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STRONG HERO

The Strong hero appears frequently throughout the western


landscape. Physical strength can be an advantage to meet the
challenges of the open range, the rough and tumble saloon or a
crooked riverboat.

Starting Weapons Proficiency:


In addition to the feat all characters get at 1st level, a Strong
hero begins play with two Weapons Proficiency feats of his
choosing.

Table: The Strong Hero


Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Tales of tremendous physical feats help to build a Strong heros


reputation. Paul Bunyan chopped his way into the hearts of
loggers, townspeople and greenhorns alike. John Henry, the
steel drivin man, pounded his way into a railroad legend by
beating a steam-powered drill with nothing but his powerful
arms, huge heart and a 14-pound hammer.

1st

+1

+1

+0

+0

2nd

+2

+2

+0

3rd

+3

+2

4th

+4

Truly, a Strong hero could come from anywhere; Whether a


wrangler, a lawman or a mountain manand for that matter, a
freed slave, an immigrant or a member of the Sioux Nation...

5th

Defense
Bonus

Reputation
Bonus

Talent

+1

+0

+0

Bonus
Feat

+2

+0

+1

+1

Talent

+2

+0

+2

+1

+1

Bonus
Feat

+3

+0

+5

+3

+1

+1

Talent

+3

+1

6th

+6/+1

+3

+2

+2

Bonus
Feat

+3

+1

7th

+7/+2

+4

+2

+2

Talent

+4

+1

Hit Die: 1d8

8th

+8/+3

+4

+2

+2

Bonus
Feat

+4

+1

Action Points: Strong heroes gain a number of action points


equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.

9th

+9/+4

+4

+3

+3

Talent

+5

+2

10th

+10/+5

+5

+3

+3

Bonus
Feat

+5

+2

Key Ability: Strength

Class Skills: The Strong heros class skills (and the key ability
for each skill) are:
Climb (Str)
Gamblin' (Wis)
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (Current Events) (Int)
Profession (Wis)
Perception (Wis)
Ride (Dex)
Pulse one Unique Skill:
Sense Motive (Wis), or
Swim (Str) or Perform (Cha)
Also, the starting Origen Story and
Occupation you selected can provide
additional class skills to choose from.
Skill Points at Each Level: 2 + Int
modifier.

Class Features
All of the following are class features
of the Strong hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level,
the Strong hero selects a Talent
(From the available list of Talents in
a Section 2). Some Talents have
Prerequisites that must be followed,
while others provide a list to choose
from. As long as the hero qualifies,
he or she can select freely from any
and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.
Some Talents are generated by Fate
or Luck, and require a Fate Chip to
activate.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level,
the Strong hero gains a bonus feat.

FAST HERO
The Fast hero wants above all to be quick and sure-handed.
The fast draw depends on the ability to throw a gun like
lightning and still take a true aim. Obviously, gunfighters of
every ilk are apt to choose the life of the Fast hero.

Skill Points at Each Level: 4 + Int modifier.


Starting Weapons Proficiency:
In addition to the feat all characters get at 1st level, a Fast hero
begins play with two Weapons Proficiency feats of his choosing.

Table: The Fast Hero


Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+0

+1

+0

Talent

+3

+0

2nd

+2

+0

+2

+0

Bonus
Feat

+4

+0

3rd

+3

+1

+2

+1

Talent

+4

+1

4th

+4

+1

+2

+1

Bonus
Feat

+5

+1

5th

+5

+1

+3

+1

Talent

+5

+1

6th

+6/+1

+2

+3

+2

Bonus
Feat

+6

+2

7th

+7/+2

+2

+4

+2

Talent

+6

+2

Key Ability: Dexterity

8th

+8/+3

+2

+4

+2

Bonus
Feat

+7

+2

Hit Die: 1d8

9th

+9/+4

+3

+4

+3

Talent

+7

+3

10th

+10/+5

+3

+5

+3

Bonus
Feat

+8

+3

However, other professions are equally well served; a gambler


may well be a Fast hero at heart, using his lightning quick
moves and filching fingers for sleight of hand at the poker table
(or for snatching an opponents wrist before they can put a card
up a sleeve). A Fast hero making a living as a trapper might use
his speed and agility to set up a trap right quick, spring into the
brush to snare a rabbit, or scramble up a tree before that
lumbering grizzly bear even smells him.
The most important things to a Fast hero are pure quickness,
hand-eye coordination and cat-like reflexes. No matter what
background/occupation; speed kills without discretion
especially if you aint got it. The Fast hero makes sure he does.

Action Points: Fast heroes gain a number of action points


equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Fast heros class skills
(and the key ability for each skill) are:
Acrobatics (Dex),
Bluff (Cha)
Climb (Str)
Escape Artist (Dex),
Hide (Dex),
Knowledge (Pick any one) (Int),
Stealth (Dex),
Profession (Wis),
Stealth (Dex).

Class
Level

Class Features
All of the following are class features of
the Fast hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Fast hero selects a Talent (From the
available list of Talents in a Section 2).
Some Talents have Prerequisites that
must be followed, while others provide a
list to choose from. As long as the hero
qualifies, he or she can select freely from
any and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.

Ride (Dex),

Some Talents are generated by Fate or


Luck, and require a Fate Chip to activate.

Taunt (Wis)

Bonus Feats

Pulse one Unique Skill:


Sleight of Hand (Dex), or Pilot (Dex)
or Appraise (Int)
Also, the starting Origen Story and
Occupation you selected can provide
additional class skills to choose from.

At 2nd, 4th, 6th, 8th, and 10th level, the


Fast hero gains a bonus feat.

TOUGH HERO
Toughness is as much a state of mind as it is a physical
manifestation. The Tough hero can survive the most
treacherous trials, whether its a long and bloody fist fight, a trek
across the desert on foot with only a half canteen of water, or
the need to stay awake all night guarding the herd from rustlers.
Thus, just about any Occupation can benefit from taking a level
as a Tough hero. A gunfighter might prefer survive a bullet
Wound, a mountain man surviving the long winter, a gambler
could benefit from the ability to stay sharp while drinking
snakehead liquor during an all night poker tournament.
But regardless of the reason for choosing the Tough hero, a
character in this class values good health, fortitude and endless
endurance. Whether a lawman, a cowboy or a mountain man,
the Tough hero relies on steadfast endurance of mind, body
and spirit to achieve success and build a reputation.

Key Ability: Constitution

Skill Points at Each Level: 3 + Int modifier.


Starting Weapons Proficiency:
In addition to the feat all characters get at 1st level, a Tough
hero begins play with two Weapons Proficiency feats of his
choosing.

Table: The Tough Hero


Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+1

+0

+0

Talent

+1

+0

2nd

+2

+2

+0

+0

Bonus
Feat

+2

+0

3rd

+3

+2

+1

+1

Talent

+2

+1

4th

+4

+2

+1

+1

Bonus
Feat

+3

+1

5th

+5

+3

+1

+1

Talent

+3

+1

6th

+6/+1

+3

+2

+2

Bonus
Feat

+3

+2

7th

+7/+2

+4

+2

+2

Talent

+4

+2

8th

+8/+3

+4

+2

+2

Bonus
Feat

+4

+2

9th

+9/+4

+4

+3

+3

Talent

+5

+3

10th

+10/+5

+5

+3

+3

Bonus
Feat

+5

+3

Hit Die: 1d10


Action Points: Tough heroes gain a number of action points
equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Tough heros class skills (and the key ability
for each skill) are:
Carousing (Con)
Climb (Str),
Diplomacy (Cha),
Intimidate (Cha),
Profession (Wis),
Ride (Dex),
Perception (Wis),
Sense Motive (Wis)
Survival (Wis).
Taunt (Wis)
Pulse one Unique Skill:
Knowledge (streetwise) (Int), or
Knowledge (The Law) (Int), or
Common Craft (Int),
Also, the starting Origen Story
and Occupation you selected can
provide additional class skills to
choose from.

Class Features
All of the following are class features of the Tough hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level,
the Tough hero selects a Talent
(From the available list of Talents
in a Section 2). Some Talents
have Prerequisites that must be
followed, while others provide a
list to choose from. As long as the
hero qualifies, he or she can
select freely from any and all
Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by
Fate or Luck, and require a Fate
Chip to activate.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th
level, the Tough hero gains a
bonus feat.

