UPDATES – 28 DECEMBER 2015

Holy Gigantic Update, Batman! A whole bunch of new feats, a new spell, 2 new psionic powers, a new mage technique, new uses for 4 skills, and two new rules components. Oh, and there’s a Coming Soon section down at the bottom.

  • NEW FEATS:
    • ADJUST AIM
      You have learned to track your targets effectively, and turn near misses into hits.
      Prerequisites: Careful Aim
      Benefit: Whenever you fail an attack roll that had benefited from the Aim action, on your next turn using the aim action against that same target only requires one Swift action.
      Normal: Using the Aim action requires 2 Swift Actions.
    • ADVANCED DEVICE
      You specialise in designing and modifying specific types of advanced technology.
      Prerequisite: Signature Device.
      Benefit: You designate a single weapon, suit of armour, vehicle, droid, or other item as an advanced item.  You can allow the device to gain two traits from the Tech Specialist or Superior Tech feats, or one trait in addition to the Advanced Modifications talent.  To install both traits, you must succeed on two DC 30 Mechanics checks (or a DC 35 for Advanced Modifications).  Once installed the device can use both traits at once, even allowing bonuses to stack.  You can have only one advanced device or signature device at a time, but you can designate another device as your advanced item (the former advanced item loses all benefits gained from this feat).
    • ANALYTICAL DIAGNOSTICS
      You rely on your intellect instead of intuition when applying medical treatment.
      Prerequisite: Trained in Treat Injury.
      Benefit: You use your Intelligence modifier instead of your Wisdom modifier for Treat Injury checks.
      Normal: You use your Wisdom modifier for Treat Injury checks.
    • ARCHERY BASICS
      You are highly skilled with bows and crossbows.
      Prerequisites: Weapon Group Proficiency (Simple), base attack bonus +2 or higher.
      Benefit: You gain the Far Shot feat when firing a bow, composite bow, crossbow, or repeating crossbow. Finally, if you roll a critical threat with a one of those weapons, you can choose to not try and confirm the critical hit and instead automatically inflict maximum damage with your attack.
    • ARCHERY MASTERY
      You are capable of incredible shots with a bow, from lethal attacks to pinning your target to the scenery.
      Prerequisites: Archery Basics, base attack bonus +9 or higher.
      Benefit: You may treat a bow, composite bow, or repeating crossbow as an autofire-capable weapon.  Furthermore, after a successful attack with a bow, composite bow, repeating crossbow, or crossbow, may instead choose to cause your target to become anchored to a nearby surface or the ground.  Roll your damage for this attack normally, but this attack does not cause damage.  If the target would have taken damage, they are instead anchored in place until they make a successful Strength check as a move action (DC 5 + the damage you rolled).
    • BLADE MASTER
      You have received intense training with melee weapons, particularly knives.
      Prerequisites: Weapon Proficiency (Simple), STR 13+, DEX 13+
      Benefit: +2 bonus to all damage rolls when using any melee weapon with a blade.
    • COOLNESS UNDER FIRE
      You’re not the least bit shaken by bullets speeding past you. Some even say it’s when you feel most at home.
      Benefit: When you’re targeted by suppressive fire, you suffer no penalty to your attack rolls.
    • DISARMING SKILL
      Your talent to disarm is much more precise.
      Prerequisite: Improved Disarm
      Benefit: When you disarm an opponent, you can choose where the weapon falls, anywhere within 6 squares of the target.
      Normal: A disarmed weapons either end up in the disarmers’ hands (if unarmed) or at the disarmed targets feet.
      Special: This feat works with the gunslinger Ranged Disarm talent.
    • DRONE OPERATIONS
      Your keen sense of spatial awareness allows you much finer control over remotely controlled mini-vehicles of all kinds.
      Benefit: You receive a +2 equipment bonus to all attack rolls and skill checks while controlling a drone, and the drone’s Reflex Defense is increased by 1 while you are controlling it.
    • DUAL WEAPON DEFENSE
      You have trained to make use of your off-hand weapon defensively when you’re not attacking with it.
      Prerequisites: Dual Weapon Mastery I
      Benefit: Whenever you use a Standard action to make an attack with your primary melee weapon, you may use your other weapon to parry. To do this, you must be wielding 2 melee weapons, at least one of which must be a “light” weapon for you. As long as you do not attack with the second, smaller weapon, you gain a +2 bonus to your Reflex Defense against melee attacks until the start of your next turn.
    • FAMOUS
      You’re a minor celebrity, with a small but loyal flock of admirers.
      Prerequisites: Character level 3+, CHA 15+, Jet Setter
      Benefit: You gain a +4 bonus with all presence checks, and all Presence checks you make automatically succeed on when you roll a natural 20.
    • FAN SERVICE
      You can distract foes with your good looks.
      Prerequisites: The Look, Combat Trickery
