Class Skills:Class Skills: Class Skills:
Class Skills: The mercenary’s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, his-
tory, popular culture, tactics) (Int), Listen (Wis), Profession (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: Skill Points at Each Level:Skill Points at Each Level:
Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier.
Class Features
Training Focus (Ex): Training Focus (Ex):Training Focus (Ex): Training Focus (Ex):
Training Focus (Ex): At 1st level, the mercenary chooses a specific weapon in which he is proficient (he may select un- armed strike or grapple); he adds a +1 bonus on all attack rolls made using the selected weapon.
Training Specialization (Ex): Training Specialization (Ex): Training Specialization (Ex): Training Specialization (Ex):
Training Specialization (Ex): At 2nd level, a mercenary gains a +2 bonus on damage rolls with the weapon he chose for train-
ing focus.
Tactical Aid (Ex): Tactical Aid (Ex): Tactical Aid (Ex):
Tactical Aid (Ex): Tactical Aid (Ex): Upon reaching 3rd level, the mercenary can provide tactical aid to one or more allies within sight and voice range of his posi- tion. With an attack action, he can provide tac- tical aid to any single ally (other than himself). With a full-round action, he can provide tactical aid to all of his allies (including himself).
This aid provides either a bonus on attack rolls or to Armor Class (mercenary’s choice). This bonus is equal to the mercenary’s Intelligence modifier (minimum +1), and lasts for a number of rounds equal to his levels in mercenary.
Defensive Position (Ex): Defensive Position (Ex): Defensive Position (Ex): Defensive Position (Ex):
Defensive Position (Ex): Starting at 4th level, the mercenary gains an additional +2 cover bonus to Armor Class and an additional +2 cover bonus on Reflex saves whenever he takes cover (see Player’s Handbook, Chapter 8: Com- bat, “Combat Modifiers”).
Critical Strike (Ex): Critical Strike (Ex): Critical Strike (Ex): Critical Strike (Ex):
Critical Strike (Ex): At 5th level, a mercenary can confirm a threat as a critical hit automatically when attack- ing with his training focus weapon, thereby eliminating the need to make a critical roll.
Table 1–13: The Mercenary (Mrc)
ClassClass Class Class
Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level
Level Level Level
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CHAPTER ONE: CHARACTER
121
Spy
Description: Description:Description: Description:
Description: The spy is a manipulator, charmer and infiltrator who pursues a life of intrigue, politics and diplomacy throughout the world. The spy traffics in information; her keen senses and insight into human motiva- tions allow her to notice facts and behaviors that most others miss. Most spies are master infiltrators, and can ease their way into any group. Good spies have connections across the globe, and maintain numerous cover identities. Along with those cover identities go contingency plans and es- cape routes — a spy is never entirely surprised when plans go to hell.
Allegiance: Allegiance:Allegiance: Allegiance:
Allegiance: A spy’s true allegiance is not always known — some- times even to herself — but the typical spy shows an alle- giance to one group while holding a true allegiance to another (often conveyed through the purchase of background feats). Most governments main- tain extensive spy networks; additionally, organized crime has a propensity for spy- ing on law enforcement and on itself. Vir- tually every group relating to novas — from Project Proteus to the Directive to the Aberrants — employs spies.
Prerequisites: Prerequisites:Prerequisites: Prerequisites:
Prerequisites: Bluff 8 ranks, Sense Motive 8 ranks; Shadowy Past.
Hit Die: Hit Die:Hit Die: Hit Die: Hit Die: d6. Class Skills: Class Skills:Class Skills: Class Skills:
Class Skills: The spy’s class skills (and the key ability for each skill) are Appraise (Int), Bal- ance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Decipher Script (Int), Diplo- macy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowl- edge (art, behavioral sciences, busi- ness, civics, current events, popular culture, streetwise, tactics) (Int), Lis- ten (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: Skill Points at Each Level:Skill Points at Each Level: Skill Points at Each Level:
Skill Points at Each Level: 6 + Int modifier.
Class Features
Conceal Motive (Ex): Conceal Motive (Ex): Conceal Motive (Ex): Conceal Motive (Ex):
Conceal Motive (Ex): A spy may add a bonus equal to her spy level when- ever she opposes a Sense Motive check.
