recursal/Fanatic-Fandom huggingface dataset:
Creative

You have a creative streak.

## Benefit

Pick two of the following skills:

* Craft (visual art)
* Craft (writing)
* Perform (act)
* Perform (dance)
* Perform (keyboards)
* Perform (percussion instruments)
* Perform (sing)
* Perform (stand-up)
* Perform (string instruments)
* Perform (wind instruments)

The character gets a +2 bonus on all checks with those two skills.

###

A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

###

Charismatic Hero and Personality.
Scene: eat letter

* eaten true

* I devour the letter.
	+ invitation+
	+ bold--
	+ regina+
	+ go to scene: conversation
* "I certainly won't be eating this. Are you mad?"
	+ soothing--
	+ invitation-
	+ bold++
	+ regina--
	+ go to scene: conversation
* I look at the letter.
	+ observe++
	+ invitation-
	+ regina-
	+ go to scene: conversation
Fear Aura

Special Ability/list
**Fear Aura** (Su): A fear aura either operates continuously or can be used at will. In either case, it’s a free action. This ability can Freeze an opponent or cause opponents to become panicked. Other effects are possible. Negating the fear effect requires a successful Will save with a DC equal to 10 + 1/2 fearsome creature’s HD + fearsome creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text).
Kerguelen Islands

Kerguelen Islands has participated once in the Afrovision song contest. It has participated once since its debut in 2020. As of Afrovision 2020 they are an active participant. They have never qualified before.

## **Entries**

### **2020**

Kerguelen Islands debuted in 2020, alongside 24 other countries. Their chosen entrant was 19 years old french singer TESSÆ with her pop-ballad "Alerte". The french territory was drawn into the second half, and was set to open the second half of the semi-final - performing 17th, succeeding South Africa and preceding Eritrea. Their current HoD is *u/pac258*.
Craft/chemical

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

**:** Smart Hero

## Checks

This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

### Acids and Bases

Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

**Table: Acids & Bases**

### Explosives

Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

### Poisonous Substances

Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

*Save DC:* The Difficulty Class of the Fortitude save to negate the effects of the poison.

*Initial Damage:* The damage a character takes immediately upon failing his or her Fortitude save.

*Secondary Damage:* The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

*Purchase DC:* The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

*Restriction:* The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

*Craft DC:* The DC of the Craft check to create a quantity of the poison.

*Time:* The amount of time required for the Craft check. If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

### Special

A character without a chemical kit takes a -4 penalty on Craft (chemical) checks.

**:** No. Most checks result in loss of materials.

###

See Text

**Table: Feats**
Double Tap

You can make two quicks shots with a firearm as a single attack.

Requirements
**:** Dexterity 13
**:** Point Blank Shot

## Benefit

When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit.

Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

###

Bodyguard, Gunslinger, Investigator, and Fast Hero.
Flesh Golem, Huge

CR: 13

**HD:** 20
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **150**
**HD:** 20d10 {{{2}}} + 40
**Massive Damage:** N/A
Hit DC: **19**
     (Dex): -2
     Size: -2     Natural Armor: 13
**Touch DC:** 6
**Flat-Footed DC:** 19
BAB: **+15**
**Grapple:** 32
     (Str): +9
      **Attack 1:** +22 melee melee (4d6+9, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 15 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 2796 lb.
**Medium:** 2797-5598 lb.

## Special Qualities

**Construct:** Flesh golems have the traits and immunities common to constructs.

**Speed:** Flesh golems can't take run actions.

**Berserk (Ex):** When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

**Magic Immunity (Ex):** A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the *slow* spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a -2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the golem's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Crocodile, Medium-size

CR: 2

**HD:** 3
**Advancement HD:**
     4-5 HD; (Medium)
     6-7 HD; (Large)

## Combat

HP: **22**
**HD:** 3d8 {{{2}}} + 9
**Massive Damage:** 17
Hit DC: **15**
     (Dex): +1
     Size: +0     Natural Armor: 4
**Touch DC:** 11
**Flat-Footed DC:** 14
BAB: **+2**
**Grapple:** 6
     (Str): +4
      **Attack 1:** 6 melee (1d8+6, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Swim:** 30 ft.
**Light:** up to 174 lb.
**Medium:** 175-350 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
**Skill Bonus:** Crocodiles gain a +12 species bonus on Hide checks when submerged.
## Special Qualities

* Aquatic - Crocodiles can move in water without making Swim checks and cannot drown in water.
* Improved Grab (Ex) - To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
* Low-Light Vision (Ex) - A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.

