recursal/Fanatic-Fandom huggingface dataset:
Basalt

**Basalt** **(20 RP)**

**Type (3 RP):** Outsider (Native, Earth)

**Ability Scores (0 RP):** +2 Con, +2 Wis, -2 Dex

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Basalts begin play speaking Basalt. Basalts with high Int may select Common, Intergalactic, Terran,

**Darkvision:** Basalts have Darkvision out to 60 ft.

**Natural Armor (12 RP):** Basalst gain a +5 bonus to natural armor.

**Stability (1 RP):** Basalts receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

**Treacherous Earth (2 RP):** Once per day, a Basalt can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user's level, after which the ground returns to normal.

**Rocky Body (4 RP):** Basalts are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.

**Heavy (-1 RP):** Basalts are very heavy. They sink twice as fast in all liquids and fall twice as fast (meaning they take fall damage as if they fell twice as far).

### Half-Breed Rules:

Dominant: Natural armor is reduced by 2 (-7 RP)

Non-Dominant: Gain Rocky Body, Treacherous Earth, Stability, and Heavy (+6 RP)
Kree

**Kree (11 RP)**

**Type (0 RP):** Humanoid (Kree)

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Int -2 Wis

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Kree begin play speaking Intergalactic. Kree with high Int may choose .

**Stagnant Evolution (4 RP):** Kree are immune to Polymorph effects, unless they choose to be effected.

**Natural Armor (3 RP):** Kree have a +2 natural armor bonus to AC

### Half-Breed Rules:

Dominant: Lose Stagnant Evolution (-4 RP)

Non-Dominant: Gain +1 Natural Armor (+2 RP)
Elcor

**Elcor (10 RP)**

**Type (0 RP):** Magical Beast

**Ability Scores (2 RP):** +4 Str, -2 Dex, -2 Cha

**Size (0 RP):** Medium

**Speed (-1 RP):** 20 ft base speed

**Languages (0 RP):** Elcor begin play speaking Common and Elcor. Elcor with high Int may select .

**Careful (2 RP):** Elcor gain a +2 bonus to sense motive checks.

**Thick Skinned (5 RP):** Elcor have a +3 natural armor bonus to AC.

**Quadrupedal (3 RP):** Elcor are quadrupedal in build, using their hands as forelegs and walking on their knuckles. They gain a +4 bonus to CMD against trip attempts. They are treated as one size larger for determining carrying capacity.

**Own Two Feet (-1 RP)** Elcor are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose +1 to natural armor (-2 RP)

Non-Dominant: Gain +1 natural armor to AC (+2 RP)
Alien Hunter

**Role:** Alien Hunters have been training their whole lives for this. They are the ones that made the raid possible.

**Alignment:** Any

**Hit Die:** d6

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Alien Hunter's class skills are.

**Skill Ranks per Level:**  6+ Int modifier.

**Class Features**

The following are the class features of the Alien Hunter.

**Weapon and Armor Proficiency:**

Alien Hunters are proficient with technological weapons and armor, but nothing else

**Already Ready**

At 1st level, you immediately level up. That's right motherfucker, you're READY to see them aliens. Also you add your level to initiative.

**See them Aliens (Su)**

At 2nd level, you wanna see them aliens real bad. You gain advantage on perception checks to see aliens and alien shit. Yes, advantage from 5e. And Warren, or anyone else that DMs this train wreck, it means stuff aliens have made not literal poop.

**Free your brothers (Ex)**

At 3rd level, you can affect an alien or another alien hunter with Freedom of Movement as a standard action. This lasts 1 round but they can also like slip out of jail cells and shit.

**\*Insert X-Files Theme\***

At 4th level, you were the alien all along. You're immune to crits now. Additionally, you and 1 ally per point of your int mod is treated as an alien as well for the purposes of Free Your Brothers and other beneficial things that can only be used on aliens (even from other people/classes)

**Clap Them Cheeks**

At 5th level, you do what you've come here to do. You can spend a full round action clappin dem alien cheeks with a willing alien. You both get a moral bonus equal to your combined Cha mod on everything. all of it. Move speed? yep. HP? yep. fuckin. idk. DR? yep.

**They can't stop us all**

At 6th level (because you can do that), you treat all allies as aliens. You can clap more than one set of cheeks at a time, up to your level of additional aliens, and you all combine your cha mod together to get the bonus.
Detect Intent

**School:** Divination; **Level** Bard 1, Cleric/Oracle 1, Druid 1, Inquisitor 1, Mesmerist 1,Paladin 1, Psychic 1, Witch 1

CASTING

**Casting Time** Immediate action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** one round

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You may cast this spell when you are about to make a sense motive check. You gain a +2 circumstance bonus to this check. This increases by +1  per 2 levels (max +10).
Compress Time

**School:** Universal (Galactimancy) [Chronomancy]; **Level** Cleric/Oracle 9, Psychic 9, Sorcerer/Wizard 9, Witch 9

CASTING

**Casting Time** Swift action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round

**Saving Throw** fortitude partial; **Spell Resistance** no

DESCRIPTION

You may take one additional action (move, standard, or swift) per 5 caster levels. You must make a fortitude save against this spell (with a -4 penalty for every time you've cast this spell and a -2 for every time you've cast fold time today). Failure means you are stunned for as many rounds as you took extra actions. Success means you are stunned for one round and staggered for the rest. If you would be staggered from another source while staggered from this, you are stunned instead.

