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True20 Adept's Handbook

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    T A HbA R Sb f

    T0 A R

    D: Matthew E. KaiserA M Erica Balsley

    E Michelle Lyons

    D Steve Kenson

    A D Hal Mangold

    G D Hal Mangold

    C A Christopher Moeller

    I A Kent Burles

    E PChris Pramas

    G R Sff Steve Kenson, Nicole Lindroos,Hal Mangold, Chris Pramas, Evan Sass,

    Marc Schmalz, Robert J. Dr. Evil Schwalb,and Bill Bodden

    Special hanks to: Christopher Kaiser andChristopher Penczak

    Author s Dedica ti on: his book is

    dedicated to the memory o myancestors who were wrongly accusedduring the Salem Witch rials.

    True20 Adepts Handbook is 2008 GreenRonin Publishing, LLC. All rights reserved.

    Reerence to other copyrighted material in no

    way constitutes a challenge to the respective

    copyright holders o that material.True20 Adepts Handbook, Green Ronin,

    True20 Adventure Roleplaying, and their

    associated logos are trademarks o

    Green Ronin Publishing, LLC.

    Te ollowing is designated as ProductIdentity, in accordance with Section 1(e)

    o the Open Game License, Version1.0a: all character and place names anddescriptions, all art and images.

    Te ollowing text is Open GamingContent: all text not previously declaredProduct Identity.

    Permission is granted to print one copy

    o the electronic version o this productor personal use.

    Printed in USA3815 S. Othello St, Suite 100

    #304, Seattle WA 98118www.greenronin.com

    [email protected]

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    I

    From Nostradamus and John Dee to Merlin and Morgan le Fay,

    history and literature are ull o stories o powerul characters thatwere able to access the supernatural to perorm amazing eats. Teycould achieve what others claimed was impossible. While True20

    Adventure Roleplaying provides a complete set o rules or creatingsuch adept characters, there are more options out there that haveyet to be explored. Tis book seeks to delve deeper into the types oabilities, skills, and belies that a practitioner o the supernatural artsmight possess in a True20 game.

    OTis book provides you with expanded rules and options or heroic andNarrator characters who make use o the adept role and supernaturalpowers.

    Chapter 1 provides some supplemental rules or building adeptcharacters, as well as presenting several new options and variations.It also takes a look at the kinds o roles an adept plays in a True20game.

    Chapter 2 provides a number o skills geared towards adeptcharacters.

    Chapter 3 provides a number o eats primarily or adept characters.

    Chapter 4 expands on the list o supernatural powers provided inTrue20 Adventure Roleplaying by providing a large number o newpowers as well as collecting powers rom other published sources andpresenting them together in one place. In addition, this chapter looks

    at possible advanced uses or several powers l isted in True20 Adventure

    Roleplaying.

    Chapter 5 expands on the supernatural item rules originally presentedin Chapter 2 o the True20 Companion.

    Chapter 6 provides a number o optional rules that can be incorporatedinto anyTrue20 game involving adepts and supernatural powers.

    Chapter 7 provides some basic guidelines or the use o adeptorganizations in your game, along with several example organizationswritten up in the same ormat as those ound in the True20 Companion,though you do not need it to use the material presented here.

    H U T BTeAdepts Handbook is intended as a supplement to the rules presentedin True20 Adventure Roleplaying, specically ocusing on the charactercreation rules and game options or the adept heroic role. Tis bookis intended as a toolkit, so do not eel obligated to use all the rules oroptions presented in this book. You may decide to use some chaptersand not others, or only to allow parts o certain chapters. For example,you might nd that not every power presented in Chapter 4 ts thetheme or tone o your True20 game, so the Narrator may allow the useo some o the new powers, but not others.

    Since many o the options presented in this book are available to playersrunning an adept character, it is important or you to check with yourNarrator to conrm which options they allow in their game beore youincorporate them into your adept character.

    I

    Tb f CIntroduction .......................................................2

    Overview ........................................................................2How to Use Tis Book ......................................................2

    Chapter One:Adept Creation ..................... 3Behold, the Supernatural! .................................................4

    What is the Supernatural? .............................................................4

    Playing an Adept .............................................................................4Supernatural Backgrounds ................................................4Adept Core Abilities ..........................................................5Adept Variants ..................................................................6

    Scholar .............................................................................................6Superhero ........................................................................................6emplar ...........................................................................................6

    Supernatural Philosophies ................................................7Acquiring a Supernatural Philosophy ............................................7Changing Supernatural Philosophies ............................................7Elements o a Supernatural Philosophy ........................................7

    Chapter Two:Supernatural Skills ........15Skills ..............................................................................16

    Chapter Three:Supernatural Feats ......19Feats ............................................................................... 20

    Chapter Four:New Supernatural Powers ....................27

    New Supernatural Powers ................................................28Advanced Powers.............................................................55Psychic Grappling............................................................57

    Grapple Checks .............................................................57Psychic Grappling Consequences ...................................58

    Chapter Five:Supernatural Items ..........59Creating Supernatural Items ...........................................60Single-Use Supernatural Items ........................................60Multi-Use Supernatural Items .........................................61Permanent Supernatural Items: ......................................62Buying and Selling Supernatural Items ............................63Golems ............................................................................63Power Foci ......................................................................64Artiacts .........................................................................64

    Chapter Six:Optional Rules ......................65Supernatural Rituals .......................................................66Supernatural Wellsprings and Places o Power .................70Summoning .....................................................................72rue Names .....................................................................75Runecasting ....................................................................76

    Chapter Seven:Adept Organizations ....81Sample Organizations .....................................................82

    Companions o Horus ...................................................82Hermetic Order o the Golden Dawn .............................82Illuminates o Tanateros .............................................82Monks o Medmenham (Te Hellre Club) .....................83Tule Society ................................................................83

    Index .........................................................................84

    License......................................................................86

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    C O: A C

    CO:

    AC

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    C O: A C

    Since the rst age o man, there have been a select ew who have gainedawareness o a world beyond our own and sought ways o tappinginto its mystical energies. Tey have puzzled over the mysteries ocreation and tested the boundaries o the mortal soul. Tey have litedthe seven veils to reveal a hidden world o gods, spirits, airies, anddemons. Tey have read omens in the heavens and carved runes intothe earth. Tese visionaries are the adepts oTrue20.

    W S?

    I you could ask ten dierent adepts what supernatural powers are,you would likely get ten dierent answers. At its most basic level, thesupernatural is that which can never be explained or accounted or bythe physical laws o nature. Supernatural events are things that arentsupposed to happen, but they do happen. Supernatural powers are theability to cause supernatural events to occur, the ability to shape theseunnatural and ungoverned orces o the universe. o many adepts, thewielding o supernatural powers takes on a spiritual context. Tey arean expression o the adepts will towards an end, a mastery o the ego,

    and an extension o the sel. Tey are both the path to enlightenmentand the will to power. By mastering their supernatural powers, an adeptalso masters themselves.

    P AAdepts are, without question, wielders o great power. Along with suchpower comes all the trappings o power, many o which are clichdbut remain true nonetheless. With power comes great responsibility,because power has a way o laying bare the darkest parts o the soul.Power itsel does not necessarily corrupt, but it can draw a personsexisting vices bubbling to the surace where, i let unchecked, they cancorrupt and consume their soul. Power also brings temptation. A tasteo power oten leads to a desire or more in even the most devout and

    humble o souls. When creating your adept hero or Narrator character,pay careul attention to how their virtue and vice might interact withtheir supernatural power use. In particular, consider vices that mightrelate to craving knowledge, power, or understanding.

    Adepts are the bearers o mysterious gits beyond the comprehensiono the masses. Most people do not understand supernatural power, andthus, they ear it. As a result, adepts may suer more ear and prejudicethan the other heroic roles. Consider how such treatment might aectyour adept. Tey may turn inward and become eccentric or secretive,possibly even hiding their powers rom others. Conversely, they mightbecome arrogant and believe themselves to be above those without

    supernatural power. Te ear and distrust o others may breed ear andmistrust in the adepts own heart, or it may lead the adept on a questto bring understanding and enlightenment to all.

    A P f TWhile in a team o heroes, adepts oten take up leadership positions dueto their high mental attributes and propensity or problem solving. Teyare physically the weakest o the three roles, with the lowest combatbonus and oten the lowest physical attributes as well. Because o this,an adept usually does best to keep his opponents at a distance. Keepingdistance between yoursel and your enemies can better allow you toblast them with the elements, cure your companions, and boost theirabilities with Enhance Other. It may be a good idea to keep a ew oyour allies between yoursel and any enemies who are closing or melee

    combat. I your adept does get caught up in melee, it can be invaluableto have powers like Enhance Ability and Combat Sense to give youradept a much needed boost to his combat abilities.

    A S HAdepts can make excellent solo adventurers, due to their sheer versatility.o take ull advantage o this versatility, any solo adept will want at least onegood oensive supernatural power, one good deensive supernatural power,and one power or movement and escaping rom dangerous situations.

    Adepts who work alone must be very conservative o their use o atiguingpowers, since they have no allies to help them out i they make a ew badatigue saves. I you do choose to use atiguing powers, a good Wisdomand the Iron Will eat are a must. Alternatively, a good Charisma and the

    Lucky eat can be equally eective. Careul management o Conviction isalso critical, so always save a ew points to let you re-roll key die rolls suchas badly ailed toughness and atigue saves. Make sure one o your escapepowers can be easily used even when heavily atigued.

    S Bhe ollowing backgrounds include various types o supernaturaltalents who are born with a particular power.