      Benefit: As a full action, you may make use Combat Trickery against all characters that are sexually attracted to you within 12 squares.
    • FASCINATING INFORMATION
      You have gained a knack for animated discussions, whether through your own educational experiences, or over the intellectual inspirations of others.
      Prerequisite: Skill Focus (any Knowledge skill)
      Benefit: Once per encounter, you can substitute a Knowledge (any Knowledge skill you have Skill Focus in) check for a Charisma or Charisma-related check (except the Psionics skill).
    • FENCING BASICS
      You’ve trained extensively with fencing weapons.
      Prerequisites: Base attack bonus +2 or higher.
      Benefit: You’re considered proficient with knives (including the Dweller Long Knife), short swords, swords, vibrodaggers, vibroblades, and vibrorapiers, even if you don’t have the appropriate Weapon Proficiency feat. Also, you gain the Melee Defense and Weapon Finesse feats whenever you wield one of those weapons.
    • FENCING MASTERY
      You’re a deadly opponent with any fencing weapon.
      Prerequisites: Fencing Basics, base attack bonus +9 or higher.
      Benefit: When wielding a weapon listed in the Fencing Basics feat, you gain a +2 gear bonus to all disarm checks. Further, once per round, if you miss with one of those weapons (but don’t roll a natural 1), you may immediately make an additional single attack upon the same opponent as a free action.  This attack suffers a —4 penalty in addition to any modifiers that applied to the attack that triggered it. Finally, while armed with one of those weapons, you may not be flanked by characters whose total character level is less than your own.
    • GREATER MIGHTY SWING
      You have learned to put greater amounts of force behind your strikes.
      Prerequisites: Mighty Swing, BAB +5
      Benefit: When you use the Mighty Swing feat, you deal 2 extra dice of damage with your attack.
      Normal: Using the Mighty Swing feat allows you to deal an extra die of damage with your attack.
    • GORGEOUS
      You’re amazingly beautiful, an embodiment of raw physical attractiveness, bearing, grace, and fashion sense.
      Prerequisites: Character level 6+, CHA 15+, The Look.
      Benefit: The bonus to Charisma-based skill checks gained from your The Look feat is increased to +3. Furthermore, you now automatically succeed on any Charisma-based skill check targeting someone who is sexually attracted to you when you roll a natural 20 on your d20 roll.  Not all checks can succeed in this way, it is up to the discretion of the GM.
    • HARD DRINKING
      You drink. A lot. But it rarely, if ever, affects your ability or combat senses.
      Prerequisites: CON 13+, class bonus to Fortitude Defense of +2 or higher
      Benefit: You gain a +4 competence bonus to your Fortitude Defense vs alcohol. Due to your experience with the bottle, you also gain a +2 competence bonus to all Deception rolls to dupe others into thinking you have succumbed to the effects of alcohol. Finally, you gain +1 bonus to your Fortitude Defense against the effects of any compound that weakens your resolve (such as truth serum).
    • IMMOBILIZING STRIKE
      You can restrict your target’s mobility with a few well-placed strikes.
      Prerequisites: Character level 6+, at least +2d6 of Sneak Attack damage from the Sneak Attack talent.
      Benefit: When you hit with an attack that allows you to deal sneak attack damage, you may reduce your usual number of sneak attack dice by 2 to reduce the target’s speed by 1 square. This effect may be applied up to twice to any single attack (if you have at least 4 sneak attack dice left after devoting dice to other class and feat abilities).
      The target recovers from this speed penalty at the rate of 1 square per day. Effects that speed up the recovery of temporary ability damage also speed up recovery of this damage.
      Multiple attacks with this ability may reduce an character’s speed to 0 squares. Targets reduced to a speed of 0 squares may move 1 square as a full-round action.
    • IMPROVED ATTACK OBJECT
      You are skilled at attacking held items.
      Prerequisite: Strength 13, Power Attack.
      Benefit: You gain a +5 bonus on any melee attack roll made against a held, carried, or worn object.
    • IMPROVED BULL HERDER
      When using the Bull Herder feat, you move your opponent additional squares.
      Prerequisite: Bull Herder, Dexterity 15, base attack bonus +1.
      Benefit: When you damage a target with a ranged attack, you move your opponent a number of additional squares equal to half your Dexterity modifier (round down, minimum 2 squares moved total).
    • IMPROVED CRITICAL
      You can make devastating attacks with your chosen weapon.
      Prerequisite: Base attack bonus +6, proficient with weapon.
      Benefit: Whenever you attack with a weapon of the chosen weapon type, the critical range of the attack is increased by 1.  Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead.  However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit.
    • JET SETTER
      You have earned a small public reputation running with the entertainment in-crowd, debutantes, and the social elite.