Connections (Ex): Connections (Ex):Connections (Ex): Connections (Ex):
Connections (Ex): The spy has friends in high and low places. Starting at 1st level, once per day, in any inhabited environment — even one that she has never been to before — the spy can check to see if she has a con- nection in the area. Roll 1d20 + spy class level + Charisma bonus; the DC depends on the im- portance of the desired connection: DC
DCDC
DCDC NPC ImportanceNPC ImportanceNPC ImportanceNPC ImportanceNPC Importance
10 Police officer, fence, shopkeeper 15 Police captain, mob lieutenant, merchant 20 Mayor, foreign attaché, mob boss
25 Senator/congressman, foreign ambassador, mob kingpin
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Having 5 ranks or more in the appropriate Knowledge skill pro- vides a +2 synergy bonus on this check, as appropriate: i.e., Knowl- edge (civics) will help if the spy is looking for a beat cop, but will do no good if she’s looking for a local fence.
React First (Ex): React First (Ex):React First (Ex): React First (Ex):
React First (Ex): By 2nd level, a spy is always ready to take ac- tion in case a mission goes bad. When a spy makes contact with and speaks to others prior to the start of combat, she gains a free readied action. This allows her to make either a move or attack action if ei- ther side in the conversation (other than the spy) decides to start hostilities. The spy gets to act before any initiative checks are made, in effect giving her the benefit of surprise.
Flawless Disguise (Ex): Flawless Disguise (Ex):Flawless Disguise (Ex): Flawless Disguise (Ex):
Flawless Disguise (Ex): Starting at 3rd level, the spy adds a +4 bonus on all Disguise checks and can take 10 on Disguise checks no matter the circumstance.
Without a Trace (Ex): Without a Trace (Ex):Without a Trace (Ex):
Without a Trace (Ex):Without a Trace (Ex): By 4th level, the spy leaves hardly a trace of her activities. Those who use Gather Information, Listen, Search or Spot take a –4 penalty on checks to detect the spy’s use of Bal- ance, Climb, Disable Device, Escape Artist, Hide, Move Silently and Sleight of Hand.
Master Spy (Ex): Master Spy (Ex):Master Spy (Ex):
Master Spy (Ex):Master Spy (Ex): At 5th level, the spy gains the next Cipher background feat (e.g., a character with Secret Life gains Mystery Man). If the spy has Mystery Man already, she may bestow the ben- efits of Shadowy Past on a number of allies, contacts, companions or friends equal to her Charisma modifier (minimum 1). (This requires roleplaying out the steps taken to conceal or confuse the evidence trail between them and whatever secret the spy conceals.)
Table 1–14: The Spy (Spy)
Class Class Class Class
Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level
Level Level Level
Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial
1st +0 +1 +0 +2 +0 Conceal motive, connections
2nd +1 +2 +0 +3 +0 React first
3rd +2 +2 +1 +3 +1 Flawless disguise
4th +3 +3 +1 +4 +1 Without a trace
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CHAPTER ONE: CHARACTER
123
Vigilante
Description: Description:Description: Description:
Description: In a time where might seems increasingly to make right, there are those — nova and baseline alike — who feel moti- vated to take a stand outside the law. Some feel that they have a man- date to reshape the world, while others protect the people and places they know and love.
A vigilante stakes out a neighborhood, a section of a city or even an entire city that he accepts responsibility for and protects to the best of his ability. The vigilante fights a one-man war against those who would threaten that which he holds dear, doing whatever it takes to maintain peace. “Peace” can mean many things to many people; some vigilantes may find themselves cheered by the populace but fac- ing the wrong side of the law, while others may be deemed oppres- sors and tyrants by those they claim to protect.
Allegiance: Allegiance:Allegiance: Allegiance:
Allegiance: A vigilante is loyal in theory to the people and/or place he protects, but he offers trust only to himself. A vigilante of- ten leads a solitary existence and keeps his true identity a secret — either out of fear that his loved ones may suffer retaliation other- wise, or to hide from the authorities who would bring him to justice for his actions. It is not unknown for a vigilante to profess nominal loyalty to one group or the other, but such relationships are seldom comfortable and rarely last.
Prerequisites: Prerequisites:Prerequisites: Prerequisites:
Prerequisites: Strength or Dexterity 15, Intelligence 15; Knowl- edge (streetwise) 8 ranks; Shadowy Past.
Hit Die: Hit Die:Hit Die: Hit Die: Hit Die: d6. Class Skills: Class Skills:Class Skills: Class Skills:
Class Skills: The vigilante’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (behavioral sciences, civics, current events, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) and Spot (Wis).
Skill Points at Each Level: Skill Points at Each Level:Skill Points at Each Level: Skill Points at Each Level:
Skill Points at Each Level: 6 + Int modifier.
Class Features
Ear to the Ground (Ex): Ear to the Ground (Ex):Ear to the Ground (Ex): Ear to the Ground (Ex):
Ear to the Ground (Ex): The vigilante develops a net- work of contacts in the area he defends. He gains the next Contacts background feat available (e.g., a character without a Contacts feat gains Well-Connected). If the vigilante has Kingpin already, he may change one current contact into a Loyal Friend (see the Ally background feat).