SMART HERO

Also, the starting Origen Story and Occupation you selected


can provide additional class skills to choose from.
Skill Points at Each Level: 8 + Int modifier.
Starting Weapons Proficiency:

Sometimes the best way to win a fight or overcome a challenge


is by using ones wits rather than brute force. The Smart hero
chooses to live that way all of the time, preferring to use his
superior intellect to build an authoritative reputation, defeat
adversaries, and make a mark on the world.

In addition to the feat all characters get at 1st level, a Smart


hero begins play with one additional Weapons Proficiency feat
of his choosing.

Thats not to say that a Smart hero wont wear a Colt on his hip
without knowing how to use it. But most of the time, he would
rather it stay cleanly oiled in his holster, using it only when his
education, power of reason and clever plans dont figure.

Class
Level

Smart heroes take many forms; some might be bookish types


from back east or overseas; others might be born geniuses and
super science inventors; still others might be plain folks that
have learned through experience, like the clever lawman who
gets inside the heads of the outlaws to solve crimes...
Key Ability: Intelligence
Hit Die: 1d6
Action Points: Tough heroes gain a number of action points
equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Smart heros class skills (and the key ability
for each skill) are:

Table: The Smart Hero


Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+0

+0

+1

Talent

+0

+1

2nd

+2

+0

+0

+2

Bonus
Feat

+1

+1

3rd

+3

+1

+1

+2

Talent

+1

+1

4th

+4

+1

+1

+2

Bonus
Feat

+1

+2

5th

+5

+1

+1

+3

Talent

+2

+2

6th

+6/+1

+2

+2

+3

Bonus
Feat

+2

+2

7th

+7/+2

+2

+2

+4

Talent

+2

+3

8th

+8/+3

+2

+2

+4

Bonus
Feat

+3

+3

9th

+9/+4

+3

+3

+4

Talent

+3

+3

10th

+10/+5

+3

+3

+5

Bonus
Feat

+3

+4

Appraise (Int),
Common Craft (Int),

Class Features

Disable Device (Int),

All of the following are class features of


the Smart hero.

Diplomacy (Cha)
Gather Information (Cha)
Investigation (Int)
Knowledge (Pick any Three) (Int),
Linguistics (Int),
Profession (Wis),
Repair (Day-to-Day) (Int),
Sense Motive (Wis)
Pulse Two Unique Skills:
Demolitions (Int), or Treat Injury (Wis),
or Trade Craft (Int), or Research (Int),
Knowledge (Super Science),
or Pilot (Dex).

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Smart hero selects a Talent (From the
available list of Talents in a Section 2).
Some Talents have Prerequisites that
must be followed, while others provide a
list to choose from. As long as the hero
qualifies, he or she can select freely from
any and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.
Some Talents are generated by Fate or
Luck, and require a Fate Chip to activate.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the
Smart hero gains a bonus feat.

DEDICATED HERO
Some heroes wouldnt know what to do without a specific cause
to live and die for. Such Dedicated heroes usually have a
particular devotion, a sense of destiny or a clear-cut purpose in
life.
These heroes are found everywhere; from the devout town
preacher intent on saving the populace from the sins of human
frailty; the squeaky clean lawman foresworn to protect the
innocent; or the proud Indian Brave, sworn to reclaim the
homeland of his tribe.

Also, the starting Origen Story and Occupation you selected


can provide additional class skills to choose from.
Skill Points at Each Level: 5 + Int modifier.
Starting Weapons Proficiency:
In addition to the feat all characters get at 1st level, a Dedicated
hero begins play with one additional Weapons Proficiency feat
of his choosing.

Table: The Dedicated Hero


Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+1

+0

+1

Talent

+1

+1

2nd

+2

+2

+0

+2

Bonus
Feat

+2

+1

3rd

+3

+2

+1

+2

Talent

+2

+1

4th

+4

+2

+1

+2

Bonus
Feat

+3

+2

5th

+5

+3

+1

+3

Talent

+3

+2

Hit Die: 1d6

6th

+6/+1

+3

+2

+3

Bonus
Feat

+3

+2

Action Points: Tough heroes gain a number of action points


equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.

7th

+7/+2

+4

+2

+4

Talent

+4

+3

8th

+8/+3

+4

+2

+4

Bonus
Feat

+4

+3

9th

+9/+4

+4

+3

+4

Talent

+5

+3

10th

+10/+5

+5

+3

+5

Bonus
Feat

+5

+4

Often, they see themselves as tools of a higher power that is


much bigger than themselves. Because of this, they are secure
in their beliefs, ideals or causes, regardless of exactly what
those things might be. Such a focus can be beneficial; no
matter what task or adventure the fates have in store.

Class
Level

Key Ability: Wisdom

Class Skills: The Dedicated heros class skills (and the key
ability for each skill) are:
Common Craft (Int),
Handel Animal (Cha)
Gamblin' (Wis),
Investigate (Int),
Knowledge
(Pick any Two) (Int),
Perception (Wis),
Profession (Wis),
Sense Motive (Wis),
Ride (Dex)
Survival (Wis),
Treat Injury (Wis).
Taunt (Wis)
Pulse One Unique Skill:
Disguise (Cha), or
Linguistics (Int), or
Stealth (Dex),

Talents
At 1st, 3rd, 5th, 7th, and 9th
level, the Dedicated hero
selects a Talent (From the
available list of Talents in a
Section 2). Some Talents have
Prerequisites that must be
followed, while others provide a
list to choose from. As long as
the hero qualifies, he or she can
select freely from any and all
Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by
Fate or Luck, and require a
Fate Chip to activate.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th
level, the Dedicated hero gains
a bonus feat.

CHARISMATIC HERO
While there are a lot of ways to build a solid reputation, the
Charismatic hero does it without even trying. Relying on
personal magnetism, overall charm and superb communication
skills, Charismatic heroes have a way of connecting with others.
A Charismatic young merchant could set up shop just about
anywhere, selling her wares at top dollar; a gambler could ease
her way out of any mistaken accusations of cheatinglikewise
a fast-talking politician could secure a power base after a short
stint in a new settlement.
A Charismatic may be comely; she may possess that winning
smile, or might have a compelling voice or mannerism. By one
means or another, they appeals to many different people and
has the ability to make fast friends.
Key Ability: Charisma
Hit Die: 1d6
Action Points: Tough heroes gain a number of action points
equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Charismatic heros class skills (and the key
ability for each skill) are:
Bluff (Cha),

Also, the starting Origen Story and Occupation you selected


can provide additional class skills to choose from.
Skill Points at Each Level: 6 + Int modifier.
Starting Weapons Proficiency:
In addition to the feat all characters get at 1st level, a
Charismatic hero begins play with one additional Weapons
Proficiency feat of his choosing.

Table: The Charismatic Hero


Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+1

+1

+0

Talent

+0

+2

2nd

+2

+2

+2

+0

Bonus
Feat

+1

+2

3rd

+3

+2

+2

+1

Talent

+1

+2

4th

+4

+2

+2

+1

Bonus
Feat

+1

+3

5th

+5

+3

+3

+1

Talent

+2

+3

6th

+6/+1

+3

+3

+2

Bonus
Feat

+2

+3

7th

+7/+2

+4

+4

+2

Talent

+2

+4

8th

+8/+3

+4

+4

+2

Bonus
Feat

+3

+4

9th

+9/+4

+4

+4

+3

Talent

+3

+4

10th

+10/+5

+5

+5

+3

Bonus
Feat

+3

+5

Carousing (Con)
Common Craft (art or
writing) (Int),
Diplomacy (Cha),
Gamblin' (Wis)
Gather Information (Cha),
Handle Animal (Cha),
Intimidate (Cha),
Knowledge
(Pick any one) (Int),
Perform (Cha),
Profession (Wis),
Taunt (Wis)

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Charismatic hero selects a Talent
(From the available list of Talents in a
Section 2). Some Talents have
Prerequisites that must be followed,
while others provide a list to choose
from. As long as the hero qualifies, he
or she can select freely from any and
all Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by Fate
or Luck, and require a Fate Chip to
activate.

