UPDATES – 15 July 2016 – Two weeks of content!

Two weeks of updates! All you badass normal characters out there finally get that “I’m gonna fix it eventually” power boost that I’ve been promising for a while now. A smattering of new weapons and equipment are released. Two new Wings for the TARAWA system have been made at the request of someone who wanted to invoke the Macross Missile Massacre trope. The song references continue with 3 new invisible touches for Path of the Disciplined Warrior (and a new Mindjack). A new psionic talent lets you call up the skills of the former owners of weapons you use Psychometry on. A host of new culture bonuses are released. There’s a some new species feats, general feats, magic feats, psionics feats, and one martial arts feat. The expansion of the Creation Magic talent tree has happened, along with the first two bits of rules for Genius Loci (Genius Loci Bond and Former Genius Loci talents). As usual, there’s new generic combat techniques. Called Shots finally happened because I got lazy and ported over rules from Pathfinder. Some expansion to bound spirits for contractors. Skill expansions for Gather Information, Mechanics, and Psionics. A bit of an expansion for the base psionic abilities Danger Sense and Deep Scan. Two new ammunition types. Some new nanoaugmentations. New abilities for familiars and yoitsuni servants. And then there’s the Invocations system, adapted from Spycraft.

UPDATE TABLE OF CONTENTS


NEW RULE: Mundane Character Progression (THIS IS BIG, READ THIS OR ELSE)

If your character lacks Magery as a trained skill, Nanite Control as a trained skill, Psionics as a trained skill, and also lack the Force Control Implants feat, then you gain access to the Mundane Character Progression rule. Basically, if you are totally mundane, you gain access to the rule. Should you ever gain Magery, Nanite Control, or Psionics as a trained skill, or the Force Control Implants feat, then you lose immediately access to this rule and gain the corresponding character advancement for whatever non-mundane thing you have obtained. However, if you obtain such a thing in the course of resolving a Story Feat, you do not lose access to this rule.

Character Level Bonus Feats Bonus Talents Bonus Combat Techniques Readied Special
1st-2nd 1 0 1 Combat Method, Specialization
3rd-4th 1 1 1  
5th-6th 2 1 1  
7th-8th 2 2 2  
9th-10th 3 2 2 Improved Specialization
11th-12th 3 3 2  
13th-14th 4 3 3  
15th-16th 4 4 3  
17th-18th 5 4 3 Greater Specialization
19th-20th 5 5 4  

Bonus Combat Techniques Readied: Increase the amount of combat techniques you can ready by this amount.

Combat Method: At level 1, choose your character’s combat method from the list below. This represents the overall ‘feel’ of your unique style of fighting rather than a combat school.
• Iterative Attacks: You have learned to get off more attacks in a shorter period of time. These additional attacks can only be used when making a Full Attack or when making a regular attack with a ranged weapon set to semiautomatic fire (in which case you cannot use the rules for semiautomatic fire that allow you to take a penalty to attack to do extra dice of damage). At level 6 you gain your first additional attack, which is made at a -5 penalty. Every five levels after that, you gain another additional attack, and the penalty for each additional attack increases by 5 each time (second additional attack is at -10, third is at -15, etc). When making the extra attacks as a regular attack (with a semiautomatic ranged weapon), you can ONLY use that weapon to make them. When making a Full Attack, you can use any weapon you are actively armed with (including natural weapons and unarmed attacks) to make the attacks, in any combination you choose.
• Marksmanship: You have spent much time on the shooting range or practicing with target dummies (or live targets if you’re sadistic), honing your abilities to hit specific weak points. When making a called shot, you reduce the penalty by 2. This penalty reduction increases to 3 at level 6, and by an additional 1 at every 5 levels after that (4 at level 11, 5 at level 16, and so on).
• Unarmed Combat: Rather than focusing on a method of attack, you have instead focused on making sure that you are just as dangerous when unarmed as others are when armed. You gain Martial Arts I as a bonus feat.  At level 3 you gain Martial Arts II as a bonus feat.  At level 6 you gain Martial Arts III as a bonus feat.  At levels 9, 12, 15, and 18 you gain any [Martial Arts] feat as a bonus feat.

Specialization: At level 1, choose your character’s specialization from the list below. This specialization determines the effects of other features of Mundane Character Progression, as well as providing a bonus of its own.
• Celebrity: You are automatically trained in the Knowledge (Culture [<Your species or the primary species you cater to>]) and Persuasion skills.
Combat: You are automatically trained in the Endurance and Treat Injury.
Diverse Skills: You are automatically trained in two skills of your choice – these cannot be Magery, Nanite Control, or Psionics.
• Diplomacy
: You are automatically trained in the Deception and Persuasion skills.
• Hacking: You are automatically trained in the Hackcraft and Use Computer skills.
• Military: You are automatically trained in the Knowledge (Civics) and Profession (Military) skills. If you are already trained in Profession (Military) by way of your Species or Training, you are instead automatically trained in the Endurance skill.
• Vehicles: You are automatically trained in the Pilot and Ride skills.

Bonus Feats: You gain bonus feats as you level, the list you draw these bonus feats from is dependent on your Specialization.
• Celebrity: You choose your bonus feats from the following list: Banter, Battle Anthem, Card Shark, Composer, Disturbing Presence, Famous, Fan Service, Force of Personality, Friends in Low Places, Gorgeous, Jet Setter, Little Black Book, Musician, Natural Leader, Simply Irresistible, Solo Flourish, Skill Focus (Knowledge [Culture (<species>]), Skill Focus (Persuasion), Studio Musician, Superstar, The Look
• Combat: Your bonus feats are selected from the following list: any [Martial Arts] feat, Careful Shot, Conditioning, Coolness Under Fire, Improved Defenses, Improvised Weapon Mastery, Medical Team, Melee Defense, Never Surrender, Pistoleer, Riflemaster, Skill Focus (Endurance), Skill Focus (Treat Injury), Sport Hunter, Tireless Squad, Weapon Focus, Weapon Proficiency
• Diplomacy: You choose your bonus feats from the following list: Academic Contacts, Banter, Card Shark, Cut the Red Tape, Experienced Linguist, Expert Briber, Force of Personality, Linguist, Natural Leader, Perfected Attitude, Rapport, Scholarly, Silver Tongue, Skill Focus (Deception), Skill Focus (Persuasion), The Pen Is Mightier, Undermine
• Diverse Skills: Your bonus feats are chosen from the following list: any [Team] feat, Academic Contacts, Adaptable Talent, Brilliant Defense, Fascinating Information, Mission Specialist, Natural Leader, Quick Skill, Recall, Scholarly, Skill Focus (the two skills you selected for Specialization), Skill Training
• Hacking: You choose your bonus feats from the following list: any [Hacking] feats, Skill Focus (Hackcraft), Skill Focus (Use Computer), Slicer Team
• Military: Your bonus feats are selected from the following list: any [Team] feat, By The Book, Careful Shot, Conditioning, Coolness Under Fire, Coordinated Attack, Coordinated Barrage, Decorated Veteran, Keep Your Head Down, Linguist, Military Man, Mudfoot, Mustang, Pistoleer, Promotion, Rapport, Riflemaster, Skill Focus (Endurance), Skill Focus (Knowledge [Civics]), Skill Focus (Profession [Military]), Squared Away, Top Kick, Unconventional, Warrant
• Vehicles: You choose your bonus feats from the following list: any [Vehicle] feats, Advanced Device (must be a vehicle), Destructive Force, Drone Operations, Hasty Modification, Heavy Hitter, Hold Together, Momentum Strike, Mounted Combat, Mounted Defense, Mounted Regiment, Moving Target, Signature Device (must be a vehicle), Skill Focus (Pilot), Skill Focus (Ride), Starship Designer, Superior Tech, Tech Specialist, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons)

Bonus Talents: You gain bonus talents as you level, the talent trees you draw these bonus talents from are dependent on your Specialization. You may always use a bonus talent to gain a talent from a talent tree on the heroic talents page.
• Celebrity: Disgrace (Expert), Inspiration (Expert)
• Combat: Brawler (Soldier), Healer (Expert/Soldier)
• Diplomacy:
Influence (Expert), Provocateur (Expert)
• Diverse Skills:
Superior Skills (Expert), Versatility (Scout)

• Hacking:
Slicer (Scoundrel), Superior Skills (Expert)
• Military:
Leadership (Expert), Veteran (Soldier)
• Vehicles: Deep Space Explorer (Scout), Spacer (Scoundrel)

Improved Specialization: You gain a new benefit based on your chosen specialization.
• Celebrity – Trend Setter: You receive Jet Setter as a bonus feat, if you already had the feat then you may instead take any other feat from the Entertainer bonus feat list that you qualify for in its place. The amount of times per day that you can use any given presence action is increased to two per day. Every 5 levels you gain beyond 9th level increases the amount of times you can use each hack action per day by 1. Additionally, you now add one-half your character level to all Presence checks, as if it was a skill.

• Combat – Favored Weapon:
Choose one specific weapon you have. While you are wielding this specific weapon, you gain combat bonuses that increase with your level. You gain a +1 bonus to attack and damage with this weapon, which increases by 1 every 5 levels beyond 9th. Changing the weapon you have assigned to this requires spending 14 4-hour downtime periods training with the new weapon.
• Diplomacy
– Right-Hand Man: You are either assigned or naturally attract a right-appendage sentient, who becomes your aide. You receive the Protégé feat as a bonus feat, except the character’s level begins at a level three-fourths of yours (round down) instead of one-half. This does not count as the Protégé feat.
• Diverse Skills – Jack of All Trades
: You can now use any skill untrained, except for Magery, Nanite Control, and Psionics. When making a check with an untrained skill, you gain a +1 bonus to that skill. This increases to +2 at level 13, +3 at level 17, +4 at level 21, and +5 at level 25.
• Hacking – Favored Hardware: Choose one specific computer or neural interface you have. While you are using this computer or neural interface to hack, you gain bonuses that increase with your level. You gain a +2 bonus to all Hackcraft and Use Computer checks made with it, and a +1 bonus to your Surface Defense and (if applicable) your Core Defense when using it. These bonuses increases by 2 every 5 levels beyond 9th. Changing the item you have assigned to this requires spending 14 4-hour downtime periods training with the new one.
• Military – Subordinates:
You gain a number of followers equal to your rank number minus 1. If you are a Warrant Officer, the resulting number is doubled. If you are an Officer, the resulting number is tripled. These followers are the same branch as you and have the corresponding training for that branch. When you receive this ability you gain a bonus talent chosen from Commanding Officer (Squad Leader heroic talent tree), Inspire Loyalty (Loyal Protector heroic talent tree), or Reconnaissance Team Leader (Reconnaissance heroic talent tree). All of your followers are created as if they were obtained via this talent. You can only have three of the followers you get from this ability with you at once, the others are off managing your affairs and keeping the team’s gear in peak condition. If your character is not currently engaging in active service these followers function the same, but are not assigned to you – they instead represent comrades-in-arms, fellow veterans, and so on.
• Vehicles – Favored Vehicle: Choose one specific vehicle you have or that is assigned to you. While you are serving as a crewmember on this vehicle, you gain bonuses that increase with your level. You gain a +1 bonus to attack and damage withthe vehicle’s weapons and a +1 bonus to all skill checks relating to the vehicle., These bonuses increase by 1 every 5 levels beyond 9th. Changing the vehicle you have assigned to this requires spending 28 4-hour downtime periods training with the new vehicle.

Greater Specialization: You gain a new benefit based on your chosen specialization.
• Celebrity – Flunkies: You find yourself surrounded by people constantly seeking your attention, willing to do almost anything you ask of them. These are heroic characters one-quarter your level, and you receive a number of them equal to three times your Charisma modifier. You can only one-half your Charisma modifier of them present at any given time.
• Combat – School of Hard Knocks:
You’ve been around the block long enough to pick up more than a few tricks. Choose one combat school that you do not already have. You receive the benefits as if you qualified for the 3rd degree mastery of this school (including the effects of the 1st and 2nd degrees) even if you do not meet the prerequisites for it. This combat school does not count against the limit of schools that you can benefit from that you might have due to your Martial Arts feats.
• Diplomacy – Left-Hand Man:
You are either assigned or naturally attract another right-appendage sentient, who becomes your second aide. You receive the Protégé feat as a bonus feat, except the character’s level begins at a level three-fourths of yours (round down) instead of one-half. This does not count as the Protégé feat.You can only have one aide present at any given time between this ability and Right-Hand Man. The other aide is assumed to be off managing your affairs when not present.
• Diverse Skills – Diverse Focus:
You gain Skill Focus as a bonus feat, but do not have to select a skill for it on a permanent basis. Instead, you may change the skill that this Skill Focus feat is assigned to by spending 2 4-hour downtime periods in study.
• Hacking – Subroutines:
You’ve written enough automation scripts to automate your hacking tools and memory use. When using your Favored Hardware, you have access to a second pool of readied hacks. The size of this pool is equal to that of your first pool.
• Military – Competent Subordinates:
Your subordinates are now considered nonheroic characters of a level equal to yours. They still receive all the bonus feats and trained skills that they would get for being followers, and still are considered followers for any talents you have.
• Vehicles – We’ve Been Through A Lot Together: While serving as a crewmember on your Favored Vehicle you can perform seemiingly impossible feats. As a free action a number of times equal to your character level you can perform one of the things listed below. Once used, a use of this ability is gone for good – you get one additional use per character level, can ‘bank’ them from level to level, but there is no way to get additional uses besides levelling. A vehicle can only be affected by one of these abilities once per turn.

"Incoming Fire!" – Automatically cause an attack rolled against your vehicle to miss, even once the attack is resolved. (Commanding officer, copilot, executive officer, pilot, or second officer only )
"Watch Out!" – Automatically succeed on any Pilot or Ride check, including any check to avoid a hazard or obstacle, getting the best possible outcome on the check. (Pilot or copilot only)
"Do It Now!" – Allow your vehicle to act out of turn, thus changing your position in the initiative order. (Commander, executive officer, operations officer, pilot, second officer, or system operator only)

"Right Full Rudder!" – Cause any damage rolled against your vehicle to instead affect any other vehicle within three squares. (Commander, executive officer, operations officer, pilot, second officer, or system operator only)

"Patch That Breach!" – Repair your vehicle, restoring a number of hit points equal to its damage threshold. (Engineer only)
"Reverse The Polarity!" – Restore your vehicle’s shields to full SR. (Engineer, operations officer, or system operator only)
"Execute Attack Pattern Alpha" – Regain all uses of your vehicle maneuvers. (Commander, gunner, or pilot only)


NEW SPEAKERS EQUIPMENT

Speakers Sensor Pack [Equipment]
Cost: 4,000 Speaker’s Consortium Currency Units
Weight:
1 KG
This functions as a standard sensor pack, except it’s operation time is a move action instead of a standard action. It is a device with a near-universal mounting system, able to be strapped onto almost any limb of most known species.


