e20 lite v05

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    e20 Liteversion 0.5

    Gary M. Sarli

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    CREDITS 2

    CONTENTS 3

    INTRODUCTION 4

    Whats e20 Lite? 4

    Whats Different? 4

    1: CHARACTER GENERATION 6

    The Basics 6

    The Core Mechanic 6Dice 6Rounding Fractions 6Number Progression 6

    Ability Scores 6

    Generating Ability Scores 6Characters at 1st Level 7

    Character Advancement 7

    2: ORIGIN 8

    Race 8

    Human 8

    Occupation 8

    Occupation Descriptions 8Changing Occupations 10

    3: CLASSES 11

    Class Descriptions 11

    Class Features 11Talents 11

    Vanguard 13

    Class Features 13Talents 13

    Dreadnought 14

    Class Features 14Talents 15

    Corsair 16

    Class Features 16Talents 16

    Savant 17

    Class Features 17Talents 17

    Sentinel 19

    Class Features 19Talents 19

    Envoy 20

    Class Features 20Talents 20

    Multiclassing 21

    Advanced Talents 21

    4: SKILLS 22

    Skill Basics 22

    Trained vs. Untrained Skills 22Applications 22Specialties 22Metaskills 23

    Skill Checks 23

    Types of Skill Checks 23Making a Skill Check 24Target Number 24Success or Failure 25Cooperative Skill Checks 26

    Challenges 26

    Progress 26Skills Used 27Difficulty 28Complexity 28Limit 28Time 29

    Other Factors 29

    Level and Experience 30

    Running Challenges 30List of Skills 30

    5: FEATS 32

    Defensive Feats 32Style Feats 32Class Feats 33General Feats 34

    6: TRAITS 35

    Action Points 35

    Resources 35

    Resources Modifier 36Purchasing Equipment 36Losing Resources 36

    Gaining Resources 37

    Combining Resources 37

    Cash on Hand 38On-Hand Items 38

    7: POWERS 39

    Magic 39

    Arcane 39Divine 39Pact 39Primal 39

    Psionics 39

    Clairsentience 39Psychokinesis 39Psychometabolism 40Telepathy 40

    Prodigies 40

    8: EQUIPMENT 41

    Using Items 41

    Containers 41

    Weapons 41

    Weapon Tables 41Ammunition 46

    Armor 48

    Armor Tables 48Vehicles 49

    Vehicle Table 49General Equipment 51

    Equipment Tables 51Encumbrance 54

    Weight and Load 54Lifting and Dragging 54

    9: ENHANCEMENTS 55

    Enhancement Basics 55

    Using Enhancements 55

    Enhancement Slots 55Acquiring Enhancements 56

    Creating Enhancements 56

    Creation Process 5710: COMBAT 58

    Attacks 58

    Attack Roll 58Critical Hits 58

    Defenses 58

    Primary Defense 58Fortitude Defense 58Reflex Defense 58Will Defense 58

    Saving Throws 60

    Injury and Healing 60

    Hit Points and Reserves 60Massive Damage Threshold 60Healing and Repairs 61Conditions 62

    Combat Sequence 63

    Surprise 63Initiative 63Combat Rounds 64

    Actions in Combat 64

    Stunts 64Fighting Style 66

    Driving 66Dual Weapon 66

    Emplaced Weapon 66One-Handed Weapon 66Shield 66Two-Handed Weapon 66

    Movement 67

    Limited Movement 67Aerial Movement 68Maneuvers 68Losing Control 70Occupied Spaces 71Collisions 72Map Scale 72

    Special Combat Rules 73

    Area Attacks 73Concealment 75Cover 75Damage Reduction 76

    Damage Types 76

    Disadvantaged Opponents 77

    Dynamic Damage 77Hardness 77Range 77Size 78Threatened Areas 79

    Transport Combat 79

    Characters on Transports 79Transport Movement 82Attacking a Transport 82

    11: GAMEMASTERING 83

    Experience Awards 83

    Encounter XP Targets 83Encounter Difficulty 83

    Allies Opponents 84

    Character Ranks 85

    Game Statistics by Level 85Templates 86

    12: GENRE & SETTING 88

    Genre 88

    Genre as Mood 88Genre as Setting 89

    Campaign Settings 90

    Ruins of Empire 90The Hollow Sky 90Metahuman Zero 90

    OPEN GAME LICENSE V1.0A 91

    Contents

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    The goal of the e20 System Evolvedproject is to design a roleplaying

    game whose mechanics allow for fast game play, streamlined character

    creation and advancement, and a cinematic storytelling experience

    adaptable to any genre or style of play. Its name inspired by the D20SYSTEMfamily of games, this project intends to help that venerable rules

    system evolve into its newest incarnation.

    Whats e20 Lite?This product gives you an overview of the lead designers vision of the

    game mechanics that will be found in the final version of the e20 Core

    Rulebook. In addition to building directly on Open Game Content from

    sources such as Unearthed Arcana(DUNGEONS &DRAGONS), Pathfinder,

    and Mutants & Masterminds, it draws inspiration from the innovations

    found in other games such as STAR WARSROLEPLAYING GAMESaga Edition,DUNGEONS &DRAGONS4th edition, Savage Worlds, and many other games.

    Above all else, e20 Liteis very much a work in progress. This productcontains the current game mechanics and concepts preferred by the lead

    designer, but patron input can and will result in substantial changes from

    this starting point. This product is a living document that serves as a beta

    test for exploring new game mechanics; as such, it is given a distinct

    version number (starting at version 0.1) to represent major revisions as

    the process moves forward.

    Whats Different?If youre familiar with d20-based games in general, much of the

    structure of the e20 Systemwill be familiar despite having been

    substantially rebuilt. Unless described as changing in e20 Lite, assume

    that other rules work roughly the same as they did in DUNGEONS &DRAGONSedition 3.5 or d20 Modern. (There are exceptions, but most

    major changes are covered, at least in brief.)

    Character Advancement:You gain feats, talents, and stunts (see below)

    based on your total character level rather than your individual class

    levels. Ten encounters of average difficulty will provide enough

    experience points to advance a level, and you always gain at least one

    talent, feat, or stunt when you advance. You can retrain these mechanics

    as you gain levels, so it is not necessary to pre-plan your characters

    entire adventuring career in order to have a relatively optimized

    character.

    Races:Races play the same role as they did in previous d20-based

    games. Inspired by DUNGEONS &DRAGONS4th edition, racial modifiers to

    ability scores are always positive, never negative. As before, humans are

    the most customizable race, gaining +2 to an ability score of their

    choice, an additional trained skill, an additional feat, and an additional

    stunt at 1st level. Most setting-specific races (such as elves or dwarves in

    high fantasy) gain +2 to two specific abi lity scores and several fixed

    racial traits, trading flexibility for greater specialization. In addition, your

    race provides some of your possible skill choices at 1st level.

    Occupations:Occupations help to define your characters background

    and experience prior to becoming a 1st-level character. Your occupation,

    like your race and class, provides some of your possible skill choices at

    1st level. In addition, your occupation provides some other details (such

    as starting resources) that help to flesh out a characters standing in the

    campaign world.

    Classes:There are six classes, each of which is roughly analogous to

    the six basic classes found in d20 Modern: Vanguard (Strong Hero),

    Dreadnought (Tough Hero), Corsair (Fast Hero), Savant (Smart Hero),

    Sentinel (Dedicated Hero), Envoy (Charismatic Hero). Each has an

    assortment of class skills, and the number of skills chosen at 1st level is

    determined by your starting class.

    Multiclassing is possible without penalty. There are no advanced

    classes or prestige classes, but advanced talent trees are available for

    higher-level characters.

    Talents:Rather than fixed class features, in the e20 Systemyou select

    talents from lists called talent trees, each of which is associated with a

    particular class. Some talents require a minimum class level to be

    selected, so if you dedicate yourself to one class you can access exclusive

    talents that a multiclass character might not be able to learn.

    Talents are divided into two categories: core talents (usable once per

    round) and major talents (usable once until you rest for 1 minute).

    Talents scale to match your overall power at any given level, and all

    talentscore and majorhave approximately equal value.Skills:Like STAR WARSSaga Editionand DUNGEONS &DRAGONS4th

    edition, the e20 Systemdoes not use skill points and ranks to measure

    proficiency. Instead, all skill improve automatically as you gain levels

    (bonus equal to half your level), and you are either untrained (+0),

    trained (+2), or focused (up to +5) in a given skill.

    Unlike previous d20-based games, e20 Systemskills are not associated

    with a single ability score. Instead, you match your skill modifier with the

    most appropriate ability modifier, determined by the specific action you

    are taking.

    Challenges, inspired by complex skill checks in Unearthed Arcanaand

    skill challenges in DUNGEONS &DRAGONS4th edition, provide game

    mechanics for resolving situations that are too long, complex, or

    dangerous for a single skill check. The rules contain extensive guidelines

    on how to build a challenge (including several variant options that serveto make your encounter unique) and even how to use a challenge as a

    standalone encounter.Feats:For the most part, feats work similarly to those found in previous

    d20-based games. However, feats that had previously granted a unique

    action that required a task resolution roll (such as Whirlwind Attack) are

    usually recast as talents. In addition, feats generally have fewer

    prerequisites.

    There are four types of feats: general, class, defensive, and style.

    Anyone who meets the prerequisite can take a general or defensive feat,

    but some defensive feats are limited to characters who have at least one

    level in one of two classes. Class feats provide signature abilities thathelp to define each classs role ( such as Sneak Attack for a Corsair), and

    only members of a given class can take its associated class feats. Style

    feats work with your fighting style (such as two-handed weapon or

    weapon and shield), providing a specific benefit to match your approachto combat. You can use only one style feat at a time, but you can switch

    to a different style feat you know as a free action once per round on your

    turn.