*"Pushing time together too much can make things weird. Be careful of stretching or folding time too often, as things may start to take notice.*

*~T.F."*
Beyond

**Beyond (19 RP)**

Beyond are an extremely technologically advanced race from the stars. They have been watching humanity grow for centuries from their base inside our moon. They have appeared only briefly, saying that our violent and war-crazed nature makes us unfit for their gifts, and they look down upon the Grays for giving us technology. Beyond are tall and lean, and overall mentally superior to most other races. They have purple-white skin, very thin limbs, no mouths, and large eyes that look constantly strained.

**Type (3 RP):** Aberration

**Ability Scores (4 RP):** +2 Dex, +2 Int, +2 Wis, +2 Cha

**Size (7 RP):** Beyond are large sized, but take up only a single square and have only a 5 ft reach. They have a -1 penalty to AC and to attack rolls, a -4 penalty to stealth, and a +1 bonus to CMB and CMD

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Beyond begin play speaking Common and Interstellar. Beyond with high Int may select any language they choose (except secret languages)

**Innate Understanding (4 RP):** Beyond gain skill focus as a bonus feat in a skill of their choice at 1st level, 8th level, and 16th level.

**Darkvision:** Beyond have darkvision to a range of 60 ft

### Half-Breed Rules:

Dominant: Lose Innate Understanding (-4 RP)