Pulse One Unique Skill:

Bonus Feats

Disguise (Cha), or
Slight of Hand (Dex), or
Escape Artist (Dex),

At 2nd, 4th, 6th, 8th, and 10th level,


the Charismatic hero gains a bonus
feat.

CURSED HERO
This Class should only be taken during character creation and
only with the GM's descression.
(Unless there is a good reason to discover latent powers).

Cursed Skinwalker: You mother had the disgusting idea of


mating with a animal, or maybe you were killed by a Cursed
animal, or perhaps a Indian Shaman or Gypsy placed a Curse
on your head.
Ability Mods: +4 to Strength and Constitution
(This bonus only applies while shapshifted)
Bonus Skill: Control Shape (Con)

The Weird West is a superstitious place, where rumor and old


wives tales abound. Just occasionally, though, these folk tales
contain a germ of truth. This Hero is just thatfolklore come
true.
This Curse is a special event that could coincided with the time
of your birth, death, or unique moment in your life.
Each one gives you access to a number of Special Abilities,
which you can activate by using a Fate Chip.
If you dont have a Fate Chip to spare, you cant use your
powers.
Southern Undead: You died, but
you didn't stay down. You were
born to the South and had the
unfortunate circumstance to have
died during the Civil War. Now
you walk the earth as a rotting
corpse.
Ability Mods: +2 to a single
ability score
(This is addition to the other
starting stat boost)
Bonus Feats: Cursed Soul
(Former Slave Origen may
select
Powerful
Rebirth
instead)
Starting Powers:
[Immune to Criticals]: Critical
hits do normal damage to you.
You body can continue to function, regardless of severed or
severally damaged body parts.
[Tireless]: Your character never needs to sleep, eat, is
immune to pain, poison and disease. You suffer only 1/2 the
normal penalties for a failed Fort save.
[Unnatural Healing]: You no longer heal normally from
injuries. Instead, you regain Vitality and Hp from the act of
eating food (raw or cooked). Even when at your full
Vitality/Hp, your injuries, broken bones, or severed body parts
remain unaffected. This can be grotesque after a while.

Starting Powers:
[Animal Form]: Choose a type of animal, at GM's approval.
You can shapeshift into that animal form and remain in it
indefinitely (DC 20 Control Shape).
[Claws and Teeth]: Your can take on the Hybrid form of half
animal half man for a single scene. While in this form you
gain the natural attacks of the chosen animal and your Speed
increases by +10 ft. (DC 25 Control Shape).
[Unnatural
Healing]:
While
shapshifted, normal attacks only deal
subdual damage to you. You gain
Regeneration 1. You can only be
harmed by energy attacks and a
specific occult substance (chosen by
GM). Unfortunately this healing and
alternate form come at a price: you
cannot return to human form unless
you eat the fresh heart of another
human.
Wendigo / Upir/ Vampire: Unlike the
Southern Undead, it wasn't a birth
right for you; one of these creatures
killed you and brought you back to life
with an unstoppable hunger.
Ability Mods: +4 to a single ability
score
(This is addition to the other starting
stat boost)
Starting Powers:
[Resistance to Piercing and Bludgeoning Damage]: Piercing
and Bludgeoning Damage barely affects you. Whenever you
suffer Piercing or Bludgeoning damage, you suffer only 1
point of damage instead.
[Tireless]: Your character never needs to sleep, eat, is
immune to pain, poison and disease. You suffer only 1/2 the
normal penalties for a failed Fort save.
[Unnatural Healing]: You now have an endless hunger for the
flesh and blood of the living. Whenever you gorge yourself on

someone's fresh blood/flesh, you heal 1d8+your level.


Otherwise you do not heal normally.

Profession (Wis),

Starting Flaws:

Survival (Wis),

[Weakness]: You can take double Damage from energy


attacks and a specific occult substance (chosen by GM). This
may be sunlight, water, salt, or another common element.
[Slave to Master]: There is an Occult bond to the creature
that created you. You must make a Will Save DC 30 when in
their presence, or be forced to do their bidding for a number
of Hours equal to their HD.
Born on the Wrong Moon: Children are often born to unique
circumstances. Perhaps you were born on All hollows Eve,
maybe you are the 13th son of a 13th son born on the 13th,
perhaps your mother prayed to the devil, or you were born
during a bloody gun battle to the hands of a dead doctor that
caught a stray bullet. whatever your origin, you have been
cursed by Supernatural.
Ability Mods: +1 to any two different ability score
(This is addition to the other starting stat boost)

Stealth (Dex),

Pulse One Unique Skill:


Knowledge (Pick any one) (Int),
Swim (Str), or
Treat Injery (Int),
Also, the starting Origen Story and Occupation you selected
can provide additional class skills to choose from.
Skill Points at Each Level: 2 + Int modifier.
Starting Weapons Proficiency:
In addition to the feat all characters get at 1st level, a Cursed
hero begins play with one additional Weapons Proficiency feat
of his choosing.

Table: The Cursed Hero


Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

Bonus Feats: Second Sight and Favored Soul

1st

+1

+1

+1

+1

Power

+1

+2

Starting Powers:

2nd

+2

+2

+2

+2

Bonus
Feat

+2

+3

[Spell Casting]: Some would call you a Witch, but magic


comes naturally to you. You gain +1 Spell for every level you
attain. (work with the GM to establish)

3rd

+3

+2

+2

+2

Power

+2

+4

4th

+4

+2

+2

+2

Bonus
Feat

+3

+5

[Dark Heart]: You are immune to making most Will saves,


you can never truly be influenced by anyone.

5th

+5

+3

+3

+3

Power

+3

+6

6th

+6/+1

+3

+3

+3

Bonus
Feat

+3

+7

7th

+7/+2

+4

+4

+4

Power

+4

+8

8th

+8/+3

+4

+4

+4

Bonus
Feat

+4

+9

9th

+9/+4

+4

+4

+4

Power

+5

+10

10th

+10/+5

+5

+3

+5

Bonus
Feat

+5

+11

[Weirdness Magnet]: You are like a magnet for the occult.


each game there is a 50% chance that you will get the
attention of something supernatural.
Key Ability: Wisdom
Hit Die: 1d8
Action Points: Tough heroes gain a number of action points
equal to 8 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Cursed heros class skills (and the key ability
for each skill) are:
Acrobatics (Dex),
Climb (Str)

Powers
At 1st, 3rd, 5th, 7th, and 9th level, the Cursed hero selects a
Talent (From the available list of Powers in Mont Cook's World
of Darkness.pdf). Some Powers have Prerequisites that must
be followed, Please work with GM to choose these Powers.

Disguise (Cha)

Most Powers are powered by Fate, and require a Fate Chip to


activate.

Escape Artist (Dex)

Bonus Feats

Handel Animal (Cha)


Intimidate (Cha),
Perception (Wis),

At 2nd, 4th, 6th, 8th, and 10th level, the Cursed hero gains a
bonus feat.

Section 2.
Wild West Talents
UNIVERSAL FATE TALENTS

Fists of Stone [Fate]


Brass knuckles? Who needs em?

Death Defiance [Fate]

Why bother with tricks such as a roll of quarters or brass


knuckles? The collection of scars and calluses on your gnarled
mitts works just fine.

But but I saw you die!

Prerequisites: Strength +15 and Constitution +15.

Your cohorts have seen your Zeppelin explode in midair.


Theyve heard your screams as youve toppled off a 20-story
building. Theyve watched you fall in the spray of a score of
gunfire. Theyve watched you drown, only to learn a week
later that you washed ashore, alive, on the Phantom Isle. Yet,
no matter how many times youve faced certain death, youve
resurfaced rent, bent, but very much alive.

Benefit: By spending a Fate Chip; Your punches (Unarmed


Attacks) ignore a targets first 2 points of damage reduction,
and the damage you inflict increases (see table):

Prerequisites: 2 or more Fate Based Talents.


Benefit: When a single attack would reduce your HP below
zero, you may use dramatic editing and spend 1 Fate Chip to
survive your resulting death. The only limitation is that you
are apparently dead for a reasonable span of time. The GM is
the final arbiter of when you return, but it should be no
earlier than after the other PCs next encounter and no later
than within the first part of the next game session.