    Enhancements:Enhancements are abilities acquired through play

    rather than because of your class and level. They might be physical items(like magic items in a high fantasy setting) or learned tricks and exploits

    your character has acquired as a direct result of overcoming a particular

    challenge. In addition, you can build or learn enhancements between

    adventures; however, enhancements that you build yourself are less

    powerful than the best that you might acquire during an adventure.

    Introduction

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    Enhancements are particularly useful for niche situations that are too

    unusual to be worth spending a talent or feat.

    Stunts:Stunts provide you with special options when you make an

    attack, allowing you to produce an additional effect such as disarming,

    tripping, or bull rushing a character. In addition, you can perform any

    talent as a stunt so long as you know at least one talent of the same

    type from the same talent tree and you otherwise meet the talents

    prerequisite.

    Because of their complexity, stunts require either significant effort

    (you take a 5 penalty on your attack roll) or a bit of luck (on a criticalhit, you can perform a stunt instead of dealing double damage). You

    learn to master individual stunts and avoid the 5 penalty as you

    advance in level, and you can choose to learn additional stunts by taking

    the Stunt Mastery feat.

    Hit Points:Players familiar with other d20-based games might find

    that hit points and damage levels are a bit higher than they were in

    other games. However, relative power levels (damage compared to hit

    points) are generally similar to those in comparable game systems.

    In addition to hit points, in the e20 Systemyou have reserves, which

    are essentially a pool of backup hit points that you can use to recover

    more quickly than typically possible in d20-based games. Once your

    reserves are drained, however, damage has the potential to cause serious

    injury and death.

    Defenses and Saving Throws:Much like STAR WARSSaga EditionandDUNGEONS &DRAGONS4th edition, the e20 System has multiple static

    defenses (Primary, Fortitude, Reflex, and Will) that serve as the target

    number for an attack roll. In addition, the e20 Systemuses a simple

    saving throw mechanic for recovery from lasting conditions.

    Attacks:Unlike previous d20-based games, you do not have a base

    attack bonus. Instead, each weapon group has an associated skill, such as

    Firearms or Melee. Because of this, attacks, defenses, and skills all scale

    at exactly the same rate as you gain levels.

    Equipment:Weapons are similar to those in previous d20-based

    games, and damage levels are comparable if not actually identical to

    their earlier counterparts. Range modifiers function differently, using

    broad range categories instead of flat range increments. For example, a

    typical pistol has a point blank range of 5 squares, a short range of 10

    squares (2 to attacks), a medium range of 25 squares (5 to attacks), a

    long range of 50 squares (10 to attacks), and an extreme range of 100

    squares (20 to attacks).

    Armor provides a modest bonus to both your Primary Defense(analogous to Armor Class in DUNGEONS &DRAGONS) and your massive

    damage threshold, making you less likely to be fatigued, impaired,

    disabled, or killed by an attack.

    Encounters:Combat encounters are more fluid and volatile than in

    previous d20-based games; combatants rarely remain in fixed positions

    for very long. Drawing inspiration from DUNGEONS &DRAGONS4th edition,

    threat levels are scaled such that a standard 1st-level opponent is an

    appropriate challenge for a single 1st-level character. Encounters are

    thus very easy to scale for parties of different sizes; if you have six 3rd-

    level characters, pick out six 3rd-level standard opponents (or any other

    combination that adds up to roughly the same amount of experience

    points).

    Opponents are rated as basic (simpler attack options and lower hit

    points, much like minions in DUNGEONS &DRAGONs 4th edition), standard,

    or elite (higher hit points and defenses, and an even match for a

    character of the same level). As a comparison, a 4th-level elite opponent

    is roughly the equivalent to a 6th-level standard opponent or a 10th-

    level basic opponent.

    Experience Points:Much as in DUNGEONS &DRAGONS4th edition, level-

    independent experience awards help to make encounter building easier

    and more intuitive.

    Genre and Setting:Though its base rules nicely fill the action and

    adventure genres appropriate to many roleplaying games, the e20 System

    is a universal system that allows true compatibility between games of

    many different genres and settings. To that end, the rules are generally

    modular by design and easy to plug into any campaign. Whether youre

    looking for comic book superheroics, cinematic action, or grim and grittyhorror, the game can be set anywhere, and with the addition of new

    talent trees and feats you can represent genre-specific tropes such as

    magic and psionics.

    Whats Lite About This?In its current incarnation, e20 Litehas been expanded in scope to provide

    a virtually complete rules engine for the game, giving playtesters

    everything they need to run scenarios, adventures, and even whole

    campaigns. In addition, it serves as a core development guide for those

    patrons who wish to contribute design work for the game.

    Because of this, the document is quite large, and playtesters will have

    access to additional material as the project moves forward in its finalstages of development.

    By the time e20 Litereaches version 1.0, it will be trimmed down toprovide a solid set of quick start rules that give new players a quick

    introduction to the essentials of the e20 System.

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    Regardless of your specific origin and class, your characters progression

    and ability scores operate using the same mechanics throughout your

    campaign.

    The BasicsIf youve played other d20-based games, youre probably familiar with

    many of the concepts at the heart of the e20 System. The following basic

    rules apply in almost every aspect of the game.

    The Core MechanicWhenever you attempt an action that has some chance of failure, you

    roll a twenty-sided die (d20). To determine if your character succeeds at

    a task you do the following:

    Roll a d20.

    Add any relevant modifiers.

    Compare the result to a target number.

    If the result equals or exceeds the target number, your character

    succeeds. If the result is lower than the target number, you fail.

    DiceDice rolls are described with expressions such as 3d4+3, which means

    roll three four-sided dice and add 3 (resulting in a number between 6

    and 15). The first number tells you how many dice to roll (adding the

    results together). The number immediately after the d tells you the type

    of die to use. Any number after that indicates a quantity that is added or

    subtracted from the result.

    d :Percentile dice work a little differently. You generate a number

    between 1 and 100 by rolling two different ten-sided dice. One(designated before you roll) is the tens digit. The other is the ones digit.

    Two 0s represent 100.

    Rounding FractionsIn general, if you wind up with a fraction, round down, even if the

    fraction is one-half or larger.

    Exception:Certain rolls, such as damage, have a minimum of 1.

    Number ProgressionMany numbers in the game use a common pattern in their growth,

    making it easy for you to extrapolate higher and lower values as needed

    in different situations.

    Standard Progression:The standard progression is the most commonlyused. Each step up is roughly twice as large as the one before it, and

    every three steps up is exactly ten times larger.

    The standard progression follows this pattern: 1, 2, 5, 10, 20, 50, 100,

    and so on. It can be extended upward or downward, as needed.

    Expanded Progression:The expanded progression is used for some

    specific mechanics that require more nuance. Each step up is roughly

    50% larger than the one before it, every two steps is roughly twice as

    large, and every six steps is exactly ten times larger.

    The expanded progression follows this pattern: 1, 1.5, 2, 3, 5, 7.5, 10,

    15, 20, 30, 50, 75, 100, and so on. Like the standard progression, it can

    be extended upward or downward, as needed.

    Variations:In cases where values deviate from these progressions, the

    rules will clearly explain what pattern to use. For example, size modifiers

    mostly follow the standard progression, but the growth is truncated and

    expands by only 5 at every step beyond +10.

    Ability ScoresAbility scores are calculated with the standard formula used in previous

    d20-based games. The ability modifier for a given ability score is equal to

    the following:

    (ability score)/2 5, rounded down

    The function of each ability score is summarized below.

    Strength:Power, musculature, and the ability to apply force to other

    characters.

    Constitution:Toughness, mass, and overall resistance to physicaleffects.

    Dexterity:Speed, movement, and fine motor skills.

    Intelligence:Logic, reason, abstract thought, and accumulated

    knowledge.

    Wisdom:Awareness, intuition, and insight.

    Charisma:Self-confidence, presence, and force of personality.

    Generating Ability ScoresThe Gamemaster chooses which of the following methods to use for

    generating ability scores. All of these produce heroic characters

    appropriate for any action or adventure game; genre-specific materials in

    the e20 System Core Rulebookprovide other methods that create

    characters with lower or higher ability scores.

    Point Buy MethodAll ability scores start at 8, and you have an allotment of points to spend

    to improve them above that. In a standard heroic campaign (the assumed

    default for the e20 System), you have 30 points to spend on your ability

    scores. Other campaign styles might have higher or lower point totals

    available.

    Ability Score Point Cost Ability Score Point Cost

    9 1 14 7

    10 2 15 9

    11 3 16 12

    12 4 17 15

    13 5 18 19

    Default Array MethodYou start with a specific set of ability scores15, 14, 13, 12, 11, 10and

    you arrange them as desired among your six abilities.

    Random Scores MethodRoll 4d6, drop the lowest single die, add the other three, and note the

    total. Repeat this five more times to generate a set of six ability scores,

    and you arrange them as desired among your six abilities.

    1: Character Generation

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    Characters at 1st LevelTo create a 1st-level character, use the following checklist. You dont

    necessarily have to follow this checklist in order, so you can adjust earlier

    decisions if you change your mind later in the process.

    Ability Scores:Use the method your Gamemaster selects (described

    above).

    Class:You can be a Vanguard, Dreadnought, Corsair, Savant,

    Sentinel, or Envoy. Your class determines your starting hit points,

    your number of trained skills at 1st level, and a list of possible skills

    at 1st level. In addition, your class provides three automatic feats

    and your choice of one class feat and one bonus feat, and itdetermines which talents you are eligible to select.