## Skills

* AP (Dex) +7 (+19 when submerged),

**Table: Crocodile, Medium-size Skills**
Humanoid

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and head. A humanoid has few or no supernatural or extraordinary abilities. See Table: Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Choose one (usually Reflex).

**Skill Points:** 6 + Int modifier, plus 1 point per Hit Dice beyond 1 HD.

**Feats:** 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Humanoids share the following additional traits.

**Size:** Humanoids must be Medium-size or smaller.

**Weapon and Armor Proficiency:** Humanoids with more than 1 Hit Die receive one bonus feat selected from the following list: Archaic Weapons Proficiency, Armor Proficiency (light), or Simple Weapons Proficiency.

**Keen Sight (Ex):** Humanoids accustomed to living underground may have darkvision with a range of 60 feet, low-light vision, or both (as noted in their entries).
Mastercrafter

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).

Requirements
**:** Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks

## Benefit

**Table: Mastercraft Features DC**
 Mastercraft (+2)
 Mastercraft (+3)

When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

In addition to the Wealth check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made.

Apply the modifiers to the Craft check DC for mastercraft items from Table: Mastercraft Features DC.

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.
Scene: recruitement

* "I assume this is related to Valentine's testing of me for the Inner Circle."
	+ aware val: true
	+ observe+
	+ suspicion val+
		- "Nothing. Never mind."
			* go to scene: leave regina
		- "A young woman/man gave me this letter of introduction from the Inner Circle today."
			* go to scene: leave regina
		- "Did I say something wrong? I'm terribly confused."
			* go to scene: leave regina
* "I demand to know what this is all about!"
	+ soothing-
	+ go to scene: leave regina
* "Moray eel?"
	+ skullduggery+
	+ go to scene: leave regina
* "You have my full attention."
	+ intellect+
	+ go to scene: leave regina
Craft/structural

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

## Checks

This skill allows a character to build wooden, concrete, 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.

 Moderate (catapult, shed, house deck)
 Complex (bunker, domed ceiling)
 Advanced (house)

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.

### Special

* A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.

###

**Table: Feats**
Marmaduke

-The Jolly Good Person (cousin)

- Reverend William Theobald (godfather)

Marmaduke Featherstonehaugh is Cholmondley's son and the Jolly Good Person's cousin. He is obsessed with cars. Under the advice of the Reverend William Theobald, Marmaduke is attempting to reform himself. He has given up drinking and smoking and now seeks to join the Dormouse Society. He hopes to win the love of Tabby St. Clair, a childhood friend.

He is the heir to the earldom of Flutterbury. While in London, Marmaduke and his aunt Matilda stay in a suite at the Grand Grosvenor Hotel.

He is described as follows when he is first met in Chapter Four of Cakes and Ale: "His tie is crooked, his trilby hat sits lopsided upon his head, his belt is askew, and he is wearing mismatched argyle socks.  As always, he reminds you of a toad who is as surprised as everyone else to find himself in human clothes."

The Jolly Good Person describes their cousin as "prone to wearing French-cuffed shirts and well-enough creased trousers."

## Cakes and Ale

Marmaduke's primary goal is self-improvement. He attempts to gain entrance to the Dormouse Society, even asking the Jolly Good Person to help him write his letter. His endeavors to win Tabby's affections over lunch are complicated by her preexisting interest in the Jolly Good Person.

Marmaduke seems to be jealous about The Jolly Good Person's position--having less responsibility, and what he sees as a more carefree atittude.