Indomitable Will [Fate]

(This adjustment applies even if you have Brawl, Combat


Martial arts, or related feats).

Mesmerism? Hypnosis? Telepathic mind-control powers from


the Unhallowed Westland? Ha!

Instant Expert [Fate]

Whether youre incredibly disciplined or simply thick-skulled,


most paranormal attempts to influence your mind fail
indeed, you may even be unaware that such attempts even
occur. Even those of considerable mental strength meet
resistance.
Prerequisites: Wisdom +18.
Benefit: By spending a Fate Chip; You can reroll a failed Will
check and gain a +4 bonus to resist any attempts to alter,
attack, communicate, control or simply probe your mind. This
also works toward powers that create illusions. Also,
mundane hypnotizing or brainwashing attempts against you
require three times as long, regardless of eventual success.

I saw a guy do this once in Montana.


You have the uncanny ability to recall any single act youve
seen performed once. This doesnt allow you to repeat the
deed with any degree of consistency, but it may allow you to
reach for an Inspired level of performance in a field you
otherwise know nothing about, at a moment when nothing
less than the worlds best effort will suffice.
Prerequisites: Wisdom 15 and Intelligence +15
Benefit: By spending a Fate Chip; you gain 2 temporary skill
ranks in a single skill in which you have no ranks. This applies
to one physical task whether brief, such as an acrobatic
flip, or extended, such as emergency repairs to a leaking
Steam Engine once per game session.

Lie Detector [Fate]


You think Ill fall for that line? Try again, pal, and this time
dont bother trying to put one over on me.
You may have a way of looking at people that makes untruths
freeze in their mouths or perhaps your ears burn whenever
you hear a lie. However this feat works for you, its nighimpossible to pull a fast one on you.
Prerequisites: Wisdom +16.
Benefit: By spending a Fate Chip; you succeed automatically
in Sense Motive checks to detect lies told by an individual
with no ranks in Bluff. Furthermore, You gain a +6 bonus on
Sense Motive checks to detect lies from an individual with at
least 1 rank in Bluff.
Special: While you can tell if a lie is told using this feat, it
does not reveal the explicit truth.

Navigation Hazard [Fate]


Try and cut me off, will ya? Whoops! Whoda thought a
Bentley would flip just from hittin a pothole?
Youre not prone to accidents yourself, but it seems that
everyone pursuing you is. These minor accidents (which
never seem to impede your travels), but turn into true
catastrophes whenever youre involved in a chase. Minor
brushes with gofer-holes, send fleeing Horses flying headover-heals, and subjects youre trying to catch are hard
pressed to dodge the myriad pedestrians, bush, discarded
brick-a-brack, and other obstacles in their paths.
Prerequisites: Run Feat, Ride 4 ranks, or Pilot 4 ranks.
Benefit: By spending a Fate Chip; when at a full run, Riding a
mount or piloting a vehicle in which you have at least 4 Ranks
in, any pursuers (or evaders) must make a Skill check each
round to avoid colliding with unexpected hazards. The
hazards are appropriate to the circumstances Trees, brush,
and holes when riding a horse in the wild; people, carts, and
barrels when running through a town. The GM determines the
specific hazard, either by choice or random roll on the chart
below. This chart also lists the DC of the check and any
damage from a collision.

One-Man Army [Fate]


Three against one? That aint fair. Why dont you find some
more friends first?
Youre never outnumbered you just have ever-larger target
selections. The more enemies you face, the happier you are.
In fact, you prefer being assaulted by more than one or two
foes!
Prerequisites: Dodge Feat, Base Attack Bonus +4.
Benefit: By spending a Fate Chip; Flanking opponents do not
get the standard +2 bonus on attack rolls against you. In
addition, a flanking scoundrel must have a higher Level (or
HD) than you to make a sneak attack. Also, if you have three
or more adjacent opponents, you receive a bonus attack at
your highest current attack bonus. This bonus attack must be
aimed at an adjacent target that you have not yet attacked in
the round. If there are no adjacent targets that you have not
attacked already, you must direct it at the last subject you
attacked.
(Using this Talent counts as a full round action)

Perfect Poise [Fate]


I dont mean to be rude, old boy, but I have an appointment
at three. Is your maniacal ranting about this lovely death trap
leading somewhere?
You are the epitome of suave and debonair never less
than utterly composed and in control of yourself. You never
panic at the threat of violence, nor in the face of the most
excoriating insults. You arent immune to surprise (you can be
ambushed as easily as the next person); you simply control
your reactions better than most ordinary folks.
Prerequisites: Daring template; Wisdom 15.
Benefit: By spending a Fate Chip; you are immune to being
panicked unless it is induced by magic or another
supernatural power. You never display any sign of discomfort,

shock or surprise unless you choose to. You gain a +4 bonus


on Diplomacy or Bluff in situations involving poise, grace or
composure (GMs discretion). This includes gambling that
involves bluffing, such as poker. You also never suffer from
minor, embarrassing mishaps such as tripping, spilling your
drink or getting splashed by a passing horse cart. Also, your
clothes almost never suffer damage or get dirty outside of
combat. If they do become rumpled or soiled, a brief
brushing-off restores them to near-pristine condition. (these
effects last for a day)

Steely Gaze [Fate]


You want to cross me? You look dumb, but I didnt think you
were that dumb.
Its said that the eyes are the windows to the soul. This may
well be true in your case, for one glimpse of your blazing orbs
convinces even the most hardened observer of your inner
steel. Few have the backbone to resist backing down from
your cobra-like stare.
Prerequisites: Daring template; Charisma 13; Intimidate 4
ranks.
Benefit: By spending a Fate Chip; you succeed automatically
at Intimidate checks against any character of lower level than
you. You gain a +6 bonus on Intimidate checks against an
characters of equal or higher level than you. You gain no
bonus to Intimidate animals, vermin or mechanical
constructs. You may also daze an target with the sheer force
of your gaze. A target with whom you make direct eye
contact must make a Will save (DC 10 + 1/2 your character
level + your Charisma bonus). If the victim fails, he is
considered dazed. You can use this type of Dazing Gaze can
only be used once per day.

Trick Rider [Fate]


Gotta ride across that square, covered by a dozen snipers?
No problem.
Prerequisites: Ride 2 ranks, use a mount that you have a
personal relationship with.
Benefit: You are a master equestrian; you are virtually
unassailable on any riding beast. You can make Ride checks
as a free action once per turn, allowing you to perform
attacks, move actions, and skill checks during your turn. You
can also make acrobatics skill check while riding without
penalty.
This Talent offers benefits to you and to any mount that you
have a close relationship with. (horse, camel, elephant, etc.)

For a new or unfamiliar mount, the player must make a


Handle Animal check (DC 15 + animal HD) to establish a
willing bond.
By spending a Fate Chip, you gain the additional benefits for a
scene.
Rider Benefits: You gain a bonus equal to your level on any
riding maneuver checks. If reduced to 0 hit points or lower
while controlling a mount, you gain the benefit of the Diehard
feat (you may remain conscious and take a single action each
round without penalty) until the animal dies or stops moving.
Mount Benefits: The mounts top speed increases by 25%,
and it also gains the benefit of the Diehard feat while you
remain mounted.

Trick Shot [Fate]


William Tell? A piker! I could have had that apple sliced and
peeled before it hit the ground!
You shine when attempting impossible shots. The more
difficult the conditions under which youre shooting, the more
skilled you become.
Prerequisites: Daring template; Weapon Focus or mercenary
class feature Training Focus with the selected weapon.
Benefit: By spending a Fate Chip; Choose one type of ranged
weapon. When performing an unusual maneuver with this
weapon, any penalty for target size, high winds, target
movement, unsure footing, cover or virtually anything except
visibility is halved (round down; any concealment miss chance
remains the same).
Special: This feat may be purchased more than once. Its
effects do not stack; instead, each time you take the feat, it
applies to a new type of weapon.