    Race:Your race modifies your ability scores, provides one or more

    racial traits, and adds one or more racial skills to your list of possible

    skills at 1st level.

    Occupation:Your occupation provides a list of possible skills at 1st

    level and a modifier to your starting Resources score.

    Starting Skills:Your class determines your number of starting skills

    at 1st level. These skills can be chosen from any skill on your class,

    occupation, and racial skill lists. In addition, you have the option to

    use a starting skill slot to gain Skill Focus for a trained skill instead

    of becoming trained in a new skill. At 1st level, at least half your

    trained skills (rounded down) must be nonweapon skills.

    Automatic Feats:Your class provides three defensive feats

    automatically.Class Feat:Your class provides a choice of one class feat.

    Bonus Feat:Your class provides a choice of one bonus feat.

    Other Feats:Select any one additional feat for which you meet the

    prerequisite.

    Core Talent:Select one core talent from any talent tree available to

    your class.

    Major Talents:Select one major talent from any talent tree available

    to your class.

    Stunts:Select any one stunt, which you can now perform without

    the normal 5 penalty. You can select either a universal stunt or a

    talent stunt. (A talent stunt allows you to use a talent you alreadyknow to perform another talent from the same tree and of the same

    typecore or majorso long as you otherwise meet the prerequisite

    of the talent you select.)

    Specializations:For any trained skill that has specializations (such as

    Knowledge), select one specialization that you know. Select another

    specialization if you have Skill Focus for the skill. In addition, you

    can select a number of bonus specializations equal to yourIntelligence modifier (if positive). Among other things, you can use

    these specializations to learn additional languages (specializations of

    the Linguistics skill).

    Character AdvancementAs you gain levels, you gain additional talents and feats as well as

    increases to your ability scores, as summarized in Table 11: Character

    Advancement.

    Retraining:Every time you gain a level, you have the option to retrain

    one feat, talent, or stunt you already know. This represents a gradual

    shift in what techniques you practice; over time, the old falls into disuse

    as you focus on something new. You must meet the prerequisite of thenew selection, and you cannot retrain something if doing so would

    prevent you from meeting the prerequisite for another feat, talent, or

    stunt you still know.

    Table 11: Character Advancement

    Total XP Level

    Level

    Bonus Summary

    Core

    Talents

    Major

    Talents

    Feats

    Known

    Stunts

    Known

    0 1st +0 1 core talent, 1 major talent, 1 feat, 1 stunt, class and origin traits 1 1 1 1

    1,000 2nd +1 +1 stunt 1 1 1 2

    2,500 3rd +1 +1 feat, +1 core talent 2 1 2 2

    4,500 4th +2 +1 major talent 2 2 2 2

    7,500 5th +2 +1 feat, +1 to 2 abilities, +1 specialization 2 2 3 2

    12,500 6th +3 +1 stunt 2 2 3 3

    20,000 7th +3 +1 feat, +1 core talent 3 2 4 3

    30,000 8th +4 +1 major talent 3 3 4 3

    45,000 9th +4 +1 feat, +1 to 3 abilities, +1 specialization 3 3 5 3

    65,000 10th +5 +1 stunt 3 3 5 4

    95,000 11th +5 +1 feat, +1 core talent 4 3 6 4

    145,000 12th +6 +1 major talent 4 4 6 4

    220,000 13th +6 +1 feat, +1 to 4 abilities, +1 specialization 4 4 7 4320,000 14th +7 +1 stunt 4 4 7 5

    470,000 15th +7 +1 feat, +1 core talent 5 4 8 5

    670,000 16th +8 +1 major talent 5 5 8 5

    970,000 17th +8 +1 feat, +1 to 5 abilities, +1 specialization 5 5 9 5

    1,470,000 18th +9 +1 stunt 5 5 9 6

    2,220,000 19th +9 +1 feat, +1 core talent 6 5 10 6

    3,220,000 20th +10 +1 major talent 6 6 10 6

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    Origins reflect your characters history before becoming a 1st-level hero.

    Some of these details can change over the course of a campaign.

    RaceA race represents your biological (and, in some settings, cultural)heritage. Each race provides a list of racial traits, such as your base

    speed, your size, modifiers to your ability scores, and one or more others.

    Racial modifiers to ability scores are always positive, never negative.

    Most setting-specific races (such as elves or dwarves in high fantasy)

    gain +2 to two specific abili ty scores and several fixed racial traits,

    trading flexibility for greater specialization. In addition, all races provide

    some additional skills that you can choose at 1st level from your starting

    skill allotment (determined by your class).

    A sample racehumanis described below.

    HumanIn most settings, human is the default race unless otherwise specified.

    Humans are particularly adaptable and flexible in their capabilities,

    making them suited to specialize in nearly any task.

    Size:Medium.

    Speed:5 squares.

    Ability Modifiers:+2 to a single ability score of your choice.

    Bonus Skill:Choose one additional skill, which need not be on youroccupation or class skill lists. You are trained in this skill.

    Bonus Feat:Choose one additional feat for which you meet the

    prerequisite.

    Bonus Stunt:Choose one additional stunt. This can be either a

    universal or a talent stunt.

    OccupationYour starting occupation presents your background prior to becoming a

    1st-level character. It provides a list of possible starting skills as well as

    other details, such as your overall resources and social standing. A hero

    may hold other jobs as his or her career unfolds.

    Occupation DescriptionsChoose one occupation from the available selections and apply thebenefits to your character as noted in the occupations description. When

    creating a 1st-level character, your starting occupation provides some

    possible selections for your starting skills and a bonus to your starting

    Resources equal to its listed modifier. After character creation, youroccupations Resources modifier also provides a bonus to skill checks

    made to earn money by working at a job.

    Specializations:Some occupations list a specialization with a given

    skill, such as Influence (persuasion). If you select this skill as a trained

    skill, you must select the designated specialization as well unless otherspecializations are available from your race or class skill lists.

    AcademicAcademics include librarians, scholars, professors, teachers, and other

    education professionals.

    Prerequisite:Age 23+.

    Skills:Analytics, Focus, Influence, Knowledge, and Linguistics.

    Resources Modifier:+0.

    AdministrativeOffice workers such as clerks, administrative assistants, and secretaries

    are the backbone of any large organization. Their duties require them to

    be flexible enough to navigate bureaucracies, keep abreast of office

    politics, and multitask on a wide range of day-to-day tasks.

    Prerequisite:Age 18+.

    Skills:Deception, Influence, Intuition, Knowledge, and Perception

    (awareness).

    Resources Modifier:+0.

    AdventurerAdventurers include professional daredevils, big-game hunters, relic

    hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.

    Prerequisite:Age 15+.Skills:Acrobatics, Athletics, Mechanics, Nature, Perception

    (awareness), Stealth, Vehicles, and any one weapon skill.

    Resources Modifier:3.

    AthleteAthletes include amateur athletes of Olympic quality and professional

    athletes of all types, including gymnasts, personal trainers, wrestlers,

    boxers, martial artists, swimmers, skaters, coaches, and others who

    engage in any type of competitive sport.

    Prerequisite:Strength 13, Constitution 13, or Dexterity 13.

    Skills:Acrobatics, Athletics, Influence, Focus, Perception (awareness),

    and any two weapon skills except Gunnery.

    Resources Modifier:2.

    Blue CollarBlue collar occupations include factory work, food service jobs,

    construction, service industry jobs, taxi pilots, postal workers, and other

    types of work that are usually not considered to be desk jobs.

    Prerequisite:Age 18+.

    Skills:Athletics, Influence, Mechanics, Nature, Vehicles, and any one

    weapon skill except Gunnery.

    Resources Modifier:1.

    CelebrityA celebrity is anyone who, for whatever reason, has been thrust into the

    spotlight of the public eye. Actors, entertainers of all types, newscasters,

    radio and television personalities, and more fall under this starting

    occupation.

    Prerequisite:Age 15+.

    Skills:Influence.

    Resources Modifier:+4.

    2: Origin

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    CreativeThe creative starting occupation covers artists of all types who fan their

    creative spark into a career. Illustrators, copywriters, cartoonists, graphic

    artists, novelists, magazine columnists, actors, sculptors, game designers,

    musicians, screenwriters, photographers, web designers, and dancers all

    fall under this occupation.

    Prerequisite:Age 15+.

    Skills:Acrobatics, Athletics, Computers, Deception, Influence, Intuition,

    Knowledge, and Perception.Resources Modifier:3.

    CriminalThis illicit starting occupation reveals a background from the wrong side

    of the law. This occupation includes con artists, burglars, thieves, crime

    family soldiers, gang members, bank robbers, and other types of career

    criminals.

    Prerequisite:Age 15+.

    Skills:Athletics, Deception*, Intuition, Knowledge (streetwise),

    Mechanics, Perception (awareness), Stealth, and any one weapon skill

    except Gunnery.* Required skill.

    Resources Modifier:2.

    DilettanteDilettantes usually get their wealth from family holdings and trust funds.

    The typical dilettante has no job, few responsibilities, and at least one

    driving passion that occupies his or her day. That passion might be a

    charity or philanthropic foundation, an ideal or cause worth fighting for,

    or a lust for living a fun and carefree existence.Prerequisite:Age 18+.

    Skills:None.

    Resources Modifier:+5.

    DoctorA doctor can be a physician (general practitioner or specialist), a surgeon,

    or a psychiatrist.Prerequisite:Age 25+.

    Skills:Analytics (life sciences or behavioral sciences), Knowledge, andMedicine*.

    * Required skill.

    Resources Modifier:+3.