NEW TARAWA SYSTEM WINGS

Swarm Missile Pod – A "Wing" in classification only, the Swarm Missile Pod is actually a non-deployable wing which carries an extensive amount of small guided missiles which deal 4d10 B/S/P damage.. Based on a smaller-scale version of the Nano-Missile System installed on several TAAF ground and space vehicles, this pod contains an array of nano-missile tubes. Each pod contains 50 missile tubes, which can be fired either in single-shot mode or fully-automatic (which consumes 10 missiles and attacks a 2×2 square area).These missiles are guided, so if you take an Aim action and miss on your attack then the missile can attack again on your next turn with a -5 penalty (this second attack does not require an action on your part). Swarm Missile Pods cannot be reloaded by a Frame. The missiles have a cost of 5 credits each and an availablility of Military. The missiles use the same range categories as Nano-Missiles. While a Swarm Missile Pod is not deployable, it must be ‘deployed’ in the same fashion as any other Wing, uses Controlled Wing capacity as normal, and must be used in blocks of two as usual.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • N/A, Missile Pods are not deployable.
  • RESOURCE CAPACITY
    • 50 Missiles

Nano-Missile Array – A "Wing" in classification only, the Nano-Missile Array is actually a non-deployable wing which carries several missiles commonly used in the vehicular Nano-Missile System – these missiles still deal (4d10)x2 B/S/P damage. Each pod contains 20 missile tubes, which can be fired either in single-shot mode or fully-automatic (which consumes 10 missiles and attacks a 2×2 square area). These missiles are guided, so if you take an Aim action and miss on your attack then the missile can attack again on your next turn with a -5 penalty (this second attack does not require an action on your part). Nano-Missile Arrays cannot be reloaded by a Frame. The missiles have a cost of 10 credits each and an availablility of Military. The missiles use the same range categories as Nano-Missiles. While a Nano-Missile Array is not deployable, it must be ‘deployed’ in the same fashion as any other Wing, uses Controlled Wing capacity as normal, and must be used in blocks of two as usual.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • N/A, Missile Pods are not deployable.
  • RESOURCE CAPACITY
    • 20 Missiles

NEW PATH OF THE DISCIPLINED WARRIOR CONTENT

MINDJACKS

Combat Mimic – When you strike a target, you can make a Psionics check as a free action. If you beat the target’s Will defense, you add a copy of one combat technique that the target has readied to your readied combat techniques. You do not need to meet any prerequisites for this technique, and it does not count against your normal limit.

INVISIBLE TOUCHES

I Don’t Really Know Her – Make a Psionics check. If you beat the target’s Will Defense, the target forgets about your existence for a number of rounds equal to your Charisma modifier. Not only are they flat-footed versus your attacks during this time, they are completely unaware of your existence. If you attack the target during this period, this effect immediately ends.
Nothing Could Go Wrong – Make a Psionics check. If you beat the target’s Will Defense, you may reroll your attack once per round against the target, however you must accept the new roll. You must choose to use this before you know whether you have hit the target or not. This effect lasts for a number of rounds equal to your Charisma modifier.
Something Mysterious – Make a Psionics check. If you beat the target’s Will Defense, you are considered to have concealment versus that target and can make Stealth checks against them as a free action once per round on your turn. This lasts for a number of rounds equal to your Charisma modifier.


NEW PSIONIC TALENTS

INVESTIGATION TALENTS

  • Psychometric Absorption: When you use the Psychometry talent on a weapon that has passed through at least one previous user you can absorb some of the lingering psychometric impressions of previous users’ skills. If you do not have proficiency with the weapon, you become proficient with it. If you are already proficient with it and do not have Weapon Focus with it, you instead gain the benefits of Weapon Focus with that weapon. If you already had Weapon Focus that the weapon benefits from, you instead gain the Weapon Specialization talent with that weapon. If you already have the Weapon Specialization talent with the weapon or the weapon group it belongs to, you instead gain the benefits of Crushing Assault, Impaling Assault, or Stinging Assault. If you already have the appropriate of those three talents, you instead gain a +1 bonus to attack and damage with the weapon. Aside from Psychometry, all the talents mentioned in this talent are from the Weapon Specialist tree available to Soldiers. Any benefit you gain from this talent lasts until you sleep next.
    • Prerequisites: Psychometry

NEW CULTURE BONUSES

Electrical Tolerance – You are from a location that experience constant electrical surges or lightning storms in the atmosphere. Your constant exposure to these effects has made your body naturally resistant to electrical damage. You receive a +2 to all defenses against attacks related to electricity, such as power surges, shocks, lightning bolts, and the like, and you receive a +2 bonus to all Perception checks when attempting to detect the type or location of an electrical disturbance, such as a shorted wire or electric fence.

Entertainer – You are from a society that enjoys and appreciates good entertainment, and you are now taking up the craft for yourself. You receive a +2 bonus to all Profession skill checks related to entertainment. In addition, select one of the following specialties: Singing, Dancing, Acting, Filmmaking, or News Reporting. You receive a further +2 bonus to any Profession check related to this field.

High-G Tolerance – You come from a world where the gravity is significantly higher than normal for your species. Prolonged exposure has made you better able to operate in higher gravity situations, but lower gravities can be a significant problem. Characters with this feat ignore the first two points of Dexterity penalty for high-gravity situations. Jump distances and lifting capacities are increased by 1 fractional point, so a 1/2 would become a 1/3, 1/4 would become 1/5, and so on. Additionally, the character receives a +2 bonus on all Acrobatics checks related to high-G conditions. Lower gravities present a bigger problem. however. All Dexterity and Strength modifiers are increased by two. Jump distances and lifting capacities are increased by one multiplier point, so x2 becomes x3, x4 becomes x5, and x8 becomes x9. This represents the inability of the body to adapt to lower gravity, which is much more extreme to you than a normal member of your species.

Insulated Skin – You have a thick layer of skin with a considerable amount of sub-dermal fat and other natural insulation that keeps you warm in extremely cold conditions. You receive a +2 to all of the following skills where they relate to cold weather: Climb, Jump, Stealth, Survival, Swim, and Treat Injury. In addition, cold-related medical conditions such as hypothermia only affect you half as quickly as they would a normal person. For example, if a hypothermia check in an icy environment is called for once per hour, you would roll only once every other hour. Your recovery time for such conditions is halved regardless of the success of a Treat Injury check made to treat those conditions.

Jeweler – You have a background in working with valuable gemstones and fine jeweler, as well as an appreciation for such things. In addition to your ability to recognize the value of various rocks and minerals you might encounter, you also have a natural ability to pick them out of a crowd. You receive a +2 bonus to Mechanics, Perception, and Profession checks where they relate to gemstones and jewels, and a + 1 bonus to those same skills when working with less valuable metals and ores such as iron, copper, and the like. In addition, you own a piece of jeweler that holds special interest for you. Perhaps it is a family heirloom, or a gift from a relative, or just something from your own personal collection. It might be a gem-encrusted ring. a valuable necklace, or even a functional device such as a watch or belt buckle made of gold or other semi-precious metal. The item has a value of 1d6+500 credits, but is not something you will willingly part with except in the direst of circumstances. You might, for example, pawn your valuables to buy a ticket in order to avoid pursuit by bloodthirsty criminals, but you would not simply sell it in order to purchase some more equipment for your next mission. You might, however, use it as collateral for a loan.

Primitive – You are from an extremely primitive culture and are unfamiliar with technology, but are better equipped to physical skills. Although you are used to a low-tech society, that does not mean you are uneducated. In fact, you have probably learned a great deal about the rest of the world. You are just not experienced with it. Because of your physical upbringing, you receive a +1 to all of the following skills: Acrobatics, Climb, Jump, Perception, Stealth, Survival, and Swim. These apply even in high-tech settings – you can transfer your climbing abilities to scale a large cargo pallet just as easily as you can a cliff face, for example. In addition, you also know how to use certain primitive weapons not used in modem society, such as boomerangs and blowguns, as appropriate to your culture. You are proficient with one weapon common to your people, regardless of if it is an exotic weapon or not. However, your inexperience with technology gives you a -2 penalty to each of the following skills: Hackcraft, Mechanics, Pilot, Profession, and Use Computer. You also cannot begin with any in Knowledge skill trained unless it is directly related to your culture, and you cannot know any languages that your culture would not know.

Radiation Tolerant – You are from a country or area that has been the target of nuclear attacks or radioactive accidents in the distant past. As a result, your body has built up certain chemicals that make you naturally resistant to radiation. You receive a +5 bonus to your Fortitude Defense versus radiation effects.

Spelunker – You are familiar with natural underground passages and enjoy visiting large systems of caves. You receive a +3 bonus to your Knowledge skills relating to cave exploration and the caverns near your home, if applicable. You are also extremely comfortable moving through the rough, wet, dark areas of a natural cavern. Any penalties to your movement or combat abilities are halved when you are in a cave environment. For example, if the GM determines that the wet and rough underground passage you are exploring results in a -3 to your melee attack roll and -50% to your speed, you would only receive a -2 attack penalty, and your speed would only be reduced by -25%. In addition to this, you receive a +2 to all Climb, Jump, Stealth, and Survival checks in a natural cave environment.

Strong Swimmer – You come from an island or other area where swimming is not just a pastime but a simple necessity of life. Because of your years of practice and study, you can swim, dive, and work underwater better than most. You receive a +5 bonus to all Swim checks. In addition, if you make your Swim check during any given round, you can move one-third of your speed as a move-equivalent action and two-thirds of your speed as a full round action.


NEW SPECIES FEATS

A Mind of Your Own [Species]
You refuse to have any part of a society that will not let you make choices for yourself. Strong-willed enough to break free, you have made the only choice you could.
Prerequisite: Member of any Caste-Based society (Chrysoari, Hand of Action, or Glorious Imperium), Wisdom 13+
Benefit: You made the choice to leave hundreds or thousands of years of tradition and the shelter of your society to find your own way in life; any other compulsion or forced compliance does not have much of a chance of working against you. Whenever anyone succeeds on an attack or skill check against your Will Defense for a non-instantaneous effect, you can force them to make a second attempt one round later on your turn. One full round has to pass between the sucessful attack and the forced second attempt, which may cause you to succumb to any effects on your next turn if that much time has not elapsed. However, you take a -5 penalty on Persuasion checks made against members of your own species or society unless they also have this feat.

Artisan [Species]
You have an aesthetic sense that is very uncommon in your culture. While you may not be considered ‘normal’ because of this artistic streak, you can accumulate a remarkable amount of respect for your skills if you desire.
Prerequisite: You must be from a ‘warrior species’ or ‘warrior culture’ (JolKoar’Amask, JolKoar’Amask (Houses J’Nag and Ujo’Luf), Imperiumite with Soldier Pleb status, or Proximan), trained in a Profession skill
Benefit: Anyone can be an artist, but only someone with drive, talent, and the ability to make their work known to their people can truly claim to be an artisan. Artisans can belong to any profession; they are a subclass of workers, not a specific category of work type. Whenever an artisan attempts to sell their wares by making a Profession check for income, you gain 42 times the result of the skill roll in credits. This assumes you have access to your own culture, many of whom respect you for your art, or an appreciative alien market.
As a side benefit, you do not suffer any circumstance penalties to Charisma-based skill checks or Charisma checks that might be imposed on one of your race that does not choose the life of a warrior. In militaristic societies, this benefit can make the feat worth taking all by itself.
Normal: Profession checks made to make money provide 35 times the skill check result in credits.

Assimilated Wisdom [Species]
You have accumulated a wealth of information on a variety of different topics, more than you could possibly access in normal circumstances. When you concentrate, you can recall facts from virtually any field.
Prerequisites: Artificial Intelligence [Terran Soft AI], Fost [Fuuer], Hive, Mind of Intelligence "Bonded", or Proximan with Lore-Keeper training; Trained in any three Knowledge skills OR two Knowledge skills plus Mechanics.
Benefit: A number of times per day equal to your character level, you may make a Intelligence check (DC 13). If you succeed, you may either add a +2 competence bonus to any Knowledge or Mechanics skill check or make a skill check in any trained only skill in which you do not possess training. This skill check is modified only by your relevant statistic and half your level; you cannot benefit from aid another or equipment based bonuses while using Assimilated Wisdom.

Sharp Claws [Species]
You’re a bit of a genetic throwback, to a time in the not-too-distant-past when Lissonians actually needed their claws.
Requirement: Lissonian
Benefits: Your claws do 2d4 damage instead of 1d4 damage, and you gain a 2-square climb speed – which also gives you the +8 bonus that species with a climb speed get on Climb checks.  However, you have decreased touch sensitivity with your hands (-5 Perception when using your hands to examine something), and you take a -2 penalty on all ranged attack rolls aside from ones made with thrown weapons.


NEW GENERAL FEATS

Anti-Psion Training
Through proper training, mental discipline, or possibly even just constantly having an earwormy song stuck in your head you have hardened your mind against intrusions from psionic sources.

Prerequisite: Psionics must not be a trained skill
Benefit: You receive a +3 bonus to your Will defense versus psionic effects, and Damage Reduction 3 versus psionic damage sources.

Contempt
You have no time for lesser foes.
Prerequisite: Character level 6+.
Benefit: As a free action, you may make a single
attack against an opponent whose total challenge level is
at least 4 lower than character level. This feat ability
may only be used once per session, plus one additional
time per session for every 4 character levels you possess.
This feat may never be used more than once during any
single round.

CQB Gunnery
You casually consider all CQB tactics second nature.
Prerequisites: Base attack bonus +9 or higher
Benefit: When you make an attack with a braced firearm against a target within point-blank range and your damage is more than the target’s Fortitude Defense.  Further, if you are holding a braced firearm when you have to roll an Initiative check to begin combat, you gain a +4 bonus on the check.  However, if your first action during the combat is anything other than a firearm attack against an opponent within short range, you lose this bonus when you declare the action lowering your initiative by 4 after the attack resolves (this does not mean you get to act again on this turn).

Diving Shot
You may take evasive actions while attacking.
Prerequisites: Running Attack, base attack bonus +6 or higher.
Benefit: When you take any standard action ranged attacks, you may move a number of squares up to your speed. You may move part of this distance before your shot and part after your shot, as long as you don’t exceed your speed during the action. In addition, if you move at least one square during your action, you receive a +2 bonus to your Defense until the start of your next action.

Exalted One
By no great worth or intent of your own, you have been elevated above other members of your faith and are considered to be a modern prophet or other high-profile religious figure. You have a following and, whether you like it or not, a direct impact on your faith. Good luck.
Prerequisite: Liturgies of the Heart.
Benefit: You have committed the ultimate sins of being well-spoken and charismatic. Now, members of your faith from all over will come to hear your words and try to benefit from your ‘wisdom’. You may have no clue why you have become so famous or appreciated by your fellows, but you have impressed enough of them that your name has been added to the list of high profile figures of your faith and your words, for good or ill, will forever live on with your followers. You gain a +2 circumstance bonus to any Charisma-based skill or attribute check made involving members of your own faith and the bonus granted from a use of Liturgies of the Heart improves to +3.

Expert Scavenger
Be it due to luck or skill, you have a knack for finding exactly what you are looking for when scavenging for parts.
Prerequisites: Scavenger
Benefit: You gain a +5 bonus to your Perception check made to use Scavenger. This stacks with all other bonuses to Perception.

Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Intelligence 13+, Melee Defense, Improved Called Shot, base attack bonus +6.
Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow.
Normal: You can make only one called shot in a round as a full-round action. A called shot that deals half the target’s hit points of damage (minimum 50) is a debilitating blow.

Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Intelligence 13+, Melee Defense
Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal: You can make one called shot per round as a full-round action.

Improved Suppressing Fire
You are extremely effective at laying down fields of suppressing fire.
Prerequisites: Base attack bonus +3 or higher
Benefit: The penalty you impose on enemies when using the Suppressing Fire option of Aid Another increases to -4, and you can now use Suppressing Fire using a weapon set to autofire.  This works like Suppressing Fire normally does (including the increase to a -4 penalty) but it functions against all enemies within a 3×3 square area, as opposed to the normal 2×2 area for autofire attacks.

Knockout Blow
You dispatch minions with jaw-shattering blows.
Prerequisites: Strength 13+, Contempt, Martial Arts I
Benefit: Once per round, when you successfully
make an unarmed attack against a nonheroic character
possessing an challenge level at least 4 levels lower than your character level and inflict at least 1 point of damage (after
damage reduction, class abilities, and other
options are applied), if your attack roll beats the target’s Fortitude defense than the target is knocked unconscious for a number of rounds equal to your Strength modifier.