    B BonusFeats:Endurance, ireless BonusPower:Enhance Ability FavoredPower:Enhance Ability (reat total level as adept level or

    this power)

    E BonusFeat:Choose any one BonusPower:Heart Reading FavoredPower:Heart Reading (reat total level as adept level or

    this power)

    E.S.P. BonusFeat:Choose any one BonusPower:Scrying FavoredPower:Scrying (reat total level as adept level or this power.)

    F H BonusFeats:Dedicated, Skill Focus (Medicine) BonusPower:Cure FavoredPower:Cure (reat total level as adept level or this

    power)

    M BonusFeat:Choose any one BonusPower:Channeling FavoredPower:Channeling (reat total level as adept level or this

    power)

    P BonusFeat:Choose any one BonusPower:Fire Shaping FavoredPower:Fire Shaping (reat total level as adept level or this

    power)

    B, S!

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    P BonusFeat:Choose any one BonusPower:Visions FavoredPower:Visions (reat total level as adept level or this

    power)

    P S BonusFeat:Choose any one BonusPower:Flesh Shaping

    FavoredPower:Flesh Shaping (reat total level as adept level orthis power)

    T BonusFeat:Choose any one BonusPower:Move Object FavoredPower:Move Object (reat total level as adept level or

    this power)

    T BonusFeat:Choose any one BonusPower:Mind ouch FavoredPower:Mind ouch (reat total level as adept level or this

    power)

    K AbOne o the most important choices in adept character creation iselection o a key ability. Here are a ew things to keep in mind wdeciding.

    IIntelligence is the best key ability, because it provides an adept additional skill points and adds to important Intelligence skills like (alchemy), Knowledge (astrology), Knowledge (herbalism), Know

    (religion), and Knowledge (supernatural). Intelligence skills areimportant in the manuacturing o magical items.

    WWisdom is the best key ability, because it adds to Will saves to ratigue and mental domination. It also aids an adept in staying and ocused by adding to important skills like Concentration, Noand Prophecy.

    CCharisma is the best key ability, because it governs all social interac

    An adept who can manipulate people through social interaction mahave to use their supernatural powers as oten. In addition, an awith a good Charisma and the Lucky eat gains an extra bonus

    Fortitude, Reex, and Will saves.

    A C AbHere are some new core abilities you may select or your adept in placeo the standard core ability presented in True20 Adventure Roleplaying.Note that all o these new core abilities are entirely optional and at theNarrators discretion. Some core abilities do not suit some game genresor styles, or may simply not t the Narrators conception o adepts in theseries. Narrators willing to allow some or all o these new core abilitiesmay wish to allow adept players to choose their characters core abilityat 1st level rom the list o available adept core abilities, or it may be

    assigned by the adepts chosen role or some other actor. In either case,a core ability is permanent; characters can only have one and it cannotbe changed once it is decided.

    If

    You can spend a Conviction point to orce an enemy to re-roll a successulsave against one o your supernatural powers.

    L

    When making a Knowledge skill check, you can spend a point oConviction and automatically treat your die roll as a 20.

    N

    When you ail a atigue save, you can choose to resolve it like a ailedtoughness save against nonlethal damage instead o gaining a level oatigue.

    P D

    As a reaction, you can spend a point o Conviction to attempt to counteranother adepts supernatural power by making an opposed adept levelcheck. I you win the opposed roll, the power is canceled, though thecaster may still risk atigue. Tis can only be done while the adept iscasting the power, not aterward.

    P Tf

    You can spend a Conviction point and make a touch attack to steal apower rom another adept or supernatural creature or 1 minute (10

    rounds), using it as i it was your own. Tey cannot use the stolen powerduring this time. You can choose to steal any specic power you knowthey have or have seen them use. Otherwise, the Narrator chooses apower at random.

    S M

    You can spend a Conviction point to gain a new saving throw against anysort o supernatural compulsion such as the Dominate or Suggestionpowers.

    R

    Ater you have ailed a Fatigue save, you can spend a point o Convictionto treat your die roll as though it had been a 20.

    T

    You can spend a point o Conviction to remove one level o atigue thatwas the result o a ailed atigue save.

    U P

    When making a power check, you can spend a point o Conviction andautomatically treat your die roll as a 20.

    Ub

    You can spend a Conviction point to automatically succeed on anyConcentration check.

    Ub

    When making an adept level check, you can spend a point o Convictionand automatically treat your die roll as a 20.

    V

    When casting a supernatural power that orces you to pick one eectrom a list o potential eects or that power, you may spend a Convictionpoint to choose and cast two o them simultaneously. Both eects mustbe dierent and use the same power check and atigue save.

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    Te ollowing variant roles present alternatives to the adept role oranyone wishing to play a dierent sort o character with access tosupernatural powers. Tese roles were created using the rules rom

    Chapter One oTrue20 Companion, and they include the point valueor each element o the role.

    SCombat Progression: Slow (As adept): 2 ptsSkill Progression: 6 + Int: 1.5 ptsSave Progression: Good Will, Normal Fortitude and Reex: 0 ptsPower Progression: Slow (hal the power ranks o an adept): 1 ptFeat Access: Expert and Adept: 0.5 pointCore Ability: Lore

    Te scholar is a student o the supernatural arts who also develops abroad range o skills. While they still have considerable supernaturalpower, they tend to ocus more on the theory than the practice osupernatural powers. Examples o scholars include occultists, loremasters, alchemists, herbalists, astrologers, stage magicians, andhedge wizards.

    SCombat Progression: Fast (as warrior): 4 ptsSkill Progression: 2 + Int: 0.5 ptsSave Progression: One Good, wo Normal: 0 pointsPower Progression: Fast (as adept), Narrow (access to about 12

    powers): 1 point

    Flaw (Slow Feat Progression): Only gains one eat every odd level:0.5 pt bonus

    Feat Access: Pick one group (Martial, Expert, or Adept): 0 ptsCore Ability: Relentless

    Superheroes are men and women with extraordinary abilities whouse their powers to ght evil. Tey may be superhumans or humanswho have honed their skills to a point where they might resemble

    supernatural powers. You will probably need at least ten levels in thisrole to properly emulate comic-book style superheroes. I your entirecampaign has a superhero comic theme, consider starting all the heroesat level 10.

    TCombat Progression: Medium (as expert): 3 pointsSkill Progression: 2 + Int: 0.5 pointsSave Progression: Medium Fortitude and Will, Normal Reex: 0

    pointsPower Progression: Fast (as adept), Broad (access to 30-35 powers):

    1.5 pts

    Feat Access: AdeptCore Ability: Ultimate Power

    A templar is a more militant version o the adept. Tey ocus ondeveloping only a ew combat oriented powers, at the cost o theversatility o a wide selection o powers. emplars may include holywarriors, battle mages, spell swords, psionic warriors, and mindknights.

    N-S PPerhaps the most radical change you can make to an adept is to takeaway the supernatural element altogether. What you are let with isa character with access to special capabilities not available to youraverage human, which are not magical or supernatural in nature. World

    War II radio adepts might gain powers giving them the skill andauthority to use their personal radio to call in air strikes, summonparatroopers or helicopters, call in supply drops, discover classiedinormation about the enemys position, send out coded messages,

    jam enemy communication signals, or intercept and decode enemytransmissions. Similarly, a cyberpunk hacker could use powers tohack key inormation rom the virtual net or give their virtual realityavatars special powers in the digital world. An anime-style campaignmight include a gadgeteering super-genius adept whose powers arerepresented by eccentric gadgets they have built that nobody elseseems to be able to gure out how to use properly. In a ar uturecampaign, nanobot adepts might use nannites to produce seeminglymagical eects.

    It is important to note such adept variants risk losing their powers i

    they are separated rom the gear they rely on or their special abilities,whether it be a radio, a computer, a gadget utility belt and high techworkshop, or an invisible army o nannites. Non-supernatural powerslike these will also be unaected by eects that block or cancel truesupernatural powers, such as the Severance power. At the same time,they may be vulnerable to their own unique orms o negation thatwould not aect true supernatural powers such as electromagneticpulses.

    Narrators and players should exercise common sense when it comes tothe powers o non-supernatural adepts, choosing a reasonable list opowers to t the concept and keeping the various innate advantagesand drawbacks o the choice in mind during the game.

    A V

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    Perhaps the most dening aspect o any adept is the way in whichthey relate to, interact with, and practice their supernatural powers.

    A supernatural philosophy is a collection o belies, techniques, andassociated philosophical outlook that denes the way in which an adeptviews and uses their supernatural power.

    Tis chapter presents a wide variety o sample supernatural philosophiesyour adept may adhere to that are drawn rom common literary tropesand human history. Te inormation presented here is not meant tobe comprehensive, but rather presents a brie overview and simpliedsummary o each philosophy. Tese are meant to be starting pointsor Narrators and Players to research or create the supernaturalphilosophies that will become a part o their characters or settings.When importing one o these supernatural philosophies into your ownTrue20 game, eel ree to change or ignore the historical backgroundgiven or these philosophies, as it is the ideas, more so than the history,that are important.

    Aq S

    PGenerally an adept can acquire a single supernatural philosophy o theirchoice, provided they ulll the prerequisites. An adept who starts withno supernatural philosophy may gain one by nding a practitioner ora comprehensive text about that philosophy and studying with thatperson or text or at least one month.