### Chapter 6

Although Marmaduke accompanies his aunt Matilda Featherstonehaugh to the premier performance of the opera *Jusqu'à ce que* at the Chantaclear Lyric Opera House at her insistence, he abhors the opera and wishes to sneak away. If he is helped, he will depart for the arena and join the crowd watching the boxing/dining competition.
Gnoll, Hero

**Medium-size Humanoid (Strong Hero 2)**

**Hit Dice:** 2d8+2 plus 2d8+2, hp 22

**Massive Damage Threshold:** 13

**Initiative:** +0

**Speed:** 30 ft.

**Defense:** 13, touch 10, flat-footed 13 (+2 class, +1 natural)

**Base Attack/Grapple:** +3/+6

**Attack:** +6 melee (1d4+4, unarmed or 1d6+4/\_19-20, metal baton)

**Full Attack:** +6 melee (1d4+4, unarmed or 1d6+4/19-20, metal baton), or +3 ranged (2d6, TEC-9)

**Fighting Space/Reach:** 5 ft. by 5 ft./5 ft.

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +6, Ref +0, Will +0

**Action Points:** 1

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 16, Dex 10, Con 13, Int 8, Wis 11, Cha 8

**Skills:** Climb +4, Jump +4, Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3

**Feats:** Combat Martial Arts, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency

**Talent (Strong Hero):** Melee smash.

**Possessions:** Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket, climbing gear

**Challenge Rating:** 3

**Advancement:** By character class

Gnolls have the following traits:

**Bonus Feat:** Gnolls receive the bonus feat Simple Weapons Proficiency.

**Automatic Language:** Gnolls read, write, and speak Gnoll.
Flesh Golem, Large

CR: 7

**HD:** 9
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **69**
**HD:** 9d10 {{{2}}} + 20
**Massive Damage:** N/A
Hit DC: **18**
     (Dex): -1
     Size: -1     Natural Armor: 10
**Touch DC:** 8
**Flat-Footed DC:** 18
BAB: **+6**
**Grapple:** 15
     (Str): +5
      **Attack 1:** +10 melee melee (2d8+5, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 459 lb.
**Medium:** 460-918 lb.

## Special Qualities

**Construct:** Flesh golems have the traits and immunities common to constructs.

**Speed:** Flesh golems can't take run actions.

**Berserk (Ex):** When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

**Magic Immunity (Ex):** A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the *slow* spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a -2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the golem's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Character:Dexter Burton Story

## Other Notes

As a contractor for the TPE, Dexter Burton is a mechanic, electrician, chemist and computer programmer for the Water Mark Missions. Often left alone to work on whatever the command needs him to work on, he is unknown by most the crew and finds his robots as fine companions.

When a young man, he was mostly shunned. He found the company of computers more compatible than humans. He was always building more robots and researching new ideas for cybernetics, though, biology never really clicked with him. During adolescence, he constantly kept up on the latest tech, theory, and the sciences in general. He began inventing various things and selling them. Sometimes companies would higher him to develop tech and programming to solve issues and speed up processes. While a young adult, he started to deal in more nefarious merchandise. Drugs became an escape form his own mind that would not let him sleep. Security systems that used less than legal systems were well known to him. Be it directed ionizing radiation sentry guns, or engineered explosive careering nanites for assassinations, he got into what ever gave him the loot for more "mind clearing" pharmaceuticals.

Never one to delve deep into politics for the belief that they don't ultimately matter, he formed deep opinions about those not part of the government that had given him so many opportunities to get so high. Between jobs he would live off the "welfare" of others. Tough no longer socially awkward, he does take offences easy.

These days he became tired of his little loft apartment and began looking for another planet to visit, and then start planet hoping.
Advanced Firearms Proficiency

You can use firearms set to autofire.

Requirements
**:** Personal Firearms Proficiency

## Benefit

The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting).

###

Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire.

###

Burst Fire, Exotic Firearms Proficiency, Strafe.

###

Bodyguard, Gunslinger, Investigator, Soldier, Negotiator, and Dedicated Hero.
Concealment

Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something interferes with an attacker's accuracy.