Non-Dominant: Gain +2 Int (+4 RP)

~~~~~~~~~~

**Beyond Elder (50 RP)**

​​​The oldest of the beyond are truly a sight. They have four arms that are often covered by their long robes, and their brains expand their skulls, glowing a faint orange through their lavender skin.

**Type (3 RP):** Aberration

**Ability Scores (16 RP):** +2 Dex, +4 Int, +4 Wis, +4 Cha

**Size (7 RP):** Beyond Elders are large sized, but take up only a single square and have only a 5 ft reach. They have a -1 penalty to AC and to attack rolls, a -4 penalty to stealth, and a +1 bonus to CMB and CMD.

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Beyond Elders begin play speaking Common and Interstellar. Beyond with high Int may select any language they choose (except secret languages).

**Innate Understanding (4 RP):** Beyond Elders gain skill focus as a bonus feat in a skill of their choice at 1st level, 8th level, and 16th level.

**Darkvision:** Beyond Elders have darkvision to a range of 60 ft.

**Tetrabrachial (8 RP):** Beyond Elders have four arms. Only one is the primary hand, the other three are off hands.

**Heightened Awareness (4 RP):** Beyond Elders gain blindsense 30 ft.

**Mental Connection (5 RP):** Beyond Elders have telepathy out to 60 ft. Unwilling creatures receive a Will save (DC 10+1/2 HD+Int) to resist. If no common language shared, you can only communicate basic ideas.

**Beyond Crafting (2 RP):** Beyond Elders gain the Beyond Crafting feat as a bonus feat.

### Half-Breed Rules:

Dominant: lose Tetrabrachial (-8 RP)

Non-Dominant: Gain Heightened Awareness and Innate understanding (+8 RP)
Book of Black Ages

**Book of Black Ages**

​**Aura** strong Divination, Evil; **CL** 16th

**Slot** none; **Price** ; **Weight** --

This charred grimoire has a functioning analog clock on the front, the numbers emblazoned in a dusty rose gold. It details a chronological history of magical and mundane events, and may be consulted for one minute to gain a +4 bonus to the next Knowledge History check you make within a day. This ability may be used any number of times per day with no ill effect, but only one instance may be in effect at once.

Additionally, a creature may utilize this book to cast any spell of the divination school. Doing so causes the creature to learn dark secrets of the world, however. When using the book in this way, there is a 10% chance per level of the spell being cast (5% for 0 level spells) to have the creature's alignment shifted one step towards chaotic evil. Creatures that are already chaotic evil instead take 2 wisdom drain when failing the check required for using the book in this way.

A creature may also attune to The Book of Black Ages in a ritual that takes one hour, allowing a constant stream of maddening secrets to flow into its mind. Doing so lowers its wisdom score by 4 points and immediately shifts its alignment to chaotic evil. As this is not damage or drain, it cannot be restored by any means other than un-attuning from the book (another hour long ritual) or divine intervention. While attuned, you are effected by a constant Foresight spell, and are always aware of the exact duration remaining of any effect you can see.

If another creature attunes to The Book of Black Ages while you are attuned, your attunement is immediately ended and you must make a DC 25 will save or be stunned for one round and staggered for one minute afterward. You may rectify the alignment change by having a good-aligned cleric of at least 16th level cast atonement on you so long as you are not attuned to The Book of Black Ages.
Fatejacker (Freerunner Archetype)

*Some freerunners focus their speed not on going vast distances, but on weaving out of the way of attacks and can even pull at the cosmic strings of fate to literally drag themselves away from danger to follow a greater destiny.*

**Fatejacking (Ex):** Fatejackers are known for their uncanny ability to tap into the essence of their own reality, manipulating it in various ways to fit their needs.

At 2nd level, they may spend a point of flow to be effected by a nonmagical mirror image effect as they are moving fast enough to leave afterimages of themselves.

At 5th level, a fatejacker begins being able to manipulate fate to a degree. They may spend a point of flow to use a nonmagical Shield effect, forcing destiny itself to protect them from harm.

At 8th level, they may spend 2 points of flow to tap into the information of the universe. This functions as a nonmagical Akashic Communion effect.

At 11th level, they may spend 2 points of flow to use a nonmagical Retrocognition effect.

At 14th level, they may spend 3 points of flow to use a nonmagical Temporal Divergence effect.

At 17th level, they may spend 3 points of flow to be effected by a nonmagical Akashic Form spell.

At 20th level, a Fatejacker is aware of all possible fates. They are constantly under a nonmagical Foresight effect, and once per day they may spend any number of points of flow. The bonus from this Foresight is increased by twice the number of points of flow spent, and lasts for one minute+ one additional minute per point spent.

**This replaces No Boundaries.**

**Frozen Moments:** Fateweavers are adept at using their speed to increase their mental alacrity rather than their physical. They are able to think much faster than others by viewing the world through what they refer to as "Frozen Moments". At 3rd level, Fatejackers gain a bonus on all Initiative checks equal to the amount of flow they currently have. At 9th level, Fatejackers gain the All-around vision monster ability. At 15th level, you gain a bonus to Reflex saves equal to your current flow. At 19th level, Fatejackers are able to take 20 on their initiative checks.

**This replaces Unity of Motion, Where I'm Going, and Speed of Thought.**
Epic Magic Items

**EPIC WEAPONS**

Except when otherwise stated, epic magic weapons follow the rules for non-epic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier. Non-epic weapons may have epic special abilities, but they still follow the normal maximum of +10 combined bonus and a minimum of a +1 Enhancement bonus before they can have special abilities.

To find the base price of an epic magic weapon, roll on **Table: Weapons**. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weapons to determine price.

\*The price jump here is intentional, as Epic weapons are incredibly more powerful than their non-epic counterparts. Until this point, they are effectively just as strong as the non-epic weapons would be.

\*The result of a 100 is cumulative if rolled multiple times. The price for a bonus higher than +20 is equal to the square of the bonus x20,000 gp (for instance, 21x21x20,000=8,820,000).
0.2

**0.2** — обновление, выпущенное 11 Декабря 2020  В этом обновлении была добавлена карта Prison и исправлены ошибки.

## Дополнения

### Карты

* Новая карта: Prison
	+ Эта карта всегда будет отображаться в выборе контракта для следующих нескольких обновлений

## Изменения

### Игровой процесс

* Игроки больше не будут сталкиваться с дверцами шкафа
	+ Это уберёт возможность попадания на кухонную гарнитуру

## Исправления

* Исправлена ошибка, из-за которой у некоторых игроков было медленное движение
* Tanglewood: исправлена ​ошибка, из-за которой фотография монитора компьютера считалась доказательством
* Asylum: исправлено несколько объектов, у которых не было коллизии
* Исправлена ​ошибка, из-за которой вы могли увидеть дублирующиеся контракты
* Asylum: исправлено несколько мест, где призрак мог застрять
* Исправлено несколько мест на всех картах, где можно было застрять