Universally Deadly [Fate]


No, Ive never used a Chinese throwing star before
swww THUNK! Doesnt seem too difficult, though.
Any weapon is deadly in your hands. You may have never
seen a given weapon before, but you understand how to use
it as soon as its in your hand. Youre more a prodigy than a
savant your talents are the product of precise aim and an
intuitive feel of range, weight and speed.
Prerequisites: Daring template; Archaic Weapon Proficiency;
Exotic Weapon Proficiency (any one); base attack bonus +11.
Benefit: By spending a Fate Chip; You never suffer a nonproficiency penalty when wielding a weapon. However,
Universally Deadly does not fill any prerequisites for other
weapon feats.

Untouchable [Fate]
That the best you can do?
Through a combination of indomitable courage, swift reflexes
and uncanny luck, you can face down gun-wielding maniacs
with only your bare hands and have a better chance of
surviving and even winning the fight than your guntoting companions.
Prerequisites: Daring template; Dodge, Mobility.
Benefit: By spending a Fate Chip; Whenever you begin
combat and are not armed with a ranged weapon, you receive
a bonus to your AC against all ranged attacks equal to your
Destruction facet (minimum +1). This benefit does not apply
if you toss your firearm to the ground once the fight starts,
and it goes away once you pick up a ranged weapon in the
course of the encounter.

Seeing RED! [Fate]


You wouldnt like me when Im angry!
You are prone to flaying in to fits of blind anger, ignoring
wounds and fighting like a true savage!
Prerequisites: Strong or Tough heroes only
Benefit: By spending a Fate Chip; The character gains the
ability to enter a blind Rage. This Rage lasts for a number of
rounds equal to 4 + her Constitution modifier. For every Hero
Class level after 1st, she can Rage for 2 additional rounds
each day. Temporary increases to Constitution, such as those
gained from rage and spells like bear's endurance, do not
increase the total number of rounds that a character can rage
per day.
While in rage, the character cannot distinguish between friend
or foe, they merely see a number of red shapes that they
wish to destroy. In rage the character gains a +4 morale
bonus to her Strength and Constitution, as well as a +2
morale bonus on Will saves. In addition, she takes a 2
penalty to Armor Class. The increase to Constitution grants
the character 2 temporary Vitality points per Hit Dice, but
these disappear when the rage ends. While in rage, a
character cannot use any Charisma, Dexterity, or
Intelligence-based skills (except Acrobatics, Intimidate, and
Ride) or any ability or attack that requires patience or
concentration. Any Ranged attack that needs concentration to
be accurate (such as firing a rifle at long range) is made at a
-4 penalty. There is no penalty to Simple Ranged attacks like
thrown weapons or sawed-off-shotguns, only ones that
require time to aim.

A character must make a Will Save DC 15 to end her rage


(free action) and is fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. A
character cannot enter a new rage while fatigued or
exhausted but can otherwise enter rage multiple times during
a single encounter or combat. If a character falls unconscious,
her rage immediately ends, placing her in peril of death.

Celebrity [Fate]
They my your story far and wide
You are a living legend, capable of amazing acts, the thing of
myth and fantasy made real... or at least, that is what people
say.
Prerequisites: Charisma +16
Benefit: Add +2 to your heros Reputation Score.
Furthermore, you can create the "Tale" of how and what you
are so well known for.
Its nice to have a reputation as a gentleman, when it comes
to talking to the ladies. If your rep is for how fast you are on
the draw, its likely to bring lots of youngsters gunning for
you. If your rep is about good deeds, then expect criminals to
dislike and distrust you.
Your "Tale" of fame doesn't need to be truthful either, just
sound real good.

Card Shark [Fate]


Your hero has a way with a deck and never feels more at
home than when hes shuffling cards. Hes learned a whole
heap of ways to cut, shuffle and deal that give him an Talent
in a game.
Prerequisites: Gamboling
Gamboling Occupation

+4

ranks

or

possess

the

Benefit: By spending a Fate Chip; When making a Gamboling


Skill check, the character only gets caught cheating on a
botch (rolling a natural 1) or if the opponent makes a
Perception roll with a natural 20. Furthermore, the character
gains a +4 bonus on Sense Motive, Bluff, and Appraise checks
in a card game. (this lasts for as long as the character
continues to gambol)

Fates Favored [Fate]


This cowpokes got someone watching out for him, and he can
trust Lady Luck to come through in a pinch.
Benefit: Whenever the character gains a level, he receives
one additional Fate Chip.

Fates Favored may be selected more than once, but only the
character has access to a new Hero Class Talent.

Destiny [Fate]
Your hero is fated for greatness; his legend will loom large in
the Weird West.
Benefit: Any time a Fate Chip is used in your characters
presence that would cause your character harm; you can
counter it by spending a Fate Chip to negate its effect.

No Mercy
This isnt called the Savage West for nothing, partner.
This Talent lets you make every bullet, blade, and attack
count. The character may spend a Fate Chip to reroll damage
from one of his successful attacks. The Talent applies only to
a single type of attack: Fighting, Shooting, Throwing,
explosives, est., but you may take the Talent multiple times
to cover all your bases (No Mercy: Swords, No Mercy:
Shotguns, etc.).
The reroll applies to any one damage roll, not multiple
damage rolls from a single attack (such as a Sweep attack).

Special: This Talent may be purchased more than once. Its


effects do not stack; instead, each time you take the feat, it
applies to a new type of weapon.

Extreme Effort Tree


A Strong hero can push him or herself to make an extreme
effort. The effort must relate either to a Strength check,
Strength based attack (like grapple or whirlwind attack) or a
Strength-based skill check. You must decide to use this ability
before making the check.

Extreme Effort: The effort requires a full-round action and


provides a +2 bonus on the check.

Improved Extreme Effort:


Prerequisite: Extreme effort.
The effort requires a full-round action and provides a +2
bonus that stacks with the bonus provided by extreme effort
(+4 total).

Advanced Extreme Effort:


Prerequisites: Extreme Effort, Improved Extreme Effort.

STRONG TALENTS
Enhanced Impact [Fate]

The effort requires a full-round action and provides a +2


bonus that stacks with the bonuses provided by extreme
effort and improved extreme effort (+6 total).

Ignore Hardness Tree

Wha-pow! CRASH!
Your attacks stagger victims back several feet in pain and
shock. This can offer a tactical advantage (opening the range
between you and a closing opponent), or even be fatal if your
foe is driven into something harmful. However you use it,
Enhanced Impact sure looks impressive.
Prerequisites: Strong Hero; Strength +16, Power Attack.
Benefit: Choose one type of attack (unarmed combat or a
specific weapon). When using that type of attack, you can
spend a Fate Chip; Attacks of this type that strike a target
deal damage as normal and also have a chance of pushing
the target back. This functions as per the bull rush maneuver
(see Special Attacks in Chapter 8: Combat of the Players
Handbook), except that you do not provoke an attack of
opportunity and do not make the initial move into the
defenders square.

The Strong hero has an innate talent for finding weaknesses


in objects. This allows a Strong hero to ignore some of an
objects hardness when making a melee attack to break it.

Ignore Hardness:

The Strong hero ignores 2 points of an

objects hardness.

Improved Ignore Hardness:


Prerequisite: Ignore hardness.
The Strong hero ignores 2 additional points of an objects
hardness (for a total of 4).

Advanced Ignore Hardness:


Prerequisites:
hardness.

Ignore

hardness,

improved

ignore

The Strong hero ignores 2 additional points of an objects


hardness (for a total of 6).

Melee Smash Tree


The Strong hero has an innate talent that increases melee
damage.

Melee Smash:

The Strong hero receives a +1 bonus on

melee damage.

If the Fast hero is exposed to any effect that

normally allows a character to attempt a Reflex saving throw


for half damage, the Fast hero suffers no damage if he or she
makes a successful saving throw. Evasion can only be used
when wearing light armor or no armor.

Uncanny Dodge 1:

The Fast hero retains his or her

Dexterity bonus to Defense regardless of being caught flatfooted or struck by a hidden attacker. (The hero still loses his
or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisites: Evasion

Improved Melee Smash:

The Strong hero receives

an additional +1 bonus on melee damage (+2 total).


Prerequisite: Melee smash.