      Prerequisites: CHA 13+.
      Benefit: You may use the Presence system to influence others with your celebrity.
    • KEEP YOUR HEAD DOWN
      You are particularly skilled at staying out of harm’s way.
      Prerequisites: DEX 15+, Coolness Under Fire, Base attack bonus +4 or higher.
      Benefit: When benefiting from cover, you may choose to receive damage reduction DR 5/- if benefiting from standard cover or DR 10/- if benefiting from improved cover.  This damage reduction stacks with any damage reduction you receive from armor or class abilities.  If you choose to receive this benefit, you suffer a –2 circumstance penalty to all attack rolls made while you remain behind cover.
    • LEARN MAGE TECHNIQUE [MAGIC]
      Your relationship with magic has deepened, giving you greater insights.
      Prerequisites: Magery Training, Level 9+, Any one Magic Talent
      Benefit: You learn one Mage Technique.
    • LEARN PSIONIC TECHNIQUE [PSIONIC]
      Your relationship with the universal subconscious has deepened, giving you greater insights.
      Prerequisites: Psionic Training, Level 9+, Any one Psionic Talent
      Benefit: You learn one Psionic Technique.
    • MULTI-ATTACK MOBILITY
      You can move and make multiple attacks in the same turn.
      Prerequisites: Running Attack, Double Attack (Chosen Weapon or Weapon Group), +8 Base Attack Bonus
      Benefit: Choose one weapon or weapon group. When you use your Double Attack feat to make multiple attacks with that weapon during a turn, you may also move a distance up to your speed. Using this feat imposes a -2 penalty to each attack you make this turn and until the start of your next turn, as movement makes attacking more difficult.
    • PAIRED WEAPON BASICS
      You may use two weapons at the same time to attack and confuse your enemies.
      Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
      Benefit: You receive several benefits when wielding two of the same single-handed weapon. First, you gain the Combat Trickery feat. Second, you gain a +2 gear bonus to all Deception attempts to use the Combat Trickery feat. Third, you may add +1/2 the difference between your attack roll and your opponent’s Defense (rounded down) as a circumstance bonus to the damage inflicted by your attack.
    • PAIRED WEAPON MASTERY
      When fighting with two weapons. your attacks flow with unusual speed and efficiency.
      Prerequisites: Paired Weapon Basics, base attack bonus +9 or higher.
      Benefit: You may now benefit from the Paired Weapons Basics feat with two different weapons single-handed weapons. You also gain the Rapid Strike feat when so armed.
    • PRIMAL WARRIOR
      You are extraordinarily skilled with the use of simple weapons.
      Prerequisites: Weapon Proficiency (Simple)
      Benefit: Your attacks with Simple weapons deal an additional die of damage. This effect does not apply to weapons that are treated as Simple weapons due to some effect or ability, only to those that are listed as Simple weapons.  This does not apply to grenades and similar weapons.
    • PROTÉGÉ
      You have a close friend or assigned assistant as your trusted right hand or hand-like appendage.
      Prerequisites: Character level 6+, CHA 13+, cannot have any nonheroic levels (meaning this is not a feat for NPCs).
      Benefit: You gain the services of another heroic character.  The character’s level begins equal to one-half of yours (rounded down), and rises by 1 for every 2 character levels you gain thereafter. This character’s disposition toward you is ‘ally’, and they undertake any reasonable actions that can be expected of them. If they are captured or killed, you lose the benefits of this feat until you either free your captured protégé, are assigned a new one, or make a new friend who can serve as your protégé.
    • REVOLVER BASICS
      The trusty revolver has become one of your weapons of choice.
      Prerequisites: Base attack bonus +1 or higher.
      Benefits: You’re considered to be proficient with all revolvers, even if you don’t possess the appropriate weapon proficiency feat. Further, you gain the benefits Careful Shot feat when using a revolver, and you can reload a revolver as a swift action.
    • REVOLVER MASTERY
      You can snap off a couple of rounds with a revolver as easily as with an automatic.
      Prerequisites: Base attack bonus +6 or higher, Revolver Basics.
      Benefits: You gain the benefits of the Quick Draw feat when using a revolver. Furthermore, when you use two hands to hold a revolver, you can treat it as if it had a semiautomatic rate of fire.
    • SILVER TONGUE (ADDING TO THE PRE-EXISTING FEAT)
      Additional Benefit: You receive a +2 to all seduction rolls. Further, you automatically succeed on seduction rolls when you roll a natural 19 or 20.
    • SIMPLY IRRESISTIBLE
      Your dazzling good looks and masterful seduction techniques practically guarantee that you can get what you want from people who are sexually attracted to you.
      Prerequisites: Character level 12+, Gorgeous, Silver Tongue.