    C SP

    An adept that already ollows one supernatural philosophy may abandontheir old philosophy in avor o a new one, but this is not a change to betaken lightly. Te adept must still study with a tutor or comprehensivetext in order to learn the new supernatural philosophy. At the end o thistime, they must spend a Conviction point to switch philosophies, andthey immediately lose all benets associated with the old philosophy.Te adept also loses access to any supernatural powers they have thatare on the barred powers list or the new supernatural philosophy. TeNarrator may choose to ignore the Conviction cost or reduce the studytime i the adept is switching to a supernatural philosophy very similarto their old one.

    E f S

    PEach o the supernatural philosophies presented here is composed o alist o prerequisites, the key ability used by adepts o that philosophy,a list o powers each supernatural philosophy specializes in, a list obarred powers that members o each supernatural philosophy cannotlearn or use, and a listing o any additional perks or drawbacks attachedto a particular philosophy.

    Pq

    Some supernatural philosophies require adepts to ulill certainrequirements in order to practice that particular philosophy, such as aparticular knowledge skill or adept eat.

    K Ab

    Each supernatural philosophy denes the key ability o the adeptswho use it. Intelligence is the key ability or supernatural philosophiesthat derive their supernatural power rom arcane knowledge, symbols,and words. Wisdom is used or philosophies relying upon divine avor,spiritual conviction, or sheer orce o will. Charisma is the key abilityor philosophies that derive power rom an individuals personal

    magnetism, orce o personality, and ability to inuence others.

    C P L

    Each supernatural philosophy has a list o supernatural powers adeptswho practice that philosophy specialize in. Tese powers are reerredto as canonical powers. Each supernatural philosophy has at least 10canonical powers, though many have more. An adept who adheres toa supernatural philosophy can cast any powers they know on theircanonical power list as though they were one adept level higher. Dueto the ocus on these canonical powers, supernatural powers not onthe canonical power list are cast as though the adept were one levellower.

    B P

    Each philosophy also has a list o supernatural powers that practicingadepts are unable, unwilling, or orbidden to either learn or cast. Eachsupernatural philosophy has at minimum two barred powers, plus oneadditional barred power or each canonical power the philosophy hasin excess o ten.

    A N, P, Db

    Some supernatural philosophies have additional benets or aws thatare not covered in the above categories. Tis is where you will nd anysuch additional eatures listed.

    A M

    Astrology teaches the art o observing the movements o the starsand planets to discover their inuence on earthly events. Astral magictakes astrology to the next level, using the power o the stars to bringabout powerul supernatural eects. Tese magi do not simply readportents in the heavens; they manipulate and channel the cosmicpower o the stars to inuence earthly events. Astral magic makesheavy use o the Imbue Item eat to orm temporary magical itemscalled astral charms.

    Prerequisites: Imbue Item, rained in Knowledge (astrology)Key Ability: IntelligenceCanonical Powers: Bless, Call Meteorites, Celestial Shaping, Cure

    Disease, Curse, Heart Shaping, Mana Shield, Nature Reading,Probability Shaping, Scrying, Severance, Visions, Ward, WaterShaping, Waynding, Weather Shaping, Wind Shaping

    Barred Powers: Apport, Blink, Elemental Blast, Flesh Shaping, ImbueUnlie, Mana Blast, Mind ouch, Plant Shaping, eleport

    Perk: Astral magi do not need to spend Conviction to create single-usesupernatural charms.

    Drawback: An astral magi only gains the +1 caster level bonus totheir canonical powers when they are being imbued into a single-usesupernatural charm.

    A M H P

    Starting Skills: Concentration, Knowledge (astrology), Knowledge(physical sciences), Knowledge (supernatural)

    Starting Feats: Imbue ItemStarting Powers: Probability Shaping, Scrying, Waynding

    S P

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    C O: A C

    B MTis supernatural tradition is shrouded in mystery. It is believed to bea orm o magic originally developed by the rst vampire, but there islittle real evidence to support this claim. Regardless o its originator,the supernatural nature o blood has long been recognized by manycultures. Tis sacred uid sustains lie and connects bloodlines. It isrecognized as one o the our humors that control the emotions andhealth o the body. It is used to dene human heredity and ancestry,and it can even revitalize the undead. Blood magic taps into the powerinherent in this vital liquid.

    Prerequisites: rained in Knowledge (supernatural)Key Ability: IntelligenceCanonical Powers: Blood Reading, Blood Shaping, Body Control, Boil

    Blood, Calm, Cure, Drain Vitality, Enhance Ability, Flesh Shaping,Heart Shaping, Imbue Lie, Lie Drain, Natural Weapon Growth,Supernatural Speed, Supernatural Strike, Supernatural Weapon

    Barred Powers: Apport, Blink, Energy Shaping, Enhance Other, Mind

    ouch, Nature Reading, Plant Shaping, eleportPerk: Instead o making a atigue save, you can opt to make a Fortitude

    save against the same Diculty and treat a ailed check like a aileddamage save. Tis is not an option i you are undead.

    Drawback: Each time you suer Constitution damage due to bloodloss, you suer a -1 to all power checks or each point o Constitutionlost in this manner. Tis penalty lasts until your Constitution scoreis restored.

    B M H P

    Starting Skills: Concentration, Diplomacy, Knowledge (supernatural),Stealth

    Starting Feats: Iron WillStarting Powers: Blood Reading, Blood Shaping, Boil Blood

    C MPerhaps the least denable o the supernatural traditions, most scholarsbelieve chaos magic developed in Yorkshire England in the 1970s, butthis incarnation o chaos magic is only its most recent orm and wasbased on based on previous traditions like Discordianism and ar olderand more primal supernatural belies and principles. Chaos magicis a very individualistic tradition, and there are as many individualphilosophies as there are chaos magic adepts. One common theme inchaos magic is the emphasis on magical paradigm shits, where the

    adept arbitrarily shits between contradictory and oten bizarre worldviews while casting supernatural powers, believing in each one whollyand to the exclusion o all others beore discarding and orgetting itin avor o the next. Chaos magic adepts believe there is no objectivetruth outside o our perception, and thereore, all things are possible.Tis belie is expressed in their mantra Nothing is true and everythingis permitted.

    Prerequisites: rained in Knowledge (supernatural)Key Ability: IntelligenceCanonical Powers: Blink, Conusion, Contagion, Disintegration,

    Elemental Blast, Energy Shaping, Fire Shaping, Imbue Unlie,Increase Size, Other-Shaping, Probability Shaping, Psychic Blast,Reduce Size, Reincarnate, Revelry, Sel-Shaping, Severance, Water

    Shaping, Weather Shaping, Wind ShapingBarred Powers: Calm, Cold Shaping, Create Equipment, Dominate,

    Earth Shaping, Geas, Mana Shield, Mana Wall, Oath-Binding, PsychicShield, Synchronicity, ruth-Reading

    Perk: I you roll a natural 20 on any atigue save or power check, you mayincrease a single numerically measurable parameter (damage, range,area o eect) o the supernatural power you are casting by 50%.

    Drawback: I you roll a natural 1 on any atigue save or power check,you must decrease a single numerically measurable parameter o thesupernatural power you are casting by 50%.

    C H P

    Starting Skills: Concentration, Knowledge (supernatural), NoticeStarting Feats: Imbue Item

    Starting Powers: Conusion, Elemental Blast, Fire Shaping

    DbVirtually every culture or religion in existence has had some orm oend or evil spirit in its belie system. Te Judeo/Christian religionshave their demons and devils, the Greeks told tales o daemons, andthe Japanese speak o evil oni who torment humanity. Diabolism is amagical tradition built around the lore o demonology and other evilspirits. It ocuses on the act o binding the orces o demons and thelower planes to ones own will. Much o diabolism is based on the keyso King Solomon, though there is substantial evidence that diabolismpredates the writings o these texts and is possibly as ancient as theabyss itsel. Diabolism is perhaps one o the easiest supernatural

    philosophies to learn, since there are a host o ends eager to teachunscrupulous adepts the dark arts in the hopes o condemning theirsouls in the aterlie.

    Prerequisites: rained in Knowledge (theology and philosophy)Key Ability: IntelligenceCanonical Powers: Banishment, Bind Spirit, Binding, Channeling,

    Curse, Dominate, Elemental Blast, Fire Shaping, Mind ouch, Oath-Binding, Pain, Severance, Summon Outsider, Visions, Ward

    Barred Powers: Bliss, Calm, Enhance Other, Fertility, Nature Reading,Plant Shaping, Puriying Light

    Perk: Diabolists gain Fiendish as a bonus language.Drawback: Diabolists can only summon outsiders with the vice

    subtype.

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    Db H P

    Starting Skills: Blu, Concentration, Knowledge (supernatural),Knowledge (theology and philosophy)

    Starting Feats: RitualistStarting Powers: Dominate, Elemental Blast, Fire Shaping

    DI knowledge is power, diviners are the most powerul o all adepts.Divination covers a wide assortment o supernatural inormationgathering techniques. hese techniques have been independentlydeveloped in many dierent places and among dierent cultures. Tetechniques range rom gazing at stars, the ight o birds, and into crystalballs to reading entrails and tarot cards. Te ultimate goal is the same.Diviners are driven by an endless quest or knowledge. Specic typeso divination include numerology, geomancy, palmistry, astrology,bibliomancy, tarot, and even the earliest orms o necromancy. Tesheer breadth o this eld o arcane study is a testament to mankindshunger or knowledge.