Concealment is subjectively measured as to how well concealed the defender is. Examples of what might qualify as concealment of various degrees are given in Table: Concealment. Concealment always depends on the point of view of the attacker.

Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll percentile die {{{2}}} to avoid being struck. When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together.

**Table: Concealment**
Craft Cybernetics

Requirements
**:** Craft (electronic) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (Life Sciences) 5 ranks

## Benefit

The character can build cybernetic attachments. They must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, they must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30).

If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.

###

This feat does not allow a cybernetic attachment of a higher Progress Level to be built.
Improved Autofire

You lay down withering barrages of autofire with deadly precision.

Requirements
**:** Personal Firearms Proficiency, Advanced Firearms Proficiency

## Benefit

When you use autofire, the DC for the Reflex save is increased by +5.

###

When you use autofire, every creature within the targeted 10-foot-by-10-foot area must make a Reflex save (DC 15) to avoid being hit.
Heroic Surge

You can perform an additional action in a round.

## Benefit

The character may take an extra move action or attack action in a round, either before or after the character's regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

 5th-8th
 9th-12th
 13th-16th
 17th-20th
Herd Animal

**Type:** Animal

**Herd Animals** can be any beast of burden big enough to run over a creature of medium or smaller. As a herd, it can even trample large and smaller creatures. They are often found as herds in the wild grazing on grass and new water sources. They naturally watch out for each other by keeping their young in the middle. Herds can be a few dozen to many hundreds. Most herds found in near a developed town or city are owned by a company and often branded. Interfering with them in any way will often anger the owners.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 2

**HD:** 5
**Advancement HD:**
     6–7 HD; (Large)

## Combat

HP: **37**
**HD:** 5d8 {{{2}}} + 15
**Massive Damage:** 16
Hit DC: **13**
     (Dex): +0
     Size: -1     Natural Armor: 4
**Touch DC:** 9
**Flat-Footed DC:** 13
BAB: **+3**
**Grapple:** 11
     (Str): +4
      **Attack 1:** 6 melee (1d8+6, butt; bludgeoning)

Full Attacks
 General Stats
Initiative: **0**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 300 lb.
**Medium:** 301-600 lb.

## Special Qualities

**Stampede (Ex)**: A frightened herd flees as a group in a random direction, but always away from the perceived source of danger. It runs over anything of size Large or smaller that gets in its way, dealing 1d12{{{2}}} points of damage for every five animals in the herd. A successful Reflex save (DC 16) halves the damage.

## Resources

**Horns:** 1 set for every 15 wild herd animals

**Meat:** 300+1d4x100 lbs. for every creature

**Leather:** enough for 2 medium creature garments per creature

**Fat:** 100+1d3x50 lbs. for every creature

Some beasts of burden can be milked if domesticated and used for labor if trained.
Dedicated Plus

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly Dedicated Hero.

Requirements
**:**
By the letter of the rules, a character must have at least three levels in the Dedicated Hero Class to take this feat.

## Benefit

Character gains two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, a talent cannot be selected from more than one talent talent tree, and the character must meet all the prerequisites of a talent to select it.

Empathic Talent Tree: Improved Aid Another or Intuition.

Healing Talent Tree: Healing Touch 1 or Healing Touch 2.

Insightful Talent Tree: Aware, Faith, or Cool Under Pressure.

###

This feat may be selected multiple times. Each time it is selected, a different pair of talents must be choses than the previous times.
Concealed Weapons

When attempting to **Conceal a Weapon or other Object**, it's assumed that a character is wearing appropriate clothing.

Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

## Sleight of Hand Checks

To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.

## Size and Concealment

The object's size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

## Spotting Concealed Objects

Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target's check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:

An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself and the target, and a -5 penalty if distracted.

Patting someone down for a hidden weapon requires a similar check. However, the skill employed is Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

### Spotting Concealable Armor

Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don't use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).
Black Market

**Table: Black Market**
 Illegal | 25 | +4 | 4 days

Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the **Black Market**. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: DC 15 to find a black market merchant in a big city, or DC 20, DC 25, or higher in small towns and rural areas.