Liturgies of the Heart
Your oratory skills, pure adherence to your convictions and
inspirational examples can touch the reverence of other members of your faith
deeply, strengthening their resolve in the times of greatest
hardship.
Prerequisites: Charisma 13, Priestly Devotion.
Benefit: As Priestly Devotion, except that every member of your faith who
can hear your words also gains the Priestly Devotion bonuses
for the duration.

Perfect Stance
Your shooting form is superb.
Prerequisites: Base attack bonus +1 or higher.
Benefit: You may brace a weapon as a free action any time you take the aim action. When braced in this fashion, you reduce the penalty for autofire by 2.

Poison Basics
You’re studied many of the world’s most deadly toxins — how to counter them, and how to create them.
Prerequisites: Trained in Knowledge [Life Sciences] or Knowledge [Physical Sciences], level 3 or higher
Benefit: You can no longer poison yourself by failing a roll on Knowledge [Life Sciences] or Knowledge [Physical Sciences] checks made to create poison.  You may take 20 when using the aforementioned skills to create poisons. Finally, you receive a +2 competence bonus to your Fortitude Defense when dealing with attacks that could be described as a poison.

Poison Mastery
Your aptitude with poisons increases.
Prerequisites: Poison Basics, level 7 or higher
Benefit: Any poison you create gains a +3 bonus to it’s attack rolls.

Poison Supremacy
You are now a master of poisons in your own right, able to wield them with as much menace as any gun or melee weapon — if not more.
Prerequisites: Poison Mastery, level 12 or higher
Benefit: The time required for you to prepare a poison is reduced to half (rounding up). Further, you receive a +10 gear bonus with all Knowledge [Life Sciences] or Knowledge [Physical Sciences] checks made to identify a poison or drug and its properties. Finally, you receive a +4 competence bonus to your Fortitude Defense when dealing with attacks that could be described as poison (this bonus replaces the Fortitude Defense bonus granted by the Poison Basics feat).

Priestly Devotion
You have studied your faith or spirituality more deeper than most and can readily find strength in its teachings.
Prerequisites: Wisdom 13, trained in Knowledge (Culture [<Species that the faith originates from>])
Benefit: You can draw upon your faith to accomplish things
others cannot. Once per day, you can recite a passage
from memory, learned during your religious studies, as
a standard action. For a number of rounds equal to your
Wisdom bonus, you gain a +2 morale bonus to your Fortitude or
Will defenses and any skill checks.

Technophile
Your appreciation for gadgets borders on the disturbing.
Prerequisite: Trained in Mechanics and Use Computer
Benefit: Your disposition towards electronic devices gives you an innate appreciation of how they work and how they can be repaired. When making Mechanics skill checks for any reason related to electronics, the time needed for the check is always halved. In addition, you always have 5,000 credits worth of electronic devices of your choice on your person. These little wonders always seem to be with you, even if you are searched and the items taken away, you can find them again or construct new ones out of existing materials 24 hours later. The Games Master may determine that some situations will negate this part of the skill, such as imprisonment or complete isolation.

Traceless
You have developed the habit of removing signs of
your presence.
Prerequisites: Intelligence 13 or higher
Benefit: The DC for any attempt to notice your presence or passage (i.e. whether you’re in the same room as
them now or have been before) is increased by a number equal to your Intelligence modifier. If you are no
longer present and this adjusts the DC to spot you to 10
or more, the Survival skill is required to trace
your steps. Further, no one may take 10 or 20 when
making a skill check to notice your presence or passage.
This ability works whether the pursuer is making an
opposed skill check or not.


NEW MAGIC FEATS

Blood of the Phoenix [Magic]
Any lingering imbalances from your days as a mortal have been flushed from your system. You are now truly eternal.
Prerequisites: Character level 20+, Philosopher, Skill Focus (Knowledge (Arcana))
Benefit: While your outward appearance does not change, you ignore any and all penalties for age. You may still die from violence or accident. Your maximum Constitution bonus to your hit points is doubled. You cannot be affected by critical hits.

Ceremony [Magic]
Your understanding of ceremony offers you special insight into the mechanics of mystic events.
Prerequisites: Magus
Benefit: By choosing a time rich with symbolism, meticulously preparing the setting, and indoctrinating your followers with special care, you can augment the energies available for an invocation. You must spend 20 credits for every follower (possibly producing a money trail others may notice) at least one month and not more than one year before the invocation is to take place. Your GM may have other requirements as well, based on the invocation in question, the location, the time of year, and other factors.
By fulfilling the requirements above, each of your regular followers (excluding those with magic feats that increase their value) is counted twice towards the number of followers available to perform the invocation. You may only prepare a follower for a single invocation at any time; his energies are not doubled for any other invocation you perform.

Circle of Power [Magic]
You may share your mystical power with others.
Prerequisites: Initiate
Benefit: You may contribute your power and the power of your bonded followers to the invocations of others without being bonded to them. If the individual leading the invocation also has this feat, you contribute your full power (including all feats and talents) to the number of followers available.

Enlightened [Magic]
You see the unseen world clearly now, and its vast powers are yours to command!
Prerequisites: Character level 18+, Magus. You must have at least six other Magic feats before you may take Enlightened.
Benefit: There is no limit to the number of followers you may harness for your invocations. You count as 20 bonded followers when participating in any rite or ritual (including one you are performing).
Special: You may not take the Philosopher feat after gaining the Enlightened feat.

Familiar Spirit [Magic]
As in some mystic legends, an animal has attached itself to your company and aids you in your efforts. You’ve made a contract and become a magical whatever! Just be sure to keep your head on your shoulders, otherwise you won’t get ahead in life. It never is a good time to lose one’s head. If you’re not careful, you won’t ever be able to become the head of a major corporation.
Prerequisites: Charisma 13 or higher, Initiate. You cannot take this feat if you already have Familiar-Aided Theurgy.
Benefit: Upon receiving this feat, the character gains access to the abilities Familiar-Aided Theurgy.  However, there are several differences.
1)
You do not gain the ability to cast spells, unless you already have the ability to do so.
2)
The Familiar does not gain the ability Aid Spellcasting, it instead gains the ability Aid Rite.
Aid Rite: The Familiar counts as a Bonded Follower for their master when performing Rites that provides a number of Bonded Followers equal to the amount that you would provide.  The familiar is treated as if having the Mystic feat for the purposes of feat prerequisites, and can take [Magic] feats such as Initiate on its own to increase this number even further, this stacks with the bonuses that feats that you have provide.  There is no need to use the Bond Follower rite, your familiar is automatically bonded to you at all times. This counts as the Aid Rite familiar ability.

Guardian Presence [Magic]
Sometimes it seems as if… something… is watching out for you.
Prerequisites: (Charisma 13+ and Mystic) OR Mage Talent
Benefit: At the start of each session, you may give one hero point to the GM to hold for you. At any time during the session, he may decide that your character is in great peril and secretly add the maximum value of the held action point to one of your rolls. The maximum value of the action point must have an impact on the result of your roll or the GM may not use it for you. If the point is not used by the end of the session you gain two additional hero points at the beginning of the next session, one of which is temporary and is lost at the end of the next session if not used.

Initiate [Magic]
Through diligent study and force of will you can tap into the primal magical forces of the universe.
Prerequisites: Character level 5+, trained Knowledge (Arcana). Mystic or Mage Talent. At least one other [Magic] feat other than Mystic or Mage Talent
Benefit: You may attempt any magic rites that you have learned. You may combine the energies of up to 40 followers to enact your rites. You may begin to learn magic rituals. You count as 5 bonded followers when participating in a rite or ritual (including one you are performing).
Normal: Characters with the Knowledge (Arcana) skill may learn magic rites but cannot perform them without the Initiate feat. Characters cannot comprehend magic rituals until they gain this feat.

Magus [Magic]
Your knowledge of the unseen world allows you to gather tremendous spiritual power and shape it into grand displays of magical force. Your mastery may even match that of the actual mages (if you aren’t one yourself).
Prerequisites: Character level 10+, Initiate, trained in Knowledge (Arcana). You must have at least four [Magic] feats before you may take Magus.
Benefit: You may perform magic rituals that you have learned. You may combine the energies of up to 1,000 followers when you enact rites or rituals. You count as 10 bonded followers when participating in a rite or ritual (including one you are performing).

Masked Energies [Magic]
You are able to dampen any "overflow" of energies as you perform invocations.
Prerequisites: Magus
Benefit: All attempts to detect your invocations suffer a +4 DC modifier and the effective range at which you may be detected (using the Quickening feat or a similar ability) is reduced to one quarter of normal (rounded down).

Mystic [Magic]
The forces of the unseen world have peculiar resonance for you.
Benefit: You roll one more dice for your hero points than you normally would for your level. Further, you count as 2 bonded followers when participating in any rite or ritual (including one you are performing).

Mystic Fount [Magic]
Your connection to the unseen world is unusually strong, making you a source of power for others.
Prerequisites: Mystic or Mage Talent
Benefit: During an invocation, you count as an additional number of bonded followers equal to your character level + the number of magic feats you possess.Special: The attack roll of Thirst checks for all rituals you participate is increased by +1.

Mystic Lens [Magic]
Prerequisites: Initiate, Mystic Fount
Benefit: During an invocation, you count as an additional number of bonded followers equal to twice your character level + the number of magic feats you possess. This replaces the bonus from the Mystic Fount feat. In addition, you can now use the Knowledge [Arcana] spell to perform Minor Spells.
Special: The attack roll of Thirst checks for all rituals you participate in are increased by +2. This replaces the penalty from the Mystic Fount feat.

Mystic Nexus [Magic]
Prerequisites: Magus, Mystic Lens
Benefit: During an invocation, you count as an additional number of bonded followers equal to four times your character level + the number of magic feats you possess. This replaces the bonus from the Mystic Lens feat, but you still retain the ability to use Minor Spells.
Special: The attack roll of Thirst checks for all rituals you participate in are increased by +5. This replaces the penalty from the Mystic Lens feat.

Mystic Surge [Magic]
You are able to accelerate the process of performing an invocation by devoting excess energy to it.
Prerequisites: Magus
Benefit: Each time you make a Knowledge (Arcana) skill check to perform a rite or ritual, you may use the energy of 50 bonded followers to add +10 to the result of your roll. This energy is no longer available to determine the effects of the rite or ritual (as described under Effect).

Philosopher [Magic]
Through exploration of the unseen world, you have reached equilibrium. You have achieved an enduring balance with yourself and with the world.
Prerequisites: Character level 16+, Magus
Benefit: You cease to age, and ignore all age penalties. You may still die from violence or accident.
Special: You may not take the Enlightened feat after gaining the Philosopher feat.

Spirit-Sensitive [Magic]
Your connection to the spirits around you allows you to receive messages from them. Their messages are rarely clear and you might be ridiculed for speaking of them but what they tell you is always the truth – no matter how bad that might be.
Prerequisite: Must be trained in the Magery skill or have the Mystic feat
Benefit: Once per game session you can roll a Perception skill check at DC 20 in order to listen to the messages of spirits around you. If successful you can ask the Games Master up to three yes or no questions about your current situation, which the Games Master must answer truthfully. For each question asked, you immediately suffers 2d6 nonlethal damage from listening to the nearly-incomprehensible words of the spirits. As a note, some places that are rife with spirits might force the character to take the test and ask all three questions – at the Games Master’s discretion!

The Quickening [Magic]
You are able to sense gathering mystic energies.
Prerequisites: Initiate or Mage Talent
Benefit: You automatically become aware of the performance of any rite or ritual within two kilometers for every 25 followers (or fraction thereof) involved in the event. If you are within half that distance from the event, you may sense the general direction of such activities. Finally, if you come within one quarter that distance, you can determine the exact location of the event.

Second Sight [Magic]
You are sensitive to the presence of mystic relics.
Prerequisites: Mystic or Mage Talent
Benefit: When you are within 4 squares of one or more magic artifacts or devices, the GM secretly rolls a d6. With a result of 1, you become aware of the item’s presence. You may automatically determine if an object is a magic artifact or device simply by handling it, and once you have identified a magic artifact or devices, you may sense its direction up to 10 kilometers away.

Totem [Magic]
You have a close bond with a single type of animal, allowing you to call upon then and control them at will.
Prerequisites: Initiate
Benefit: Choose one animal type. You are considered to have the Control Animals rite in effect for that animal type at all times. The radius of this ability is a fraction of that of the ritual, at only 200 squares, though you may still command animals of the chosen type to come to you from up to 2 kilometers away.


NEW PSIONIC FEATS

Echo-Sensitive
Your connection to the mental energies of others occasionally allows you to see or hear mental energies of the deceased, proverbial echoes burned into the very environment around where they fell. Their messages are rarely clear and you might be ridiculed for speaking of them but what they tell you is always the truth – no matter how bad that might be.
Prerequisite: Must be trained in the Psionics skill
Benefit: Once per game session you can roll a Perception skill check at DC 20 in order to listen to the thoughts of the deceased that linger in the environment around you. If successful you can ask the Games Master up to three yes or no questions about your current situation, which the Games Master must answer truthfully. For each question asked, the character immediately suffers 2d6 nonlethal damage from the shock of dealing with these barely-there psionic impressions. As a note, some places that are rife with these thoughts might force the character to take the test and ask all three questions – at the Games Master’s discretion!

Fade to Black
You subconsciously ‘discourage’ people from noticing, causing you to fade from existence to those who are not paying attenttion.
Prerequisites: Charisma 13 or higher, must be trained in the Psionics skill
Benefit: You may add your Charisma modifier to
your Stealth checks (in addition to your
Dexterity modifier).

Forgotten
You have slipped between the cracks of the modern
world, forgotten by both man and machine.
Prerequisites: Character level 5+, Fade to Black,
Traceless.
Benefit: The DCs of all Gather Information, Knowledge, and Use Computer checks to gain information about
you are increased by +5.

Silhouette
Your slide into obscurity has made you nearly invisible to the untrained eye. You find it difficult to interact
with anyone — even those you seek out.
Prerequisites: Character level 10+, Forgotten.
Benefit: You are always considered to be using the Stealth skill as if you’d taken 10
(though you may still use actions and roll to replace this
total, perhaps with a higher result). People must make a Perception check (DC 10 + your Stealth skill bonus + all other applicable modifiers) to
notice you. You must take a move action to make a
Psionics check (DC equal to 10 + Your Character Level + Your Charisma Modifier) before directly communicating with others verbally. Characters with the Psionic Perception talent or those immune to Psionics may see and hear you normally (unless you
successfully take action to conceal yourself).


NEW LISSONIAN EQUIPMENT

Kalanaya [Weapon]
Cost:
400 Lissonian Exchange Units (Classical), 2000 Lissonian Exchange Units (Modern)
Classical – Medium Advanced Melee Weapon (Exotic for Non-Lissonians)
Modern – Medium Simple Melee Weapon (Advanced Melee for Non-Lissonians)
1d6 Slashing or Piercing damage
Weight
: 2 kg
Availability: Common (Wherever Lissonians have a presence) or Rare (everywhere else)
Named for the legendary inventor of this weapon, a kalanaya consists of a medium-length blade attached to a circular guard with a grip running through the center of it. The idea behind the weapon is that it is usable no matter the orientation of the wielder towards the ground – the blade can slide around the circular guard to any orientation needed simply as part of making an attack or block action. Classical versions rely on the wielder’s strength and agility to re-orient the blade, while moden versions of the weapon use precision servos and accelerometers to predictably re-orient the blade. When attacking a target armed with a kalanaya, a flanking attacker only receives half the normal bonus to attack from flanking (+1 instead of +2). Both versions of the kalanaya can benefit from the Lissonian Molecular Blade upgrade.