* Исправлена ​ошибка, из-за которой звук Радиоприёмника и ЭМП воспроизводился неправильно при перемещении между этажами
* Исправлена ​ошибка, из-за которой Радиоприёмник можно было использовать издалека, если вы были рядом с призраком
* Исправлена ​ошибка, из-за которой неоновые палочки не отображали отпечатки пальцев
* Исправлено несколько мест, в которые игрок мог безопасно спрятаться от призрака с помощью бага

1. ↑ https://store.steampowered.com/news/app/739630/view/2903097291405875410
Dimensional Sidestep

**School:** Conjuration (Teleportation) [Choromancy]; **Level** Magus 1, Sorcerer/Wizard 1, Summoner 1, Witch 1

CASTING

**Casting Time** Immediate action

**Components** V, S,

EFFECT

**Range** Personal

**Target** Self only

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You immediately teleport 5 feet in any given direction, as if by Dimension Door. If doing so to avoid an attack roll or combat maneuver, you gain a +4 bonus to AC or CMD. If doing so to get out of the area of an effect, you gain a +4 bonus against the save.
First Blade: Ramath Lehi

Level: First Blade 9

Use: Standard Action

Duration: varies, see text.

Upon using this technique, select one of the following:

*Pride:* You add your relevant modifier on all opposed checks for 1 round/level. You also gain the Superbia effect of the Demon of Sin and Paragon of Sin feats.

*Lust*: You may cast Waves of Ecstacy at will for 1 round/level. You also gain the Luxuria effect of the Demon of Sin and Paragon of Sin feats.

*Sloth*: You also gain the Acedia effect of the Demon of Sin and Paragon of Sin feats.

*Wrath*: You also gain the Ira effect of the Demon of Sin and Paragon of Sin feats.

*Envy*: You also gain the Invidia effect of the Demon of Sin and Paragon of Sin feats.

*Greed*: You also gain the Avarita effect of the Demon of Sin and Paragon of Sin feats.

*Gluttony*: You also gain the Gula effect of the Demon of Sin and Paragon of Sin feats.

*Idolatry:* You gain the following ability for 1 round/ level, as well as the Atheist and Deicide feats. **Interdiction (Su)** As a standard action, a quell can target a creature within 30 ft. and attempt to disrupt its connection to the divine. The targeted creature must succeed a Will save (DC 19+ relevant mod) or be unable to channel energy, cast divine spells or use any supernatural ability granted by a divine source for 3d6 rounds.

*Treachery:* Every creature within a 30 ft. burst deals their critical damage to themselves, as well as your base damage. A successful will save brings this down to just your base damage.

*Fraudulence*:

*Despondence*:
Appoplexian

**Appoplexian** **(30 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (4 RP):** +4 Str, +2 Dex, +2 Con, -4 Int, -2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft. base speed

**Languages (-1 RP):** Appoplexians begin play speaking Appoplexian. Appoplexians with high Int may select .

**Keen Senses (6 RP)**: Appoplexians gain the scent ability and a +2 Bonus on all perception checks.

**Pounce (8 RP):** Appoplexians may make a full attack on a charge.

**Claws (2 RP):** Appoplexians have two claw attacks that deal 1d6 damage each.

**Frenzy (2 RP)**: Once per day, whenever an Appoplexian takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Intimidating Rant (2 RP)**: Once per hour as a standard action, an Appoplexian can scream a terrifying rant. Any creature other than an Appoplexian must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's Intimidating Rant for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

**Combative (3 RP)**: Appoplexians gain a bonus combat feat of their choice at first level.

### Half-Breed Rules:

Dominant: Lose Pounce (-8 RP)

Non-Dominant: Gain Claws, Frenzy, and Intimidating Rant (+6 RP)
Accretion Disc

**School:** Evocation (Galactimancy) [Choromancy]; **Level** Sorcerer/Wizard 9

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Area** 10ft radius centered on you

**Duration** 1 round/level

**Saving Throw** reflex partial; **Spell Resistance** yes

DESCRIPTION

Any ranged attacks (including Ray spells of 3rd level or lower) that pass within the spell's area, including those that you make, miss their intended target and are pulled into a gravitic field orbiting you, slowly compressing. For every ranged attack this spell prevents, you gain a +1 deflection bonus to AC (max +25). You may discharge this spell at any time, so long as at least three rounds have passed since its casting, dealing 10d8 disintegration damage plus 1d8 per point of deflection bonus this spell granted in a line 10 feet long per caster level+10 feet/ point of deflection bonus. Creatures within the line are given a reflex save. Success means the creature takes only the 10d8, not the additional damage.
Aerophibian

**Aerophibian** **(30 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (1 RP):** +2 Str, +2 Dex, -2 Int

**Size (0 RP):** Medium

**Speed (-2 RP):** 10 ft. base speed

**Languages (-1 RP):** Aerophibians begin play speaking Common and Aerophibian. Aerophibians with high Int may select .

**Electric Immunity (4 RP):** Aerophibians are immune to electricity

**Darkvision:** Aerophibians possess darkvision 60 ft.

**Eye Bolts (2 RP):** Aerophibians have a special natural attack called an eye bolt. It is a primary attack that has a range of 30 ft and deals 1d4 electric damage.

**Amphibious (2 RP)**: Aerophibians and can breathe both air and water.

**Fluid Mobility (20 RP):** Aerophibians see no difference between air and water. They possess a fly speed of 100 feet with perfect maneuverability and an equal swim speed (as well as a +8 bonus to swim checks).

**Flawless Movements (2 RP):** Aerophibians gain the Great Movement feat as a bonus feat, making any increase to their fly, swim, or land speed increase all of them.

**Own Two Feet (-1 RP)** Aerophibians are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Decrease fly and swim speeds by 50 feet (-10 RP)

Non-Dominant: Gain Eye Bolts, Amphibious and a fly and swim speed of 30 ft (+10 RP)
Evolved Gorilla

**Evolved Gorilla (13 RP)**

Although no one truly knows how these gorillas became awakened, they themselves have a folklore story about a first mother humanoid who awakened a whole tribe. Scholars credit these animals intelligence to the druid spell Awaken, although they aren’t sure why its effects have lasted through so many generations..

**Type (0 RP):** Magical Beast

**Ability Scores (3 RP):** +4 Str,+2 Wis, -4 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** ​30 ft base speed

**Languages (-3 RP):** Evolved Gorillas lack the ability to communicate verbally or cast spells with a verbal component. They may only communicate through writing, sign language, and various grunts. They do not begin play understanding any language, but are treated as constantly under the effects of a Speak With Animals spell. They cannot cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and/or clicks. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.

**Speak With Animals (3 RP):** Evolved gorillas are treated as constantly under the effects of a Speak With Animals spell, and may communicate with any creature that casts that spell in the same way.

**Climb (2 RP):** Evolved Gorillas have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

**Wrecker (2 RP):** Evolved Gorillas gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

**Frenzy (2 RP):** Once per day, whenever an Evolved Gorilla takes damage, it can fly into a frenzy as an immediate action for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Improved Slam (5 RP):** Evolved Gorillas have a natural slam attack that deals 1d6+Str damage. Evolved gorillas gain Improved Natural Attack (slam) as a bonus feat (already included in the damage listed here). Whenever a member of this race charges, it deals 2d6+1-1/2 times its Strength bonus with its slam attack.

**Own Two Feet (-1 RP):** Evolved Gorillas are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose Speak with Animals and Wrecker (-5 RP)

Non-Dominant: Gain Slam (1d6+str) and Frenzy (+5 RP)