Objects purchased on the black market are more expensive than those purchased legally. Add the *Black Market Purchase DC Modifier* from **Table: Black Market** to the object's purchase DC.

Obtaining an object on the black market takes a number of days according to the *Time Required* column on **Table: Restricted Equipment**. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1.
Improved Knockout Punch

You are extremely good at cold-cocking unprepared opponents.

Requirements
**:** +6
**:** Brawl, Knockout Punch

## Benefit

When making the character's first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.

###

Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

###

Bodyguard, Daredevil, and Soldier.
Elusive Target

You can use opponents as cover when engaged in melee combat.

Requirements
**:** Dexterity 13
**:** Defensive Martial Arts

## Benefit

When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to character -8.

###

An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.

###

Infiltrator and Martial Artist.
Critical Hit

When a character makes an attack roll and gets a natural 20 (the d20 shows 20; some weapons have a larger range), the character hits regardless of the target's Defense, and the character has threatened a critical hit. To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target's Defense, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesn't need to roll a second natural 20.) If the second roll is a 'miss', then the attack just deals the damage of a regular hit.

A critical hit multiplies the attack's damage. Unless otherwise specified, the multiplier is x2. (Some weapons to have higher multipliers, doing more damage on a critical hit.) Bonus damage represented as extra dice is not multiplied when a character scores a critical hit.

Some weapons have expanded threat ranges, making a critical hit more likely. However, even with these weapons, only a 20 is an automatic hit. The "Critical" column on Table: Ranged Weapons and Table: Melee Weapons indicates the threat range for each weapon on the tables.
Craft

**Craft** encompasses several categories, each of them treated as a separate skill.

To use Craft, first decide what the character is trying to make and consult the category descriptions below. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).

## Craft Categories

Craft (chemical)
Mix chemicals to create acids, bases, explosives, and poisonous substances.
Craft (electronic)
Build electronic equipment from scratch.
Craft (mechanical)
Build mechanical devices from scratch.
Craft (pharmaceutical)
Compound medicinal drugs to aid in recovery from treatable illnesses.
Craft (structural)
Build wooden, concrete, or metal structures from scratch.
Craft (visual art)
Create paintings or drawings, take photographs or video, or in some way create visual art.
Craft (writing)
Create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.

### Special

* Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.
* Generally, a character can take 10 when using a Craft skill to construct an object, but can't take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).

**:** Generally, a character cannot try again since materials are consumed. New materials must be purchased before the check is made again.

* Writing may be attempted again, only costing time since no materials are used up.
* The GM may allow some checks to be tried again if all the materials can be reused (such as rope) or can be acquired for free.

###

**Table: Feats**
Craft/mechanical

**:** Intelligence File:Lightbulb Icon.png

**T:** No

**AP:** Do not apply.

## Checks

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

 Advanced (jet engine) | 20 | 30 | 60 hr.

### Special

* A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks.

###

**Table: Feats**
Bugbear, Standard

[[category:{{{type}}}]]

**Type:** Creature Type

File:D20creature bugbear-standard.png
**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
## Possessions

* Leather jacket
* metal baton,
* Colt Python (.357 revolver),
* 50 rounds of .357 ammunition,
* hip holster,
* casual clothes.
Auto Igloo

**Automatic Snow and Ice Shelter** (Auto-Igloo) is an emergency stealthy snow shelter. This small device weighing in at 3.5 lbs has enough power to create an ice shelter for up to 4 people. when needed, it can be programmed with the number of people using it, then just be thrown on the snow without regard to the conditions of the snow. it senses the area and then either indicates that there is not enough room for the cave, or starts to burrow sideways and at a slant into the snow. in 20 minuets (+5 minutes for every person after the first) there is a snow cave ready for the programmed number of people. the floor is textured to prevent slipping, and the walls and ceiling are sturdy.
This device works by using a combination of low tech nanites, lasers, and a miniature environmental generator. it will heat and chill the snow/ice until it all gets to the right size. being so small and light, this device only has enough energy for one use, no matter how many people it is programmed for. While in the ice cave, occupants gain a +10 to fort saves to resist becoming hypothermic.

