, they gain benefits from the power as though their power check had been equal to their level + 5. This means certain effects of any given power may not be accessible by lower level characters using the item. Adepts may choose to use a supernatural item this way, or they may risk fatigue to make their own power check normally, just as though they were using one of their own supernatural powers. The wielder of a supernatural item may spend a Conviction point to gain a +3 bonus to their power check as though they were using the Empower feat. The save Difficulty for any powers within a permanent supernatural item is 10 +1/2 the wielder’s level (adepts may also add their key ability).

    Converting Purchase Difficulties to Silver Pieces
    Purchase Difficulty Item’s Price (in silver pieces)
    2 Up to 10 sp
    4 20 sp
    7 50 sp
    10 100 sp
    12 200 sp
    15 500 sp
    18 1000 sp
    20 2000 sp
    23 5000 sp
    26 10,000 sp
    28 20,000 sp
    31 50,000 sp
    34 100,000 sp
    36 200,000 sp
    39 500,000 sp
    42 1,000,000 sp
    44 2,000,000 sp
    47 5,000,000 sp
    +8 Each additional x10

    Creating a permanent supernatural item is an expensive and difficult process, and requires the creator to have the Imbue Item feat and the appropriate power(s). Creation of these powerful items first requires a masterwork item specially created to serve as the receptacle for the imbued powers (See the description of the Craft skill on pages 32-33 for more on creating masterwork Items). The Narrator may also decide special components are required that can only be acquired through some special quest.

    The enchanting process takes 1 day per power or feat the adept wishes to imbue the item with. The adept must then succeed on a Difficulty 25 check with each power to be permanently imbued into the item. If the item being imbued is a weapon, “Supernatural Weapon” must be one of the powers given to it. Finally the adept must spend a number of Conviction points equal to the number of powers and feats imbued, and succeed on a Knowledge (supernatural) check (Difficulty 20 +2 per imbued power and +1 per imbued feat).

    After the ordeal is over, the adept automatically acquires 1 level of fatigue, plus any additional fatigue resulting from the use of fatiguing supernatural powers. If any of the required checks fail, the process must begin over again.

    Sample Permanent Supernatural Item: Caliburn

    Masterwork Sword, Imbued with Attack Specialization (Caliburn), Cleave, Combat Sense, Great Cleave, Greater Attack Specialization (Caliburn), Improved Critical, and Supernatural Weapon

    Optional Rules

    The following section provides a number of optional rules you can mix and match to add flavor and depth to a fantasy setting. Remember that not all of these rules will be appropriate for all fantasy settings.

    Corruption

    Some fantasy characters, particularly those in high fantasy of romantic fantasy, suffer from progressive problems caused by some sort of taint, whether it is the corruption of pure evil, uncontrolled magic, or the distorting powers of chaos. The corruption rules presented in Chapter Twelve can be integrated into a fantasy game to serve this purpose.

    The causes of corruption in a fantasy setting can be many and varied. Corruption may be caused by committing morally repugnant actions. It might be the result of prolonged exposure to evil artifacts, demon lords, or unhallowed ground; the consequence of pushing one’s supernatural powers beyond its limits; of casting supernatural powers such as Harm, Pain or Imbue Unlife; or even the acquisition and utilization of forbidden knowledge. Whether a devotion to vile gods or the price for accessing the darkest parts of one’s own psyche, the exact conditions under which a character risks corruption will depend on the nature and tone of the setting.

    Hard Coinage

    The wealth system in Chapter Five is a fine abstract system for tracking resources, particularly when the complexities of credit or bartering are involved. Some fantasy settings may be better served, however, by a more concrete wealth system that tracks actual coinage.

    In the hard coinage system, the standard currency is measured in pieces of silver. Copper and gold coins may also exist. In this case, treat one gold piece as approximately equal in value to 10 silver pieces, and one silver piece being equal in value to 10 copper pieces.

    Starting Coinage

    Heroes begin the game with 500 silver pieces, plus 200 sp per point of Charisma (if positive), plus 40 sp per rank in a professional skill. The Wealthy feat adds 800 silver pieces to this total each time it is taken.

    High Living

    High Living is an optional rule the Narrator can invoke to reflect the penchant of many heroic characters to spend their wealth like there is no tomorrow. As a result, enormous quantities of coin can be spent on fine food and drink, clothing, gambling, entertainment, and pleasant company. Any hero with a Wealth score over +5 who is not specifically saving up for a large purchase and has no other specific plans for spending it finds their wealth score drops by 1 point per week until it reaches +5 or less. If your game is using the coinage system for tracking wealth the hero instead loses 50% of their wealth each week they possess more than 500 silver pieces.

    Honor

    Whether it involves serving king and clan or adhering to a knightly code of conduct, honor is something many fantasy characters strive to achieve. The following guidelines provide you with rules for tracking the honor of heroes and major Narrator characters, as well as suggested game effects. These rules may be most appropriate for classical or romantic fantasy games, or in settings with an Oriental flavor.