    DrifterNot everyone has a traditional occupation. Characters that have no

    permanent job (and often no permanent home other than a vehicle) are

    survivors, adapting to circumstances to make a living in whatever way

    they can.

    Prerequisite:Age 15+.

    Skills:Athletics, Deception, Influence, Intuition, Mechanics, Nature,

    Perception, Vehicles, and any one weapon skill other than Gunnery.

    Resources Modifier:4.

    Emergency ServicesRescue workers, firefighters, paramedics, hazardous material handlers,

    and emergency medical technicians fall under this category.

    Prerequisite:Age 18+.

    Skills:Athletics, Knowledge, Medicine, Perception (awareness),

    Vehicles, and any one weapon skill other than Gunnery.

    Resources Modifier:1.

    EntrepreneurEntrepreneurs have an obsession about being their own boss. They

    believe in themselves, have an abundance of confidence, and the ability

    to acquire the funds necessary to bankroll their newest moneymaking

    venture. These owners of small to large businesses have a knack for

    putting together business plans, gathering resources, and getting a new

    venture off the ground. Some dont like to stick around after the launch,

    however, as they prefer to put their energies into the next big thing.

    Prerequisite:Age 18+.

    Skills:Computers, Influence (persuasion), Intuition, and Knowledge

    (business)*.

    * Required skill.

    Resources Modifier:+2.

    InvestigativeThere are a number of jobs that fit within this occupation, including

    investigative reporters, photojournalists, private investigators, police

    detectives, criminologists, criminal profilers, espionage agents, and others

    who use their skills to gather evidence and analyze clues.

    Prerequisite:Age 23+.

    Skills:Deception, Influence (persuasion), Intuition*, Knowledge

    (streetwise), Perception (awareness), Stealth, and any one weapon skill

    except Gunnery.

    * Required skill.

    Resources Modifier:+0.

    Law EnforcementLaw enforcement personnel include uniformed police, state troopers,

    federal police, federal agents, SWAT team members, and military police.

    Prerequisite:Age 20+.

    Skills:Influence (persuasion), Intuition, Knowledge (civics or

    streetwise), Perception (awareness), Tactics, Vehicles, and any one

    weapon skill.

    Resources Modifier:1.

    Law and PoliticsThis occupation covers lawyers, legal scholars, judges, and politicians at

    all levels of government.

    Prerequisite:Age 23+.

    Skills:Deception, Influence (persuasion or bureaucracy), Intuition, and

    Knowledge (civics)*.

    * Required skill.

    Resources Modifier:+2.

    MilitaryMilitary covers any of the branches of the armed forces, including army,

    navy, air force, and marines, as well as the various elite training units

    such as Seals, Rangers, and Special Forces.

    Prerequisite:Age 18+.

    Skills:Athletics, Mechanics, Nature (survival), Perception (awareness),Tactics*, Vehicles, and any one weapon skill.

    * Required skill.

    Resources Modifier:1.

    ReligiousOrdained clergy of all persuasions, as well as theological scholars and

    experts on religious studies fall within the scope of this starting

    occupation.Prerequisite:Age 23+.

    Skills:Focus, Influence (persuasion), Intuition, Knowledge (history or

    religion), Linguistics, Perception.

    Resources Modifier:+0.

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    RuralFarm workers, hunters, and others who make a living in rural

    communities fall under this category.

    Prerequisite:Age 15+.

    Skills:Athletics, Mechanics, Nature, Perception (awareness), Vehicles,

    and any two weapon skills except Gunnery.

    Resources Modifier:2.

    StudentA student can be in high school, college, or graduate school. He or shecould be in a seminary, a military school, or a private institution. A

    college-age student should also pick a major field of study.

    Prerequisite:Age 15+.

    Skills:Analytics, Focus, Knowledge, Perception, any four nonweapon

    skills, and any one weapon skill except Gunnery.

    Resources Modifier:4.

    TechnicianScientists, engineers, and programmers of all types fit within the scope of

    this starting occupation.Prerequisite:Age 23+.

    Skills:Analytics, Computers, Knowledge, and Mechanics.

    Resources Modifier:+1.

    White CollarProfessional occupations such as accountants, insurance agents, bank

    personnel, financial advisors, tax preparers, sales personnel, real estate

    agents, and a variety of mid-level managers fall within the scope of this

    starting occupation.

    Prerequisite:Age 23+.

    Skills:Computers, Influence, Intuition, and Knowledge.Resources Modifier:+1.

    Changing OccupationsYou can change your occupation at any time after creating your

    character, but there are some requirements to do so. First, you must be

    trained in at least one skill listed in the occupations description,

    including all of the occupations required skills (if any). Second, you must

    spend time finding your new job; the difficulty depends on the jobs

    normal salary as well as the size and wealth of the community orcompany in which you search.

    Finding a job is a challenge: CheckSKILL (Cha) DC 15 + occupations

    Resources modifier; Complexity60 Resources modifier of community or

    company; Base Time1 day; Completedyou find a job in the occupation

    you seek; Terminatedyour search has exhausted every lead and you must

    start from scratch after polishing your resume, practicing your

    interviewing techniques, and researching new job opportunities.

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    The e20 Systemhas six universal classes suitable for any campaign

    setting and genre, and each class has access to talent trees and exclusive

    feats that fit their role in the game. A summary of each class is provided

    below.

    Class

    Starting hp

    (hp/level) Trained Skills

    1

    Defense Bonus

    2

    Vanguard 110 (11) 6 +3 Fort, +2 Reflex

    Dreadnought 120 (12) 5 +3 Fort, +2 Will

    Corsair 90 (9) 8 +3 Reflex, +2 Fort

    Savant 70 (7) 10 +3 Reflex, +2 Will

    Sentinel 100 (10) 7 +3 Will, +2 Fort

    Envoy 80 (8) 9 +3 Will, +2 Reflex

    1 At least 1/2 of your starting trained skills must be nonweapon skills

    2 Defense bonus provided by automatic feats at 1st level

    Class DescriptionsThe six character class descriptions use a common format to summarize

    the most important information.

    Class FeaturesEvery class provides a specific set of features that help to determine your

    characters game statistics.

    Hit PointsAt 1st character level, you gain a set number of starting hit points based

    on your starting class. As you gain levels, you gain a smaller number of

    hit points determined by the class you select. If you multiclass, you do

    not gain your new classs starting hit points.

    Starting SkillsAt 1st character level, your class grants you a set number of skills

    (including a minimum number of nonweapon skills) chosen from your

    class, racial, and occupation skill lists. If you multiclass, you do not gainany starting skills from your new class.

    Starting FeatsAt 1st character level, your class grants you some feats automatically in

    addition to giving you the choice of one class feat and one bonus feat. If

    you multiclass, you do not gain any starting feats from your new class.

    TalentsIn the e20 System, you customize your capabilities both in and out of

    combat by selecting different talents from the talent trees available toeach class.

    Fundamentally, talents provide exclusive skill applicationsthat is, a

    new way to use a skill you already know. All talents scale by character

    level, and talents available at higher levels arent more powerful than

    low-level talents in any absolute sense. However, higher-level talents

    provide unique and exclusive options that you cant get without focusingon a single class.

    In a fantasy setting, for example, a 1st-level Savant might learn arcane

    magic talents such as Sleepor Magic Missile, and their power levels scale

    up as the Savant gains levels. At higher levels, the Savant might learn

    talents such as Flightor Invisibility; though designed to be equally

    valuable in any given encounter, these talent represent unique

    capabilities that you cant learn except by continuing to take levels in the

    Savant class.

    Talent TreeA talent tree includes a thematically consistent group of talents that

    represent a specific approach to problem-solving common to a particular

    class. Each talent tree includes three core talents and six major talents.

    Prerequisite:Some talent trees have a prerequisite that you must meet

    in addition to having levels in an associated class. When applicable,

    talent trees description lists them here.

    Talent Name [Type]

    Type:Each talent has a typecore or majorlisted in brackets

    immediately following the talents name.

    Core Talents:These represent the fundamentals of a given series of

    talents, serving as prerequisites for some major talents in each talent

    tree and providing the ability to perform relatively simple actionsthat you can use once per round.

    Major Talents:More complex than core talents, major talents provide

    you with more powerful options. However, they are more taxing to

    perform, difficult to duplicate once an opponent has witnessed them,

    or both, so they can be used only once per encounter. You can use a

    major talent again after you take 1 minute to rest or you spend an

    Action Point to regain it.

    Description:Below the talents name and listed in italics, the talent

    provides a brief description that provides some insight into how the

    talent works or what it might look like in play.

    Prerequisite:If a talent has any specific prerequisite ( such as a

    minimum level in a class), it is l isted here. You cannot select a talent

    unless you meet its prerequisites.

    Requirement:If a talent works only in specific circumstances, its

    description specifies them here.Trigger:If a talent allows you to respond immediately to an event, its

    description specifies it here. Any talent that is an interruption or reaction

    has a trigger.

    Action:The talents action type (standard, move, swift, free, reaction,

    or interruption) is specified here. For standard, move, and swift actions,

    you can perform the talent only if you have the listed action available on

    your turn.

    Keywords:Many talents have keywords, which identify important

    details that can interact with other mechanics. Some common keywords

    are described below.

    Weapon:The talent is performed using a weapon of some sort. You

    must be trained with the weapon you wield to use it with this talent.Some characteristics of the talent (such as the skill used, the talents

    range, the talents damage, and so forth) might be effected by the

    weapon you wield; in that case, use the appropriate weapon statistic

    to determine the talents statistics. In addition, some weapon talentshave an additional keyword that limits them to specific types of

    weapons.

    oAutofire:The talent can be performed only with an automatic

    weapon, such as a machine gun. Unless otherwise specified, an

    autofire talent expends 10 shots, and your weapon must have at

    least 10 shots remaining to use this talent.