This device was originally intended for colonist use, but once rescue services, military and mountaineers found out about it, they all wanted something so small and simple to use.
Used first in late PL6 it served as an easy way to get out of the harsh environments of unknown worlds and stay hidden from the beasts that had natural IR sight. still used today but in much smaller and faster at working, it takes the top of the charts in number of lives saved in in freezing conditions. Rescue operators will use once they get to a victim in freezing conditions, then pull one out and wait for a storm to pass or dangerous animals to move on.
Charging

**Charging** is a special full-round action that allows a character to move more than his or her speed and attack during the action. However, there are tight restrictions on how and when a character can charge.

### Movement during a Charge

The character must move before his or her attack, not after. The character must move at least 10 feet and may move up to twice his or her speed. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he or she is within striking range of his or her target (the character can’t run past the target and attack from another direction). A character can’t take a 5-foot step during the same round as a full charge.

During the surprise round (or any other time a character is limited to taking no more than a single Standard Action on his or her turn) the character can still use the charge action, but he or she is only allowed to move up to his or her speed (instead of up to twice his or her speed).

### Attacking after a Charge

After moving, the character may make a single melee attack. The character gets a +2 bonus on the attack roll. The character also takes a –2 penalty to his or her Defense for 1 round (until the beginning of the character’s turn in the following round).

Even if the character has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, a character only gets to make one attack after a charge.

Instead of attacking the target, a character can attempt to push the target back. See Bull Rush.
Armed to the Teeth

You can fight two handed with guns and melee weapons.

Requirements
**:** Two-Weapon Fighting

## Benefit

When you fight with two weapons, you can use a ranged weapon in one hand and a melee weapon in the other hand.

###

To gain the benefit of the Two-Weapon fighting feat, your weapons must both be either ranged or melee weapons.
Eras

There are many Eras to choose from and each adds their own set of interesting environments, technologies, societies, and religions. Some can over lap. Some make others obsolete. Some may depend on the existence of other eras. They can be from any point in history (or sci-fi).

The following is a list of some example eras and a general idea of a flow for them:

* Integrated Circuitry
* Internet
* Information Era
* Mobile Communication (post information)
* Automobiles
* Flight
* Warp Travel
* Orbital Colonization
* Space Colonization
* The colonization of Mars
* Interstellar travel
* Electrical Energy
* Internal Combustion Engine
* Rockets and Jets
* Fission Energy
* Fusion Energy
* Gravidic Energy
* Matter and Energy Conversion
* Polaron Energy

As the eras build up and start to stack, the price of gear from earlier eras falls. See Gear in Eras for more information.
Guns Akimbo

You are skilled at delivering massive firearms attacks while on the move.

Requirements
**:** Shot on the Run, Two-Weapon Fighting

## Benefit

If you have two ranged weapons. as an attack action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional —2 penalty on each attack.

###

Attacking with two weapons is a full attack and requires a full action.
Cybernetic Surgery

Requirements
**:** Treat Injury 8 ranks
**:** Surgery

## Benefit

The character can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If they do not have a Surgery kit or access to a medical facility, they take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.

The consequences of failure are severe: If their check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.

A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

###

Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).
Gargoyle, Hero

**Medium-size Magical Beast (Tough Hero 3)**

**Hit Dice:** 4d10+16 plus 3d10+12 plus 3 (robust), hp 69

**Massive Damage Threshold:** 18

**Initiative:** +2

**Speed:** 45 ft., fly 75 ft. (average)

**Defense:** 18, touch 14, flat-footed 16 (+2 Dex, +2 class, +4 natural)

**Base Attack/Grapple:** +6/+6

**Attack:** +8 melee (1d4, claw)

**Full Attack:** +8 melee (1d4, 2 claws), +6 melee (1d6, bite), +6 melee (1d6, gore), or +8 ranged

**Fighting Space/Reach:** 5 ft by 5 ft./5 ft.

**Special Qualities:** freeze, keen sight, damage reduction 15/+1

**Saves:** Fort +10, Ref +7, Will +2

**Action Points:** 1

**Reputation:** +1

**Allegiances:** chaos, evil

**Abilities:** Str 11, Dex 15, Con 18, Int 6, Wis 11, Cha 7

**Skills:** Hide +11 (+19 when concealed against worked stone), Intimidate +1, Listen +4, Move Silently +4, Speak Terran, Spot +4

**Feats:** Multiattack, Power Attack, Simple Weapons Proficiency, Stealthy, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore).