Extra Monster Snaring Rules

## Rare Colour Rules

When encountering a Snare Monster, roll 3d20. These are not able to be rerolled. On the result of three natural 20s (a 1 in 8,000 chance), the Snare Monster is of a rare, abnormal colour.

**Feat: Soft Reset**

* Increase your Wis by +1
* A number of times per short or long rest equal to your Wis Mod, you may re-roll one of the d20s for a Rare Colour check. There is no limit per check to the number of times this may be used.
* You may choose to succeed a Rare Colour check against a Snare monster. You may not use this feature again until you encounter a Rare Colour Snare Monster naturally, or for 1 week, whichever is longer. This may not be used during downtime.

**Snare Monster Battler Path: Rare Colour Hunter**

**Rare Colour Hunter (2nd level):** Any Rare Colour Snare Monsters you have or that you Snare in the future gain a +1 bonus to two single ability scores of your choice. Additionally, when rolling a Rare Colour check, you may replace one of the d20s with a d10, succeeding on a 10 (a 1 in 4,000 chance).

**Medusa (5th level):** All Rare Colour Snare Monsters you have or snare in the future increase their AC by +1. Additionally, when rolling a Rare Colour check, you may replace 2 of the d20s with d10s, succeeding on results of 10 (a 1 in 2,000 chance).

**Chain Snare (9th level):** All Rare Colour Snare Monsters you have or snare in the future gain an Ability Score Increase appropriate to their Stage as if they had leveled up. Additionally, when rolling a Rare Colour check, you may replace all 3 of the d20s with d10s, succeeding on results of 10 (a 1 in 1,000 chance).

**Colour Charm (15th level):** All Rare Colour Snare Monsters you have or snare in the future gain a +1 bonus to attack and damage rolls. Additionally, when rolling a Rare Colour check, you may replace one of the d10s with a d6, succeeding on a result of a 6 (a 1 in 600 chance).
Counterspell

**School:** Abjuration; **Level** Magus 3, Psychic 4, Sorcerer/Wizard 4, Witch 4

CASTING

**Casting Time** Immediate Action

**Components** V, S

EFFECT

**Range** 60 ft.

**Target** one spell

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You utilize your magic energies to disrupt a spell being cast. If the creature is casting a spell of 4th level or lower, it's spell fails and has no effect. If it is casting a spell of 5th level or higher, make a caster level check against a DC of 10+twice the spell's level+ opponent's relevant casting modifier. On a success the creature's spell fails and has no effect.

You can cast this spell using higher spell slots. For every spell slot higher than 4th level you use, you increase the level of spell that you can automatically cancel by 1.

This cannot be used to counter a mythic spell. If the spell being cast has metamagic feats applied to it, you must raise the spell level to match that of the spell being cast. If they are using abilities that allow them to push the spell level adjustment past the normal cap you must spend additional spell slots of the highest level to allow this effect to work.
About (SHOTS)

The SHOTS (Survival Horror One-shot Tales System) RPG is a tabletop role-playing game designed to allow Rulemasters to tell one or two session horror stories.

The system assumes the players will be teenagers or young adults, in the high-school or college age group.

There are 8 attributes, described on the Attributes Page.

## Common Terms:

**Rulemaster:** The person in charge of running a game.

**Boon:** A special ability granted to your character.

**Attribute:** The physical and mental capabilities of your character.

**Advantage/Disadvantage:** If a roll has advantage, you roll twice and take the better result. If you have disadvantage on a roll, you roll twice and take the worse result. If you have both, the cancel. If you have multiple sources of either, they do not stack.

**Difficulty Target (DT):** The Difficulty Target is the number a roll +bonuses must meet or exceed in order to succeed.

**Morale Point:** Each player has 1 Morale point for each session. A player may be awarded a Morale point by the RM for various reasons, such as cinematic fighting moment or insightful problem solving or touching roleplay. A point of Morale can be used to re-roll any d20 roll and take the better result or to force a roll made against you to be re-rolled and take the worse result. Spending a morale point does not cost an action.

**Players:** The characters controlled by real life people other than the RM.

**The Villain and Enemies:** The primary antagonist of the adventure. Many characters or monsters may be present in an adventure that oppose the Players, but The Villain is usually the biggest threat. For example, a horde of 10 zombies are dangerous, but the Cult Leader that is bringing the dead to life would likely be considered The Villain. Other adversaries are referred to simply as Enemies.

**Percentage (%):** SHOTS is designed to be able to be used with just a single d20 per Player and Rulemaster, however a 7 polyhedral set may be beneficial. Generally if a Percentage roll is required, it will come in the form of a 5%, 10%, 25%, or 50% chance. The RM decides if a percentage is a High or Low % roll, stating so before the roll is made. Use the following table as a guide. You may also use a d100/d%/2d10 for percentage rolls.

 10%
 25%
 50%
Angelo's Item Advancement

**School:** Transmutation (Creation); **Level** 10

CASTING

**Casting Time** 1 hour

**Components** V, S

EFFECT

**Range** touch (see text)

**Target** One item

**Effect** Create an item or enhance a pre-existing one

**Duration** instantaneous

DESCRIPTION

This spell has two uses. The first creates a new item from scratch in your hand, the other enhances an item you touch. If creating the item, touch is obviously not required.

You gain 10,000 gold/ caster level of magic credit upon the completion of the spell. You use this credit to either create a new item or enhance one, using the cost for creating items. Unspent credit is stored in the item, allowing it to be saved for better enhancements. Items made of special materials may be reforged by spending the difference in their costs. You are treated as having a mythic tier equal to 1/4 your CL and the legendary item abilities for the purposes of creating legendary items, and you may create epic items in this way. You may expend actual gold to supplement this spell.
Hero

**Hero (12 RP)**

*Some people are simply more heroic than others, and fate is often on their side.*

**Type (0 RP):** Humanoid (Hero)

**Ability Scores (6 RP):** +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Heroes begin play speaking common. Heroes with high Int may choose Elven, Gnome, Dwarf, Orc, Goblin, Giant, or Halfling.

**Blood of Heroes (2 RP):** You gain *Blood of Heroes* as a bonus feat

**Heroic (4 RP):** Heroes gain an additional Hero Point at every level, that stacks with the *Blood of Heroes* feat

### Half-Breed Rules:

Dominant: Lose Heroic (-4 RP)

Non-Dominant: Gain Blood of Heroes and a +2 to a single ability score (+4 RP)