    3: Classes

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    oBarrage:The talent can be performed only with an automatic or

    semiautomatic weapon, such as a 9mm pistol. Unless otherwise

    specified, a barrage talent expends 5 shots, and your weapon

    must have at least 5 shots remaining to use this talent.o

    Blast:The talent can be performed only with a blast area weapon,

    such as a grenade or other explosive device.

    oLight:The talent can be performed only with a light weaponwielded in one hand.

    oMelee:The talent can be performed only with a melee weapon.

    (Natural weapons count as melee weapons, and unarmed

    attacks count as melee weapons so long as you are trained in

    the Unarmed skill.)

    o

    Ranged:The talent can be performed only with a ranged weapon

    that isnt limited to automatic fire. (A machine gun doesnt

    qualify, but an assault rifle does because it can use both

    automatic and semiautomatic fire.)

    Transport:You must be driving a transport (either riding a mount or

    piloting a vehicle) to use the talent.

    Mind-Affecting:The talent depends on the target having a conscious

    mind, so it affects only creatures with an Intelligence score.

    Healing:The talent restores hit points or provides some other benefit

    to living creatures. It does not affect objects or nonliving creatures

    unless otherwise specified.

    Magic:The talent produces a magic effect and is available only insettings that include magic.

    Psionic:The talent produces a psionic effect and is available only insettings that include psionics.

    Target:This line specifies the target or targets of the talent. It can be a

    set number of characters, a specific type of character (such as creatures,

    objects, or vehicles), all characters in a specified area, or some

    combination of the above. Area attacks might list an area that modifies a

    weapons normal area; for example, all characters in area [WEAPON +1] would mean that a machine gun that normally affects an area 2

    squares wide on each side would instead affect an area 3 squares wide

    on each side. All targets must be within the talents maximum range (see

    below).

    Range:This specifies the range at which you can use the talent and

    under what circumstances you suffer a penalty. A talent can have more

    than range type listed; in that case, you must satisfy the requirements of

    all listed range types when using the talent.

    [number]:This specifies the talents point blank range. You take a

    range penalty against targets beyond this range: Short (range 2),

    2; Medium (range 5), 5; Long (range 10), 10; Extreme (range

    20), 20. You cannot use the talent beyond extreme range.

    Within [number]:The talent cannot be used at all beyond the

    specified range.

    Weapon:The talents range equals that of the weapon you wield. All

    weapons also have a direct range (see below) unless otherwise

    specified.

    Sight:The talent requires line of sight and can affect any target that

    does not have total concealment against you so long as you areaware of the target (such as when you have noticed its presence

    with a Perception check).

    Direct:The talent requires a direct line of effect and can affect any

    target that does not have total cover against you. In addition, if the

    target has total concealment, you must guess the targets location; if

    you guess wrong, your action is wasted.

    Communication:The talent can affect any target that can

    understand you and your language. For verbal communication, the

    target must be able to hear you; for written communication,

    gestures, or signals, the target must be able to see you.

    (Communication devices might allow a target to see or hear you atvery great distances.)

    Attack:If a talent harms, impairs, or otherwise limits the target in

    some way, it is an attack. Make the attack roll using the listed skill andmodifiers (if any) and compare to the targets listed defenses. When an

    attack uses a weapon skill, it will often say SKILL rather than any

    specific weapon skill; in this case, use whichever skill matches theweapon you wield.

    If your attack roll equals or exceeds the targets defense, you hit;

    otherwise, you miss. If you roll a natural 1, your attack automatically

    misses. If you roll a natural 20, you automatically hit if your attack bonus

    is +0 or more (after subtracting penalties for range, concealment, and so

    forth) and you score a critical hit if your attack roll equals or exceeds the

    targets defense.

    Talent Tree StructureTalent trees use a common structure that provides ample variety at 1st

    level in addition to several higher-level talents that reward you for

    focusing on a given class. Basic talent trees have 3 core talents and 6

    major talents with the following level requirements:

    1st level:2 core talents, 2 major talents

    2nd level:1 major talent 3rd level:1 core talent

    6th level:1 major talent 10th level:1 major talent

    14th level:1 major talent

    Advanced talent treesavailable to two or more classes at higher level

    also have 3 core talents and 6 major talents, but their level requirements

    increase:

    7th level:2 core talents, 2 major talents

    8th level:1 major talent 9th level:1 core talent

    12th level:1 major talent

    16th level:1 major talent

    20th level:1 major talent

    On its surface, the talent tree structure might seem somewhat front

    loaded, with no immediate reward for going beyond 3rd level in a class.

    However, class feats help to fill the gaps: New class feats become

    available at most levels, and most existing class feats improve as yougain class levels. Upon advancing to any level in a class, youre almost

    certain to gain access to a new talent, new class feat, or an improvement

    in a lower-level class feat.

    The level requirements for talents dont align perfectly with when you

    gain new talents for three reasons. First, when you gain a new known

    stunt, you can use it to learn a talent stunt of the same tree and type as

    any talent you know; therefore, you might learn new talents as stunts

    instead of as talents.

    Second, every time you gain a level you can retrain one feat, talent, orstunt you already know. Even if you dont gain a talent selection at the

    time you qualify for a new talent, you could choose to replace an

    existing talent to learn it right away.

    Third, you might have more than one class, so your class level (which

    determines which talents you can learn) wont necessarily line up with

    your character level (which determines when you learn new talents and

    stunts). You have an incentive to continue taking levels in any given

    class because the next set of new options usually becomes available in

    only one more level.

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    Hit:This describes the effect of a successful attack. If the target suffers

    any effect in addition to damage dealt, it is listed here.

    WEAPON:Add the weapons damage dice to the damage dealt.

    [Skill]:Add your skill modifier to the damage dealt. If SKILL is

    listed, use whichever skill matches the weapon you wield. If any

    abilities are listed in parentheses after the skill, add that ability

    modifier to your skill modifier when determining damage.

    +[Number] dice:If additional dice are specified, use your weapons

    damage die type. For example, +1 die when wielding a rifle (2d8)would add +1d8 to the damage dealt.

    [Type] damage:This specifies the attacks damage type (see page

    76). If no type is specified, the attack deals the normal damage type

    for the weapon you wield.

    [Penetrating/Devastating/Ongoing] [number]:The target suffers the

    effect of the indicated type of dynamic damage (see page 77).

    ([Defense] save ends):The specified effect ends if the target makes

    the indicated saving throw at the end of its turn. Some effects might

    worsen if a save is failed, as noted in the talents description.

    Hit by [number]:If your attack roll exceeds the targets defense by

    the listed amount, the specified additional effect occurs.

    Miss:If the attack has any special effect on a miss, the description

    notes it here.

    1/2 damage:Roll damage as if you had hit and divide the result by 2

    to determine how much damage you deal to the target. Unless

    otherwise specified, the target is not subject to any other effect that

    occurs on a hit.

    Miss by [number]:The miss effect applies only if the targets defense

    exceeds your attack roll by less than or equal to the listed number.

    Check:Any talent that is not an attack is resolved as a task with a

    normal skill check. Make the skill check using the listed skill and

    modifiers (if any) and compare to the listed DC, opposed check, or

    targets defense.

    Success:If your skill check result equals or exceeds the target number,

    the listed effect occurs. Some talents have additional that effects if youbeat the target number by some amount (Success by [number]), just as

    with attacks.Failure:If the skill check has some effect that occurs on a failure, the

    description notes it here. Some failure effects apply only if the target

    number exceeds your check result by less than or equal to the listed

    number (Failure by [number]), just as with attacks.

    Effect:If the talent has any effect that occurs regardless of the result

    of your attack roll or skill check, the description notes it here.

    Action Point:All major talents have an additional effect that you can

    trigger by spending an action point prior to making your attack roll or

    skill check. Unless otherwise specified, this effect stacks with the normal

    effect of the talent.

    Stunt:You can use any talent to perform a universal stunt

    corresponding to its keywords. In addition, you can use a talent to

    perform any other talent of the same type (core or major) from the same

    talent tree so long as you meet its prerequisite. If you can perform any

    other stunt with this talent, the description notes it here.

    Special:If the talent has any other effect, restriction, or situational

    modifier that does not fit into any of the above categories, the talents

    description notes it here.

    VanguardIf you want to be a front-line fighter who uses brute strength and your

    intimidating presence to dominate opponents, the Vanguard class is a

    good choice that has a great deal of hit points to absorb the punishment

    you attract on the battlefield. This class is most analogous to the Strong

    Hero in d20 Modern.

    Class FeaturesThe following are features of the Vanguard class.

    Hit PointsAt 1st character level, Vanguards have (110 + Constitution modifier) hit

    points. You gain (11 + Constitution modifier) hit points for eachadditional level in Vanguard.

    Starting SkillsAt 1st character level, you are trained in your choice of six skills

    (including at least two nonweapon skills) from your class, racial, and

    occupation skill lists.

    Class Skills:Athletics, Perception, and any three weapon skills.

    Starting FeatsAt 1st character level, you gain the following feats:

    Automatic Feats:Great Fortitude, Improved Great Fortitude, Lightning

    ReflexesClass Feats:any one Vanguard class feat for which you meet the

    prerequisite (see Feats, page 32)

    Bonus Feats:Advanced Weapons, Armor Proficiency, Combat Reflexes,Dodge

    TalentsThe following three talent trees show some sample talents available to

    the Vanguard.