    Acquiring Honor

    Honor is measured in terms of points, similar to an ability score. The normal range for honor scores is between +5 and –5, with +0 being average. Unlike ability scores, these maximum and minimum values are absolute and cannot be affected by a character’s background.

    Honor Score Description
    –5 Traitorous
    –4 Treacherous
    –3 Dastardly
    –2 Dishonorable
    –1 Ignoble
    +0 Average
    +1 Noble
    +2 Honorable
    +3 Praiseworthy
    +4 Virtuous
    +5 Paragon

    Honor comes from action, not inaction. While a character can lose honor by not acting, he cannot gain honor by refusing to act. Generally a character gains a point of honor when they act in a particularly honorable fashion. Actions that increase one’s honor score vary. Some examples of actions that can increase a character’s honor score are:

    • Avenging the murder of a friend or family member
    • Successfully completing an assigned quest of great difficulty
    • Completing a great deed
    • Defeating an enemy at least 2 levels higher in single combat
    • Fulfilling a family debt
    • Leading an army to victory
    • Dying heroically

    Losing Honor

    Depending on the character’s code of honor, dishonorable actions— those that reduce one’s honor score—may include any of the following examples. Unless otherwise noted, each of these actions results in the loss of 1 honor point.

    • Accused of a crime
    • Banished or excommunicated
    • Breaking an oath
    • Convicted of a crime (–2 pts)
    • Failing an assigned quest or task
    • Killing an unarmed or helpless foe
    • Losing a contest
    • Losing a supernatural or masterwork item
    • Losing to an enemy 2 or more levels lower than oneself
    • Failing to protect one of your family members from being murdered
    • Rash or improper social behavior
    • Refusing a fair challenge
    • Refusing your lord or master
    • Being taken prisoner (–2 pts)
    • Accepting a bribe
    • Treason (–6 pts)

    Effects of the Honor Bonus:

    • Your honor bonus applies to all Will saves to resist the effects of any compulsion that would otherwise cause you to perform an ignoble or dishonorable act.
    • Your honor bonus applies to all Diplomacy checks made with anyone who owes allegiance to the same lord, country, or clan as yourself.
    • Your honor bonus is applied directly to your Leadership score.
    • Your honor bonus or penalty is added as a bonus to your Reputation score.
    • Your honor bonus (if positive) applies to Sense Motive checks against anyone with a negative honor score.
    • If your honor bonus is negative, that penalty is added as a bonus to Bluff checks against anyone with a positive honor score.
    • If your honor bonus is negative, that penalty is added as a bonus to your Intimidate checks.

    Wergild (Honor Price)

    In many societies, fines for minor crimes are proportional to the honor of the victim. A person’s wergild, or honor price, has a purchase Difficulty equal to 15 + their honor score.

    Adversaries & Challenges

    When looking for adversaries to throw at your heroes in a fantasy game, the options are virtually limitless. Just about any creature found in the Adversaries section of Chapter Eight or in the True20 Bestiary is suitable for use in a fantasy adventure. A few additionalcreatures and hazards are presented here.

    Anthropomorphic Animal (Template)

    Level: Increase the base animal’s level to a minimum of 1st level.

    Type: The creature’s type changes to humanoid, and gains “anthropomorphic animal” as a subtype.

    Size: Shift the base animal’s size 1 size category towards Medium.

    Speed: If its base land speed is below 20 ft., then increase it to 20 ft.

    Abilities: The base animal’s Intelligence is increased by +4, and its Charisma is increased by +3. If it gained a size category, increase its Strength by +2 and decrease its Dexterity by +1. If it lost a size category, decrease its Strength by 4 and its Constitution by 1, and increase its Dexterity by +1.

    Skills: As base animal, adjusted for increased Intelligence.

    Feats: As base animal.

    Traits: As base animal.

    Combat: If the base animal has lost a size category with this template, decrease the base damage for all of its natural weapons by 1 point. If it has gained a size category with this template, increase the base damage for all of its natural weapons by +1.

    Saving Throws: As base animal, adjusted for its new size.

    Advancement: By heroic role.

    Level Lag: None

    Anthropomorphic Animals

    Many fantasy tales include anthropomorphic animals, or “beast men,” either as ferocious monsters or somewhat more civilized folk. This template allows you to quickly and easily create such humanoid animals.

    Anthropomorphics created by this template are usable as heroes, if desired, although the Narrator may wish to apply a measure of level- lag for creatures with significant ability bonuses, since most animals do not advance by heroic role. The Narrator may also wish to limit the application of this template to creatures within two size categories of medium to avoid especially large or small anthropomorphics, at least for use as heroes in the game.

    “Anthropomorphic Animal” is an inherited template added to any animal (referred to as the base animal). It uses the base animal’s statistics and abilities except as noted here.