    Prerequisites: rained in Prophecy or Knowledge (astrology)Key Ability: IntelligenceCanonical Powers: Bibliomancy, Blood Reading, Channeling, Heart

    Reading, Mind Reading, Mind ouch, Nature Reading, Object

    Reading, Scrying, Second Sight, Sense Minds, Supernatural Insight,rue Vision, ruth-Reading, Visions

    Barred Powers: Apport, Blink, Elemental Blast, Lie Drain, ManaBlast, Psychic Blast, eleport

    D H P

    Starting Skills: Concentration, Knowledge (astrology), Knowledge(supernatural), Prophecy

    Starting Feats: arot rainingStarting Powers: Object Reading, Scrying, Visions

    DDruidism is a secretive and ancient Celtic tradition. It teaches reverenceo nature and the discovery o wisdom through the solving o complexriddles and contemplation o paradoxes. Many Druids worship gods onature, but they all hold the earth itsel to be sacred and believe it tobe the source o all their power. While they revere the natural world, adruid does not usually value it over his own tribe. Druids hold naturalelements such as oak trees, ancient groves, hilltops, rivers, and lakes tobe sacred. Mistletoe and holly are considered the most sacred o plants.Druids are stewards o the land, and they have been known to makeblood sacrices to ensure the lands ertility.

    Prerequisites: rained in Knowledge (lie sciences)Key Ability: WisdomCanonical Powers: Beast Link, Cure, Cure Disease, Earth Shaping,

    Enhance Ability, Enhance Senses, Fertility, Geas, Nature Reading,

    Plant Shaping, Sel-Shaping, Summon Beasts, Weather Shaping,Wind Shaping

    Barred Powers: Imbue Unlie, Metal Shaping, Mind Probe, MindShaping, Shadow Shaping, Void Shaping

    Perk: Druids gain ogham as a bonus language. Tis is a secret languageknown only to those trained as Druids. Ogham has a runic written ormand an associated sign language, but it is not a spoken language.

    D H P

    Starting Skills: Knowledge (astrology), Knowledge (herbalism),Knowledge (lie sciences), Medicine

    Starting Feats: RitualistStarting Powers: Cure, Plant Shaping, Summon Animals

    EElementalism draws power rom the ve classical elements, air, earth,re, water, and aether. In this way, it is similar to hermetic alchemy,but elementalists seek to draw power directly rom the elementsin an eort to control them individually, where alchemy seeks toexploit their interactions with one another. Oten, an elementalistwill ocus solely on a single element. For example, pyromancy is theelementalist tradition ocused on the creation and manipulation oelemental re.

    Prerequisites: rained in Knowledge (physical sciences)Key Ability: IntelligenceCanonical Powers: Aether Shaping, Earth Shaping, Elemental

    Ammunition, Elemental Aura, Elemental Blast, Elemental Resistance,Elemental Weapon, Fire Shaping, Summon Elemental, WaterShaping, Water Walk, Wind Shaping, Wind Walk.

    Barred Powers: Illusion, Imbue Unlie, Mind ouch, Shadow Shaping,Void shaping

    P H P

    Starting Skills: Concentration, Knowledge (physical sciences), Knowledge(supernatural), Notice

    Starting Feats: Widen Power

    Starting Powers: Elemental Blast, Elemental Resistance, Fire Shaping

    E MEnochian magic is a tradition that stems rom the celestial languagerecorded by Dr. John Dee, though much o the groundwork was laidcenturies earlier by the powerul theurge, King Solomon. Enochianmagic draws rom the hermetic tradition, but it is possibly mostheavily inuenced by its polar opposite, diabolism. Enochian magictakes many o the supernatural principles that diabolists use tocommunicate with, ask avors o, and summon ends and appliesthe same techniques or the enlistment o aid rom more benevolentoutsiders such as angels.

    Prerequisites: rained in Knowledge (theology and philosophy)Key Ability: IntelligenceCanonical Powers: Aether Shaping, Banishment, Bless, Channeling,

    Cure, Cure Blindness/Deaness, Cure Disease, Cure Poison, HeartReading, Light Shaping, Mind ouch, Oath-Binding, Puriying Light,Summon Outsider, Visions, Ward

    Barred Powers: Conusion, Corrupting Shadow, Curse, Harm, Pain,Shadow Shaping, Sorcerers Grasp, Void Shaping

    Perk: Enochian theurges gain Celestial as a bonus language.Drawback: Enochian theurges can only summon outsiders with the

    virtue subtype.

    E T H P

    Starting Skills: Knowledge (supernatural), Knowledge (theology and

    philosophy)Starting Feats: RitualistStarting Powers: Channeling, Puriying Light, Ward

    HHeka is a magical tradition that began in ancient Egypt. It is thedeication o magic itsel, the name being both the Egyptian word ormagic and the name o its patron deity. Heka unlocks the magic boundin names and words. Te literal translation o heka is to activate the ka,the aspect o the soul that embodies personality, power, and inuence.Tis supernatural philosophy assumes the use o the rue Name rulespresented in Chapter 6 o this book.

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    Prerequisites: rained in Knowledge (theology and philosophy), Mustknow your true name.

    Key Ability: WisdomCanonical Powers: Aether Shaping, Banishment, Bibliomancy, Bind

    Spirit, Binding, Dominate, Geas, Oath-Binding, Object Reading,Suggestion, ruth-Reading, ruth-Speaking, Ward

    Barred Powers: Apport, Blink, Elemental Blast, Mana Blast,eleport

    Perk: Any die rolls made in an attempt to discover a ren-hekas truename suer a -5 penalty.

    Drawback: Anyone who knows a given ren-hekas true name gains a+2 bonus to all saving throws against the ren-hekas supernaturalpowers.

    R-H H P

    Starting Skills: Knowledge (supernatural), Knowledge (theology andphilosophy), Notice, Sense Motive

    Starting Feats: Iron WillStarting Powers: Aether Shaping, Suggestion, ruth-Reading

    HHermetic magic is based on the writings o Hermes rismegistus, anancient Egyptian priest and sage who some consider to be synonymous

    with hoth, the Egyptian god o knowledge. While some equatehermeticism with a religion, it is actually a set o belies about causationthat are compatible with most religions. Tis orm o magic is basedon complex ormulas, ancient knowledge, special ingredients, andarcane incantations. Hermeticism states that there are three parts tosupernatural wisdom, and those are alchemy, astrology, and theurgy.

    According to this philosophy, alchemy is the operation o the sun,astrology is the operation o the moon, and theurgy is the operation othe stars. ogether, these three disciplines compose all o knowledge,and understanding one is believed to aid in mastering the other two.O these three paths to knowledge, practitioners o hermetic magichold alchemy to be the most important, since perorming chemicalpurications o the elements is also believed to puriy ones soul.

    Prerequisites: rained in Crat (alchemy)Key Ability: IntelligenceCanonical Powers: Banishment, Binding, Body Control, Cloud Minds,

    Change Sel, Dispel, Glamour, Illusion, Light Shaping, Second Sight,Severance, Sleep, ransmutation, rue Vision, Ward, Wind Shaping,Wind Walk

    Barred Powers: Apport, Blink, Corrupting Shadow, Elemental Blast,Imbue Unlie, Mana Blast, Mind ouch, Phase, eleport

    H A H P

    Starting Skills: Concentration, Crat (alchemy), Knowledge (astrology),Knowledge (supernatural)

    Starting Feats: Imbue Item, Puriy EarthsStarting Powers: ransmutation, Sleep

    IIllusion is the supernatural art o deception and trickery. It ocuses onooling the senses into perceiving things that are not really there orpreventing the perception o what really is present. Since humans andmost other humanoids rely primarily on their vision, visual illusionsare the most common variety, ollowed by auditory and tactile illusions.

    Apprentice illusionists may only be able to ool one sense at a time, butas they grow in power, they learn to manipulate multiple senses at oncein order to create a more convincing illusion. Many illusionists beginlearning simple visual tricks o a more mundane sort beore they beginmastering supernatural illusions. Te Sleight o Hand skill is essentialor teaching the basics o ooling another beings perceptions.

    Prerequisites: rained in Blu and Sleight o HandKey Ability: IntelligenceCanonical Powers: Cloud Minds, Enhance Senses, Fog Shaping,

    Glamour, Illusion, Light Shaping, Second Sight, Shadow Shaping,Sound Shaping, Suggestion, rue Vision

    Barred Powers: Create Equipment, Cure, ransmutationPerk: An illusionist gains a +1 bonus to all attempts to resist or

    disbelieve the Illusion power.Drawback: Due to the illusionary nature o their powers, all damage

    an Illusionist inicts with their supernatural powers is nonlethal

    damage.I H P

    Starting Skills: Blu, Concentration, Knowledge (supernatural), Sleighto Hand

    Starting Feats: Supernatural Focus (Illusion)Starting Powers: Glamour, Illusion, Light Shaping

    MMesmerism is a supernatural philosophy rst described in the teachingso Franz Mesmer. It is the art o inuencing the behavior o living beingsthrough the manipulation o an ethereal medium. Tis requires less inthe way o arcane knowledge than orce o personality, charisma, and

    willpower. Tis supernatural tradition is oten conused with hypnosis(use the Fascinate and Suggest eats to model hypnosis), but the twoinvolve distinctly dierent methods, even i they may occasionallyproduce similar results.