Lissonian Molecular Blade [Equipment Modification]
Upgrade Slots: 0
Availability: Restricted
Cost: 2000 Lissonian Exchange Units for a melee weapon, 20 credits for a piece of ammunition
Restriction: This upgrade can only be applied to Lissonian-manufactured weapons which deal slashing or piercing damage (except for bullets). It must be applied to the weapon or ammunition in question when manufactured.
This upgrade utilizes the cutting edge in Lissonian materials science to create a self-sharpening graphene blade that cuts at a molecular level. This adds an extra die of damage to the weapon and turns the blade pitch-black, making this upgrade easy to identify visually.


NEW MAGIC TALENTS

CREATION MAGIC TALENT TREE (additions)

  • Armament Crafter: You are proficient with any weapon you create via the Creation spell. In addition, your Weapon Focus feat and Weapon Specialization talent covers all weapons you create with the spell.
    • Prerequisites: Ability to cast the Creation spell, Weapon Focus, Weapon Specialization talent
  • Artifact Crafter: The absolute pinnacle of the Creation spell allows you to temporarily create an Artifact Fragment. You must have seen the Artifact in use and its Activated form before you can create it via Creation. Creating an Artifact in this way requires expending a Hero Point when casting Creation, and the Artifact created lasts for a number of rounds equal to one-quarter your character level (rounded down, minimum 1). This duration cannot be increased by spending a Hero Point or via the Lasting Magic Item talent. This talent can be used in conjunction with the Dual Crafter talent only to make a second, distinct Artifact Fragment – however this requires spending another Hero Point.
    • Prerequisites: Device Crafter, Wisdom 16+, Level 10 or higher
  • Device Crafter: Approaching the pinnacle of the Creation spell, you are able to create a small array of Devices with the spell. When you learn this talent you gain a number of Devices (as per device magic) that you can create via the Creation spell. These advance as per the normal rules for Devices, however they are not intelligent and cannot speak. Unlike normal objects created by Creation, the duration of these creations is a number of rounds equal to one-half your character level (rounded down, minimum 1). This duration cannot be increased by spending a Hero Point or via the Lasting Magic Item talent. The amount of Devices that you gain for this talent starts at 1 at character level 1, you gain an additional device at level 5 and every 5 levels thereafter.
    • Prerequisites: Mage Talent for a school other than Device Magic, Skill Focus (Magery)
  • Dual Crafter: When you cast the Creation spell to make a one-handed weapon, you can create one in your other hand as part of the same action while still only expending one use of the Creation spell.
  • Fast Crafter: The action it takes for you to cast the Creation spell decreases to a move action.

SHAMANISM TALENT TREE (additions)

  • Genius Loci Bond: Through luck, skill, hard work, or disaster, you’ve achieved a rare thing – a bond with a Genius Loci. This talent can be granted by the GM at any time – if this happens, the character must spend the next available opportunity to gain a talent slot where this talent can be learned, even if this means going back to a base class instead of a prestige class. The features of this talent can only be used within the territory boundary of the bonded Genius Loci. If the Loci you are bound to somehow becomes a Former Genius Loci, then you can regain these features while within the territory boundary that the Loci creates when they begin to release their stages. The benefits of a Loci bond are sealed until un-sealed at your command, save for the Stage 0 benefit which is always available while you are within the Loci’s territory boundary. Releasing a stage of the Bond is a full-round action that provokes attacks of opportunity and you must unlock each stage in numerical order. The benefits of stage release remain until the end of the combat encounter or five minutes after the last stage release, whichever is shorter.
      • Stage 0 – At all times while you are within the Genius Loci’s territory boundary you have a constant mental link with the Loci. This functions as the Influence feature of a spirit bind with the appropriate type of spirit for the Loci’s type, and allows you to mentally converse with the Loci as if you were a contractor with it (however its mental ability stats do not progress like a contractor’s spirit’s do).
      • Stage 1 – When Stage 1 and any subsequent Stages are released, you gain the Sign feature for the appropriate type of spirit for the Loci as if you were a contractor of that spirit. You cannot suppress this sign through any means aside from re-sealing all stages of your bond release (a move action). Releasing Stage 1 provides you with the appropriate abilities for a Shamanistic Mentor Spirit user of your level for the Loci type – except for the Consult feature and the mental ability scores.
      • Stage 2 – When Stage 2 is released you receive the appropriate features for a Contractor of your level for the type of spirit associated with the Loci you are bound to – except for the mental ability scores, Speak With Spirits, Slowed Aging, and Speak With All Spirits features.
      • Stage 3 – When Stage 3 is released you gain the True Incantation associated with the Genius Loci type you are bound to. If this Incantation has a use limitation, you must follow it.
    • Prerequisites: You must have had contact with a willing Genius Loci or Former Genius Loci (this is more difficult than it might seem)
  • Former Genius Loci: Long thought to be impossible, you’ve acheived the unthinkable and somehow forced yourself back into a corporeal form after being turned into a Genius Loci.
      • Stage 0 – At all times you gain the benefit of the Speak With All Spirits feature that Contractors gain at level 11. In addition, your time spent as a Loci leaves you with the Influence feature of a spirit bind appropriate for the type of Loci you were.
      • Stage 1 – When Stages 1 through 3 are released, you gain the Sign feature for the appropriate type of spirit for the Loci that you were as if you were a contractor of that spirit. You cannot suppress this sign through any means aside from re-sealing all stages of your release (a move action). Releasing Stage 1 provides you with the appropriate abilities for a Shamanistic Mentor Spirit user of your level for your Loci type – except for the Consult feature and the mental ability scores. You creates territory boundary that is a  a 6-square radius around yourself when you release this stage.
      • Stage 2 – When Stage 2 is released you receive the appropriate features for a Contractor of your level for the type of spirit associated with the Loci you are bound to – except for the mental ability scores and Slowed Aging features. Your territory boundary increases to a 12-square radius.
      • Stage 3 – When Stage 3 is released you gain the True Incantation associated with the Genius Loci type you are bound to. If this Incantation has a use limitation, you must follow it. Your territory boundary increases to a (12+(1/2 Character Level))-square radius.
      • Stage 4 – When Stage 4 is released, you regain the ability to construct a body from the appropriate material while within their regained territory boundary and automatically do so when you release this stage (temporarily removing your current body from existence when you do so).  Your territory boundary increases to a (12+Character Level)-square radius.
      • Stage 5 – When Stage 5 is released, you regain the ability to suppress or amplify magic within your territory boundary.  You can use this ability as a full-round action.  Suppressed magic imposes a -CharacterLevel penalty to all Magery Checks, while amplified magic adds a +(1/2 Character Level) bonus to all Magery checks. Your territory boundary increases to a (24+(2*Character Level))-square radius.
    • Prerequisites: GM Permission (and you’re not likely to get it)

NEW GENERIC COMBAT TECHNIQUES

  • Assault Gunner [Stance]
    • Rather than walking your fire across targets to maximize accuracy, you try to direct your attacks to the vital areas of your opponents to maximize effectiveness.
    • Prerequisite: Weapon Proficiency (Rifles) or Weapon Proficiency (Heavy)
    • While under the effect of this Stance, you deal one more die of damage with all your attacks with autofire-only weapons and with weapons set to autofire. All attack rolls you make suffer a -2 penalty as you forfeit traditional means of improving accuracy for the chance to deal extra damage. Pistols and Simple Weapons cannot benefit from this stance.
  • Centered Stance [Stance]
    • You’re trained to endure great punishment, overcoming injuries through sheer willpower.
    • Prerequisites: Wisdom 13 or higher, Martial Arts I
    • While under the effect of this Stance, you gain a number of temporary HP equal to your Will Defense – 10. Any damage you take comes out of these temporary hit points first. These hit points are lost when you leave this stance. You can only gain this benefit once per encounter.
  • Extended Burst
    • Digging in your heels and thrusting your shoulder into your weapon’s stock, you lay down a truly devastating amount of fire.
    • Prerequisite: Weapon Proficiency (Rifles) or Weapon Proficiency (Heavy)
    • As a full-round action, you can a Full Attack with an autofire-only weapon or a weapon set to autofire that you are wielding. For every attack you make this turn and until the start of your next turn, that weapon is considered braced. Pistols and Simple Weapons cannot benefit from this technique.
  • Fire Support
    • By concentrating your fire to impede your enemies’ movements, you can provide your squad with more than just a damage source.
    • Prerequisite: Weapon Proficiency (Rifles) or Weapon Proficiency (Heavy)
    • While under the effect of this Stance, you deal one less die of damage with all your attacks. Any enemy that you successfully attack, whether through a direct attack or an area attack, with an autofire-only weapon is affected as though you had successfully used the Suppressing an Enemy aspect of the Aid Another action targeting them.
  • Forward Stance [Stance]
    • You make aggressive, diving motions, investing your entire body into every attack.
    • Prerequisites: Charging Fire or Powerful Charge
    • While under the effects of this Stance, any attack you make at the end of a charge has its critical threat range increase by 1 (usually to 19 or 20 instead of just 20) and you gain an additional +2 bonus on the attack. If this attack is a a melee attack and miss, you fall prone. If this attack is a ranged attack and you miss, then determine where the attack hits using the thrown weapon scatter rules and reroll the attack to resolve it.
  • Inverted Stance [Stance]
    • You’re trained to fight as fluidly in a handstand as on your feet, performing a whirling mix of strikes and kicks. This stance is commonly seen among practitioners of the School of the Dance.
    • Prerequisites: Trained in Acrobaticss
    • While under the effects of this Stance, each time you successfully hit an opponent with a melee attack your current initiative count is increased by 1 (this does not apply until the next turn). While in this stance, you may not atake any movement actions other than a move action to move 1 square and Jump checks.
  • Killshot
    • By taking your time in lining up your attack, you are able to deal devastating amounts of damage with your next shot.
    • As a full-round action, make one ranged attack (this cannot be an autofire attack). You are considered to have aimed for this attack, and you deal an extra amount of damage equal to one-half your level (rounded down).
  • One Shot-One Kill [Stance]
    • You wait for the perfect shot, taking care to make a clean kill the first time.
    • Prerequisite: Precise Shot
    • While under the effect of this Stance, any ranged attack effected by the Aim action is a Critical Hit on a roll of 19 or 20. If the roll is 19, it is not an automatic hit if it would not have hit under normal circumstances. Unfortunately, your increased precision is extremely susceptible to obstruction, doubling any penalties from cover or improved cover.
  • Ready Stance [Stance]
    • You’re skilled at striking first, preventing your opponents from completing their attacks.
    • Prerequisites: Skill Focus (Initiative), Martial Arts I
    • Opponents successfuly hit by one or more of your unarmed attacks while you’re in this stance suffer a -2 penalty to all their attacks until the end of the round.
  • Strafe
    • By walking your line of fire carefully over your targets, you can better control the area of your autofire attacks.
    • Prerequisite: Weapon Proficiency (Rifles) or Weapon Proficiency (Heavy)
    • As a normal autofire attack, except that the area of your attack is 1 square by 4 squares rather than the typical 2 squares by 2 squares. Pistols and Simple Weapons cannot benefit from this technique.
  • Sudden Burst
    • You are able to rapidly respond to the arrival of potential targets, and to lay down fire while keeping up with your squad.
    • Prerequisites: Weapon Proficiency (Rifles) or Weapon Proficiency (Heavy), trained in Initiative
    • As a swift action you put yourself on alert. Until the start of your next turn, whenever you make an attack with an autofire-only weapon or a weapon set to autofire, that weapon is considered to be braced.

RULES EDITS

Area Attacks [Autofire] – Changing "When you brace an autofire-only weapon…" to "When you use a braced weapon set to autofire…" It made no sense to leave it as autofire-only but talk about weapons that aren’t autofire-only in the next bit. TL;DR: You can now brace rifles and autofire with them to only take a -2 instead of a -5. It’s still two swift actions to do so.


NEW RULES: CALLED SHOTS

A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a full-round action, and thus can’t be combined with a charge, feats like Rapid Strike, multiple attacks with a full-attack action, or semi-automatic weapons fire.

Called shots are divided into three basic difficulty groups: easy, tricky, and challenging. Easy called shots represent large areas of the body, and are made at a –2 penalty. They have relatively minor effects unless a critical hit is scored or massive damage is dealt. Tricky called shots represent either smaller areas, like a hand, or areas a creature protects well, like its head. Tricky shots receive a –5 penalty, and inflict more serious consequences. Challenging called shots represent very small areas like eyes, fingers, or creatures’ necks. They receive a –10 penalty, and successful hits cause significant short-term impairment. Beyond these challenging ratings lie almost impossible called shots that receive a –20 penalty. For called shots against non-humanoid creatures, use common sense and the categories above as guidelines. For example, a flying creature’s wings are treated as arms.

Range and Reach: Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn’t adjacent to its attacker. For called shots made at range, all range penalties due to range increments are doubled.

Critical Hits and Critical Threats: A called shot has the normal chance for a critical hit, and inflicts an extra effect if one is confirmed. The exact effects of a successful critical hit depend on where the target was hit, and are described under Called Shot Effects.

Cover: Cover other than soft cover interferes with a called shot even more than with a normal shot. Double any Reflex Defense bonuses provided by cover that isn’t soft cover. In addition, cover may make certain called shots impossible.

Concealment: The miss chance for a called shot against a creature with concealment increases to 50%. It’s not possible to make a called shot against a creature with total concealment. For effects that function like concealment, a miss chance of 50% or more prevents called shots, a miss chance of 20% increases to 50%, and miss chances of other values are doubled.

Damage Reduction: If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Damage reduction does not reduce any ability damage, ability drain, penalties, or bleed damage caused by the called shot.

Immunity: Immunity to critical hits protects against the extra effects of called shots. Partial protection, protects the creature as though the called shot were a critical hit.

Stacking: Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks.

Called Shot Effects

The consequences of a successful called shot vary depending on whether the hit is a normal hit, a critical hit, or a debilitating blow (a hit for 50 points of damage or more). When more than one limb or organ can be affected by a called shot, the attacker can choose the target if desired; otherwise, it should be determined randomly.

Called Shot: An attack aimed at a body part that deals fewer than 50 points of damage results in a normal called shot. Called shots inflict either minor penalties or temporary inconveniences.

Critical Called Shot: When a called shot is confirmed as a critical hit but deals fewer than half the creature’s hit points of damage (minimum 50), a critical called shot results. Critical called shots can cause ability damage, bleeding, and other serious effects.

Debilitating Blow: A called shot that deals half the creature’s hit points of damage (minimum 50) or more (whether a critical hit or not) results in a debilitating blow that has extra effects. A debilitating blow inflicts major consequences and potentially permanent consequences.

Effect Maintenance Checks: Knowledge [Physical Sciences], Magery, Nanite Control, and Psionics made to maintain an effect suffer a -5 penalty if the target making the check has suffered a called shot that could intefere with their ability to maintin that effect.

Healing Called Shot Effects: Some called shot effects render a given location useless until healed. Remedying this condition requires the victim be healed (through any combination of sources) for as many hit points of damage as the called shot caused. If the victim is suffering from multiple wounds of this sort, divide healing equally between them.

Table: Called Shot Locations

Location Type Penalty
Head Tricky -5
– Ear Challenging -10
– Eye Challenging -10
– Neck Challenging -10
Chest Easy -2
– Heart Challenging -10
Vitals Tricky -5
Arm Easy -2
– Hand Tricky -5
Leg Easy -2

Arm

Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms for purposes of a called shot. Called shots to the arm are easy (–2 penalty).
Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make an Acrobatics (DC = your attack roll) check to avoid descending involuntarily.
Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. If your attack roll does not beat the target’s Fortitude defense, this damage is halved (minimum 1 damage to each ability score).. The target also suffers the effects of a called shot to the arm for 1d4 minutes.
Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage and 1d6 points of Strength damage. If your attack roll beats the target’s Fortitude defense, then the arm is rendered arm useless until healed. If you beat the target’s Fortitude defense by 5 or more, then arm is severed or otherwise mangled such that only surgery (and possibly cybernetics) can repair it (unless the target has the ability to regenerate limbs). The target also suffers the effects of a called shot to the arm (if the arm remains usable) for 2d6 minutes.