Advanced Melee Smash:

Evasion:

The Strong hero receives an

Uncanny Dodge 2:

The Fast hero can no longer be

flanked; the hero can react to opponents on opposite sides of


him or herself as easily as he or she can react to a single
attacker.

additional +1 bonus on melee damage (+3 total).

Prerequisites: Evasion, uncanny dodge 1.

Prerequisites: Melee smash, improved melee smash.

Defensive Roll:

The Fast hero can roll with a potentially

lethal attack to take less damage from it. When the Fast hero
would be reduced to 0 hit points or less by damage in combat
(from a ranged or melee attack), the Fast hero can attempt to
roll with the damage.

FAST TALENTS
Greased Lightning [Fate]
Faster than a striking snake? Yeah, mightve heard that a
time or two.
When your hero reaches for his Guns, folks rarely have time
to blink, much less draw him down. You can snatch insects
out of the air and ambushes never catch you off-guard. Some
say hes the fastest gun in the West. That may not be true;
but he's still quick, real quick.
Prerequisites: Fast Hero; initiative modifier +3.
Benefit: By spending a Fate Chip; Treat any initiative roll
result of 15 as a 6 instead. Also, you retain your Dexterity
bonus to AC even if caught flat-footed or attacked by an
unseen foe.

A Fast hero spends 1 action point to use this talent. Once the
point is spent, the hero makes a Reflex saving throw (DC =
damage dealt). If the save succeeds, he or she takes only half
damage. The Fast hero must be able to react to the attack to
execute a defensive rollif the hero is immobilized, he or she
cant use this talent.
Since this effect would not normally allow a character to make
a Reflex save for half damage, the Fast heros evasion talent
doesnt apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.

Opportunist: The Fast hero can spend 1 action point to use


this talent. Once the point is spent, the hero can make an
attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack
counts as the Fast heros attack of opportunity for that round.
Even a Fast hero with the Combat Reflexes feat cant use this
talent more than once per round.
Prerequisite: Evasion.

Increased Speed Talent Tree


Defensive Talent Tree

The Fast hero can increase his or her natural base speed.

The Fast hero gains the ability to improve his or her innate
defensive talents as the hero attains new levels.

Increased Speed: The Fast heros base speed increases by


5 feet.

Improved Increased Speed: The Fast heros base speed

Damage Reduction 1/-: The Tough hero ignores 1 point

increases by 5 feet. This talent stacks with increased speed


(10 feet total).

of damage from melee and ranged weapons.

Prerequisite: Increased speed.

Prerequisites: One other talent from either the Energy


Resistance Talent Tree or the Unbreakable Talent Tree.

Advanced Increased Speed: The Fast heros base speed

Damage Reduction 2/:

increases by 5 feet. This talent stacks with increased speed


and improved increased speed (15 feet total).

additional 1 point of damage from melee and ranged weapons


(DR 2/ total).

Prerequisites: Increased speed, improved increased speed.

Prerequisites: Damage reduction 1/, one other talent from


either the Energy Resistance Talent Tree or the Unbreakable
Talent Tree.

TOUGH TALENTS
Resilient [Fate]
Hospital? Nah; just give me a couple of raw steaks and a big
glass of orange juice, and Ill be fine.
Youre not any less likely to be critically injured than anyone
else, but you bounce back from even the gravest wounds or
illnesses short of death itself in a matter of days.
Prerequisites: Constitution 14; Toughness or Endurance.
Benefit: By spending a Fate Chip; you heal double the
normal number of hit points per day 2 hit points per level
per day of rest, 4 hit points per level per day of bed rest or
ordinary rest with doctors care, 8 hit points per level per day
of bed rest with doctors care. If you do not take the
minimum full nights rest and you dont suffer any hit point
loss in the following day, you heal the standard 1 hit point per
level.
Normal: Characters heal 1 hit point per level per day in which
they take at least 8 hours of full rest and 2 hit points per level
per day which is spent fully in bed rest. These amounts
double under the care of a doctor who makes successful Heal
checks.

Damage Reduction 3/:

The Tough hero ignores an

The Tough hero ignores an

additional 1 point of damage from melee and ranged weapons


(DR 3/ total).
Prerequisites: Damage reduction 1/, damage reduction 2/
, one other talent from either the Energy Resistance Talent
Tree or the Unbreakable Talent Tree.

Energy Resistance Talent Tree


The Tough hero is particularly resistant to certain kinds of
deadly energy effects. These talents can be selected in any
order.

Acid Resistance:

The Tough hero ignores an amount of

acid damage equal to his or her Constitution modifier.

Cold Resistance:

The Tough hero ignores an amount of

cold damage equal to his or her Constitution modifier.

Electricity Resistance:

The Tough hero ignores an

amount of electricity damage equal to his or her Constitution


modifier.

Fire Resistance: The Tough hero ignores an amount of fire


damage equal to his or her Constitution modifier.

Sonic/Concussion Resistance: The Tough hero ignores


an amount of sonic or concussion damage equal to his or her
Constitution modifier.

Damage Reduction Talent Tree

Unbreakable Talent Tree

The Tough hero has an innate talent to ignore a set amount


of damage from most weapons, but not from energy or
special attack forms (which may or may not exist, depending
on the campaign). Before the hero can select a talent from
this tree the hero must have previously selected at least one
talent from the Energy Resistance or Unbreakable Talent
Tree.

The Tough hero is particularly resilient thanks to the following


talents.

Remain Conscious:

The Tough hero gains the ability to

continue to perform actions when he or she would otherwise


be considered unconscious and dying. When the Tough heros
hit points reach 1, the hero can perform as though he or she

were disabled, making either an attack action or a move


action every round until the hero reaches 10 hit points (and
dies) or the heros hit points return to 1 or higher. The hero
can choose to succumb to unconsciousness if he or she thinks
that doing so might prevent him or her from taking more
damage.

Robust: The Tough hero becomes especially robust, gaining


a number of hit points equal to his or her Tough level as soon
as he or she selects this talent. Thereafter, the hero gains +1
hit point with each level of Tough he or she gains. Second
Wind: The Tough hero can spend 1 action point to gain a
second wind. When the hero does this, he or she recovers a
number of hit points equal to his or her Constitution modifier.
This talent does not increase the Tough heros hit points
beyond the characters full normal total.

Stamina: The Tough hero recovers twice as fast as normal.


So, the hero recovers 2 hit points per character level per
evening of rest, 2 points of temporary ability damage per
evening of rest, and awakens in half the normal time after
being knocked unconscious.
Prerequisites: Robust.

SMART TALENTS
Gadgeteer
Hand me that whatch-a-macallit, then push the button on
the doohickey when I give you the go-ahead!
Intuition and a good deal of mechanical sense give you the
uncanny ability to operate any piece of machinery you
encounter. You may not always know exactly what youre
messing with, but you know how to make it do well,
whatever its supposed to do. Youre also no slouch when it
comes to improving on standard technology. Coming up with
technological breakthroughs is as easy as falling off a log
and you could probably figure out how to improve on that,
too.
Prerequisites: Daring template; Intelligence 13, Wisdom 13,
Inspiration
Benefit: You can operate any simple device (five or fewer
controls) within one round of seeing it. Complex machinery
requires a few minutes of inspection. This feat does not grant
familiarity with the principles behind the device, just an
operators familiarity with the controls and settings.

Normal: Characters cannot attempt unskilled control of a


vehicle or operation of a complex device that requires specific
skill training.
Special: Any additional skill requirements needed to operate a
device still apply. Still, you face no penalties due to lack of
skill (you can pilot vehicles that ordinarily cannot be piloted
unskilled). An ordinary biplane pilot would be lost on the flight
deck of Doctor Zorbos Behemoth-class air-dreadnought, but
a Gadgeteer can at least use his Pilot skill.