      Benefit: The bonus to Charisma-based skill checks from your The Look feat is increased to +5. Furthermore, you now automatically succeed on any Charisma-based skill check targeting someone who is sexually attracted to you when you roll a natural 19 or 20 on your d20 roll (replacing the effects of Gorgeous).  Finally, the starting disposition of all characters who are sexually attracted to you is improved by one grade.
    • SMALL BLADE BASICS
      You’re an experienced knife fighter.
      Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
      Benefit: You’re considered proficient with all bladed weapons which are sized smaller than you (light weapons), even if you don’t have the appropriate Weapon Proficiency feat. Further, you gain the Weapon Finesse and Quick Draw feats when wielding any of these weapons. Finally, your opponents only receive half of their total dodge and class bonuses against your attacks with these weapons.
    • STAFF BASICS
      In your hands even a simple stick turns into a lethal weapon.
      Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
      Benefit: When wielding a club, baton, snap baton, stun baton, mace, quarterstaff, electropole, electrostaff, or shockstaff, you gain the Dual Weapon Mastery I feat and may inflict subdual damage without suffering a -4 penalty to your attack rolls. Further, while armed with any of the weapons listed above, you may only be flanked by opponents whose character level is at least 2 levels higher yours. If you have the Uncanny Dodge talent, you may only be flanked by opponents whose total character level is at least 6 levels higher yours. Finally, you may quickly adapt common objects into formidable weapons — you may use any available pipe, rod, broom handle, or other long, narrow item at least 1 meter long as a regular quarterstaff after 2 rounds spent getting a feel for the item’s weight and possibly altering it (e.g. breaking off a broom’s brushes).
    • STUN RESISTANCE
      Your resilience is enhanced to improve your resistance to stun damage.
      Prerequisite: Living character, CON 13+
      Benefit: If the stun damage (before being halved) equals or exceeds your damage threshold, you move only –1 step on the condition track.
    • SUPERSTAR
      Your face is known around the world, and legions of adoring fans flock to your appearances just to catch a glimpse of you.
      Prerequisites: Character level 12+, CHA 17+, Famous.
      Benefit: The bonus to presence checks from your Famous feat is increased by an additional +4 (to a total of +8). Furthermore, all Presence checks you make automatically succeed on when you roll a natural 19 or 20 (this replaces the effect of Famous).  Finally, when you apply a bonus from a presence check to any skill or seduction check, you increase the range of d20 results you automatically succeed on by 1 (or you automatically succeed on a 20 if you currently have no auto-succeed chance) as long as the bonus remains in effect.
    • THE LOOK
      Whether it’s devilishly handsome good looks, a laugh that melts hearts, all the right curves, or a smile that makes people weak in the knees, you’ve got what it takes to make people stop and give you the eye.
      Prerequisites: CHA 13+.
      Benefit: You gain a +1 bonus to all Charisma-based skills when dealing with people who are sexually attracted to you.
    • URGENT MODIFICATION
      You can make quick, permanent modifications on the fly.
      Prerequisite: Hasty Modification.
      Benefit: You can install a trait into an object by spending 1 minute to make a DC 35 Mechanics check (or DC 40 for Advanced Modifications).  It you succeed, the object gains the new trait, and double the credits must be spent on the instillation.  If you fail, the trait is not installed, and the credits are wasted.
      Normal: You normally spend 1 day modifying the object per 1,000 credits spent.
  • NEW BASIC SPELL:
    • Creation
      E=mc2 states that all mass has an equivalent energy, and vice versa.  Magic is the manipulation of energy.  Consequently, magic already can create mass, albeit for usually for brief periods of time. Through focused application of this principle, you can make a bit more mass, for a bit more time.
      Time: Full Round action
      Target: One created item
      Make a Magery check. The result of your check determines the quality of the item you create, if any;
      DC 15: The item is of inferior quality, imposing a -2 penalty to all checks and attack rolls made with it.
      DC 20: The item is of normal quality.
      DC 25: The item is of mastercraft quality, granting a +1 bonus to all checks and attack rolls.
      The created item can be any size up to that of a Large weapon or similar object. Only simple items can be created this way, no electronics or complex machinery (translation: no automatic or semiautomatic firearms). The item created in this fashion lasts for 5 minutes, or until the end of the encounter.
      Special: When you use this power, you can spend a Hero Point to extend the duration of the created item to one hour.
  • NEW PSIONIC POWERS
    • Conjure Doubt [mind-affecting] – You fill your opponent’s mind with thoughts of doubt on their course of action.
        Time – Standard Action
        Target – One enemy within 6 squares of you.
        Make a Psionics Check.  The result of the check determines the effect, if any:

          DC 20: Compare the result of your Psionics check against the Will Defense of the target. If your Psionics check beats the target’s Will Defense, you gain a +1 bonus on your next Deception check made to feint in combat.
          DC 25: As DC 20, except the bonus increases to +2.
          DC 30: As DC 20, except the bonus increases to +3.
          DC 35: As DC 20, except the bonus increases to +4.

        Swift Manipulator: If you have the Swift Manipulator talent, you can use this power as a swift action.
        Special: You can spend a Hero Point to make your target flat-footed against all of your attacks made on the target in the next round.

    • Instill Turmoil [mind-affecting] – You jar your opponent with your words, forcing them to feel conflicted about their beliefs and values while you press them in melee combat.

        Time – Standard Action
        Target – One enemy within your reach.
        Make a Psionics Check.  The result of the check determines the effect, if any:

          DC 25: You make a single melee attack against the target. If your attack deals damage, the target takes a -5 penalty to their Will Defense until after of your next turn.
          DC 30: As DC 25, except the penalty lasts one additional round.
          DC 35: As DC 25, except the penalty lasts two additional rounds.

        Swift Manipulator: If you have the Swift Manipulator talent, the target also moves -1 step down the condition track.
        Special: You can spend a Hero Point to increase the Will Defense penalty of the target to -10.