Chest

Called shots to the chest are aimed at the well-protected center of mass of a creature. Called shots to the chest are easy (–2 penalty).
Called Shot: A called shot to the chest deals no additional damage, but any skill checks caused by the hit (such as an Acrobatics check while balancing or a Climb check while climbing) take a –2 penalty.
Critical Called Shot: A critical hit to the chest deals 1d4 points of Constitution damage and moves the target -1 step on the condition track – this movement is considered a persistent condition that requires surgery to remove. If your attack roll does not beat the target’s Fortitude defense, then they do not move down on the condition track. The creature also suffers the effects of a called shot to the chest.
Debilitating Blow: A debilitating blow to the chest deals 2d4 points of Constitution damage and moves the target -2 steps on the condition track – this movement is considered a persistent condition that requires surgery to remove. If your attack roll does not beat the target’s Fortitude defense, then they only move -1 step on the condition track – this movement is still considered a persistent condition that requires surgery to remove. If your attack roll beats the target’s Fortitude defense by 5 or more, the creature’s internal injuries deal 1 point of Constitution damage in any round the creature takes a standard action. The internal injuries can be healed by either a DC 25 Treat Injury check made to perform surgery or by healing as many hit points as the debilitating blow dealt. The creature also suffers the effects of a called shot to the chest.

Ear

Ears are the organs used to hear. Creatures without visible ears generally aren’t susceptible to called shots to that location. Called shots to the ear are challenging (–10 penalty).
Called Shot: A called shot to the ear deafens that ear for 1 round, and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until hearing is returned by way of a DC 20 Treat Injury check made to perform surgery.
Critical Called Shot: A critical hit to the ear deafens that ear for 2d6 minutes and leaves the target only able to take a move or standard action (but not both) for 1 round. The target also suffers the effects of a called shot to the ear for that duration.
Debilitating Blow: If your attack roll beats the target’s Fortitude defense, then a debilitating blow to the ear destroys that ear and stuns the target for 1 round, then leaves it only able to take a move or standard action (but not both)  for 1d4 rounds, and deafened until the ear is repaired, usually by way of a cybernetic replacement. If your attack roll fails to beat the target’s Fortitude defense, then the target is deafened until their hearing is returned by way of a DC 20 Treat Injury check made to perform surgery – but their ear is not destroyed and they are not stunned.

Eye

Eyes include whatever organs a creature uses to see. At the GM’s discretion, a called shot to the eye can also target sensory organs such as antennae, potentially negating abilities like blindsense. Generally, a creature can’t be blinded until it has lost all vision in all of its eyes. Creatures with five or more eyes take no penalties from called shots to their eyes until they’re blinded in enough eyes to bring them down a single functional eye, but can still be blinded in that eye by a critical hit or debilitating blow. Called shots to the eye are challenging (–10 penalty).
Called Shot: A called shot to the eye gives all of the target’s foes concealment against its attacks for 1 round and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded for 1 round instead.
Critical Called Shot: A critical hit to the eye costs the target sight in that eye for 1d4 minutes. The target also suffers the effects of a called shot to the eye for that duration.
Debilitating Blow: A debilitating blow to the eye destroys that eye, causes blindness until the condition is removed with surgery to install a cybernetic or similar replacement, and deals 1d6 points of bleed damage. If your attack fails to beat the target’s Fortitude defense, then the eye is not destroyed and instead the target loses sight in that eye for 1d4 hours, and suffers no bleed damage. The target also suffers the effects of a called shot to the eye for 2d6 minutes.

Hand

Hands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty).
Called Shot: For 1d4 rounds, any attack rolls, damage rolls, ability checks, or skill checks made using the wounded hand take a –2 penalty, including attack and damage rolls with two-handed weapons. In addition, the target takes a –4 penalty to its defenses to resist disarm attempts, and drops its weapon (if any) on an attack roll result of a natural 1.
Critical Called Shot: A critical hit to the hand deals 1d4 points of Dexterity damage. In addition, the target drops anything it is holding in that hand. Items held in two hands aren’t dropped, but the target still loses its grip with the injured hand. The target also suffers the effects of a called shot to the hand for 1d4 minutes.
Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage. If your attack beats the target’s Fortitude defense, then the blow renders the hand useless until healed. If your attack beats the target’s Fortitude defense by 5 or more, the hand is severed or otherwise mangled such that only extensive surgery, cybernetics, or similar effects can repair it. Regardless of the results, anything held in the wounded hand is automatically dropped, even items held in two or more hands. The target also suffers the effects of a called shot to the hand (if the hand remains usable) for 2d6 minutes.

Head

Called shots to the head are tricky (–5 penalty), as most creatures show some skill at dodging attacks aimed at their faces. Some creature lack a proper head altogether. Creatures with multiple heads must be hit by called shots to all their heads in a single round to suffer ill effects, and even then, only suffer the least effect that is inflicted on any single head.
Called Shot: A called shot to the head moves the target -2 steps on the condition track.
Critical Called Shot: A critical hit to the head deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determine which) and leaves the target only able to take a move or standard action on their turn (but not both) for 1d4 roudns. If your attack roll fails to beat the target’s Fortitude defense, then they only suffer the Intelligence, Wisdom, or Charisma damage. The target also suffers the effects of a called shot to the head for 1d4 minutes.
Debilitating Blow: A debilitating blow to the head deals 1d6 points of Intelligence, Wisdom, and Charisma damage (roll separately for each), and immediately moves the target to the bottom of the condition track – after 10 minutes they move to the -10 level, but outside aid could move them up the track sooner. If your attack roll does not exceed the target’s Fortitude defense, then the target does not suffer the condition track movement – instead they are only able to take a move or standard action (but not both) on their turn for 1d10 roudns. If you beat the target’s Fortitude defense by 5 or more, the target is rendered senseless by severe brain trauma, causing the target to suffer an amount of Intelligence and Charisma damage sufficient to reduce each of these ability scores to 1 – this damage can only be healed through advanced medical science (extensive cybernetics or something more advanced) or through magic that borders on miracles. The target also suffers the effects of a called shot to the head for 2d6 minutes.

Heart

A called shot to the heart represents an attempt at a killing blow. If the hit isn’t either a critical hit or a debilitating blow, the attempt fails and is just a normal hit. A called shot to the heart can be used for any small, likely fatal location on a creature, such as the only weakness on an unimaginably powerful creature. Called shots to the heart are challenging (–10 penalty).
Called Shot: A called shot to the heart is just a normal hit with no extra effect.
Critical Called Shot: A critical hit to the heart pierces the organ, moves the target to -3 steps on the condition track as a persistent condition that requires surgery to remove, and inflicts 1d4 points of Constitution bleed damage. If your attack fails to beat the target’s Fortitude defense, then the target is instead moved -2 steps on the condition track as a persistent condition and suffers 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either Fast Healing, or any form of healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 Treat Injury check that takes 1d4 rounds to complete.
Debilitating Blow: A debilitating blow to the heart destroys it, instantly killing any creature that relies on its heart to survive – creatures with multiple hearts can survive this as long as one heart remains. If your attack roll fails to beat the target’s Fortitude defense, the target instead -4 steps on the condition track as a persistent condition that requires surgery to remove, and the target takes 1d6 points of Constitution damage and 1d4 points of Constitution bleed damage. Targets that can survive without a heart automatically suffer the conditions inflicted by a miss versus Fortitude defense.

Leg

Legs are the ambulatory limbs of a creature, including feet. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg are easy (–2 penalty).

Called Shot: A called shot to a leg lowers the target creature’s speed by 2 squares for 1d4 rounds if it has two or fewer legs, and by 1 square if it has three or four legs. In either case, the creature’s speed cannot be reduced below 1 square per round. Called shots to the leg have no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds.
Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. If your attack does not beat the target’s Fortitude defense, then they are not knocked prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.
Debilitating Blow: A debilitating blow to the leg knocks the creature prone. The blow renders the leg entirely useless until the leg is treated by a DC 25 Treat Injury check that requires a full-round action (if the creature making the check has a medical kit, longer if they do not). If you beat the target’s Fortitude defense by 5 or more, the leg is severed or otherwise mangled such that only cybernetics or advanced medical science can repair it. If you fail to beat the target’s Fortitude defense, the target is instead lamed and moves at half speed until the leg is healed, or until it receives a successful DC 20 Treat Injury check that requires a full-round action. A creature with a useless or severed leg moves at half speed if it still has more than half of its legs usable; otherwise, it cannot stand up and must crawl to move. The target also suffers the effects of a called shot to the leg (if the leg remains usable) for 2d6 minutes.

Neck

The neck makes for a difficult but rewarding target. Injuries to the neck keep a creature from speaking easily, and if blood vessels or the windpipe are damaged, such injuries rapidly lead to death. Creatures that lack vulnerable heads generally can’t be attacked in the neck either. Called shots to the neck are challenging (–10 penalty).
Called Shot: A called shot to the neck makes speaking above a hoarse whisper impossible for 1 round. Any attempts to cast an Incantation or True Incantation have a 20% chance of failing outright, as do attempts to activate artifacts and evoke devices.
Critical Called Shot: A critical hit to the neck deals 1d6 points of bleed damage. In addition, if your attack exceeds the target’s Fortitude defense, then the target’s windpipe is crushed and they are unable to breathe or speak, and possibly suffocating. A crushed windpipe can be repaired by healing (from one or more sources) that heals as many hit points of damage as the original hit dealt, or by a DC 25 Treat Injury check to open up a hole into the windpipe. The latter check deals 2d6 hit points of damage, and leaves the creature still unable to speak. If you fail to beat the target’s Fortitude defense, it still suffers the effects of a called shot to the neck for 1d4 minutes.
Debilitating Blow: A debilitating blow to the neck leaves the target unable to speak or breathe and deals 1d4 points of Constitution bleed damage. If you fail to beat the target’s Fortitude defense, they instead suffer 2d6 points of regular (hit point) bleed damage, and the are is only unable to speak and breathe for 1d4 minutes. The Constitution bleed damage caused by a debilitating blow to the neck can only be stopped by healing (from one or more sources) that heals as many points of damage as the original blow dealt, or a DC 20 Treat Injury check that takes 1d4 rounds to complete.

Vitals

The vitals correspond to the abdomen on a humanoid: critical organs not well-protected by bone. Attacks on the vitals can also include dastardly “low blows.” Vitals for non-humanoid creatures can include nearly any location that is relatively hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals are tricky (–5 penalty).
Called Shot: A called shot to the vitals leaves the target -2 steps on the condition track as a persitent condition that lasts for 1d4 rounds. Failure to beat the target’s Fortitude defense reduces this duration to 1 round. While suffering from this condition, the target cannot run or charge.
Critical Called Shot: A critical hit deals 1d4 points of Constitution damage. In addition, the target is cannot attack, cast spells (or more advanced forms of magic), use powers, use formulae, use nanite abilities, or do anything that requires concentration, and can only make a single move action per turn (no standard or swift) for 1d4 rounds and moves -2 steps on the condition track as a persistent condition that lasts for 1d6 minutes. Failure to beat the target’s Fortitude defense means the target only suffers from the Constitution damage and the condition track movement. While the target is suffering from the persistent condition inflicted by this, it cannot run or charge.
Debilitating Blow: A debilitating blow to the vitals deals 1d6 points of Constitution drain, renders it unable to attack, cast spells (or use more advanced forms of magic), use powers, use formulae, use nanite abilities, or do anything that requires concentration, and leaves it only able to make a single move action per turn (no standard or swift) for 1d4 rounds, and moves it -2 steps on the condition track as a persistent condition that lasts for 2d6 minutes. Failure to beat the target’s Fortitude defense changes the Constitution drain to Constitution damage, and reduces the inability to attack/etc to a duration of 1 round. If you beat the target’s Fortitude defense by 5 or more, the target is disemboweled or otherwise horrifically wounded, and takes 1 point of Constitution bleed damage. The Constitution bleed damage caused by a debilitating blow to the vitals can only be stopped by healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a DC 20 Treat Injury check that takes 1d4 rounds to complete. Drain damage to ability scores can only be healed through cybernetics or advanced medical science.


TRAINING CHANGES

Army, CEC Training, Marines, and Navy

Add the following to these trainings: "Professional Soldier: You are automatically trained in the Profession (Military) skill."


NEW BOUND SPIRIT GRANTED POWER [Courage]

Still Standing – You gain another box on the condition track, this one at -15 on the track. You can take this ability again to receive another box at -7.


NEW SKILL USE: Gather Information [Active Investigation]

Whenever a Player wishes to solve a mystery or investigate
a hidden fact of any kind, the Gather Information skill can
be used to facilitate this during game play. The GM should remain descriptive during this process, never
allowing dice rolls to dominate the session. Delivering the
facts uncovered during investigation without context or
descriptive flavour should also be avoided, as this leaves the
act of investigating bland and without any real interest to
the Player or Players involved.
Tracking down suspects and discovering clues are definitely
activities that allow the Aid Another action. Because
a great number of Players might be able to help during
investigations but only a certain amount of additional
effort can be constructive, the Aid Another bonus for
successfully making the DC 10 Gather Information check
to help with an Active Investigation is +1 as opposed to
+2. A maximum of four additional Players (or Non-Player
Characters if the GM allows their help) can
contribute at any given time.
As an extended action, Active Investigation can take
minutes, hours or days depending on how many steps the
Games Master has decided the investigation should take.
The base DC for the Gather Information check can be
anywhere between 15 (for a commonly known lead in
a case) to 30 or more (for clues or information that are
extremely difficult to obtain).
One skill check is made for each major element in the
investigation, usually defined around important clues or
relevant facts, against a DC set by the GM. A
successful check reveals the clue, while an unsuccessful
check uses an amount of time determined by the GM and turns up nothing.
At the start of any given step, the Player(s) involved should
declare how they wish to begin and any suspicions they
might already have. These are taken into account in the
form of modifiers on the table below. The Games Master
then makes a Gather Information check secretly, applying
all relevant modifiers and any circumstance penalties or
bonuses that may exist.
If an Active Investigation check ever beats the Gather
Information DC by 15 or more, the Players have achieved a breakthrough in the whole case (not just that one lead or
clue investigated) and can immediately solve it unless there
is a campaign reason why they cannot. Even if this block
on their progress does occur, they at least gain one or more
additional clues as a reward for their brilliant work.
If the check is failed by 5 or more, the Games Master can
choose to provide a false clue but this should be a rare
occurrence (no more than twice in an investigation) and
only if there is a reason for such misleading evidence to
exist.
If the check is failed by 10 or more the case has deadended and at least one week must pass before it can be
investigated again. If a case ever dead-ends three times in
a row, it is effectively impossible for the Players involved
to decipher and an extensive length of time must pass before a fresh start can be
made (several months to a year). When this occurs (if the Players are still interested
in pursuing it again), it is a brand new investigation and
must begin completely from the beginning. This involved
re-investigating clues they may have already uncovered, as
obviously something went utterly wrong in their case work
before.