~~~~~~

**Super-Hero (32 RP)**

*These variants of Heroes truly stand above the rest.*

**Type (0 RP):** Humanoid (Hero)

**Ability Scores (12 RP):** +4 bonus to one physical ability score of choice, +4 bonus to one mental ability score of choice, +2 to all other ability scores.

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft base speed

**Languages (1 RP):** Heroes begin play speaking common and one other language of their choice. Heroes with high Int may choose any language.

**Blood of Heroes (2 RP):** You gain *Blood of Heroes* as a bonus feat

**Heroic (4 RP):** Heroes gain an additional Hero Point at every level, that stacks with the *Blood of Heroes* feat.

**Eternal Hope (2 RP)**: Super Heroes gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.

**Inexplicable Luck (6 RP)**: Super Heroes gain a +3 racial bonus on all saving throws.

**Defensive Training, Greater (4 RP)**: Super Heroes gain a +2 dodge bonus to Armor Class.

### Half-Breed Rules:

Dominant: Lose Inexplicable Luck (-6 RP)

Non-Dominant: Gain Blood of Heroes, Eternal Hope, and a +2 to a single ability score (+6 RP)
Gimlinopithecus

**Gimlinopithecus** **(26 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (4 RP):** +4 Str, +2 Dex, +2 Con, -4 Int, -2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Gimlinopithecus begin play speaking Common and Gimlinopithecus. Gimlinopithecus with high Int may select ,

**Electric Immunity (4 RP):** Gimlinopithecus are immune to electric damage.

**Enhanced Electric Attacks (7 RP):** Gimlinopithecuss deal 1d6 points of electric damage whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Once per day as a swift action, a Gimlinopithecus can call on the electrical power lurking in its veins to shroud its arms in energy. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal an additional +1d6 points of electric damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

**Electrical Field (2 RP):** Gimlinopithecus may cast Shock Shield at will.

**Electric Beams (6 RP)**: Once per day as a standard action a Gimlinopithecus can fire an electrical beam from themselves. This deals 3d6 electric damage in a 20 ft. line.

### Half-Breed Rules:

Dominant: Lose Electric Beams (-6 RP)

Non-Dominant: Gain Electric Attacks, except cannot increase by 1d6 1/day (+6 RP)
Jaylon

**Jaylon (10 RP)**

That guy that runs this website. Tall, thin, creepy as hell, and full of bad puns.

**Type (5 RP):** Humanoid (Half-Undead, Human)

**Ability Scores (1 RP):** +2 Int, +2 Cha, -2 Str

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Jaylons begin play speaking Common and Aklo, and may choose Draconic, Necril, Abyssal, Infernal, or Intergalactic

**Dissociative (1 RP):** Jaylons gain a +2 bonus to will saves

**Clever:** Jaylons have a +2 bonus against mind effects

**Night Owl:** Jaylons have Dark vision 60 ft

**Lazy:** Jaylons take no penalties from energy drain

**Nihilistic:** Jaylons treat positive and negative energy as if they are undead

**Bony (2 RP):** Jaylons have DR 5/ bludgeoning

**Cannibal (1 RP):** Jaylons gain Carrion Sense
Drell

**Drell (12 RP)**

*Drell*

**Type (0 RP):** Humanoid (Drell)

**Ability Scores (0 RP):** +2 Dex, +2 Wis, -2 Con

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft base speed

**Languages (0 RP):** Drell begin play speaking Intergalactic and Drell. Drell with high int may select Common, Hanar,

**Perfect Recall (7 RP):** Drell can remember every second of their lives as if it were happening in that moment, starting when they first develop long term memories ~age 3. They never need to make a check to recall information, and are immediately aware if their memory has been altered in some way. Additionally, select any two skills. Those skills are class skills for you, and you gain a +2 bonus to each of them.