  • NEW MAGE TECHNIQUE:
    • Improved Surge
      Whenever you use the Surge spell, all numerical values for Jump checks and speed increases are doubled.  For example, with a Magery DC 20 check, you gain a +60 Force bonus on Jump checks, and your speed increases by 12 squares.
  • NEW SKILL USES:
    • Knowledge [Life Sciences] or Knowledge [Physical Sciences]
      • Craft Poison: You may handle and prepare poisons, often improvising toxins from common household items or specific chemicals.  Having access to only household items incurs a -5 penalty on this check.  If you fail this check by 5 or more or roll a natural 1 on the check, you accidentally expose yourself to a combination of substances that have the effects of the toxin you were trying to make.  To determine the DC of the skill check required, consult the table below.  The more dangerous the poison desired, the longer it takes to produce the toxin. The time required for this check is a number of minutes equal to one-half the DC (rounded up), provided you have the materials on-hand.
        Poison Effects DC
        Base Poison Attack vs Fortitude Defense of +2 (Mandatory) 10
        Increase Poison Attack by +3 (up to a maximum of +20) +4
        Decrease Poison Attack by -3 (no minimum) -4
        Delivery Method: Ingestion +0
        Delivery Method: Contact/Injury +4
        Delivery Method: Inhalation +8
        1d4 Damage to an Ability Score or 2d6 HP Damage (can be chosen multiple times) +3
        1d6 Damage to an Ability Score or 2d10 HP Damage (can be chosen multiple times) +4
        Poison causes Temporary Blindness as a Persistent Condition +6
        Poison Duration (beyond the initial round) +1 per Round
        Move the target -1 step on the condition track (when selected multiple times, this incurs multiple steps down each time the poison successfully attacks) +3
        Spend 100 Credits on materials (this increases the time it takes to make the check at the GMs purview) -2 per 100 Credits
    • Mechanics
      • Hand-Load: You may hand-load projectile ammunition to tune the force of the round for the specific weapon. This takes 4 hours.  Each check produces 20 shots of ammunition. This check requires a Mechanics kit and or 100 Credits of materials (in addition to the original ammunition to be modified). A failed check wastes the 100 credits of materials.  A successful check (DC 25) grants the resulting ammunition one of two possible qualities as chosen by the player:
        • Hot-Load: Shooters using hot-load ammunition gain a +1 equipment bonus to all damage rolls.
        • Magnum Charge: By increasing the amount or potency of the ammunition’s propellant, the power of each shot is greatly increased. A shooter using magnum charge ammunition gains a +2 equipment bonus to damage results. Unfortunately, due to the ammunition’s added power, on a natural attack roll of 1 or 2, the weapon automatically misses as if a natural 1 was rolled.  If the weapon already fails on rolls other than a 1, increase the failure range by 1 (1 through 5 for prototype weaponry, for example).  If the weapon has been rechambered for this increased load, than it is unaffected.  Anyone attempting to notice someone firing a weapon using magnum charge ammunition gains a +2 bonus to his Perception check.
      • Modify Weapon: By making a Mechanics check of DC 25 + the number of the below modifications that are already applied to the weapon + the number of modifications you wish to apply to the weapon, you can apply modifications from the below list to the weapon.  Each modification costs an amount of credits to apply as specified in it.
        • Action Modifications
          • Locking Slide (800 Credits): This modification adds a catch that holds the firearm’s slide in place after each shot, eliminating the sound made when a round is rechambered. It is only available for semi-automatic firearms, bolt-action firearms are considered to have it already.  When this firearm is used with a silencer or flash suppressor it increases the penalty to Perception checks to discern the sound of the weapon (but not spot the flash) to -15.
          • Magnum Chamber (600 Credits): This modification rechambers the firearm for ‘hot loads,’ increasing its durability and allowing it to use hand-load magnum charge shots without increasing the firearm’s failure range.
    • Persuasion
      • The Attitude table is expanded with the following additional levels. Also, the details of the other levels have been expanded, because why not:
        • Worshipper (2 grades better than helpful): This NPC regards the character with favor normally reserved for royalty and cult figures. Worshippers gladly risk anything they have, including their lives, if it benefit the character or help to gain the character’s favor. A worshipper goes to any length to fulfill the character’s slightest whim and asks for little if nothing in return, save a sign of his gratitude. In combat, a worshipper throws himself in the way of attacks that might bring the character even the slightest harm, and immediately attack those perceived as a threat to the character’s safety. Intensely loyal subjects, sworn guardians, and chivalrous men of honor all fit this category.
        • Ally (1 grades better than helpful): There are fans and there are allies — those individuals who not only admire the character but regard him as a close personal friend, and gladly and unquestioningly risk their life to assist him. An ally regards the character as a personal idol or mentor, someone who affects his or her life on a daily, fundamental level. Allies join a combat to assist the character without question or pause, though unlike worshippers, they don’t necessarily lay down their lives for their idol. Lifelong fans, childhood friends, star-struck admirers and past pupils are fitting examples of allies.
        • Hateful (1 grade worse than hostile, -15 to checks made to change attitude): More than adversaries, hateful characters despise the character and everything he stands for. A hateful characters’ disgust extends to the character’s allies, beliefs, causes, and family, which they see as just as corrupted as the character himself. A hateful NPC actively tries to do the character harm in all his endeavors, and isn’t above hurting the character or those people and beliefs closest to him to do it. These NPCs negotiate with the agent only in the most extreme circumstances (i.e. life and death) and only cooperate as long as necessary to regain the upper hand. Characters who have long-time grudges or lifelong rivalries with the character may qualify as hateful, including radically opposed religious zealots, childhood enemies, betrayed friends, and deeply spurned lovers.
        • Obsessive (2 grades worse than hostile, -20 to checks made to change attitude): This NPC considers the character the lowest form of life. Obsessive NPCs go to any length to cause the character and his friends emotional, financial, and physical injury, completely without regard for their physical well-being or that of anyone who might stand in their way. Obsessive characters never trust the character and refuse to negotiate with him entirely, even choosing death over cooperation. If given the slimmest chance, an obsessive NPC initiates combat against the character, unless choosing not to do so causes the character even greater harm. Only individuals with the deepest psychological scars or the most intense abhorrence for the character fall into this category, which may include former slaves or torture victims, brainwashed maniacs, and enemies with a history of intense suffering at the character’s hands.
      • Influence Crowd: With a few choice words and a fervent delivery, you may change the opinions of others, either toward yourself or others. This requires at least five minutes of conversation, but more time may be spent if desired or if you wish to try again after a failed attempt. Only those who can hear and understand you are affected by this skill use. The Persuasion check’s base DC depends on the crowd’s disposition and attitude.
        Condition DC
        Crowd’s disposition toward you is ally or better 5
        Crowd’s disposition toward you is helpful 10
        Crowd’s disposition toward you is friendly 15
        Crowd’s disposition toward you is neutral 20
        Crowd’s disposition toward you is unfriendly 25
        Crowd’s disposition toward you is hostile 30
        Crowd’s disposition toward you is hateful 35
        Crowd’s disposition toward you is obsessive 40
        The crowd is panicked (angry mobs, refugees) +5
        The message of the speech is objectionable to the crowd (telling the crowd to hate someone they love) +10