Jack of Tongues [Fate]


I learned this obscure dialect of Cantonese during my last
year in university right after completing an independent
study in Apache.
Youre a refugee from the Tower of Babel, or so it would seem
to anyone who speaks to you. Some consider you a freak of
nature, while others just want to drag you along on their next
expedition.
Prerequisites: Intelligence +18 and Linguistics +5 Ranks.
Benefit: You gain an additional bonus language. Further, by
spending a Fate Chip; you gain a +4 bonus on Linguistics rolls
made to identify, speak, read, write, or otherwise
communicate with foreign languages. You display no foreign
accent when speaking any language you know your
pronunciation and idioms are perfect for the local culture.
In addition, you gain a Bonus Language every 3 Ranks of
Linguistics, instead of every 5.

Gift of Gab (Charismatic)


Some cowpokes have a natural talent for languages. Your
hero could talk to aliens, if there were such things in the
Weird West (and some say there are!)
Given a few minutes of conversation, your hero effectively
has a d4 in every language, meaning he can get across basic
messages to just about anyone given a little time.
In addition, he adds +1 to the die rolls of any language skills
he actually has a d4 or higher in.

Research Talent Tree


The Smart hero has a natural aptitude for study and factfinding. These talents can be selected in any order.

Savant:

Select one of the skills listed in the following

paragraph. The hero must have ranks in the skill if it is


Trained Only. The Smart hero gets to add a bonus equal to

his or her Smart level when making checks with that skill. A
Smart hero can take this talent multiple times; each time it
applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script,
Demolitions,
Disable
Device,
Forgery,
Investigate,
KnowlTalent (any single skill), Navigate, Repair, Research,
Search.

Linguist:

With this talent, the Smart hero becomes a

master linguist. Whenever the hero encounters a new


language, either spoken or written, that he or she does not
know the Smart hero can make an Intelligence check to
determine if he or she can understand it. The check is made
with a bonus equal to the heros Smart level. For a written
language, the bonus applies to a Decipher Script check
instead.
With this talent, the Smart hero becomes a master linguist.
Whenever the hero encounters a new language, either spoken
or written, that he or she does not know the Smart hero can
make an Intelligence check to determine if he or she can
understand it. The check is made with a bonus equal to the
heros Smart level. For a written language, the bonus applies
to a Decipher Script check instead.
Prerequisites: At least 1 rank in either Read/Write Language
or Speak Language for each of three different languages.

Strategy Talent Tree


The Smart hero has the brainpower to see solutions in most
situations. These talents can be selected in any order, but
before the hero can select a talent from this tree he or she
must have previously selected at least one talent from the
Research Talent Tree.

Exploit Weakness:

After 1 round of combat, the Smart

hero can designate one opponent and try to find ways to gain
an advantage by using brains over brawn. The Smart hero
uses a move action and makes an Intelligence check (DC 15)
with a bonus equal to his or her Smart level. If the check
succeeds, for the rest of the combat the Smart hero uses his
or her Intelligence bonus instead of either Strength or
Dexterity bonus on attack rolls as the hero finds ways to
outthink his opponent and notices weaknesses in his
opponents fighting style.

surprised or otherwise unprepared for a particular situation.


Creating a plan requires 1 minute.

Check ResultBonus
9 or lower

+0 (Check failed)

10-14

+1

15-24

+2

25 or higher +3
This bonus can be applied to all skill checks and attack rolls
made by the Smart hero and his or her allies, but the bonus
only lasts for the first 3 rounds after making the plan. After
that time, reduce the bonus by 1 point (to a minimum of +0)
for every additional round the situation continues, as the
vagaries of circumstance begin to unravel even the best-laid
plans.
Prerequisites: One talent from the Research Talent Tree.

Trick: The Smart hero has the ability to temporarily confuse


a target through the use of ploy and deception. The target
must have an Intelligence score of 3 or higher to be
susceptible to a trick, must be within 30 feet of the hero, and
must be able to hear and understand the hero.
To play a trick on a target, the hero must use a full-round
action and make an Intelligence check (DC 15), adding his or
her Smart level as a bonus. If the Intelligence check
succeeds, the target can try to think quickly and ignore the
trick. The target resists the trick by making a Will saving
throw (DC 10 + Smart heros class level + Smart heros Int
bonus). If the saving throw fails, the target becomes dazed
(unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per
encounter. After the first trick in an encounter, whether the
attempt succeeds or not, that target becomes wary and
immune to such ploys. This is a mind-affecting ability.
Prerequisites: One talent from the Research Talent Tree.

DEDICATED TALENTS

Prerequisites: One talent from the Research Talent Tree.

Plan:

Prior to an encounter the Smart hero can develop a

plan of action to handle the situation. Using this talent


requires preparation; a Smart hero cant use this talent when

Eagle Eyes [Fate]

Howd I know he was a spy? A outlaw wouldnt have such an


impeccable manicure.

Healing Touch 1:

You often irritate your companions by pointing out things that


their lesser eyes cant see. This uncanny visual acuity even
allows you some clarity in weather conditions that leave most
people blind to anything more than 5 feet away.

Prerequisites: Healing knack

Prerequisites: Determined Hero; Wisdom 13 or the Alertness


feat.
Benefit: By spending a Fate Chip; You gain a +4 bonus on all
checks related to long-range or precise visual perception, and
a +2 bonus on Perception checks in low visibility (darkness,
fog).

The Dedicated heros ability to restore

damage with a medical kit or perform surgery with a surgery


kit increases by +2 hit points.

Healing Touch 2:

The Dedicated heros ability to restore

damage with a medical kit or perform surgery with a surgery


kit increases by +2 hit points, which stacks with healing touch
1 for a total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.

Insightful Talent Tree


The Dedicated heros innate insightfulness serves her well.

The Dedicated heros innate talents give him or her a great


capacity for empathy.

Skill Emphasis: The Dedicated hero chooses a single skill and


receives a +3 bonus on all checks with that skill. This bonus
does not allow the hero to make checks for a trained-only skill
if the hero has no ranks in the skill.

Empathy:

The Dedicated hero has a knack for being

Aware: The Dedicated hero is intuitively aware of his or her

sensitive to the feelings and thoughts of others without


having those feelings and thoughts communicated in any
objectively explicit manner. This innate talent provides a
bonus on checks involving interaction skills (Bluff, Diplomacy,
Handle Animal, Intimidate, Perform, and Sense Motive),
provided the hero spends at least 1 minute observing his or
her target prior to making the skill check. The bonus is equal
to the heros Dedicated level.

surroundings. The hero adds his or her base Will saving throw
bonus to Listen or Spot checks to avoid surprise.

Empathic Talent Tree

Improved Aid Another:

The Dedicated heros bonus on

attempts to aid another increases by +1 on a successful aid


another check. This talent can be selected multiple times,
each time increasing the bonus by +1.
Prerequisites: Empathy.

Intuition: The Dedicated hero has an innate ability to sense


trouble in the air. The Dedicated hero can make a Will saving
throw (DC 15). On a successful save, the hero gets a hunch
that everything is all right, or the hero gets a bad feeling
about a specific situation, based on the GMs best guess
relating to the circumstances. This talent is usable a number
of times per day equal to the characters Dedicated level.
Prerequisites: Empathy.

Healing Talent Tree


The Dedicated hero has a talent for healing.

Healing Knack: The hero has a knack for the healing arts.
The hero receives a +2 bonus on all Treat Injury skill checks.

Prerequisites: Skill emphasis.

Faith: The Dedicated hero has a great deal of faith. It might


be faith in self, in a higher power, or in both. This unswerving
belief allows the Dedicated hero to add his or her Wisdom
modifier to the die roll whenever the hero spends 1 action
point to improve the result of an attack roll, skill check,
saving throw, or ability check.
Prerequisites: Skill emphasis.

Cool Under Pressure:

The Dedicated hero selects a

number of skills equal to 3 + the heros Wisdom modifier.


When making a check with one of these skills, the Dedicated
hero can take 10 even when distracted or under duress.
Prerequisites: Skill emphasis plus either faith or aware.

CHARISMATIC TALENTS
Dramatic Entrance [Fate]
Whoa; get a load of her!
Youve got it and even if you dont know quite what it is,
everyone else sure does. Whether its your stunning features,

your gleaming smile, your distinctive mode of dress or your


aura of palpable menace, something makes people take
notice of you when they first see you. This reaction isnt
indefinite the novelty of your presence soon wears off
but you may be able to milk it while your new acquaintances
are sandbagged.
Prerequisites: Charismatic Hero; Charisma 13.
Benefit: By spending a Fate Chip; you gain a +8 bonus to
determine an NPCs initial reaction to you. This feat has no
effect on subsequent encounters with the same individuals.
Also, you suffer a 2 penalty to remain inconspicuous in any
situation where more than half the observers havent seen
you before.