Skill Check Modifiers Gather Information DC Modifier
Every Player with the Skill Focus (Gather Information) or Skill Focus (Perception) feat involved (up to five) -1
Suspicions1  
    Inaccurate but not completely opposite of the truth +0
    Slightly accurate (a single detail is correct but not a key fact) -1
    Partially accurate (correct culprit but with no evidence at all) -2
    Fairly accurate (limited clues discovered that indicate truth) -3
    Completely accurate (truth is already guessed but needs hard evidence) -4
    Slightly inaccurate (wrong culprit but no mistaken evidence to support this) +1
    Partially inaccurate (right ideas but the Players are following a false lead) +2
    Completely inaccurate (investigation is the true definition of ‘assumption’) +4
Prior Checks  
    For every consecutive successful check before the current one2 -1
    For every unsuccessful check made during the investigation to date2 +1
    Every natural 20 rolled for an Active Investigation check -1
    Every natural 1 rolled for an Active Investigation check +2
Conditions  
    Active resistance to the success of the investigation3 +1 to +5
    Each year since the objective of the investigation and the present day4 +1
    Investigators have recognised legal authority in the area of the current check -2

1
In the case of multiple suspicions among several Players involved in the investigation use only the suspicion voiced by the Player making
the primary Gather Information check.
2 Up to a maximum of +5/–5 in total. Each bonus cancels a penalty of the same type and vice versa, leaving a single success or failure
modifier of –5 to +5.
3 The DC increase is equal to the level of ability the interfering party or parties possess. If just one individual wishes to stop the investigation,
that is worth +1, +2 at best. A group or environmental condition (such as erosion destroying vital evidence or a clean-up crew hired to
obscure the facts) might apply a +3 to +4 penalty to checks. It would take a full government conspiracy or similar massive form of resistance
to qualify for a +5.
4 This DC increase stops at +5 for five years, then progresses at an additional +1 for every five year interval after this to +10 total for a 30
year old investigation. Every ten years after this applies another +1 to a total of +20 at 130 years. Beyond this, every century increases the
penalty by +1 to a maximum of +30 for 1100 years or more.


PSIONIC CHARACTER PROGRESSION EXPANSION: Ability Variants [Danger Sense, Deep Scan]

DANGER SENSE
As as move action, a Psion may re-focus their danger sense into a more advanced version. This adds additinoal benefits to Danger Sense, but imposes a penalty to the Psionics check made as part of Danger Sense. These variants remain active until you fall unconscious or deactivate them as a move action. Variants can be used in combination with each other.
Direction (-4 Penalty) – You know the direction and distance to the triggering attacker.
Target (-8 Penalty) – You may immediately make an attack against the triggering attacker. This counts as an attack of opportunity, and you must either already be armed, have the Martial Arts I feat, or have the Quick Draw feat. This is an instinctive action, you do not know where the target is before they shoot, you just react and attack them mere milliseconds after their attack on you begins. Your attack and the triggering attack resolve ‘at the same time’ for a lack of a better description. If your attack imposes a penalty or condition track movement on the triggering attacker, then they suffer the effects of that on their attack roll against you. If you kill or otherwise incapacitate the attacker, then your attack completely negates their attack (they miss).

DEEP SCAN
When performing a Deep Scan,
you may instead perform one of the following variations on it. Each of them imposes a penalty on the Psionics check you make to perform a Deep Scan.
Brute Scan (-4 Penalty) – You push deeply with
the scan, causing much more damage and pain than necessary.
This scan deals 1d6 points of damage instead of 1d3, and it always deals lethal damage even if the target is not resisting. When you make a Brute Scan, you can make a free Persuasion check to intimidate the target.
Extended Range (-6 Penalty per square) –
You
push the scan outwards, performing it against a target at a longer range than normal, although this is extremely
difficult. Each additional square the target is beyond the ones adjacent to you imposes a -6 penalty to your Psionics check.

Gentle Scan (-2 Penalty)
– You carefully protects
the subject of the scan from any painful memories or
aberrant thoughts, reducing the strain of the scan.
Any damage inflicted during the scan is divided evenly
between the you and the target.
Holistic Scan (-6 Penalty) – Instead of asking specific
questions, you simply read the current state of
the target’s mind. Each round, you must make
a Gather Information check (DC 20); if successful, you learn one useful fact from the subject’s mind,
assuming the subject knows any facts relevant to you. For example, you might come across
a memory of a face in the crowd; the subject does not
know this person but you do. Such a fact
is useful to you but would not turn up in the
course of normal questioning.


NEW VARIANT AMMUNITION TYPES

Adhesive: This ammunition counts as an adhesive grenade that only affects the target it is shot at.
Cost: 100 Credits
Available For: Calengil Shotguns (requires Open Choke), Human 12 Gauge Shotgun Shell

Talon: This is a conventional hollow point round with a twist — when it expands, its jacket peels back to form six sharp claws. These claws curl outward beyond the smooth outer edges of the mushroom-shaped shoulder, lacerating surrounding flesh as the bullet speeds through its target. Talon rounds cause serious, bloody wounds. A target hit by a talon bullet suffers the base damage dice (2d4, 2d6, 2d8, etc) of the bullet as bleed damage every round on the beginning of their turn. Additional hits with talon bullets add a flat +1 bonus to this bleed damage. The bleeding can be stopped with a DC 20 Treat Injury check requiring a full-round action to perform, or with the application of any form of hit point healing.
Cost: 5x standard clip cost
Available For:
Humans (21x60mm Rocket-Assisted Bullet, 5.7x28mm Pistol Round, 5.7x29mm TAAF Caseless, 7.62x40mm TAAF Caseless, 8.6x70mm TAAF Sniper Round, 9x18mm TAAF Caseless, 9x20mm TAAF Caseless, ‘non-standard’ ammunition calibers by request)


NEW NANOAUGMENTATIONS

Analytical Nose – You add chemical sensors to your nasal cavity and sinuses, along with an implant which processes this sensor data into a more useful form. You can tell the chemical composition of a substance simply by inhaling it, but you will need the make the appropriate Knowledge check to actually determine what this chemical composition means.

Analytical Tongue – You add chemical sensors to your tongue, along with an implant which processes this sensor data into a more useful form. You can tell the chemical composition of a substance simply by tasting it, but you will need the make the appropriate Knowledge check to actually determine what this chemical composition means.

Balance Enhancer – This modification to your inner ear augments your natural sense of balance with additional sensors that allow you to detect your orientation with respect to the local gravity source. You gain Skill Focus (Acrobatics) as a bonus feat.

Eye, Flare Compensation – This nanoaugmentation either adds a photosensitive dimming layer to your cornea, or more commonly, a fast-responding shutter just behind your iris linked to photoreceptors on your retina, which rapidly closes off the eye for just long enough to block the effects of flash-bangs and similar weapons.

Move By Wire System, Adrenal Augmentation – This nanoaugmentation adds a set of implants that attach to your adrenal glands that can stimulate adrenaline distribution and help it work more efficiently. When you activate your Move-By-Wire System, you can choose to activate this nanoaugmentation as well. Doing so grants you an additional move or standard action per turn, however it doubles the consumption of the the rounds of ‘safe use’ of the Move-By-Wire System, and doubles the damage you take if you are out of safe rounds.

Move By Wire System, Improved Adrenal Augmentation (Requires: Move By Wire System, Adrenal Augmentation) – This additional augmentation of your adrenal glands allows you to stimulate adrenaline distribution for different reasons and increase adrenaline production. ‘Safe Use’ rounds of the Move-By-Wire System are no longer consumed at double the rate. Additionally, you now add your Constitution modifier to Climb, Jump, and Swim checks.

Tracheal Filter – This nanoaugmentation builds successive layers of filters inside your trachea. Each time you select this nanoaugmentation, you receive a +4 bonus to your Fortitude defense against inhaled poisons and inhaled diseases.


NEW SKILL USES: Psionics [Dark Corners, Focus the Mind]

Dark Corners (Full-Round Action): The strongest emotions — love, hatred, fear — all
leave a mark on our minds. You can scan a target for
these marks and use them to your advantage. Doing so requires one full round action
and allows you to use one of the following options.
Desires: By probing your target’s strongest loves and
hates, you can more effectively lure them into your
clutches. Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all seduction
checks you make involving your target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
Dreams: You find the target’s greatest aspirations,
and use them to get closer to the target. Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all Deception and Presence checks involving your target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
Fears: You pick up on the traumatic moments of
your target’s life, and can twist them to your own ends.
Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all Persuasion checks made to intimidate the target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
All of these options are much more difficult to
manifest if your target knows you can read his mind. If
the target is aware that you are psionically-capable, they may attempt to actively resist your scan, doing so adds +5 to their Will defense versus theses abilities.

Focus the Mind (Full-Round Action): You may enter a meditative trance that focuses your
mind completely on a single problem, giving you a
much better chance of coming up with a solution. Doing so requires a full-round action and lets you add your Charisma modifier to your Intelligence checks, Wisdom checks, Knowledge skill checks, and Profession skill checks for 1 minute per character level. This cannot be used to boost Profession checks which take longer than the duration the bonus lasts for.


NEW BOUND SPIRIT GRANTED POWERS [Ice]

Advanced Chill AirChill Air now provides its benefits to anyone or anything occupying squares adjacent to you.

Chill Air – As a standard action, you may chill the air around you to provide a buffer against fire damage and damage caused by heat. Make a Magery check, the result determines the amout of resistance you get. The resistance from this power applies to both fire damage and damage caused by sources such as exposure to hot environments. This ability does not function in a vacuum.

Check Result Resistance
15 or less 5
16-20 10
21-25 15
26-30 20
31 or higher 25

NEW MARTIAL ARTS FEATS

Fluid Stances [Martial Arts]
You’re able to fight using a number of stances, moving from one to another with fluid grace.
Benefit: Each time you succeed with an attack, you may change stances as a free action.


NEW GENERIC EQUIPMENT

Baton Grenade [Tiny Simple Ranged Weapon]
This solid round for grenade launchers is normally made of plastic or a plastic-like material, and is launched directly at a target rather than at an enemy formation. In addition to the damage it deals, if the target’s Fortitude Defense is beaten by your attack roll, than the target is knocked prone. This grenade can only be fired from a grenade launcher of any kind. It can be made for Micro Grenade Launchers, in which case it does 3d4 damage instead of 5d4.
5d4 Nonlethal Bludgeoning Damage
150 credits, 0.5 kg, Restricted Availability

Bow Silencer [Generic Equipment, Weapon and Armor Accessories]
A bow silencer consists of a wool or foam cover for both ends of the string, preventing the string from slapping against the bow’s frame and reducing vibration throughout the weapon. The bow silencer operates like a standard silencer, except that it functions for bows, composite bows, and crossbows – but not repeating crossbows.
200 credits, 0.25 kg, Licensed Availability

Cane [Medium Simple Melee Weapon]
Canes do not need to be physically concealed to be considered a ‘concealed weapon,’ your Stealth check to hide the weapon is more of you making it look like you actually need the cane for medical or fashion reasons. A cane can be used to perform the grapple attack required to use the Trip feat, doing so provides a +2 bonus to the check.
1d4 Nonlethal Bludgeoning Damage
30 credits (fancier ones cost more, but are mechanically the same), 1.5 kg

Snap Baton [Small Simple Melee Weapon] (Just adding some text)
A snap baton is a retractable baton designed to be collapsible for easy concealment. When collapsed it is a tiny object instead of small, and it can be extended as either a free action made as part of an attack, or as a swift action. When collapsed, it does not count as a weapon for the purposes of threatening squares around you.

Weighted Cane [Medium Simple Melee Weapon]
Unlike a standard cane, this cane is deliberately weighted in order to improve its capabilities as a weapon. It does not need to be physically concealed to be considered a ‘concealed weapon,’ your Stealth check to hide the weapon is more of you making it look like you actually need the cane for medical or fashion reasons. However, if examined closesly, a DC 20 Perception check will detect the increased weighting of the cane and expose it for what it is. A weighted cane can be used to perform the grapple attack required to use the Trip feat, doing so provides a +2 bonus to the check. Weighted Canes are treated as a two-handed weapon regardless of how it is wielded for the purposes of Strength bonus to damage, therfore you add 1.5x your Strength modifier instead of just your Strength modifier.
1d4 Bludgeoning Damage
60 credits (fancier ones cost more, but are mechanically the same), 3 kg


NEW HUMAN EQUIPMENT

High Velocity Canister Cartridge (HVCC) [Tiny Simple Ranged Weapon]
Based on a concept first used by the United States during the Vietnam War, this grenade is catching on as an excellent short-range anti-personnel and perimeter defense weapon. Each canister holds upwards of 115 flechette darts, which — when fired — are dispersed over an area nearly 9 meters long, mowing down fleshy targets along the way.  This grenade can only be fired from a grenade launcher.  Mini-grenade versions exist, at 3d8 damage instead of 5d8.
5d8 Piercing Damage, affects all targets in a 6-square long, 3-square wide cone originating from in front of you
200 Terran Alliance Credits, 0.5 kg, Military Availability


SKILL USE: Mechanics [Modify Weapon] – Additional Modification Options

Custom Grip (300 Credits): By molding a leather, plastic, or rubber grip especially for the weapon and character, the character receives a +2 bonus to their Reflex defense to oppose disarm attempts. However, other characters who use the weapon with the custom grip suffers a –1 penalty to their attack roll and a -2 penalty to their Reflex defense to oppose disarm attempts.

Custom Stock (800 Credits): The firearm’s stock and grip are modified to meet the agent’s exact measurements. At the start of each combat, an agent firing a weapon with a custom-fitted stock gains a +1 bonus to his initiative total. This bonus is added only once, at the start of each combat, rather than every round. The character only receives this bonus if they are armed with the weapon or consider it their primary weapon. If a character switches to a weapon with this modification during combat, their initiative count increases by +1 and decreases by -1 when they no longer wield it. When anyone other than the character who owns the weapon uses this weapon in combat, the +1 bonus to initiative becomes a –1 penalty. This bonus/penalty may be combined with the effects of a trigger job.

De-burred Frame (revolvers, pistols only) (Cost: 300 Credits): De-burring a firearm removes all sharp edges from the weapon, preventing it from snagging on the shooter’s clothing or holster when it is drawn. A character drawing this weapon is assumed to have the Quick Draw feat. If they already have the Quick Draw feat, they are assumed to have the Lightning Draw feat, but may only use it with this weapon.

Ergonomic Form (melee weapons only) (Cost: 300 Credits): This modification focuses on the weapon’s sharp edges and/or bulk, reducing the chance of a snag or other mishap when drawing it. A character drawing this weapon is assumed to have the Quick Draw feat. If they already have the Quick Draw feat, they are assumed to have the Lightning Draw feat, but may only use it with this weapon.

Floating Barrel (Cost: 600 Credits): This modification inserts a bed of fiberglass between the barrel and stock, countering the minute accuracy modifiers suffered when the stock expands or constricts under extreme temperatures. When using a firearm with a floating barrel to make a standard attack, the character gains a +1 bonus to his attack roll.

Heavy Barrel (Autofire-capable weapons only) (Cost: 1000 Credits): This modification installs a strengthened barrel which is less likely to overheat during automatic weapons fire. This decreases the penalty applied to automatic fire by 1. However, the increased weight of the barrel makes the weapon awkward to use, incurring a -2 penalty to Initiative while armed with this weapon. This modification adds 1.5 kg to the weapon’s weight.

Smoothened Well (Cost: 800 Credits): This modification polishes any minor imperfections within a firearm’s loading well, allowing magazines to be loaded quickly and with little chance of error. A weapon with this modification can be reloaded one step faster (full round->standard action->move action->swift action->free action). This modification cannot be applied to weapons with an internal magazine.

Trigger Job (Cost: 800 Credits): This modification improves the firearm’s existing trigger action, making it crisper and more consistent. At the start of each combat, a character armed with a weapon with the trigger job modification gains a +1 bonus to his initiative total. This bonus is added only once, at the start of each combat, rather than every round. The character only receives this bonus if they are armed with the weapon or consider it their primary weapon. If a character switches to a weapon with this modification during combat, their initiative count increases by +1 and decreases by -1 when they no longer wield it. This bonus may be combined with the effects of a custom-fitted stock (see opposite).