        With success, you either improve the crowd’s disposition towards yourself by one grade, improves the crowd’s disposition toward another person or group praised in the speech by one grade, or worsens the crowd’s disposition toward one person or group lambasted in the speech one grade (per your choice, decided before you make the roll). This disposition change lasts for one week.  A crowd’s disposition may only be altered one level in this fashion during any 24-hour period.
        This skill check may not be attempted with crowds having an initial disposition toward you of hostile or worse. Unless you roll a natural 1, this check is automatically successful with crowds having an initial disposition toward you of fanatic or worshipper.
        If you fail, you can try again, but another 5 minutes of speaking is required. If the speech goes over 10 minutes in length, you suffer a –2 circumstance penalty for every 5 minutes the speech runs over the first 10 minutes.
        If you are trained in Knowledge [Social Sciences], you receive a +2 bonus with all checks made to adjust a crowd’s disposition.

  • NEW RULES: Presence
  • NEW RULES: Seduction

COMING SOON

  • Contacts System (expansion/rework)
  • Redone promotions system for military characters
  • A boatload of talents, along with some talent rework. Some talent trees will be moved to Heroic talents (available to any character that gains talents), and I’m considering giving fully-heroic characters (PCs and important NPCs) bonus talents from the Heroic Talents list.
  • New equipment
  • Maybe some new prestige classes
  • New Nanoaugmentations
  • And a host of other stuff I have sitting around half-done or half-formatted right now