    Prerequisites: rained in Diplomacy and Knowledge (supernatural)Key Ability: CharismaCanonical Powers: Bliss, Calm, Cloud Minds, Conusion, Dominate,

    Geas, Glamour, Heart Shaping, Mind Shaping, Mind ouch, SenseMinds, Severance, Suggestion

    Barred Powers: Apport, Blink, Heart Reading, Mind Probe, eleport

    M H P

    Starting Skills: Blu, Diplomacy, Knowledge (behavioral sciences),

    Knowledge (supernatural)Starting Feats: Iron WillStarting Powers: Dominate, Mind ouch, Suggestion

    MWhile monotheism takes many orms, most monotheistic religionshave ar more in common than its practitioners like to admit.Monotheism is a supernatural tradition that stresses that allsupernatural power belongs to the deity, and the individual mustpray to the deity or miracles and blessings o power. Tese gits opower are meant only or doing the work o the deity and expressingtheir will in the world as vessels or the deitys power. Te deityworshiped is believed to be the benevolent creator o the world, all its

    inhabitants, and the universe. Faith in this deity and the ollowing oits commandments is seen as the only path to spiritual redemptionand eternal lie ater death.

    Prerequisites: rained in Knowledge (theology and philosophy)Key Ability: WisdomCanonical Powers: Banishment, Bless, Calm, Channeling, Cure,

    Cure Blindness/Deaness, Cure Disease, Cure Poison, Fasting, Feedthe Hungry, Imbue Lie, Oath-Binding, Puriying Light, Swordsto Plowshares, ransmutation, rue Vision, Vigil, Visions, Ward,Water Walk

    Barred Powers: Corrupting Shadow, Dominate, Elemental Blast,Harm, Imbue Unlie, Mana Blast, Pain, Poison, Psychic Blast,Sorcerers Grasp, Suocation, Summon Elemental

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    M P H P

    Starting Skills: Diplomacy, Knowledge (theology and philosophy),Medicine, Sense Motive

    Starting Feats: NoneStarting Powers: Bless, Cure, Puriying Light, Ward

    NNecromancy began as a orm o divination seeking to communicatewith the spirits o the deceased. Since its inception, this supernaturaltradition has been inuenced by the darker arts such as diabolism, and ithas been expanded to include the actual summoning o unliving spiritsand the creation o the undead. Over the centuries, necromancy hasdelved more and more into the dark arts, and many o its practitionershave become corrupted by their own vices. oday, necromancy is one othe most eared supernatural traditions, as it is responsible or a widearray o undead monstrosities that now roam the world. Necromancycan be used or redeeming purposes such as healing, the mending oesh, and the resurrection o the dead, but it is a dangerous path towalk, as the temptation o powerul and orbidden knowledge beckonsat every turn. Te risks are great, but the power over lie and death thissupernatural philosophy oers is too much or some to resist.

    Prerequisites: rained in Knowledge (lie sciences) and Knowledge

    (supernatural)Key Ability: IntelligenceCanonical Powers: Body Control, Cold Shaping, Command Undead,

    Dominate, Drain Vitality, Enhance Ability, Flesh Shaping, Ghostouch, Harm, Heart Shaping, Imbue Lie, Imbue Unlie, Lie Drain,Lie Extension, Pain, Phase, Shadow Shaping, Speak with Dead

    Barred Powers: Apport, Blink, Bliss, Calm, Feed the Hungry, LightShaping, Nature Reading, Puriying Light, Swords to Plowshares,eleport

    Perk: A necromancer may use Flesh Shaping like a crat skill to producemasterwork zombies and skeletons. A masterwork undead gains abonus eat o the necromancers choice.

    Drawbacks: I you are using rules or corruption, all but the mostbenevolent uses o necromantic magic carry a risk o corruption.

    Regardless o corruption rules, necromancers have a tendency toattract the attention o dark powers. Most societies have a strongstigma against necromancy.

    N H P

    Starting Skills: Knowledge (lie sciences), Medicine, Notice, SurvivalStarting Feats: NoneStarting Powers: Command Undead, Imbue Unlie, Mind ouch, Speak

    with Dead

    PPolytheism, the belie in and worship o multiple gods, is an ancientpractice. Polytheism is not a single supernatural philosophy, but rather

    a collection o similar supernatural philosophies with a common basisor belie. Polytheists worship an entire pantheon o gods, each owhich possesses multiple, sometimes unrelated realms o inuence inthe material world.

    Polytheistic gods each have a portolio o the parts o the universe thatthey embody and preside over. Each god has two or more such aspects,depending on their divine rank. Demigods have only 2 divine aspects,lesser deities have 3, intermediate deities have 4 and greater deities have5. Te gods o each setting and their corresponding aspects will varyrom one setting to the next. Polytheistic adepts who gain supernaturalpowers through the worship and service o such gods may choose upto two o their patron deitys divine aspects they wish to ocus on. Teollowing is a list o sample aspects a god might have, along with the

    corresponding canonical and barred powers each divine aspect mayhave associated with it.

    Prerequisites: rained in Knowledge (theology and philosophy)Key Ability: WisdomSample Canonical and Barred Powers by Aspect:

    Ability (Str, Dex, Con, Int, Wis, or Cha): Body Control, DrainAbility, Enhance Ability, Enhance OtherBarred:None

    Animals: Beast Link, Beast Messenger, Beast Speech, Dominate,Natural Weapon Growth, Summon Beasts, Summon VerminBarred:

    Command Undead, Imbue Unlie, Speak With Dead

    Chaos: Conusion, Contagion, Elemental Blast, Fire Shaping, OtherShaping, Pain, Probability Shaping, Sel Shaping Barred: BodyControl, Dominate, Oath-Binding, Synchronicity

    Creation:Animate Object, Create Equipment, Earth Shaping, MetalShaping, Plant Shaping, ransmutationBarred:Disintegration, VoidShaping

    Death: Disintegration, Drain Vitality, Harm, Lie Drain, Sleep, Speakwith Dead, Suocate Barred: Fertility, Imbue Lie, Reincarnate

    Element: Air, Cold, Earth, Water or Wind Shaping (pick one),Elemental Aura, Elemental Blast, Elemental Resistance, ElementalWeapon Barred:Powers using an opposed element.

    Healing: Cure, Cure Blindness/Deaness, Cure Disease, Cure Poison,Imbue LieBarred:Harm

    Hearth/Lie: Calm, Cure, Feed the Hungry, Fertility, Fire Shaping,Imbue Lie, Revelry, VigilBarred:Drain Ability, Drain Vitality, ImbueUnlie, Lie Drain

    Hunting: Combat Sense, Dowsing, Enhance Senses, Nature Reading,Supernatural Speed, Supernatural Weapon Barred: Fog Shaping,Summon Beasts

    Knowledge: Scrying, Second Sight, Supernatural Insight, rue Sight,ruth-Reading, VisionsBarred: Mind Shaping, Psychic Blast

    Love: Bliss, Empathic Link, Fertility, Glamour, Heart Reading, HeartShaping, Mind ouch, Suggestion Barred: Harm, Pain, Sorcerers

    Grasp, SuocationMagic:Awe, Mana Shield, Manipulate Object, Mind ouch, MoveObject, Scrying, Second Sight, Supernatural WeaponBarred:Dispel,Severance, Ward

    Moon: Fertility, Sel Shaping, Shadow Shaping, Visions, WaterShapingBarred: Puriying Light

    Nature: Earth Shaping, Fertility, Nature Reading, Plant Shaping,Summon Beasts, Water Shaping, Weather Shaping, Wind ShapingBarred:Command Undead,Imbue Unlie, Speak with Dead, SummonApparition

    Order: Body Control, Combat Sense, Dominate, Geas, Oath-Binding,Synchronicity, ruth-Reading, Vigil:Barred:Conusion, Contagion,Disintegration, Revelry

    Plants: Cure Poison, Earth Shaping, Fertility, Plant Link, PlantShaping, PoisonBarred:Fire Shaping,Imbue Unlie

    Protection: Awe, Deection, Invulnerability, Mana Shield, WardBarred: Harm

    Sun:Awe, Elemental Blast, Fire Shaping, Light Shaping, PuriyingLight, rue Vision:Barred: Corrupting Shadow, Shadow Shaping

    hievery: Apport , Enh ance Abi lity, Light Shaping , Shado wShaping, Severance, Supernatural ClimbingBarred:Binding, ruth-Speaking

    rickery: Blink, Cloud Minds, Conusion, Illusion, Revelry, SelShaping, Sleep, Suggestion: Barred: Oath-Binding, rue Vision,ruth-Reading, ruth-Speaking

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    Undeath: Command Undead, Ghost ouch, Imbue Unlie, Phase,Speak with Dead, Summon Apparition Barred: Fertility, PuriyingLight

    Vice: Corrupting Shadow, Curse, Harm, Pain, Poison, SorcerersGrasp, Suocate, Summon Outsider Barred: Bless, Bliss, Calm,Puriying Light

    Virtue: Banishment, Bless, Cure, Feed the Hungry, Puriying Light,Summon Outsider, ruth-Speaking Barred: Curse, CorruptingShadow, Pain, Sorcerers Grasp

    War: Body Control, Combat Sense, Enhance Ability, Enhance Other,Invulnerability, Supernatural WeaponBarred: Bliss, Calm

    Weather: Elemental Blast, Energy Shaping, Fog Shaping, WaterShaping, Weather Shaping, Wind Shaping, Wind WalkBarred:EarthShaping, Fire Shaping, Void Shaping

    PPsionics includes a wide variety o supernatural abilities involving theunlocking o the minds true power and potential. Unlike many othersupernatural traditions, psionics does not rely on secret knowledge,magical words and symbols, or ritualistic practices. Instead, it ocusesinward, using the psyche and sheer orce o will to activate supernatural

    powers. Belies and theories about the actual mechanism behindpsionics vary greatly, but most agree it involves the manipulation oraw psychic energy.