Trick (Ex): Trick (Ex):Trick (Ex): Trick (Ex):
Trick (Ex): At 2nd level, the vigi- lante can use ploys and deception to confuse a target temporarily. The target must have an Intelligence score of 3 or higher, must be within 30 feet of the vigilante, and must be able to hear and un- derstand him.
The vigilante uses a full- round action and makes a Bluff
check opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any]). If the vigilante beats the target’s result, the target becomes dazed (unable to act, but can defend normally) for a number of rounds equal to the vigilante’s Intelligence
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modifier (minimum 1 round). The target may make a DC 15 Will save each round after the first round of being dazed; if successful, she recovers from the trick and may act normally.
The vigilante may try to trick a specific target once per en- counter, regardless of whether the attempt is successful or not. This is a mind-affecting ability.
Black Market Connections (Ex): Black Market Connections (Ex):Black Market Connections (Ex): Black Market Connections (Ex):
Black Market Connections (Ex): At 3rd level the vigilante can use his web of contacts to obtain difficult-to-find or even restricted weapons and equipment to further his battle against crime (mili- tary-grade weapons and equipment, high-tech devices including stolen quantum devices, etc.). Once per week, the character can add his vigilante level to a Wealth check made through his black market connections.
Exploit Weakness (Ex): Exploit Weakness (Ex):Exploit Weakness (Ex):
Exploit Weakness (Ex):Exploit Weakness (Ex): At 4th level, the vigilante can designate one opponent in combat to study for signs of weakness in fighting style — whether physical, intellectual or tactical. After one round of combat, the vigilante uses a move action and makes an opposed Sense Motive check against the chosen foe, who makes a Bluff check as if she were trying to feint in combat (see the Player’s Handbook, Chapter 4, “Bluff”). The vigilante adds a bonus on his Sense Motive check equal to his vigilante level. If successful, the vigilante adds his Intelligence bonus on any attack rolls against that specific opponent for the rest of the encounter.
Fearsome Reputation (Ex): Fearsome Reputation (Ex):Fearsome Reputation (Ex):
Fearsome Reputation (Ex):Fearsome Reputation (Ex): At 5th level, the vigilante gains the Renowned Reputation background feat regardless of whether he meets the prerequisites. His reputation is infamous toward those who oppose the methods he employs (criminals, authorities, etc.).
Table 1–15: The Vigilante (Vig)
Class Class Class Class
Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level
Level Level Level
Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial
1st +0 +1 +0 +2 +0 Ear to the ground
2nd +1 +2 +0 +3 +0 Trick
3rd +2 +2 +1 +3 +1 Black market connections
4th +3 +3 +1 +4 +1 Exploit weakness
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CHAPTER ONE: CHARACTER
125
Skills
All the existing skills that follow function in the same way as described in Chapter 4 of the Player’s Handbook. However, the cat- egories they cover require adjustment for the modern time frame in which AberrantAberrantAberrantAberrantAberrant is set. Following this section are seven new skills — Computer Use, Demolitions, Drive, Investigate, Pilot, Repair, Research — that likewise reflect the time in which the game is set. The Spellcraft and Use Magic Device skills are not used in AberrantAberrantAberrantAberrantAberrant.
Craft (Int)
Aberrant AberrantAberrant Aberrant
Aberrant adds to the Craft skill options, as described below. Note that some Craft skills may require training. Also, there is no Craft (alchemy); for the creation of drugs, use Craft (pharmaceutical). A short list of drugs is in Chapter Six: Drama. Table 1–16: Craft Ex- amples lists sample tasks and related DCs.
Craft (chemical): Craft (chemical):Craft (chemical): Craft (chemical):
Craft (chemical): A character needs this skill to mix chemicals to cre- ate acids, bases, explosives and poisonous substances. (Trained use only.)
Craft (electronic): Craft (electronic):Craft (electronic): Craft (electronic):
Craft (electronic): This allows a character to build or repair elec- tronic equipment such as computers, radios or other communications equipment. (Trained use only.)
Craft (mechanical): Craft (mechanical):Craft (mechanical): Craft (mechanical):
Craft (mechanical): With this skill, a character can build me- chanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. (Trained use only.)
Craft (pharmaceutical): Craft (pharmaceutical): Craft (pharmaceutical): Craft (pharmaceutical):
Craft (pharmaceutical): A character must have this skill to com- pound medicinal drugs to aid in recovery from treatable illnesses. The proper medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The DC to create a medicinal drug to combat a given illness is equal to the disease’s Fortitude save DC + 5. (Diagnosis is made using the Heal skill.) (Trained use only.)