    Assault Talent TreeIn the belief that there is no problem so great that it cant be solved with

    sufficient firepower, you have become an expert with modern heavy

    weapons such as machine guns, missile launchers, and artillery.

    Prerequisite:trained in Gunnery or Advanced Weapons (Firearms)

    Strafe [Core]

    Your experience with automatic weapons allows you more flexibility inhow you lay down your fire.

    Action:Standard; autofire, weapon

    Target:all characters in (1) adjacent area 4 or (2) area 3; Range:weapon

    Attack:SKILL (Str) vs. Primary

    Hit:WEAPON + SKILL damage

    Miss by 5 or less:half damage

    Rolling Barrage [Major]

    You lay down a heavy assault, hitting one target after another over a

    wide area.

    Action:Standard; barrage, weapon

    Target:1 character; Range:weapon

    Attack:SKILL (Str) vs. Primary

    Hit:WEAPON + SKILL (Str) damage, and repeat this attack at a

    cumulative 2 penalty against a different character within 5 squares.

    You cannot attack any target more than once.

    Miss by 5 or less:half damage

    Action Point:Instead take cumulative 1 penalty on each successive

    attack.

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    Devastating Blast [Major]

    Your focused attack overwhelms the target and inflicts massive damage.

    Action:Standard; weapon

    Target:1 character; Range:weapon

    Attack:SKILL (Str) vs. Primary and Fortitude

    Hit vs. Primary:WEAPON + SKILL (Str + Dex) damage (devastating 5)

    Hit vs. Fortitude:target is slowed until the end of its next turn

    Hit by 5 or more vs. Fortitude:target is instead staggered (Fort save

    ends)Action Point:If damage exceeds targets threshold, it takes double the

    normal fatigue or impairment penalty.

    Brute Talent TreeBy capitalizing on brute strength and furious rage, you crush your

    enemies, see them driven before you, and hear the lamentations of their

    spouses.

    Prerequisite:trained in Melee or Unarmed

    Melee Smash [Core]

    You throw all of your weight into your savage attack, crushing your

    target with a ferocious blow.

    Requirement:You must move at least 1 square this turn prior to your

    attack.

    Action:Standard action; weapon, meleeTarget:1 character; Range:reach

    Attack: SKILL (Str) vs. Primary

    Hit:WEAPON + SKILL (Str + Con) damage

    Furious Charge [Major]

    You charge your foe, landing a mighty blow that leaves your target

    fatigued.

    Requirement:You must be able to charge your target.

    Action:Standard action; weapon, melee

    Target:1 character; Range:reach

    Effect:You move adjacent to your target, subject to the same

    requirements as the charge action. Your turn ends immediately after

    your attack.

    Attack: SKILL (Str) + 2 vs. Primary and FortitudeHit vs. Primary:WEAPON + SKILL (Str + Con) damage

    Miss by 5 or less vs. Primary:half damage

    Hit vs. Fortitude:Target takes 1 fatigue penalty

    Action Point:On hit vs. Fortitude, target is also slowed (Fort save ends).

    Knockout Blow [Major]

    You strike a vulnerable point on a disadvantaged foe to knock out your

    target.

    Action:Standard action; weapon, melee

    Target:1 disadvantaged living creature; Range:reach

    Attack:Unarmed (Str) vs. Primary and Fortitude

    Hit vs. Primary:WEAPON + Unarmed (Str + Dex) nonlethal damage.

    Hit vs. Primary and Fortitude:Target is dazed (Fort save ends).

    Hit by 5 or more vs. Fortitude:Target is instead stunned (Fort save

    ends). If the target fails its save, it becomes disabled.Action Point:On hit vs. Primary, you deal double damage.

    Tempest Talent TreeLike a gladiator, street fighter, or martial artist, you have become an

    expert at fighting while surrounded by multiple foes.

    Prerequisite:trained in Melee or Unarmed

    Cleaving Strike [Core]

    Your might allows you to build momentum as you smash through one

    target so you can strike another.

    Action:Standard action; weapon, melee

    Target:1 character; Range:reach

    Attack: SKILL (Str) vs. Primary

    Hit:WEAPON + SKILL (Str) damage, and make a secondary attack

    against a different character in range.

    Attack:SKILL (Str) 5 vs. PrimaryHit:WEAPON + SKILL damage

    Combat Throw [Core]

    You take advantage of a foes momentum to throw him to the ground

    after a missed attack.

    Action:Reaction; weapon, melee

    Trigger:a creature misses you with a melee attackTarget:creature that missed you; Range:reach

    Attack:Unarmed vs. Reflex

    Hit:Target is knocked prone.

    Hit by 5 or more:Force target into an unoccupied square within your

    reach, dealing WEAPON + Unarmed (Str) damage

    Whirlwind Attack [Major]

    Your awareness of your surroundings allows you to strike all foes in

    range with a flurry of blows.Action:Standard action; weapon, melee

    Target:all enemy characters; Range:reach

    Attack: SKILL (Str) vs. Reflex of each target

    Hit:WEAPON + SKILL (Str) damage

    Miss by 5 or less:half damage

    Action Point:Instead deal WEAPON + SKILL (Str + Dex) damage on hit.

    DreadnoughtIf you want to be a tireless warrior who protects allies and pilots enemies

    to his advantage in combat, the Dreadnought class is an excellent choice,

    typically having the most hit points in a given group of characters andcontinuing to fight after anyone else would have succumbed to enemy

    attacks. This class is most analogous to the Tough Hero in d20 Modern.

    Class FeaturesThe following are features of the Dreadnought class.

    Hit PointsAt 1st character level, Dreadnoughts have (120 + Constitution modifier)

    hit points. You gain (12 + Constitution modifier) hit points for each

    additional level in Dreadnought.

    Starting SkillsAt 1st character level, you are trained in your choice of five skills

    (including at least two nonweapon skills) from your class, racial, andoccupation skill lists.

    Class Skills:Athletics, Tactics, and any three weapon skills.

    Starting FeatsAt 1st character level, you gain the following feats.

    Automatic Feats:Great Fortitude, Improved Great Fortitude, Iron Will

    Class Feats:any one Dreadnought class feat for which you meet the

    prerequisite (see Feats, page 32)

    Bonus Feats:Advantageous Cover, Armor Proficiency, Dodge,

    Toughness

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    TalentsThe following three talent trees list some sample talents available to the

    Dreadnought.

    Bulwark Talent TreeWith your unshakable, unmovable might, you stand fast in the face of

    overwhelming force and become the anvil on which your foes arecrushed.

    Hold the Line [Core]

    Your relentless assault cuts off an enemys room to maneuver.

    Requirement:You cannot move this turn.

    Action:Standard action; weapon

    Target:1 creature; Range:weapon

    Attack: SKILL (Con) vs. Primary

    Hit:WEAPON + SKILL (Con) damage, and the target is slowed until thestart of your next turn.

    Trap Enemy [Major]

    You cut off your opponents every avenue of escape as you crush it under

    a withering assault.

    Action:Standard action; weapon

    Target:1 creature; Range:weapon

    Attack: SKILL (Con) vs. Primary

    Hit:WEAPON + SKILL (Str + Con) damage. If your target moves before

    the start of your next turn, make a secondary attack as an

    interruption.

    Attack:SKILL (Con) vs. Primary

    Hit:WEAPON + SKILL (Str + Con) damage, and your targets

    movement ends immediately.

    Action Point:On hit, target is slowed until the end of its next turn.

    Shift Formation [Major]

    Your attacks force your enemies to move to defend themselves, putting

    them at a disadvantage.

    Action:Standard action; weapon

    Target:all enemy creatures in reach or area 2; Range:weapon

    Attack: SKILL (Con) vs. Primary and FortitudeHit vs. Primary:WEAPON + SKILL damage

    Hit vs. Fortitude:Target is forced a number of squares equal to your

    Wisdom modifier (minimum 1) and slowed until the end of its next

    turn.

    Hit by 5 or more vs. Fortitude:Target is disadvantaged (save ends)

    Action Point:On hit vs. Primary, instead deal WEAPON + SKILL (Con +

    Int) damage

    Juggernaut Talent TreeYou capitalize on your size, mass, and momentum to plow through the

    ranks of your enemies, pummeling them into submission and leaving

    them in disarray.

    Prerequisite:trained in Melee or Unarmed

    Powerful Charge [Core]

    You mount a crushing charge, leaving your target out of position and

    disadvantaged.

    Requirement:You must be able to charge your target.

    Action:Standard action; weapon, melee

    Target:1 character; Range:reach

    Effect:You move adjacent to your target, subject to the same

    requirements as the charge action. Your turn ends immediately after

    your attack.Attack: SKILL (Con) + 2 vs. Primary and Fortitude

    Hit vs. Primary:WEAPON + SKILL (Con) damage

    Hit vs. Fortitude:Target is forced 1 square away from you.

    Hit by 5 or more vs. Fortitude:Target is disadvantaged until the end

    of its next turn.

    Overwhelming Charge [Major]

    You plow through one target to reach another with your unstoppable

    charge.

    Requirement:You must be able to charge your target.

    Action:Standard action; weapon, melee

    Target:1 creature; Range:reach

    Effect:Your speed is increased by 2 during this action. You move

    adjacent to your target, subject to the same requirements as the

    charge action. Your turn ends immediately after your attack.

    Attack: SKILL (Con) + 2 vs. Primary and Fortitude

    Hit vs. Primary:WEAPON + SKILL (Con) damage

    Hit vs. Fortitude:Target is knocked prone, and you can continue your

    movement through its space. If your movement brings you in contact

    with another target, you can repeat this attack against that target.

    You cannot move more than your speed during this action.

    Hit by 5 or more vs. Fortitude:Target is dazed until the end of its

    next turn.