**Natural Hunter (5RP):** Perception and Stealth are always class skills for Drell, and they gain a +2 bonus to each.

**Humidity weakness (-1 RP):** Every 24 hours a Drell spends in incredibly humid or wet environments, it must make a fortitude save (DC 10+1 per additional 24 hours spent) or take 1 point of Con drain.

### Half-Breed Rules:

Dominant: Lose Perfect Recall (-7 RP)

Non-Dominant: gain natural hunter (+5 RP)
Kraaho

**Kraaho** **(20 RP)**

**Type (0 RP):** Humanoid (Kraaho, Fire)

**Ability Scores (5 RP):** +4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft. base speed

**Languages (0 RP):** Kraaho begin play speaking Common and Kraaho. Kraaho with high Int may select .

**Elongated Limbs (8 RP):** Kraaho have a reach of 15 feet and can cast Longarm and Longstrider at will.

**Heat Immunity (5 RP):** Kraaho are immune to fire damage and to the negative effects of high heat.

**Cold Weakness (-2 RP):** Kraaho take 50% more damage from cold.

**Defensive Training, Greater (4 RP):** Kraaho gain a +2 dodge bonus to Armor Class.

### Half-Breed Rules:

Dominant: Lose ability to cast Longstrider at will and Defensive Training (-6 RP)

Non-Dominant: Increase reach by 5 ft and gain immunity to Fire damage (+5 RP)
Anomaly

**School:** Universal (Galactimancy) [Calculomancy, Chronomancy, Choromancy]; **Level** Cleric /Oracle 9, Druid 9, Psychic 9, Shaman 9, Sorcerer/Wizard 9. Witch 9

CASTING

**Casting Time** 1 minute

**Components** V, S, M (A statuette containing a gem worth 15,000 gold)

EFFECT

**Range** close (25 ft+ 5 ft/ 2 levels)

**Area** 100 ft radius

**Duration** one day/ caster level

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You create a magical  anomaly at the designated location, the effects of which depend on the type of gemstone in the statuette you sacrifice. Once created, the effect is immobile.

* *Onyx:* Dead Magic Zone
* *Lapis Lazuli:* All spells are cast at +2 caster level
* *Carnelian:* Anti-tech field
* *Agate:* Primal magic zone
* *Jade:* Alchemical and technological effects increase their DC by +2
* *Diamond:* All creatures are given an extra turn once per five rounds
* *Beryl:* All creatures affected by spell of your choice of 6th level or lower (once/minute)
* *Quartz:* All creatures lose a turn once per five rounds
* *Pearl:* Grants all creatures fast healing 5
* *Peridot:* Opens a gate that changes its planar attunement every minute.
* *Meteorite:* Casts Contact Entity to a random entity every minute, forgoing the sacrifice required.
Conjure Tulpa (5e)

**Conjure Tulpa**

*9th-level conjuration*

**Casting Time:** 12 hours

**Range:** Self

**Components:** V, S, M (Diamond Dust worth at least 25,000 gold, consumed by the spell)

**Duration:** Until Dispelled

You harness the ultimate power of a psychic to create a creature known as a Tulpa, which is an exact duplicate of yourself. The Tulpa is a creature, partially real and formed from some mystical aether created by thoughts or dreams, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but is obviously distinct in some way (being semi-transparent, having completely black/white/silver/ eyes, or giving off an eerie purple glow are common). The Tulpa forms with all of your gear and has the same statistics as you.

The Tulpa is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The Tulpa lacks the ability to learn or become more powerful, so it never increases its level or other abilities, however it can regain expended spell slots and heal HP as normal. The Tulpa lasts until it drops to 0 hit points, at which point it dissipates into psychic energy.

If you cast this spell again, it summons the Tulpa to your side, appearing in a safe place within 30 feet of you. Doing so heals the Tulpa to its maximum HP, cures all conditions the Tulpa is suffering from, and replenishes all of its spell slots and limited use abilities.

While friendly to you and sharing your personality, Tulpas are intelligent creatures that have their own wills. One must be sure to not mistreat a Tulpa, as getting rid of one that has turned against its creator can be incredibly difficult.
Changes to Knowledge Skills

**Notes:** Nobility has been tied into history, Local has been tied into Geography, and Dungeoneering has been seperated between Occult, Engineering, and Geography.

* Any class that gains all knowledge skills gains all of these.
* Any class proficient with all martial weapons gains Martial.
* All classes in Occult Adventures (except the kineticist) gain Occult.
* Monks, Brawlers, and Rogues gain Martial.
* Bards, clerics, wizards, oracles, witches, shamans, warpriests, arcanists, and investigators gain Occult.

**Knowledge [arcana]:** Arcane practices and rituals, magical schools, magical etiquette, arcane magic, dragons, constructs, magical beasts.