Craft (structural): Craft (structural):Craft (structural): Craft (structural):
Craft (structural): This allows a character to build wooden, con- crete or metal structures from scratch (including bookcases, desks, walls, houses and so forth), and includes such handyman skills as plumbing, house painting, drywall, laying cement and building cabinets.
Craft (visual art): Craft (visual art):Craft (visual art): Craft (visual art):
Craft (visual art): With this skill, a character can create paint- ings, drawings or sculpture, take photographs, use a movie camera, or in some other way create a work of visual art.
Craft (writing): Craft (writing):Craft (writing): Craft (writing):
Craft (writing): This allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.
Art: Art:Art:
Art:Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.
Behavioral Sciences: Behavioral Sciences:Behavioral Sciences:
Behavioral Sciences:Behavioral Sciences: Psychology, sociology and criminology. Business:
Business: Business:
Business: Business: Business procedures, investment strategies and cor- porate structures. Bureaucratic procedures and how to navigate them.
Civics: Civics:Civics:
Civics:Civics: Law, legislation, litigation, and legal rights and obliga- tions. Political and governmental institutions and processes.
Current Events: Current Events: Current Events:
Current Events: Current Events: Recent happenings in the news, sports, poli- tics, entertainment and foreign affairs.
Earth and Life Sciences: Earth and Life Sciences: Earth and Life Sciences:
Earth and Life Sciences: Earth and Life Sciences: Biology, botany, genetics, geology and paleontology. Medicine and forensics.
History: History:History:
History:History: Events, personalities and cultures of the past. Archae- ology and antiquities.
Physical Sciences: Physical Sciences: Physical Sciences:
Physical Sciences: Physical Sciences: Astronomy, chemistry, mathematics, physics and engineering.
Popular Culture: Popular Culture:Popular Culture:
Popular Culture:Popular Culture: Popular music and personalities, genre films and books, urban legends, and science fiction, among other topics.
Streetwise: Streetwise: Streetwise:
Streetwise: Streetwise: Street and urban culture, local underworld person- alities and events.
Tactics: Tactics:Tactics:
Tactics:Tactics: Techniques and strategies for disposing and maneu- vering forces in combat.
Technology: Technology: Technology:
Technology: Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.
Theology and Philosophy: Theology and Philosophy:Theology and Philosophy:
Theology and Philosophy:Theology and Philosophy: Liberal arts, ethics, philosophical con- cepts, and the study of religious faith, practice and experience.
Perform
Characters select from the following categories for Perform. Act:
Act:Act:
Act:Act: The character is a gifted actor, capable of performing drama, comedy or action-oriented roles with some level of skill.
Dance: Dance:Dance:
Dance:Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.
Keyboards: Keyboards:Keyboards:
Keyboards:Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano and organ.
Percussion Instruments: Percussion Instruments:Percussion Instruments:
Percussion Instruments:Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone and tambourine.
Sing: Sing:Sing:
Sing:Sing: The character is a musician gifted with a talent for pro- ducing musical tones with her voice.
Stringed Instruments: Stringed Instruments: Stringed Instruments:
Stringed Instruments: Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar and violin.
Wind Instruments: Wind Instruments:Wind Instruments:
Wind Instruments:Wind Instruments: The character is a musician gifted with a tal- ent for playing wind musical instruments, such as flute, bugle, trum- pet, tuba, bagpipes and trombone.
Also, since AberrantAberrantAberrantAberrantAberrant uses a DC rating for wealth, Perform re- quires a different method for determining how much money a char- acter can make from a single performance. (See Chapter Six: Drama for the Wealth system in action.)
A character with Wealth bonus of +0 gains a +1 bonus if she suc- ceeds at a DC 15 Perform check for a single performance. A character with a Wealth bonus from +1 to +20 gains a +1 bonus if she succeeds at five consecutive DC 15 Perform checks (each indicating a single per- formance) or one DC 20 Perform check for a single performance. A character with Wealth bonus +21 or higher gains a +1 bonus if she suc- ceeds at 10 consecutive DC 20 Perform checks (each indicating a single performance) or one DC 25 Perform check for a single performance.
A Perform check result of at least 10 but lower than the DC re- quired indicates that the character simply isn’t performing well enough to draw a significant crowd. The character earns enough to get by, but that’s it.
Knowledge
Knowledge skills function as written in the Player’s Handbook, except that characters select from the following categories:
Table 1–16: Craft Examples
Task Task Task