FAMILIAR-AIDED THEURGY: New Familiar Abilities

Aid Rite: The Familiar counts as a Bonded Follower for their master when performing Rites that provides a number of Bonded Followers equal to the amount that you would provide.  The familiar can take [Magic] feats on its own to increase this number even further, this stacks with the bonuses that feats that you have provide. There is no need to use the Bond Follower rite, your familiar is automatically bonded to you at all times.

Aid Ritual (Prerequisite: Aid Rite): The Aid Rite Familiar Ability now expands to provide its benefit to Rituals as well.

Aid Spellcasting (Prerequisite: You must have gotten the familiar via the Familiar Spirit feat, you must have the Mage Talent feat): True to its role as a go-between working for you,  a familiar can provide a more active role in assisting spellcasting.  As a standard action, it can make a DC 10 Magery check (with its normal -4 penalty to the skill) to provide a +4 bonus to any Magery check you makes on that turn.

Expanded Invocation Aid (Prerequisite: Aid Ritual): The familiar can now count as a Bonded Follower for mystics beyond its master, however it must be bonded to that mystic as normal.

Improved Invocation Aid (Prerequisite: Aid Ritual): The familiar counts as itself another time over when determining how many Bonded Followers it effectively provides to you for the purposes of Rites and Rituals. This ability can be taken multiple times.

Magic Feat: The familiar gains a [Magic] feat as a bonus feat. This feat cannot be Familiar Spirit or Mage Talent. This ability may be taken multiple times.


INVOCATIONS: The Basics

Invocations are considered ‘advanced magic,’ existing somewhere between Incantation and True Incantation on the sliding scale of ‘how powerful is this.’ A form of ritual spellcasting, invocations consist of rites and rituals, and most notably – do not require innate or non-innate magical power to be used. Functionally, they exist more as a means to appease spirits into doing your bidding as opposed forcing your will upon them or the universe. However, there is a certain amount of interaction the person leading the invocation has with the spirits and their power, meaning that this is a possibly dangerous path to tread upon. Constant reliance upon invocations slowly causes the mystic to slide more and more towards dangerous revelations that can shatter the mind of all but the most mentally-hardy sentients. There are dangerous things in this realm, things that sentients were not meant to know, and channeling these powers can warp you beyond comprehension.

Learning Rites & Rituals
Before a character can perform an invocation, they must
research it in arcane lore or learn it from another mystic. Typically, texts that contain mystic rituals date back
to lost or ancient civilizations. Once such a text (or a teacher) has been
acquired, the mystic may start spending downtime time periods to learn the invocation. Rites require 60 successful 4-hour time periods to learn and rituals require 90 successful 4-hour time periods to learn. Each time a time period is spent, a Knowledge [Arcana] check must be made vs the DC listed for the invocation being studied. Sucess means that the time period is a success, failure means that it is not and the time is wasted. If learning the invocation from a teacher rather than a text, the character may add one-half the teacher’s level as a bonus to the skill check. Some texts may also provide a bonus to learn (or other bonuses), but these are rarities. Any character may attempt to learn rites, but a character must have the Initiate feat to learn rituals.

Performing Rites & Rituals
To perform an invocation, a mystic must fulfill four requirements:
• They must have learned the invocation, as described above.
• They must meet the invocation’s minimum level requirement.
• They must harvest spiritual energy from a number of their bonded followers (see the Bond Follower rite). The number of followers required to produce the
desired effect is listed in the rite or ritual description.
• They must have the appropriate feat (Initiate to perform rites, Magus to perform rituals)
If the mystic meets all three of these requirements, the invocation can be completed unless somehow disrupted during the invocation (e.g. the mystic is killed or their followers are driven off).

Rite and Ritual Descriptions
The format for all rites and rituals follows.

Rite or Ritual Name
Each invocation’s name is followed by a general description it s function, following by these entries.
Learning DC: The DC of the Knowledge (Arcana) skill check required to learn this invocation.
Thirst Check: The bonus that the GM rolls an attack against your Will defense at.  If the GM beats your will defense, then your Thirst Level goes up by 1. Applies only to rituals.
Minimum Level: Your character must be at least this high to learn this invocation.
Bonded Followers: The mystic must harvest the energy of this many bonded followers (see the Bond Follower rite) to perform the invocation.
Complex Check: The DC for casting the invocation, and how often it may be attempted — see Complex Skill Use below.
Effect: The effects of successfully completing the invocation.

Complex Skill Use
Certain tasks are reliable in nature but require a long and variable period to complete. These occasions call for a complex skill check. The check comes in two parts — a DC and an interval. The DC works much like a normal skill check: it represents the number an character must reach with their skill roll. The interval indicates how often the character may make a skill roll (each roll coming at the end of one interval).
What makes complex checks different is that the results of each skill roll are cumulative. If the first roll does not reach the DC (and it usually won’t due to the very high DCs associated with most complex skill checks), the character may continue to work towards that goal, making another check after another interval has elapsed and adding it to his previous total. The character may continue to work towards the DC until the task is accomplished, he gives up, or he is interrupted for a period equal to half of one interval (after which he must begin again, with a cumulative total of 0).
Complex skill checks require total concentration. When making one, you are considered flat-footed. Being injured while making a complex skill check interrupts the effect, though the character may normally return to it as their next action if the interval is more than 1 round. If the interval lasts 1 round or less, any interruption ends the check and requires that the character start the skill check over with a cumulative total of 0 unless they succeeds with a skill check for the skill in question (DC equal to 10 + the damage taken).
You may not take 10 or 20 when making a complex skill check.


INVOCATIONS: Rites

Many individuals draw strength from the observation of simple rites, from weddings to holiday celebrations to funerals. Ceremony gives form and substance to our social lives. Many of these practices echo the traditions of ancient mystic rites — ceremonies that gather the spiritual force of the faithful and channel it as a palpable force for the good of their group or the aims of their leader.
Characters with the Initiate feat may attempt to perform any rites they know as a complex check using their Knowledge (Arcana) skill. Rites generally require 5 or more linked followers on the scene to lend their spiritual strength to the undertaking, though the character’s feats usually cover lower numbers. The character may utilize his own energies in his ritual, but like any follower, may only do so once per day.

Bond Follower
Bond Follower is used to harness the spiritual energy of the mystic’s loyal followers for use in other invocations. During this process, the follower swears allegiance to the mystic in a ceremony designed to cement the mystic’s authority. This varies from mystic to mystic, but often involves a show of loyalty and the creation of a visual reminder of the follower’s subservience, such as a tattoo or even a brand.
Learning DC: 12
Minimum Level: 5
Bonded Followers: 5
Complex Check: 25 — 1 minute
Effect: The mystic may only harvest the spiritual energy of followers they have has bonded with this rite. In addition, these followers must be physically present at an invocation the mystic performs to donate their energy to it. A single follower may only donate their energy to one invocation per day, requiring a full night’s rest to replenish his power before they may be tapped again.
Followers must at least marginally understand the process of performing invocations or have developed their magic potential to be of any use to a mystic. As such, a follower must be trained in Knowledge (Arcana) or Magery to be bonded.
If a bonded follower has feats that increase the amoutn of followers they count as, these feats apply to this as well.
If the mystic bonds a follower who has followers of his own, each of those followers adds their energy to invocations he performs — assuming they’re present when the invocation is enacted, of course.
Followers who are already bonded to one mystic may not be bonded to another, and bonded followers may not be stolen by another mystic. Bonded followers may be transferred to a new mystic, however, if both mystics agree.
Followers may not be bound against their will.
Bonded followers are immune to the Steal Soul ritual except when performed by the mystic to whom they are bound.
Should a follower ever leave the mystic he is bonded to (voluntarily or not), neither party suffers adverse effect (other than the fact that the follower can’t contribute to the mystic’s invocations). However, the bond between mystic and follower remains — the mystic gains a +4 bonus to his Perception checks when the follower is within a number of squares equal to two times the mystic’s Wisdom modifier. The mystic may also make an Wisdom check (DC equal to 5 + the follower’s level) to glean the current direction to the follower at any time, at any range.
If the mystic dies (or his soul is stolen), the bond with his followers dissolves and the followers may be bonded to another mystic, using the standard rules.

Control Animals
The mystic can exert supernatural control over animals. While this ritual is in effect, the mystic can see through the animals’ eyes and control their every move. The mystic would be wise, however, not to instruct an animal to attack one of its close companions.
Learning DC: 20
Minimum Level: 5
Bonded Followers: 20
Complex Check: 35 — 1 round
Effect: The mystic seizes control of a number of animals within a 2 kilometer radius. They may only control a number of animals whose total hit dice total does not exceed the mystic’s level. The mystic may only control non-sentient species. There are only two limits to this control: 1) Controlled animals are still afraid of anything they are normally afraid of (fire, water, etc), and 2) Controlled animals cannot be forced to attack anyone they share a close emotional bond with, such as a beloved owner. Attempting either of these things breaks the mystic’s control over the animal, after which it is likely to be very angry with him.

Curse
This rite takes the form of a blight of bad luck inflicted upon one of the mystic’s enemies. Things begin to go spectacularly wrong for the afflicted person — guns jam, gadgets malfunction, small items go missing, etc. Close friends and family almost immediately notice the difference and wonder what’s wrong. Fortunately, a curse wears off over time, gradually growing weaker until it fades away altogether. Alternately, this rite can be used to remove a curse before it has run its course.
Learning DC: 27
Minimum Level: 8
Bonded Followers: 25 per –1 (see below)
Complex Check: 40 — 1 round
Effect: The mystic targets one person within his line of sight to be the victim of the curse. The mystic makes a Knowledge (Arcana) check against the target’s Will defense. Failure negates the rite entirely. Success, however, indicates that the victim suffers a –1 penalty to all die rolls for every 25 bonded followers harvested during the rite, up to a maximum of –5. This penalty decreases by 1 every 7 days until it has faded away entirely. A friendly mystic may remove the curse earlier by performing this rite and making an Knowledge (Arcana) skill check (DC equal to the Knowledge (Arcana) skill check when the curse was inflicted).

Invest
This rite allows a mystic to temporarily “harvest” the energy of his bonded followers, allowing him to perform other rites with that energy without the physical presence of his followers.
Learning DC: 20
Minimum Level: 9
Bonded Followers: 20 or more
Complex Check: 100 — 1 minute
Effect: This rite temporarily transfers the energy of a group of bonded followers to the mystic, allowing the mystic to use that energy at a later time to perform other invocations. The amount of power transferred to the mystic is equal to one-half the number of bonded followers participating in the rite (rounded down). The maximum amount of energy that a mystic may store using this rite is equal to 20 × the number of mystic feats he possesses. Once this energy is invested in the mystic, it remains with him for a number of days equal to the mystic’s Charisma modifier (minimum 1) or until used, whichever comes first. Until the energy is used (or dissipates), the bonded followers may not provide energy for any other invocations.

Minor Wards
This rite prepares a charm or token that — when physically touched to a target — greatly impedes the target from fighting, casting spells and invocations, and performing invocations. Perhaps best known version of this rite is the traditional Japanese folded paper charm used to ward off evil spirits, though many other variations are known around the world.
Learning DC: 20
Minimum Level: 5
Bonded Followers: 5
Complex Check: 25 — 1 half action
Effect: When this rite is successfully completed, the agent chooses one object of Tiny size or smaller as his ‘ward’. This ward is charged for one minute. During this time, the mystic may make a melee touch attack to place the ward on any target’s person. If this attack is successful, you must make a Knowledge (Arcana) check versus the target’s Will defense. If you succeed, the target suffers a –5 penalty to all attack rolls, Magery checks, and Knowledge (Arcana) checks made to perform invocations. This penalty lasts while the ward remains on his person. If the target succeeds with his Will save, the ward falls harmlessly to the floor at his feet.
At the start of each round a target suffers a penalty from a ward, he may — as a free action — attempt a Wisdom check (DC equal to 10 + the mystic’s Wisdom modifier) to free themself from the ward. With success, the ward falls harmlessly to the target’s feet. The ward may not otherwise be removed from the target until its charge runs out, after which it falls harmlessly to the target’s feet.
After one minute, the ward’s charge runs out and the ward become inert. The mystic must perform this invocation again to renew the ward or create a new one. The mystic may only have one ward active at any time.

Speak With Spirit
This rite causes a target spirit to appear as a translucent shape and answer a limited number of the mystic’s questions. Although information is always gained using this rite, spirits are notoriously tricky and cantankerous, and frequently attempt to trick those whom they don’t like.
Learning DC: 23
Minimum Level: 9
Bonded Followers: 10
Complex Check: 60 — 30 minutes
Effect: The target spirit must be within two kilometers of the mystic to be summoned using this rite (though the spirit may be manifested or not). If within range, the spirit appears instantly when this rite is successfully completed. A spirit must answer a number of questions equal to the character level of the mystic, divided by 5 (rounded down) and modified as follows.

Spirit’s disposition toward mystic Modifier
Unfriendly –1 question
Hostile –2 questions
Adversary –3 questions

The spirit is compelled to tell the truth but may answer as cryptically as it likes.

Steal Soul
Steal Soul is the dark side of Bond Follower. Only the most evil mystics use the rite, since it requires a human sacrifice, but the power it offers tempts all those who know of it. Unlike Bond Follower, the sacrifice need not be a willing subject. Best of all (from the mystic’s point of view), the mystic permanently absorbs the spiritual energy of the sacrifice and may thereafter call upon it as though it were an extra follower.
Learning DC: 35
Minimum Level: 12
Bonded Followers: 80
Complex Check: 150 — 4 hours
Effect: When the mystic performs the sacrifice, they automatically slays the victim with a single blow. The mystic is then considered to have two or more extra followers present at all times (see below), whom he may harvest once per day. This rite may be performed multiple times, granting the mystic one or more extra followers each time.

The mystic may only steal the souls of those who have the Mystic feat or are trained in Magery, and each stolen soul contributes to the mystic’s invocations as if the soul stolen was performing them (e.g. a stolen mystic’s or mage’s soul contributes 2 followers’ worth of energy, while a stolen initiate’s soul contributes 5 followers’ worth of energy, and a stolen magus’ soul contributes 10 followers’ worth of energy.) Finally, stolen souls fade after one year (their energies do not add to the mystic’s follower total beyond that time).


INVOCATIONS: Rituals

Beyond the power of rites are truly mighty examples of mystic power — rituals. A mystic must be at least an Initiate to learn a ritual. Like rites, rituals are consistently successful as long as the mystic gathers sufficient followers and is allowed to perform the ritual without undue interruption. Unlike rites, rituals involve a certain degree of risk in the form of the Thirst (see below).

Bestow
This ritual temporarily channels the energy of a massed group of followers into a single individual.
Learning DC: 32
Thirst Check: +20
Minimum Level: 13
Bonded Followers: 100 or more (see below)
Performance Time: 100 — 5 minutes
Effect: This ritual works exactly like the Invest rite, except the recipient of the energy doesn’t have to be the mystic performing the ritual, and the energy transferred is equal to 1/5 the number of bonded followers participating in the ritual.

Celebration
This subtle but powerful ritual draws power from unsuspecting celebrating victims for use in the mystic’s invocations.
Learning DC: 27
Thirst Check: +15
Minimum Level: 15
Bonded Followers: 0
Performance Time: 100 — Full action
Effect: Celebration may be performed on anyone who is celebrating or rejoicing (e.g. fans at a sporting event or rock concert, or friends at a party). Mock celebration cannot power the ritual. When this ritual is successfully performed, the mystic may then perform another ritual within a number of minutes equal to 10 × the mystic’s character level. During this second ritual, the mystic gains a bonus number of bonded followers equal to the number of celebrants divided by 10 (rounded down). This ritual has no adverse effect on the celebrants.