**Knowledge [dungeoneering]:** Underground creatures, minerals, non-magical metals, underground hazards, slope and depth.

**Knowledge [engineering]:** Architecture, technology, applied mathematics,nonmagical and artificial hazards, nonmagical constructs, technological items, armor, and weapons.

**Knowledge [geography]:** Humanoids, regional terrain, population, landmarks, industry, settlements, political structure, and current events.

**Knowledge [history]:** Historical figures and associated servants and monsters, ancient civilizations, previous eras and major events.

**Knowledge [martial]:** Military strategy, army tactics, the art of war, martial arts and tools, regional physical techniques and exercises. Can be used to identify feats and fighting styles.

**Knowledge [nature]:** Plants, beasts, giants, fey, shapeshifters, druidic deities, practices, and faiths, climates, natural wonders and phenomena, astronomy.

**Knowledge [occult]:** Aberrations, oozes, monstrous humanoids, incorporeal creatures, obscure and/or psychic magic, eldritch phenomena and apocalyptic/elder deities, astrology.

**Knowledge [planes]:** Outsiders, realms beyond the material plane, planar climate and terrain, planar settlements, planar hazards, planar alignment and properties, planar travel.

**Knowledge [religion]:** Deities and their domains, symbols, and servants, Outer Planes outsiders, undead and haunts, divine magic and religious doctrines, churches, regional religions, esoteric practices and religions.

**Knowledge [technology]:** Advanced technology, AI, futuristic weapons, computer systems.
Deathworlder (Human Subspecies)

**Deathworlder (33 RP)**

Homo Sapiens Terramortus, these humans descend from those that stubbornly remained on Earth despite the increasingly unlivable conditions, evolving into a more brutal and tribalistic race.

**Type (0 RP):** Humanoid (Human)

**Ability Scores (5 RP):** +4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Deathworlders begin play speaking common. Deathworlders with high Int may choose Interlac,

**Flexible Bonus Feat (4 RP)**: Deathworlders select one extra feat at 1st level.

**Skilled (4 RP):** Deathworlders gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

**Warrior Race (5 RP)** Deathworlders gain a +2 bonus to attack and damage rolls.

**Defensive Training, Greater (4 RP):** Deathworlders gain a +2 dodge bonus to Armor Class.

**Lucky, Lesser (2 RP):** Deathworlders gain a +1 racial bonus on all saving throws.

**Scavenger (2 RP):** gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

**Stalker (1 RP):** Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.

**Ferocity (4 RP):** Prerequisites: None; Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

**Frenzy (2 RP):** Prerequisites: None; Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Frightener (1 RP):** Intimidate is always a class skill for Deathworlders, and they never take a penalty on Intimidate checks due to being smaller than their target.

**Plagueborn (1 RP):** Deathworlders gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

**Diplomacy Penalty (-1 RP)** Deathworlders take a -4 penalty to Diplomacy checks.

### Half-Breed Rules:

Humans (and their Subspecies) are exceptions to the rule for the Half-breed race archetype. They are never the dominant parent. They add their non-dominant traits even if this would increase the RP of the offspring beyond the dominant parent's.

N: gain Skill Focus as a static bonus feat, +2 to a single ability score, +1 attack and damage rolls, lesser lucky, plagueborn, and stalker (+11 RP)
Hanar

**Hanar (12 RP)**

Hanar

**Type (0 RP):** Aberration

**Ability Scores (4 RP):** +4 Wis, +2 Str, +2 Dex, +2 Con, -2 Cha

**Size:** Medium

**Speed (-2 RP):** 10 ft base speed.

**Languages (0 RP):** Hanar begin play speaking Common and Hanar. Hanar with high intelligence may select intergalactic, . Hanar language is complex and intricate, requiring bioluminescent flashes alongside incredibly formal speech. Hanar is considered a Secret language, requiring special teaching or translation to understand, as well as requiring sensitivity to their bioluminescence.

**Opposable Tendrils (-3 RP):** Hanar have no hands and thus cannot maneuver small objects well. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills. They take a -2 penalty to attack rolls with all weapons except their natural attacks and unarmed strikes, unless the weapon is specifically designed for use with their tendrils. Finally, they cannot equip hand slot magic items (but may still equip slightly modified rings).

**Tentacle Arms (6 RP):** Hanar have six natural tentacle attacks that deal 1d6 damage each, two of which which double as their "hands". These are primary natural attacks, unless they are wielding a manufactured weapon or shield using them.

**Amphibious (5 RP):** Hanar can breathe both air and water, and have a swim speed of 50 feet (and a +8 bonus to swim checks).

**Bioluminescent (1 RP):** Hanar can shine light at will, as per the Light spell.

**Own Two Feet (-1 RP)** Libidinites are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

**Levitation (2 RP)** Hanar are constantly under the effects of a Levitate spell, which also allows them to move horizontally up to 20 ft per round. If they suffer a critical hit, they are knocked prone and this is negated until they take a standard action to reactivate it.

### Half-Breed Rules:

Dominant: Lose 4 tentacles (-4 RP)

Non-Dominant: Gain levitation and 30 ft swim speed (+4 RP)