    Action Point:On hit vs. Primary, instead deal WEAPON + SKILL (Con)

    damage.

    Crushing Advance [Major]

    Your tireless onslaught drives your enemies before you.

    Action:Standard action; weaponTarget:1 creature; Range:weapon

    Attack: SKILL (Con) vs. Fortitude

    Hit:WEAPON + SKILL damage, and you force the target 1 square away

    from you. In addition, you can step 1 square and repeat this attack

    (cumulative 2 penalty for each previous hit) against the same

    target or another character adjacent to that target. Your total

    movement cannot exceed your speed.

    Action Point:Gain +2 bonus to all attacks you make with Crushing

    Advancethis turn.

    Soldier Talent TreeYou dominate the battlefield, drawing fire away from your allies and

    helping them to maneuver toward victory.

    Draw Fire [Core]You dominate the attention of your enemies, forcing them to focus on

    your rather than your allies.

    Action:Swift action; weapon

    Target:all enemy characters in area 2; Range:weapon

    Attack: SKILL (Con) vs. Will of all targets in area

    Hit:Until the start of your next turn, the target cannot make an attack

    that doesnt include you as a target so long as you are not

    unconscious and you are an eligible target.

    Stunt:Suppress

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    Covering Attack [Major]

    Your focused attacks create an opening that allows your allies to

    reposition before the enemy can respond.

    Action:Standard action; weapon

    Target:1 character; Range:weapon

    Attack: SKILL (Con) vs. Primary

    Hit:WEAPON + SKILL (Con) damage, and one allied creature in sight of

    both you and the target can step up to its speed as an immediate

    free action.

    Action Point:One additional allied creature can step up to its speed as an

    immediate free action.

    Stunt:Suppress

    Sudden Assault [Major]

    You make a quick move to take advantage of an enemy, forcing it to shift

    its attention to you.

    Action:Standard action; weapon

    Target:1 character; Range:weapon

    Effect:You move up to your speed, ending your movement in a position

    where you can attack your target.

    Attack: SKILL (Con) vs. Primary and Will

    Hit vs. Primary:WEAPON + SKILL (Dex) damage

    Hit vs. Will:Target is disadvantaged and slowed (Will save ends both).

    Action Point:On hit vs. Will, target is instead stunned (Will save ends).Stunt:Suppress

    CorsairIf you want to be a quick and agile combatant, the Corsair class is a good

    choice that combines speed and sudden, unexpected strikes to eliminate

    enemies quickly while avoiding their counterattacks. This class is mostanalogous to the Fast Hero in d20 Modern.

    Class FeaturesThe following are features of the Corsair class.

    Hit PointsAt 1st character level, Corsairs have (90 + Constitution modifier) hit

    points. You gain (9 + Constitution modifier) hit points for each additional

    level in Corsair.

    Starting SkillsAt 1st character level, you are trained in your choice of eight skills

    (including at least four nonweapon skills) from your racial and

    occupation skill lists.

    Class Skills:Acrobatics, Deception, Stealth, Vehicles, and any two

    weapon skills.

    Starting FeatsAt 1st character level, you gain the following feats:

    Automatic Feats:Great Fortitude, Improved Lightning Reflexes, and

    Lightning Reflexes.

    Class Feats:any one Corsair class feat for which you meet the

    prerequisite (see Feats, page 32)

    Bonus Feats:Dodge, Improved Initiative, Nimble, Sprint

    TalentsThe following three talent trees list some sample talents available to the

    Corsair.

    Shadow Talent TreeYou thrive in the shadows, feeding on your enemies fear as you stalk

    them and silently move in for the kill.

    Prerequisite:Sneak Attack feat or trained in Stealth

    Fleeting Ghost [Core]

    You quickly move from shadow to shadow to remain out of sight.Action:Move action

    Target:all characters that gain line of sight as you move; Range:sight

    Effect:You move up to your base speed through areas with concealment.Check:Stealth (Dex) vs. passive sense (Wis)

    Success:If you have concealment to the target throughout your

    movement, you instead gain total concealment.

    Disappear [Major]

    You step back into the shadows, disappearing from view as you hide inplain sight.

    Requirement:You must have concealment.

    Action:Swift action

    Target:all characters with line of sight to you; Range:sight

    Check: Stealth (Dex) vs. passive sense (Wis)

    Success:You gain total concealment to target.

    Action Point:Your sudden disappearance leaves your opponents

    dumbfounded. Choose one target you hit; target is stunned until theend of its turn.

    Unseen Strike [Major]

    The sting of hot steel in your enemys flesh is the first hint of danger.

    Requirement:You must have concealment.

    Action:Standard action; weapon

    Target:1 creature; Range:weapon

    Attack: Stealth (Dex) vs. Primary and opposed sense (Wis)

    Hit vs. opposed sense (Wis):You gain total concealment to the target.

    Hit vs. Primary:WEAPON + Stealth (Dex) damageMassive Damage:Target is stunned (Fortitude save ends) and takes

    additional 1 impairment penalty.

    Action Point:If you deal massive damage, target is disabled instead of

    stunned.

    Sharpshooter Talent TreeYou have everything you need to be a deadly gunslinger or sniper: a keeneye, a steady hand, a full load of ammunition, and a complete lack of

    remorse.

    Prerequisite:trained in at least one ranged weapon

    Deadeye [Core]

    Your steady hand and keen senses make you an exceptional sharpshooter.

    Requirement:You must have aimed at your target this turn.

    Action:Standard action; weapon, ranged

    Target:1 character; Range:weapon

    Attack: SKILL (Dex) + 1 vs. Primary

    Hit:WEAPON + SKILL (Dex + Wis) damageStunt:Disarm

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    Hail of Fire [Major]

    Your furious hail of fire damages a group of opponents and leaves them

    off balance, giving your allies the edge against them.

    Requirement:Your weapon must have at least 10 shots remaining, which

    are expended during your action.

    Action:Standard action; weapon, barrage

    Target:all enemy characters in area 3; Range:weapon

    Attack: SKILL (Dex) vs. Primary and Reflex of each target

    Hit vs. Primary:WEAPON + SKILL damageHit vs. Reflex:Target is disadvantaged until the start of your next turn.

    Action Point:WEAPON + SKILL (Int) on hit vs. Primary, and target is

    disadvantaged (Reflex save ends) on hit vs. Reflex.

    Quick Shot [Major]

    With blinding speed, you squeeze a round into your target.

    Action:Swift; weapon, rangedTarget:1 character; Range:weapon

    Attack:SKILL (Dex) vs. Primary

    Hit:WEAPON + SKILL (Dex) damage

    Action Point:Target is disadvantaged to you for this attack. If you deal

    massive damage, target is stunned until the end of its next turn.

    Skirmisher Talent TreeLike a swashbuckler or master duelist, you evade opponents attacks asyou make quick, nimble attacks that exploit holes in your targets

    defenses.

    Prerequisite:trained in Acrobatics

    Clever Strike [Core]

    You make a quick, calculated attack that exploits your targets

    weaknesses.

    Action:Standard action; weapon, light

    Target:1 creature; Range:weapon

    Attack: SKILL (Dex) vs. Primary

    Hit:WEAPON + SKILL (Dex + Int) damage

    Stunt:Trip

    Nimble Strike [Major]

    Your knack for weaving through armor and defenses leaves your target

    flat-footed after your unexpected strike.

    Action:Standard action; weapon, light

    Target:1 creature; Range:weapon, within point blank

    Attack: SKILL (Dex) vs. Reflex

    Hit:WEAPON + SKILL (Dex + Int) damage, and target is slowed until

    the start of your next turn.

    Action Point:On hit, target is dazed (Reflex save ends) instead of slowed.

    Defensive Roll [Major]

    You roll with a potentially lethal attack to take less damage from it.

    Action:Interruption

    Trigger:You take damage from an attack that exceeds your current hit

    points.

    Check:Acrobatics (Dex) vs. damage dealtSuccess:you take half damage

    Fail:Defensive Rollis not expended for this encounter.

    Action Point:On success, you take no damage from the attack.

    SavantIf you want to be an embodiment of the maxim brains over brawn, the

    Savant class is a good choice that uses superior planning, analysis, and

    knowledge to outsmart opponents and find the most efficient path

    toward overcoming any obstacle. This class is most analogous to the

    Smart Hero in d20 Modern.

    Class FeaturesThe following are features of the Savant class.

    Hit PointsAt 1st character level, Savants have (70 + Constitution modifier) hit

    points. You gain (7 + Constitution modifier) hit points for each additional

    level in Savant.

    Starting SkillsAt 1st character level, you are trained your choice of ten skills (including

    at least six nonweapon skills) from your class, racial, and occupation skilllists.

    Class Skills:Computers, Focus, Knowledge, Mechanics, Analytics,

    Tactics, and any one weapon skill.

    Starting FeatsAt 1st character level, you gain the following feats:

    Automatic Feats:Improved Lightning Reflexes, Iron Will, and LightningReflexes

    Class Feats:any one Savant class feat for which you meet the

    prerequisite (see Feats, page 32)

    Bonus Feats:Dodge, Educated, Gearhead, Skill Mastery

    TalentsThe following three talent trees list some sample talents available to the

    Savant.

    Logic Talent TreeYour method is as rigorous as it is emotionless: observe; evaluate;

    hypothesize; test hypothesis; confirm hypothesis; exploit newly

    discovered weakness with cold precision.