Master of Dissimulation
[Fate]

Charm Talent Tree


The Charismatic hero has an innate talent for being charming
and captivating.

Charm:

The Charismatic hero gets a competence bonus on

all Charisma-based skill checks made to influence members of


his chosen gender. (Some characters are charming to
members of the opposite gender, others to members of the
same gender.) The bonus is equal to the characters
Charismatic level.
A Charismatic hero can only charm Gamemaster characters
with attitudes of indifferent or better. The charm bonus cant
be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another
gender).

Snake-oil salesman? How crude. I prefer confidence man.

Favor:

Your immense vocabulary and webs of double-talk bamboozle


even the most astute listener. Even if you dont know a thing
about what youre talking about, you can fake nearly any sort
of professional credentials as long as theres no one present
who can call your bluff.

Prerequisites: Charm.

Prerequisites: Wisdom 14, Bluff +4 Ranks.


Benefit: By spending a Fate Chip; you gain a +10 bonus on a
Bluff check to fake authority on a given subject.
You could gain entry to a crime scene by claiming to be a
detective and muttering about preservation of evidence;
you could infiltrate a hospital by masquerading as a doctor
called in to consult on the dreaded Bennett-Mullins Syndrome.
Only those who have 5 or more ranks in a skill pertaining to
the field youre bluffing about (usually a Craft, Knowledge or
Profession) who beat your Bluff result with a Sense Motive
check can tell that you are not what you appear.
The thing that separates a Master of Dissimulation from an
ordinary scam artist is her complete independence from
physical guises (I left my badge on my dresser, Johnnie).
This Talent functions regardless of your appearance. Even if
youve just crawled out of the sewers, a straight posture and
an arrogant tilt of the chin will convince just about anyone
that youre a high-class lawyer who was simply performing a
field investigation. This feat covers only verbal misdirection.
You may fool even licensed physicians by spouting pseudomedical gibberish, but this feat offers no skill in performing
surgery (though you might back up your bluff if you have
actual medical training).

The Charismatic hero has the ability to acquire minor aid from
anyone he or she meets. By making a favor check, a
Charismatic hero can gain important information without
going through the time and trouble of doing a lot of research.
Favors can also be used to acquire the loan of equipment or
documents, or to receive other minor assistance in the course
of an adventure.
A Charismatic hero spends 1 action point to activate this
talent. To make a favor check, roll a d20 and add the
characters favor bonus, equal to the characters Charismatic
level. The GM sets the DC based on the scope of the favor
being requested. The DC ranges from 10 for a simple favor to
as high as 30 for formidable and highly dangerous, expensive,
or illegal favors. A Charismatic hero cant take 10 or 20 on
this check, nor can the hero retry the check for the same (or
virtually the same) favor. Favors should help advance the plot
of an adventure. A favor that would enable a character to
avoid an adventure altogether should always be unavailable
to the character, regardless of the result of a favor check.
The GM should carefully monitor a Charismatic heros use of
favors to ensure that this ability isnt abused. The success or
failure of a mission shouldnt hinge on the use of a favor, and
getting a favor shouldnt replace good roleplaying or the use
of other skills. The GM may disallow any favor deemed to be
disruptive to the game.

Captivate:
Prerequisites: Charm, favor.

The Charismatic hero has the ability to temporarily beguile a


target through the use of words and bearing. The target must
have an Intelligence score of 3 or higher to be susceptible to
a captivate attempt, must be within 30 feet of the hero, must
be flat-footed or not in combat, and must be able to see,
hear, and understand the hero.
To captivate a target, the hero must use an attack action and
make a Charisma check (DC 15), adding his or her
Charismatic level as a bonus. If the Charisma check succeeds,
the target can try to resist.
The target resists the captivation attempt by making a Will
saving throw (DC 10 + Charismatic heros class level +
Charismatic heros Cha bonus). If the saving throw fails, the
hero becomes the targets sole focus. The target pays no
attention to anyone else for 1 round and remains flat-footed.
This focusing of the targets attention allows other characters
to take actions of which the captivated target is unaware. The
effect ends immediately if the target is attacked or
threatened. A Charismatic hero can concentrate to keep a
target captivated for additional rounds. The Charismatic hero
concentrates all his or her effort on the task, and the target
gets to make a new Will save each round. The effect ends
when the hero stops concentrating, or when the target
succeeds on the save. This is a Mind-Affecting ability.

Fast-Talk Talent Tree


The Charismatic hero has an innate talent for bending the
truth and dazzling others with a combination of words,
mannerisms, and charm.

Fast-Talk:

The Charismatic hero has a way with words

when attempting to con and deceive. With this talent, he or


she applies his or her Charismatic level as a competence
bonus on any Bluff, Diplomacy, or Gamble checks the hero
makes while attempting to lie, cheat, or otherwise bend the
truth.

Dazzle:

The Charismatic hero has the ability to dazzle a

target through sheer force of personality, a winning smile,


and fast-talking. The target must have an Intelligence score
of 3 or higher to be susceptible to a dazzle attempt, must be
within 30 feet of the hero, and must be able to see, hear, and
understand the hero.
To dazzle a target, the hero must use an attack action and
make a Charisma check (DC 15), adding his or her
Charismatic level as a bonus. If the Charisma check succeeds,
the target can try to resist.
The target resists the dazzle attempt by making a Will saving
throw (DC 10 + Charismatic heros class level + Charismatic

heros Cha bonus). If the save fails, the target receives a 1


penalty on attack rolls, ability checks, skill checks, and saving
throws for a number of rounds equal to the characters
Charismatic level.
This talent can be selected multiple times, each time
worsening the dazzled penalty by 1. This is a Mind-Affecting
ability.
Prerequisites: Fast Talk.

Taunt:

The Charismatic hero has the ability to temporarily

rattle a target through the use of insults and goading. The


target must have an Intelligence score of 3 or higher to be
susceptible to a taunt, must be within 30 feet of the hero, and
must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and
make a Charisma check (DC 15), adding his or her
Charismatic level as a bonus. If the Charisma check succeeds,
the target can try to resist.
The target resists the taunt by making a Will saving throw
(DC 10 + Charismatic heros class level + Charismatic heros
Cha bonus). If the save fails, the target becomes dazed
(unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times.
This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.

Leadership Talent Tree


The Charismatic hero has a talent for leadership and
inspiration.

Coordinate:

The Charismatic hero has a knack for getting

people to work together. When the hero can spend a full


round directing his or her allies and makes a Charisma check
(DC 10), the hero provides any of his or her allies within 30
feet a +1 bonus on their attack rolls and skill checks. The
bonus lasts for a number of rounds equal to the heros
Charisma modifier.The hero can coordinate a number of allies
equal to one-half his or her Charismatic level, rounded down
(to a minimum of one ally).

Inspiration:

The Charismatic hero can inspire his or her

allies, bolstering them and improving their chances of


success. An ally must listen to and observe the Charismatic
hero for a full round for the inspiration to take hold, and the
hero must make a Charisma check (DC 10). The effect lasts
for a number of rounds equal to the heros Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws,
attack rolls, and damage rolls.

A Charismatic hero cant inspire him or herself. The hero can


inspire a number of allies equal to one-half his or her
Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate.

Greater Inspiration: The Charismatic hero can inspire his


or her allies to even greater heights, bolstering them and
improving their chances of success. An ally must listen to and
observe the Charismatic hero for a full round for the greater
inspiration to take hold, and the hero must make a Charisma
check (DC 10). The effect lasts for a number of rounds equal
to the heros Charisma modifier.
An inspired ally gains an additional +1 morale bonus on
saving throws, attack rolls, and damage rolls, which stacks
with the bonus from inspiration for a total of a +3 morale
bonus.
A Charismatic hero cant inspire him or herself. The hero can
inspire a number of allies equal to one-half his or her
Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.

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