Control Weather
This ritual makes it possible to control the currents of weather. The mystic may call up rainstorms, or cause droughts. Hail, sleet, and snow are all possible as well. Given enough followers, a mystic can even cause hurricanes, tornadoes, or an ice age.
Learning DC: 38
Thirst Check: +25
Minimum Level: 17
Bonded Followers: Varies (see below)
Complex Check: 200 — 4 hours
Effect: Although the ritual’s DC remains the same no matter how severe the desired weather effect, the number of followers required greatly increases as the impact of the effect spreads to cover a wider area (see below). In addition, the GM may rule that summoning an effect out of season requires even more followers.
Once the ritual is completed, the mystic concentrates on the desired effect and chooses a spot in his line of sight where the weather effect originates.

Weather Effect Followers Duration
Call light wind 15 6 hours
Call severe wind 25 6 hours
Call a rainstorm 30 1 hour
Call sleet or hail 50 1 hour
Call a snowstorm 50 1 hour
Call blizzard 150 6 hours
Cause drought 250 1 week
Call a tornado 500 1 hour
Call a hurricane 1,000 1d6 days
Change local climate 10,000 1 year
Cause an ice age 100,000 10 years

Create Anchor Node
This ritual turns an ordinary circle of stones into an anchor node which can be used with the Teleport ritual. Now you know what Stonehenge is for!
Learning DC: 35
Thirst Check: +25
Minimum Level: 15
Bonded Followers: 1000
Complex Check: 300 — 4 hours
Effect: This ritual may only be performed on a solstice, and requires a circle of stones, each of which must weigh at least 250 kilograms. Once the ceremony is complete, the circle becomes an anchor node to which mystics can transport matter with the Teleport ritual. The anchor node may be eliminated if more than half of the stones are removed or destroyed. The mystic who creates an anchor node is automatically familiar with it, and does not need to spend 3 hours there in order to use it (per Teleport). Additionally, you may include a number of smaller stones or tokens made of stone or a stone-like material up to your character level when performing this invocation. These stones allow a true mage to use the Teleport incantation to transport to the anchor node without having been there before.

Create Genius Loci
Either a heinous act or one of last resort to preserve someone, this ritual forcibly relocates a consciousness into the very terrain itself, creating a genius loci. This is a dangerous ritual for the mystic, since it will always increase the mystic’s Thirst level no matter what.
Learning DC: 35
Thirst Check: +40 (inflicts two levels of Thirst on a successful attack vs Will defense, one on a failed attack)
Minimum Level: 10
Bonded Followers: 5 per 1×1 square (which works out to to 200 per square kilometer)
Complex Check: 300 – 4 hours

Effect: This ritual binds the target (which may or may not be the mystic) to a specified area as a Genius Loci, ripping the target’s consciousness from their body and binding it to the area.  The Loci’s territory boundary is 1 square per 5 bonded followers.  The type of loci that this creates is determined by the GM based on the area that the loci is being bound to. Once per year, this ritual can be used again to expand the Genius Loci’s territory boundary – re-invoke the ritual to increase it, the new area replaces the old one of it is higher.
By accepting another three automatic levels of Thirst, this ritual can be performed as if the interval on the complex check was 1 round.

Reunion
Using this ritual a mystic may physically transport one or more bonded followers to him.
Learning DC: 21
Thirst Check: +15
Minimum Level: 9
Bonded Followers: 50 + 10 per additional follower transported
Complex Check: 30 — 1 hour, or one full action (see below)
Effect: The mystic summons one or more of his bonded followers to his current location. Travel time follows the same rules as the Teleport incantation (the follower moves at the speed of light to your location).

In an emergency, the mystic may perform this ritual as a full action, but suffers 4 points of temporary Constitution damage in the process and an automatic level of Thirst.
Each follower who is transported using this ritual must make an Endurance check (DC 25 minus the mystic’s character level). Any who fail are stunned for a number of rounds equal to the difference between the roll and the DC, during which time they may not be tapped for use in any invocations.

Teleport
This ritual instantly transports objects or people to an Anchor Node, no matter the distance. Anchor nodes are large open areas ringed with mystic focal devices (such as Stonehenge). A rapid form of this ritual can be used in an emergency, but it inflicts permanent harm on the mystic.
Learning DC: 29
Thirst Check: +20
Minimum Level: 11
Bonded Followers: 50
Complex Check: 35 — 15 minutes or half action (see below)
Effect: Using this ritual, the mystic transports (at the speed of light) 25 kg of living or non-living matter (including themself, if the so desires) for every character level they have. This matter is sent to an anchor node, which is a special area prepared with the Create Anchor Node ritual. Many of the stone circles that exist around the world actually serve as anchor nodes, and a mystic may use any of these as a receiving point as long as he has first visited the circle and spent at least 3 hours inside it attuning himself to its mystic energies.
In an emergency, a mystic may perform this ritual as a half action, but may only transport 12.5 kg of matter for every character level they have, and suffer one point of Constitution drain (drain damage to ability scores can only be healed through cybernetics or advanced medical science.)
Unwilling passengers may be transported using this ritual if the mystic is touching them. The mystic must beat their Will defense with an additional Knowledge (Arcana) check, otherwise they remain behind when the teleportation occurs. The mystic may remain behind after completing this invocation, but the ritual is considered spent regardless, and whatever (and whomever) else the mystic was teleporting continues to the destination whether he goes with them or not.
Each character who teleports (including the mystic) must make an Endurance check (DC 25 minus the mystic’s character level). Any who fail are stunned for a number of rounds equal to the difference between their roll and the DC.


INVOCATIONS: The Thirst

“Power tends to corrupt; absolute power corrupts absolutely.” “Knowledge is Power.”

Throughout the millennia, magic traditions have drawn upon different facets of an unseen world as dangerous as it is illuminating. Mages have the advantage of having a neurochemistry designed to handle this unseen world. Mystics, on the other hand, do not. Every mystic knows in their heart that the knowledge they amass is not without price. The oldest texts and earliest whispered traditions call this price “the Thirst”.

A mystic is not a native of the mystic world, and mystics who tap into it tread on alien ground. Once a mystic can enact rituals, they must forever after guard themself against the seductive lure of even greater power — absolute power — and those who seize it from him. Mystics see the Thirst as a living force of nature, craving slaves the same way that they crave mystic power. It is their greatest enemy, preying on spirits drunk with the very forces of creation at their fingertips. As shown above, the Thirst lures unwary mystics with seemingly greater power, but eventually leads them to madness, spiritual ruin, and physical self destruction. And when a powerful mystic destroys himself, they rarely go out alone.

Thirst Mechanics

Each time a mystic begins a ritual, the GM makes an attack against the mystic’s Will defense using the listed bonus for the ritual as the attack bonus. If the attack is unsuccessful, the mystic has conquered the seductive sway of the forces they wield. Otherwise, they suffers from the Thirst, gaining one Thirst level.

All Thirst effects are cumulative.

Thirst levels have the following effects.

Level 1: Ritual power fills the mystic with a surge of confidence and personal will. The mystic gains a +1 bonus when using any Charisma-based skill within a number of hours after successfully performing any invocation equal to the difference between his roll and the invocation’s DC.

Level 2: The mystic’s focused mind awakens to new vistas of ritual power. Whenever the mystic spends a hero point to add to a complex skill check, the highest two dice are added instead of only the highest. However, the mystic becomes uncomfortable and ill at ease when not studying or using mystic forces. The mystic suffers a -2 penalty to Will defense except when learning a new incantation or resisting a level of Thirst.

Level 3: The mystic is able to fathom nuances about the mystic world that are lost to others. They perform and learn rituals as if their character level were 2 levels higher.

Level 4: The mystic’s physical needs wane in favor of his ritual efforts — Endurance check DCs for starvation are 5 higher for the mystic, but they also gain +2 temporary HP per character level for 1 day after starting any ritual (this can only happen once per day). The mystic’s focus comes at the cost of broader pursuits, however — they are distracted and listless when not seeking the means to greater power, and suffers a –2 penalty to all skill checks except those using the Knowledge (Arcana) or Magery skills.

Level 5: The mystic performs and learns rituals as if their character level were 4 levels higher

Level 6: The mystic’s mind reels with the incredible knowledge they have acquired, and their control over “lesser beings” increases by the day. The mystic gains 1 point each of Intelligence, Wisdom, and Charisma. The mystic’s body pays the price, however — they are physically ravaged by the Thirst, appearing noticeably ill and losing 2 points each of Strength, Dexterity, and Constitution when not using undergoing a ritual or otherwise under the effect of magic.

Level 7: The mystic’s mental and empathic powers turn from personal charm to domination — the mystic gains an additional 1 point each of Intelligence, Wisdom, and Charisma (for a total increase of +2 to each ability).

Level 8: The mystic is driven mad by the Thirst as their mind awakens to the vast outer reaches of the mystic world. The madness may not be apparent to casual observers, but the mystic no longer thinks or reacts in a truly human manner. Rumors persist that this level of comprehension opens up entirely new vistas of untapped power, but proof of this “apotheosis” is limited to mythic accounts of god-kings who lorded over the world thousands of years ago. Only mystics who achieve this state of being know for sure, and they rarely survive for long after their ascension. Upon reaching this level of Thirst, one of several things happens the mystic receives Mage Talent for Spirit Binding, the type of spirit being determined by the GM. Unlike a normal spirit bind, the mystic can receive this even if they are already bound to a spirit, since this isn’t an actual spirit bind, its more of a ‘mutation.’ The mystic does not receive the Ability Scores or Contract Augmentation abilities, nor does this spirit bind count as one for the purposes of qualifying for the Contractor prestige class. The abilities gained from this spirit bind are part of the mystic’s innate being, and therefore not suppressed by any effect that would normally suppress or cancel spirit binding abilities.
If a player character agent reaches this state, they must make a Wisdom check against a DC of their own Wisdom score. Failure of this Wisdom check means that the GM takes control of the character, and they become an NPC – probably a highly deranged and power-mad one. This level of Thirst is permanent and can only be obtained once. Once obtained, a Mystic will always have the effects of it even if their Thirst drops below 8.

Level 9: The mystic’s growing Thirst resonates through the physical realm, causing unease and often stark fear amongst the weak-willed and unprepared. All creatures and characters with a Wisdom score of 6 or less automatically flee in fear when the mystic comes within 5 squares + 1 square per two character levels the mystic possesses. Against all other creatures and characters, the GM must make an attack versus their Will defense, with the mystic’s Thirst level being used as the attack bonus, success on this attack moves the creatures and characters two steps down on the condition track as a persistent condition that lasts for 1d4 rounds – during these roudns the creatures or characters must either flee or fight the mystic. Creatures and characters of heroic level 6 or higher are immune to this effect. This effect is mind-affecting and doesn’t affect non-intelligent creatures and characters, nor can it affect spirits or spirit beasts.

Level 10: The mystic begins to slip completely out of sync with the physical world. After the mystic is successfully hit with a physical attack (but before damage is rolled), the mystic may spend two hero points to cause the attacker to roll a d20. With a roll of 1–10, the attack misses, regardless of the original attack roll. Attacks thus prevented seemingly pass through the mystic without effect. Unfortunately, this ability may only be used against physical attacks. Furthermore, if any Magery check made to attack the mystic rolls a natural 20, than the effect created by the Magery check does double damage (if it does damage at all).

Level 11: The mystic’s physical degeneration acts as a conduit between the physical world and the mysterious realm of spirits, allowing the mystic to unleash surges of magical power as blasts of energy into the world of the living. When the mystic gains this level of Thirst, they must pick one of the following types of energy: cold, electricity, energy (like a laser), or fire. Thereafter, as a standard action, the mystic make a standard attack with the chosen energy type. This attack uses simple weapon ranges. It inflicts 1d6 damage per 10 bonded followers’ worth of energy the mystic expends (to a maximum damage value of 5d6) – this damage does not count as coming from a magical source (but see Level 13, below). This energy attack type may not be adjusted once chosen, and this choice remains set even if the mystic’s Thirst drops below 11 and then increases to 11 again. If a mystic’s spirit bind from Thirst level 8 is Electromagnetism, Fire, Ice, or Light, then they may not make a choice – their choice is already set (Electromagnetism -> Electricity, Fire -> Fire, Ice -> Cold, Light -> Energy).

Level 12: The mystic’s physical substance is slow to recover from damage and drastic steps must be taken to retain it during battle. The mystic subtracts his Thirst ranks from any HP they would recover from Second Wind or natural healing, and double their Thirst ranks from any HP that would be restored via Treat Injury. If being treated by someone using the Lay on Hands talent to use Magery in place of Treat Injury, no subtraction takes place. The mystic may voluntarily destroy bonded followers to temporarily boost their HP, at the rate of 10 bonded followers for every bonus +2d6 HP gained. These bonded followers are devoured whole and may never be tapped again, they are instantly slain and their bodies obliterated, leaving behind all of their equipment. The process of consuming bonded followers for HP requires one full day per 50 followers sacrificed. There is no limit to the bonus HP that may be gained in this fashion (and the bonus HP may increase the mystic’s temporary vitality above his normal maximum – in which case the excess coutn as temporary hit points), though the bonus HP fades after a number of days equal to the mystic’s Wisdom modifier.

Level 13: The mystic gains a critical defense against the spirits which assault them for becoming the abomination that they are. The energy blasts gained at Thirst level 11 now count as a magical source of damage, allowing them to properly damage spirits and spirit beasts.

Level 14: By this degree of Thirst, the mystic begins to gain a degree of control over their unnatural abilities, but their constant defiance of the laws of nature demand equal recompense. At this level of Thirst, the mystic gains one unique ability and one unique weaknesses that set him apart from the few others who have reached this level of spiritual corruption. The GM should come up with parallel effects with a similar theme. Sample unique ability and weakness packages include:
• The mystic gains a modified version of a ritual, often with no bonded follower requirement. If additional benefits are added (such as increased effectiveness or lowered complex skill check DC), the bonded follower requirement should remain and additional penalties (such as increased skill check interval) should be applied. Meanwhile, the mystic loses access to one other ritual forever.
• The mystic’s perceptions are expanded, allowing him to see vistas that would shatter the minds of lesser beings. They perform and learn rituals as if their character level were 10 higher. Unfortunately, their obssession with these power raises their penalty to all skill checks aside from Knowledge (Arcana) and Magery to -10. This supersedes the bonus from the 5th Thirst level and the penalty from the 4th Thirst level.

Level 15: The mystic’s physical shell is now merely a circumstantial, transient waystation for the mystic, who would now be better described as a form of lesser or mutated spirit. When the mystic dies, their spirit may manifest in the physical realm within 2 kilometers mile of their body as if they were a spirit of the kind they received their ‘bind’ to in Thirst level 8.

 

Slaking the Thirst

The call of the mystic world does abate over time. Four times a year, which must be separated by at least 4 months, the mystic may make a single Wisdom check versus a DC of their own Wisdom score. Success reduces their Thirst level by 1. Making this check requires two full hours of quiet contemplation. Failure on this check provides no benefit other than consuming the attempt. 


YOITSUNI SERVANT SUMMONING: New Customization Options

All of these Customization options are 1-Point options.

Aid Rite: The Servant counts as a Bonded Follower for their master when performing Rites that provides a number of Bonded Followers equal to the amount that you would provide.  The servant can take [Magic] feats on its own to increase this number even further, this stacks with the bonuses that feats that you have provide. There is no need to use the Bond Follower rite, your servant is automatically bonded to you at all times, even if it is not summoned.

Aid Ritual (Prerequisite: Aid Rite): The Aid Rite customization option now expands to provide its benefit to Rituals as well.

Improved Invocation Aid (Prerequisite: Aid Ritual): The servant counts as itself another time over when determining how many Bonded Followers it effectively provides to you for the purposes of Rites and Rituals. This ability can be taken multiple times.