    Prerequisites: rained in Knowledge (behavioral sciences).Key Ability: CharismaCanonical Powers: Body Control, Calm, Combat Sense, Dominate,

    Heart Reading, Heart Shaping, Manipulate Object, Mind Probe, MindReading, Mind Shaping, Mind ouch, Move Object, Object Reading,Psychic Blast, Sense Minds, Suggestion

    Barred Powers: Elemental Weapon, Enhance Other, Flesh Shaping,Imbue Lie, Imbue Unlie, Nature Reading, Plant Shaping, WeatherShaping

    P H P

    Starting Skills: Concentration, Diplomacy, Knowledge (behavioralsciences), Notice

    Starting Feats: Iron WillStarting Powers: Heart Reading, Mind ouch, Move Object

    R CTe runes were discovered by the Scandinavian god Odin and laterpassed down rom gods to the Germanic tribes o man sometime inthe 1st or 2nd century. Not all runes are magical. Tere are many runicalphabets, but only those that are derived rom the runes o Odin arebelieved to hold the key to all o wisdom. Only Odin has ull masteryo all the runes, but mortals may still learn much rom them. Runemagic is not a traditional supernatural philosophy that grants access tosupernatural powers. Instead, rune magic uses its own set o modiedpower rules, which are ound in Chapter 6 o this book.

    Prerequisites: Prophecy, Crat (rune carving)Key Ability: WisdomCanonical Powers: None, See Chapter 6 or more on rune magic.Barred Powers: All

    R H P

    Starting Skills: Crat (rune carving), Knowledge (religion), Knowledge(supernatural), Prophecy

    Starting Feats: Imbue Item, Skill Focus (Crat [rune carving])Starting Powers: Any two runes

    SShamanism is perhaps the oldest supernatural tradition known tomankind, dating back to the rst healers and religious leaders o theStone Age. Shamans are tribal spiritual leaders who learn to walk theaxis mundi, or world axis, while in a trance, in order to channel,evoke, and develop special relationships with or control over spirits.In this way, a shaman acts as an intermediary between their tribe, thenatural world, and the spiritual realm. Shamanism generally holds theland to be sacred and ocuses on interaction with local nature spirits

    and the totemic spirits o native animals, though some shamanistictraditions also commune with the tribes ancestral spirits.

    Prerequisites: rained in MedicineKey Ability: WisdomCanonical Powers: Aura Reading, Beast Speech, Bind Spirit, Binding,

    Bless, Channeling, Combat Sense, Contagion, Cure, Cure Disease,Dreaming, Enhance Other, Fire Shaping, Ghost ouch, HeartShaping, Invulnerability, Nature Reading, Second Sight, ShadowShaping, Summon Beasts, Summon Spirit, Supernatural Speed,rance, Visions, Ward, Weather Shaping, Wind Shaping

    Barred Powers: Apport, Blink, Corrupting Shadow, Data Link,Electronics Shaping, Glamour, Illusion, Imbue Unlie, Lie Drain,Manipulate Object, Metal Shaping, Mind Shaping, Move Object,

    Phase, Psychic Blast, Puriying Light, Summon Outsider, eleport

    S H P

    Starting Skills: Knowledge (herbalism), Knowledge (lie sciences),Medicine, Survival

    Starting Feats: RitualistStarting Powers: Cure, Summon Beasts, Visions

    S MPerhaps the most secretive o all supernatural traditions, shadow magichas long been a powerul tool or ninja and supernatural spies andassassins. Some whisper that this tradition was begun by the mysteriousadept who served as vizier to Hasan-i-Sabbah, the grand master o one

    o the most eared assassins guilds in history. Shadow magic is a closelyguarded secret passed down rom a master to one or two careully chosenapprentices. Tose who attempt to discover its secrets unauthorizedand uninvited oten end up dead or missing. What little is known aboutshadow magic is mostly evident rom the name. It teaches the art obending shadow to ones own will and the manipulation o darkness toinltrate, survey, and even kill without being detected.

    Prerequisites: rained in Knowledge (supernatural) and StealthKey Ability: IntelligenceCanonical Powers: Cloud Minds, Combat Sense, Corrupting Shadow,

    Create Equipment, Illusion, Natural Weapon Growth, Phase, ShadowShaping, Shadow Step, Summon Apparition, Supernatural Climbing,Supernatural Speed, Void Shaping

    Barred Powers: Apport, Blink, Light Shaping, Puriying Light,eleport

    S M H P

    Starting Skills: Blu, Knowledge (supernatural), Notice, StealthStarting Feats: Supernatural Focus (Shadow Shaping)Starting Powers: Natural Weapon Growth, Shadow Shaping, Shadow

    Step

    SSorcery is oten reerred to more generally as black magic, though thisterm is also used to reer to diabolism. Tis dark art is a close cousinto diabolism, in that its practitioners seek power through orbidden

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    knowledge and dark rites. Sorcery deals less with demonic summoningsand evocations and ocuses more directly on developing personal poweror personal gain. Sorcery involves the extension o the will over onespeers to enslave them and the harnessing o dark energies or all mannero harmul purposes.

    Prerequisites: Knowledge (supernatural)Key Ability: CharismaCanonical Powers: Blood Boil, Corrupting Shadow, Disintegration,

    Dominate, Elemental Blast, Harm, Heart Shaping, Mind Shaping, Mindouch, Pain, Energy Shaping, Psychic Blast, Rain o Frogs and Fishes,

    Seizure, Sorcerers Grasp, Sound Shaping, Suocation, Void ShapingBarred Powers: Bliss, Calm, Create Equipment, Feed the Hungry,

    Nature Reading, Puriying Light, Reincarnate, Revelry, SummonFey, ruth-Speaking

    Drawback: I you are using the corruption rules presented in Chapter2 oTrue20 Companion, any use o a canonical sorcery power orcesthe caster to make a corruption check. In addition, sorcery is a highlystigmatized supernatural philosophy whose vile practitioners arealmost universally despised and outlawed, and use o sorcerouspowers may attract the attention o evil beings o great power.

    E S H P

    Starting Skills: Blu, Knowledge (supernatural), Notice, StealthStarting Feats: Lucky

    Starting Powers: Energy Shaping, Elemental Blast, Sorcerers Grasp

    S So some, the wielding o supernatural power is a science, and to others,it is an art. Songs o various kinds have been used in ritual magic oras long as it has existed, and it was only a matter o time beore a newsupernatural discipline was developed to urther explore this connectionbetween magic and the musical arts. Spell singers combine arcaneknowledge with the vocal arts, using music to shape magical orcesinto a crescendo o power.

    Prerequisites: Knowledge (supernatural), Perorm (singing)Key Ability: Charisma

    Canonical Powers: Bless, Bliss, Calm, Combat Sense, Dispel, EnhanceOther, Glamour, Heart Shaping, Sound Shaping, Suggestion,Summon Beasts, Synchronicity, ime Shaping

    Barred Powers: Corrupting Shadow, Elemental Blast, Mana Blast,Shadow Shaping, Void Shaping

    Perk: Spellsingers can double the casting time o a supernatural powerto turn it into a spellsong. A spellsong has a minimum casting timeo two consecutive standard actions. Spellsongs have their durationor some other single measurable dimension (range, area o eect)other than damage increased by 50%.

    Drawback: I a spellsinger cannot speak, she cannot cast supernaturalpowers.

    S H P

    Starting Skills: Diplomacy, Knowledge (supernatural), Perorm (singing),Perorm (wind instruments)

    Starting Feats: Fascinate, Weapon rainingStarting Powers: Bless, Combat Sense

    Taoism is a religious supernatural tradition with its roots in ancientChina. It originates rom the writings and teachings o philosopherLao-zu in the 6th Century B.C., believed to have been the author othe ao e Ching and mentor to both Buddha and Conucius. aoismincorporates elements o Chinese internal alchemy, astrology, Chinesetraditional medicine, eng shui, quigong breath training, and several

    Chinese martial arts. Te word ao means path or way, and itrepresents a mystical substance or realm beyond the material worldthat is the source o all things. aoism teaches that the universeexists in a delicate equilibrium. Acting against nature and against theequilibrium o the universe takes one arther away rom the ao, while

    moving and acting in harmony with the universe brings one closer tothe ao and closer to true enlightenment. aoist philosophy has beenincorporated into several major religions such as Shinto, Buddhism, andConucianism, leading to a wide variety o aoist traditions.

    Prerequisites: rained in ConcentrationKey Ability: WisdomCanonical Powers: Bliss, Body Control, Calm, Combat Sense, Cure,

    Cure Disease, Enhance Ability, Fasting, Invulnerability, SupernaturalInsight, Supernatural Speed, rance, Vigil, Ward

    Barred Powers: Corrupting Shadow, Lie Drain, Harm, Pain, SorcerersGrasp, Suocation

    T M H P

    Starting Skills: Concentration, Knowledge (theology and philosophy),Notice, StealthStarting Feats: NoneStarting Powers: Calm, Body Control, Enhance Ability, Invulnerability

    TAs technology has developed, supernatural practices and belies haveevolved right along with it. echnomancy reers to the manipulation osupernatural energies in a way that interacts with technological devices.It is a merging o magical tradition with technical science.