**Talents (Tough Hero):** Robust, stamina

**Possessions:** None

**Challenge Rating:** 7

**Advancement:** By character class

Gargoyles have the following traits:

**Keen Sight (Ex):** Gargoyles have darkvision with a range of 60 feet and low-light vision.

**Freeze (Ex):** A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the gargoyle's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

**Skill Bonus:** A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.

**Bonus Feats:** Gargoyles receive the bonus feats Weapon Finesse (bite), Weapon Finesse (claw), and Weapon Finesse (gore).

**Automatic Language:** Gargoyles speak (but neither read nor write) Terran.
Blind-Fight

You know how to fight in melee combat without being able to see your foes.

## Benefit

In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.

The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal.

###

Darkness and poor visibility in general reduces the character's speed to half of normal. See Movement in Darkness.

###

Strong Hero and Dedicated Hero.
Blinded

The hero or creature can't see at all, and thus everything has total concealment to him or her. The character has a 50% chance to miss in combat. Furthermore, the blinded character has an effective Dexterity of 3, along with a -4 penalty on the use of Strength-based and Dexterity-based skills. This -4 penalty also applies to Search checks and any other skill checks for which the GM deems sight to be important. The character can't make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM's discretion).
Hard-Eyed

With a gun in your hand, you have an especially dangerous aspect.

Requirements
**:** Charisma 13
**:**  (Cha) 4 ranks

## Benefit

You gain a +5 circumstance bonus on Intimidate checks when aiming a firearm at the target of your check. The target must be within 30 feet, and must be able to see you (and your firearm). The target does not have to be flat-footed. This bonus does not stack with the +2 circumstance bonus your GM might grant for threatening the target with a gun. but it can stack with other circumstance bonuses.

###

Circumstances such as holding a gun on a flat-footed opponent normally grant a +2 circumstance bonus.
Initiative

Combatants' **Initiative** checks, from highest to lowest, determine the order in which they act in a round, from first to last.

At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check + modifiers from feats and conditions and potentially Equipment. Each character applies his or her Dexterity modifier to the roll, and anyone with the Improved Initiative feat gets an additional +4 bonus on the check. The GM finds out what order characters are acting in, counting down from highest result to lowest, and each character acts in turn. On all following rounds, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative bonus, if applicable). If there is still a tie, roll a die.

**Flat-Footed:** At the start of a battle, before the character has had a chance to act (specifically, before the character's first turn in the initiative order), the character is flat-footed. A character can't use his or her Dexterity bonus to Defense while flat-footed.

**Joining a Battle:** If characters enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.

**Surprise:** When a combat starts, if a character was not aware of his or her enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they're aware of the character.

**The Surprise Round:**If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take an attack action or move action during the surprise round (see Action Types, below). If no one or everyone is surprised, a surprise round does not occur.

**Unaware Combatants:**Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are still flat-footed because they have not acted yet. Because of this, they lose any Dexterity bonus to Defense.
Drive-By Attack

You are skilled at attacking from a moving vehicle.

## Benefit

The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle's movement.

###

When attacking from a moving vehicle, a character takes a penalty based on the vehicle's speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle's movement.
Fast Healing

Special Ability/list
**Fast Healing** (Ex): The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round. Fast healing stops working when a creature is reduced to –10 hp or fewer. Except as noted here, fast healing works just like natural healing.

Fast healing doesn’t provide any benefit against attack forms that don’t deal hit point damage. Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation, and it doesn’t allow a creature to regrow or reattach severed body parts.