    Prerequisite:trained in Analytics

    Find Weakness [Core]

    Your analytical mind critiques your targets defenses, systematically

    testing by trial-and-error them until you find a weakness.Action:Standard action; weapon

    Target:1 character; Range:5

    Attack: Analytics (Int) vs. Fortitude

    Hit:WEAPON + Analytics damage

    Miss:Until you hit this target with an attack or the encounter ends,

    you gain a cumulative +2 bonus to attacks against this target.

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    Crucial Insight [Major]

    You have a flash of insight, recognizing a crucial weakness in the target

    that can trigger cascading debilitating effects.

    Action:Standard action

    Target:1 character; Range:sight, 5

    Attack:Analytics (Int) vs. Primary, Fortitude, Reflex, and Will

    Hit vs. Primary:Target is disadvantaged (Reflex save ends).

    Hit vs. Fortitude:Targets massive damage threshold is treated as if it

    were 5 points lower (Fortitude save ends).Hit vs. Reflex: Target is slowed (Reflex save ends).

    Hit vs. Will:Target is dazed (Will save ends); this is a mind-affecting

    effect.

    Action Point:Target takes 2 penalty on all saving throws against the

    effect of this talent.

    Anticipate Action [Major]

    Your quick mind allows you to profile the target to anticipate and

    preempt its next action.

    Action:Standard action

    Target:1 character; Range:sight, 5

    Check: Analytics (Int) + 2 vs. Reflex

    Success:You gain a +2 bonus to your Primary and Reflex Defenses

    against the target until the start of your next turn. During the

    targets next turn, you can perform any single action as an

    interruption.

    Failure:Anticipate Actionis not expended for the encounter.

    Action Point:You instead gain a +5 bonus to your Primary and Reflex

    Defenses against the target until the start of your next turn.

    Strategist Talent TreeYou command the battlefield with absolute precision, executing gambits

    and moving your pawnser, your alliesto outwit and outflank the

    enemy. Checkmate.

    Prerequisite:trained in Tactics

    Exploit Opening [Core]

    Your tactical savvy allows you to spot openings for your allies, allowing

    them to make additional attacks during your turn.Requirement:At least one ally in sight must be able to make a simple

    melee or ranged attack against the target.

    Action:Standard action; weapon

    Target:1 character; Range:sight, allys weapon

    Attack: Tactics (Int) vs. Primary

    Hit:allys WEAPON + Tactics (Int) damage

    Stunt:Suppress

    Trick [Major]

    You pull off a deceptive ploy that leaves your target befuddled and

    confused.

    Requirement:Target must have line of sight to you.

    Action:Standard action; mind-affecting

    Target:1 character; Range:5, sight

    Attack:Tactics (Int)* vs. Will* If you are trained in Deception, you gain a +2 bonus to your attack.

    Hit:Target is dazed (Will save ends). If the target fails its save, it

    becomes stunned (Will save ends).

    Outflank [Major]

    You notice a gaping hole in a targets defenses, allowing your attack to

    create a distraction necessary for your allies to reposition themselves

    to take advantage of the lapse.

    Requirement: At least one ally in s ight must have line of sight to the

    target.

    Action:Standard action; weapon

    Target:1 character; Range:sight, allys weapon

    Effect:Your ally moves up to its speed as an immediate free action,ending its movement in a space from which it can make a simple

    melee or ranged attack against the target.

    Attack: Tactics (Int) vs. Will

    Hit:allys WEAPON + Tactics (Int) damage, and the target is

    disadvantaged (Will save ends).

    Action Point:One additional ally can move up to its speed as an

    immediate free action, and you gain a +2 bonus to your attack.

    Technophile Talent TreeYou push machines so far beyond their specified operating limits that

    even experts can only watch in awe. You know better than to believe the

    manuals written specifications, of course; you wrote them.

    Prerequisite:trained in Computers or Mechanics

    Override [Core]Your hacking expertise allows you to bypass a computers security

    protocols temporarily.

    Action:Swift action

    Target:1 computer; Range:communication

    Attack: Computers (Int) vs. Will

    Hit:Target computer treats you as an administrator until the start of

    your next turn.

    Miss:You take a cumulative 2 penalty to any Computers checks

    against the target computer for the rest of the encounter.

    Miss by 5 or more:The computers administrator is notified of your

    attempt.

    Demolish [Major]

    In a feat of applied engineering, you use an explosive device to itsmaximum potential.

    Requirement:You must be wielding an explosive weapon.

    Action:Standard action; weapon, area

    Target:all characters in [WEAPON + 1] area; Range:5

    Attack:Mechanics (Int) vs. Reflex and Fortitude

    Hit vs. Reflex:WEAPON + Mechanics (Int) damage (penetrating 5)

    Miss by 5 or less:half damage

    Hit vs. Fortitude:Target is dazed (Fort save ends)

    Action Point:On hit vs. Reflex, deal + 1 die of damage. On hit vs.

    Fortitude, target is instead stunned (Fort save ends).

    Customized Modification [Major]

    You make a quick adjustment to your equipment to better suit the task

    at hand.

    Action:Standard actionTarget:1 character; Range:5, sight

    Effect:Designate a single held item that you wish to modify.

    Check: Mechanics (Int) vs. Fortitude

    Success:Until the end of the encounter, you can reroll skill checks

    made against the target so long as you use the designated item to

    make that check.

    Action Point:Instead affect 2 targets in range.

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    SentinelIf you want to be your allies consummate defender and protector, the

    Sentinel is the idea class because it specializes both in helping allies to

    continue fighting in the face of an enemys onslaught and in leading

    them to greater heroics though your fearless example. This class is most

    analogous to the Dedicated Hero in d20 Modern.

    Class FeaturesThe following are features of the Sentinel class.

    Hit PointsAt 1st character level, Sentinels have (100 + Constitution modifier) hitpoints. You gain (10 + Constitution modifier) hit points for each

    additional level in Sentinel.

    Starting SkillsAt 1st character level, you are trained in your choice of seven skills

    (including at least four nonweapon skills) from your class, racial, and

    occupation skill lists.

    Class Skills:Focus, Intuition, Medicine, Perception, and any two

    weapon skills.

    Starting FeatsAt 1st character level, you gain the following feats:

    Automatic Feats:Great Fortitude, Improved Iron Will, Iron Will

    Class Feats:any one Sentinel class feat for which you meet the

    prerequisite (see Feats, page 32)

    Bonus Feats:Alertness, Armor Proficiency, Dodge, Surgical Expert

    TalentsThe following three talent trees list some sample talents available to the

    Sentinel.

    Healer Talent TreeFirst, do no harm. Second, the first rule doesnt define what harm

    means. Third, a little creativity and unorthodox medicine never hurt

    anyone. Fourth, let me tell you about pressure points Prerequisite:trained in Medicine

    Render Aid [Core]

    Your medical expertise brings critical aid to your allies.

    Action:Standard action; healing

    Target:1 living creature; Range:reach

    Check: Medicine (Wis) vs. DC 15

    Success:Target heals 1 per point by which your check result exceeds

    the DC, and target can recover as an immediate free action.Special:This counts as assisted recovery (page 61). You take a cumulative

    5 penalty to your check for each successful assisted recovery

    performed on your target by any character in the same encounter.

    Second Chance [Major]

    You provide emergency lifesaving techniques to give your ally a second

    chance to overcome debilitating conditions.

    Action:Swift action; healing

    Target:1 living creature; Range:reach

    Check: Medicine (Wis) vs. DC 15

    Success:Target can make an immediate saving throw against each

    condition currently affecting it, and it suffers no ill effect on a failed

    save.Success by 5 or more:Target can recover as an immediate free

    action.

    Action Point:Target heals 1 per point by which your check result exceeds

    the DC. On success, target gains +2 bonus to its immediate saving

    throws.

    Exploit Anatomy [Major]

    Learning how to mend bodies has also taught you a few tricks about

    breaking them.

    Action:Standard

    Target:1 living creature; Range:reach

    Attack: Medicine (Wis) vs. Fortitude

    Hit:Target is stunned (Fortitude save ends). For every 5 points by

    which your attack roll exceeds the targets Fortitude, the target takes

    a 1 fatigue penalty (or 1 impairment penalty if the target has no

    reserves remaining).

    Action Point:On failed save, target becomes disabled.

    Investigator Talent TreeTodays to-do list: (1) Evaluate crime scene; (2) Profile perpetrator; (3)

    Track fugitive; (4) Interrogate suspect; (5) Eat breakfast.

    Prerequisite:trained in Intuition

    Profile Target [Core]

    You learn to read your opponents body language, tailoring your attacks

    to exploit his tells.

    Action:Standard action; weapon

    Target:1 creature; Range:weapon, 5

    Attack: Intuition (Wis) vs. Primary and WillHit vs. Primary:WEAPON + Intuition (Wis) damage

    Hit vs. Will:You gain a +2 bonus to your next attack against this

    target during this encounter.

    Empathy [Major]

    Your intuitive grasp of emotion and deception allows you to better

    understand others.

    Action:Standard action; mind-affecting

    Target:1 living creature; Range:5, sight

    Attack:Intuition (Wis) vs. Will

    Hit:For the rest of the encounter, you can reroll any Deception,

    Influence, Intuition, or Perception check you make against the target.

    Action Point:On a success, you can reroll and keep the better result with

    any of the listed skill checks against the target.

    Takedown [Major]

    Finding fugitives is one thing, but actually catching them is something

    else.

    Action:Standard action; weapon, melee

    Target:1 creature; Range:reach

    Attack: Unarmed (Wis) vs. greater of Fortitude or Reflex

    Hit:Target is knocked prone, staggered (Fortitude save ends), and

    grappled until the end of your next turn.

    Action Point:On hit, target is stunned (Fortitude save ends) instead of

    staggered.

    Stunt:Pin