    Prerequisite: Knowledge (supernatural), Knowledge (technology)Key Ability: Intelligence

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    Canonical Powers: Computer Link, Digital Form, Electronics Shaping,Elemental Ammunition, EMP Blast, Energy Shaping, Enhance

    Vehicle, Inuse Projectiles, Metal Shaping , Phantom Projectiles,Recharge, Reprogram Construct, Supernatural Weapon

    Barred Powers: Beast Link, Nature Reading, Plant Shaping, SummonBeasts, Weather Shaping

    T-M H P

    Starting Skills: Computers, Concentration, Knowledge (supernatural),Knowledge (technology)

    Starting Feats: Firearms rainingStarting Powers: Computer Link, Electronics Shaping, Energy Shaping

    TTelema is the ancient Greek word or will, wish, or purpose. Telemabegan as a ctional supernatural philosophy and was rst described byFrancois Rabelais in his books Gargantua andPantagruelin the 16th century.It was rst put into actual practice by Sir Francis Dashwood in the 18thcentury during the ounding o the Monks o Medmenham (better knownas the Hellre Club) and later revived by Aleister Crowley in 1904. Tephilosophy o thelema is summarized in the phrase Fait e que voudras,or, Do what thou wilt. Telema incorporates elements o occultism,

    Yoga spirituality, and mystical traditions such as Qabalah. While seen by

    outsiders as a hedonistic practice, thelemic magic is taught as a means onding understanding o the sel and o attuning onesel to ones own truewill. Telemic magic causes subtle changes in everyday lie and does notperorm miracles or break the physical laws o the universe.

    Prerequisite: Knowledge (supernatural)Key Ability: WisdomCanonical Powers: Bibliomancy, Bliss, Calm, Cloud Minds, Combat

    Sense, Dominate, Enhance Senses, Probability Shaping, Severance,Suggestion, Synchronicity, ruth-Reading, Waynding

    Barred Powers: All powers that obviously break the laws o physics.Perk: Telemic adepts cannot have their powers countered or stripped

    rom them by means such as Severance.Drawback: Telemic magic has many more barred powers than most

    supernatural philosophies.T A H P

    Starting Skills: Blu, Knowledge (supernatural), Notice, Sense MotiveStarting Feats: Iron WillStarting Powers: Combat Sense, Probability Shaping, Synchronicity

    TTeurgy means divine-working. It is a supernatural tradition ocusingon the invoking, summoning, and binding o spirits as well as invokinggod(s) in order to work miracles, commune with the divine, achievehenosis (enlightenment), and perect onesel. Teurgy is one o the rstsupernatural philosophies to make heavy use o ritual magic. It is the

    basis or both enochian mysticism and diabolism, which are consideredby many to be the two parts o theurgy, though elementalism usestheurgic rites to evoke elemental beings instead o ends or angels.Teurgy also orms the basis or the practical magic o hermeticism.While most theurges t into one o these supernatural traditions, otherspractice theurgy on a broader spectrum and use rituals to deal with allmanner o spirits without specializing in a particular variety.

    Prerequisites: Ritualist, rained in Knowledge (theology and philosophy)Key Ability: IntelligenceCanonical Powers: Banishment, Bind Spirit, Binding, Channeling,

    Dominate, Second Sight, Spirit Sense, Summon Elemental, SummonOutsider, Summon Spirit, Ward

    Barred Powers: Apport, Blink, eleport

    T H P

    Starting Skills: Concentration, Knowledge (supernatural), Knowledge(theology and philosophy), Notice

    Starting Feats: RitualistStarting Powers: Channeling, Dominate, Summon Outsider

    VVodun, oten reerred to as Voodoo or Vodou, is a complex set oreligious and spiritual practices. Tis ancient supernatural traditionhas its roots in West Arica. ribesmen rom numerous West Aricantribes, including the Fon and the Yoruba, were enslaved and transerredto Haiti where their supernatural talents and spiritual belies mergedinto the mystic art o Vodun. Vodun ocuses on a personal relationshipwith, and the evocation o, both ancestral spirits and nature spirits,called Lwa. Many o the lwa are correlated with local saints, but thesecorrelations were developed as a code or secretly invoking the lwarather than to reect any relationship between lwa and saint. A malepractitioner o Vodun is called a houngan and a emale practitioner isknown as a mambo.

    Prerequisites: Knowledge (supernatural), Sympathetic MagicKey Ability: WisdomCanonical Powers: Banishment, Benecial Possession, Bind Spirit,

    Bless, Channeling, Contagion, Cure, Curse, Elemental Resistance,Fertility, Fire Shaping, Imbue Unlie, Pain, Probability Shaping, SpiritSense, Summon Spirit, Supernatural Insight, rance

    Barred Powers: Apport, Blink, Corrupting Shadow, Create Equipment,Elemental Blast, Mana Blast, Phase, Psychic Blast, Puriying Light,eleport

    H/ Mb H P

    Starting Skills: Concentration, Knowledge (supernatural), Notice, SenseMotive

    Starting Feats: Sympathetic MagicStarting Powers: Benecial Possession, Channeling, Summon Spirit

    WfWitchcrat is a supernatural tradition surrounded in ambiguity, myth,and misinormation. It is a collection o magical practices, herbcrat,and ritual techniques collected rom across Europe, and it is highlyinluenced by naturalistic religious and spiritual traditions likeshamanism and Druidism. Te rst witches were most l ikely midwivesskilled in herbalism and healing magics. Witches can be male or emaleand oten gather together in covens. he term warlock is usuallyreserved or a witch who has become an outcast. Practitioners owitchcrat are oten eared and vilied by other cultures, but witchcratis not inherently good or evil, and practicing witches run the wholegamut rom benevolent to malign.

    Prerequisites: Knowledge (herbalism)

    Key Ability: CharismaCanonical Powers: Aura Reading, Body Control, Channeling, Cure,

    Cure Disease, Curse, Dowsing, Fertility, Glamour, Nature Reading,Other Shaping, Plant Shaping, Scrying, Sel Shaping, SupernaturalInsight

    Barred Powers: Apport, Blink, Elemental Blast, Mana Blast, MetalShaping, Puriying Light, eleport

    W H P

    Starting Skills: Concentration, Knowledge (herbalism), Knowledge(supernatural), Notice

    Starting Feats: RitualistStarting Powers: Curse, Plant Shaping, Scrying

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    Te ollowing skills are o particular interest and utility to those whouse supernatural powers.

    K (A) (I)

    Using the Knowledge (astrology) skill requires having a set oastronomical tables and charts on hand that provide the positions othe stars and planets at various times or a high quality telescope and

    a clear view o the night sky. Without either o these, an astrologercannot make a Knowledge (astrology) skill check.

    Te quality o the set o astronomical charts may modiy the check, asshown on the ollowing table.

    Chart Quality Purchase Diculty Check Modier

    Poor 10 -4

    Average 12 +0

    Masterwork 15 +2

    Knowledge (astrology) skill checks take hal an hour. I the astrologer isunder pressure or interrupted, the test is not possible, so an astrologermay always take ten i she may attempt an astrology check at all. However,

    it is not possible to take twenty on a Knowledge (astrology) check.

    Predict Natural Events: When given a specic time and a place, youcan predict the weather or other natural events that will occur in thattime and place. Te amount o time or distance involved does notalter the Diculty o the prediction. With a successul Diculty 15Knowledge (astrology) check, you make an accurate prediction. Tedetail o the prediction depends on how much the check succeeds by,as described on the accompanying table.

    Diculty Result

    15 Only the most important eature o the weather orother natural event, and only broad details about it.For example, rain, a ood, or an earthquake.

    18 Only the most important eature, but some detailsabout it. For example, heavy rain all day, a smallood, about two eet over the normal level, or amedium size earthquake, just beore noon.

    20 General details about secondary eatures, as well as theinormation about the main eature gained rom an 18.For example, and gentle breezes, and extremelycold weather, or and a beautiul sunny day.

    25 Full inormation, at the sort o detail you would get ina report rom someone ater the event.

    30 Fully detailed inormation about everything thatdoesnt involve human action. For an earthquake, thiswould include the exact pattern o shocks.

    Determine Inception: Using Knowledge (astrology), an astrologer cantime an important activity such that the alignment o the heaveswill be avorable to the success o her task. o calculate this avorabletime, called inception, the astrologer must rst dene what activityshe wants to start. Te inception is calculated or that activity; i itchanges in the process, any bonuses cease to apply.

    Next, she does the astrological calculations. Te base Diculty is 20.I she succeeds on that check, she can avoid bad luck i she starts theactivity on a particular day, some time in the next six days. Avoidingbad luck means that circumstances do not conspire to upset yourplans. Tus, i you were planning a journey, the weather would notbe too bad, and you would not meet bandits on the highway.

    For every ve points by which the check succeeds, the astrologer mayeither add a +1 astrological bonus to the activity or nd other times atwhich she could start. Every increase devoted to increased exibilitymultiplies the number o starting days by our, so with a successagainst a Diculty o 40, the astrologer could avoid bad luck no matterwhich day she started. Tis exibility comes rom taking advantageo minor conjunctions, and thus the astrologer will have to do some

    slightly strange things as she starts. Tis could include standing withher eet immersed in a lake or large bowl o water to take advantageo the moons tidal inuence, traveling to a specic location where theminor conjunctions inuence is strongest, seeking aid rom peopleborn on a specic date or with a specic star sign while avoiding others,asting, or blindolding hersel and plugging her ears to block out hermajor senses so as to become more sensitive to celestial inuences. oonlookers, such actions would look like insane behavior, because theydo not understand how the heavens link the behavior to the desiredresult or end goal. However, this only applies to the beginning o thetask; once she has started, she can act reely.

    Both sorts o improvement can be applied to the same task, so thatan astrologer who succeeds against a Diculty o 30 could choose to

    have a +1 bonus and our starting days in the next sixty days. I thetask involves several dierent kinds o die rolls at the same time, theastrologer must choose which one gets the bonus.

    K (Hb) (I)

    An herbalist has a broad range o knowledge about plants and how toprepare herbal creations rom them or a wide variety o purposes. Teycan prepare herbal remedies and curatives, and they can also create sleeppowders or know which roots will calm an enraged barbarian.

    he Search Diiculty or inding appropriate herbs depends onthe variety o herb you are looking or and the desired eects (seeaccompanying table). In addition to the Search check, a Knowledge(herbalism) check o the same Diculty is required to identiy the

    herbs, to know which parts o the plant to use, and to know how toproperly preserve them. For every point you beat the search Dicultyby, you nd an extra dose worth o herbs. For every 5 points you beatthe Knowledge (herbalism) check by, you gain a +1 bonus to urtherKnowledge (herbalism) checks to create concoctions rom theseherbs, due to the potency o the herbs you were able to nd. Te listedDiculties assume that plant lie is present in reasonable abundance,and that everything is not covered in snow. Te exact types o herbsound will vary by season and geographic region.

    Once you have acquired the appropriate herbs, you can make aKnowledge (herbalism) check to create an appropriate herbal concoctionto unleash the herbs desired traits. reat this skill check as though itwere the power check or the supernatural power that the herbs emulate(see table), or i the power requires a save instead o a power check, use

    your Knowledge (herbalism) skill check or the save Diculty. Mosto these herbal concoctions must be ingested to release their eects,though healing herbs can also be made into a salve that is spread onthe skin. Descriptions o some common techniques or making suchherbal concoctions ollow.

    Inusions: Te most common orm o herbal inusion is hot tea.Inusion is simply the pouring o waterhot or coldover an herbso that the water becomes inused with the oils and essences o theherb. Cold inusions can also use lighter oils made rom nuts, ruits,seeds, or vegetables such as olive, walnut, sesame, or peanut oil.Inusions work best with leaves, owers, and more delicate plantmaterial, either in resh or dried quantities.

    S

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    Te shel lie o inusions really depends on the usage and what herbsyouve inused. In general, assume that inusions have less thanour days shel lie unless otherwise stated (teas can be made andplaced in a bottle or travel, but it is probably best to just bring theherbs separately and then inuse them when needed). Inusions canhave extended shel lives (o up to two weeks) i made stronger thannormalthree times as much herband mixed with a 25% alcoholsolution, though this then needs to be diluted in water or use.

    Macerations: While technically a orm o inusion, maceration is alonger process that produces dierent results and more lasting eects

    in some ways. Cold maceration involves placing resh or dried herbsinto a jar or container, covering them entirely with an oil o choice,and then sealing up the container and placing it in a cool, dark placeor a period o time.

    I resh herbs are used, eight weeks is a good benchmark beore theoils and essences o the herbs ully seep into and saturate the oil. Fordried herbs, dont bother to check the jar or at least our months.In either case, the maceration is not ready until the color and smello the oil takes on the tint and scent o the herbs. Leaving the herbsin the oil or longer than the minimum time only creates a stronger

    Hb V

    Herb VarietySearch

    DicultyPower Emulated

    Antidote 20 Cure Poison (one specic type)

    Aphrodisiac 15 Bliss (Diculty 15 Will save to avoid alling in love with appropriate partner, i one is present)

    Dye/Ink 10 None

    Hallucinogen 15 Visions (50% chance o alse visions)

    Healing 15 Cure

    Narcotic 15 Bliss (Diculty 15 Will save to avoid addiction, treat addiction as the Curse o Insatiable Hunger)

    Nauseant 10 Nauseate (may induce vomiting)

    Paralytic 20 Drain Ability (Dexterity)

    Poisonous 15 Poison

    Relaxant/Nervine 15 Calm

    Remedy 20 Cure Disease (one specic disease)

    Repellant (insect) 10 Ward (aects vermin only)

    Repellant (lycanthrope) 25 Ward (aects lycanthropes only)

    Sedative 20 Sleep

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    oil, which is hardly a problem. Te nal step is to separate the oil andthe herbs by straining through cheesecloth or other methods, savingthe macerated oil as the nal product.

    Maceration works best with dried herbs, as the long percolation timein the oil pulls the essence out o the dried plant matter. Fresh herbmacerations should be checked more requently and can becomeproblematicthe moisture content in a resh herb can introducemold into the maceration i not careully monitored.

    Another benet rom the slow process o cold maceration is the

    shel lie o the oils. Barring any problems o mold or rancidity romresh herbs or sunlight, macerated oils can remain viable or up to5 years.

    Decoctions: Decoctions are very similar to inusions, though theyalways involve hot water rather than cold water. Te herbs are placedinto cold water and heated slowly. Te herbal mixture is simmeredanywhere rom thirty minutes to a ull hour (or until the amount owater reduces by a third through evaporation) to ully percolate theherbs oils into the water.

    Decoctions obviously work best (and are necessary) when usingtougher herbal parts such as barks, stalks, berries, and roots. I usingresh ingredients, they should be sliced beore entering the water,while dried components are best i crushed or powdered.

    Decoctions have a slightly longer shel lie than inusions, and they canremain viable or up to ten days i kept cool and out o sunlight. Likeinusions, it might be best or travelers to simply take the necessaryherbs with them and plan on boiling out the decoction when needed.

    P (W)Use this skill to peer beyond the veil o time to witness uture eventsand to interpret signs, omens, and the ates o people.

    Check: You can glimpse the uture and attempt to unravel its mysteries.he Diiculties or Prophecy checks relating to various tasks aresummarized in the previous table.

    Action: Varies, as noted in the table.

    ry Again: See able

    PProphecy Diculty ask

    NA Earn a living wage or a weeks dedicated work serving as an oracle (use Prophecy as your proessional skill).10 Identiy an omen sent by the gods that you witness.

    13 Identiy an omen sent by the gods that is related to you by others.

    15 Add a +3 bonus to your Visions or Channeling power check.

    15 Interpret an omen or sign. Note that you always believe you have correctly interpreted the omen or sign, so theNarrator must make this check secretly. I the check is ailed, the Narrator should eel ree to provide you with alseor misleading inormation.

    25 Use prophecy to Reveal the Future once each day. Revealing the Future requires you to perorm a ritual o somekind, such as consulting the spilled entrails o a sacriced animal or inspecting burnt oerings upon an altar, andit takes a minimum o ten minutes. I this check succeeds, you gain a possible insight into the near uture. Tis canmaniest as a single +2 circumstantial bonus to any one initiative check, Knowledge (supernatural) check, or savingthrow that you need to make in the next 24 hours (your choice, but you need to declare your intent to use the bonusbeore the die is rolled). I the prophecy check ails, you have misinterpreted the signs, and you gain no insight. In

    extreme circumstances, your probing o the abric o destiny can irritate the gods, causing them to punish you. Iyou roll a natural 1 when making your Prophecy check to Reveal the Future, you are cursed by the gods; or thenext 24 hours, you suer a -2 penalty on all initiative rolls, Knowledge (supernatural) checks, and saving throwsthat you are required to make. I the +2 bonus granted by successully Revealing the Future is not used within24 hours, it is lost.

    30 Beseech the gods to send you a revelation concerning a specic topic through a dream. Te Narrator decides whatexactly is related to you i you are successul. Tis task may only be attempted once a month and never more thanonce concerning a specic topic. Further attempts anger the gods and oten result in divine retribution. You maynot take 10 or 20 when attempting this task.

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    Te ollowing section provides a number o new adept eats or use increating your own adept characters.

    A P (A)

    You may choose a power to become especially accurate with; you get +2on attack rolls with it. You may take this eat multiple times, selectinga new power each time.

    Af T (A)Pq: T Cf ,

    Ib I

    Tis eat allows an adept to choose any three powers or eats that theydo not already have and imbue supernatural items with them. Te adeptdoes not gain the benets o possessing these powers or eats; he merelygains the ability to imbue them into supernatural items. Te adept neednot have the prerequisites or any eats they select in this way and canselect eats normally only available to Warriors or Experts in this way.Te adept does not need to have the prerequisites or any powers selectedin this way either, though they must be able to imbue the prerequisiteso any powers they select (i.e. an articer must be able to imbue BodyControl beore they can learn to imbue Combat Sense).

    Af P (A)

    You may choose one o your powers requiring a ranged attack roll tobecome an Autore power. An Autore power res multiple shots in asingle attack action. Autore can apply to any power requiring an attackroll (see Autore Attack, page 102, oTrue20 Adventure Roleplayingordetails).

    Applying this eat a second time reduces the Autore interval (theamount your attack roll needs to exceed the targets Deense) to 1instead o 2.

    Te maximum bonus rom autore is +5 (or exceeding the targetsDeense by 10 normally) or hal the attacks normal bonus, rounded up,whichever is less. Another application o this eat increases the maximumbonus to +10 or the attacks normal bonus, whichever is less.

    B Sf (A)Pq: R

    You are skilled at drawing extra supernatural energy rom a ritualsacrice through various methods o torture. When sacricing aliving being in a ritual, you may increase the rituals time by 50% toincrease the amount o mana you gain rom the ritual sacrice byhal (round up).

    D T (A)

    Pq: M T

    Choose a supernatural power you already have that requires mentalcontact. You can now use this skill without the need or mental contact.

    You must still have a line o sight to the subject. Te subjects PsychicShield (i any) still aects your power check.

    Special:Any supernatural power used in this way has its atigue save

    Diculty doubled.

    D T (A)Pq: 0 A,

    S S.

    You can ocus your supernatural energy to redirect the apportation orteleportation o others. You can attempt to divert the nal destinationo any apportation or teleportation that you can sense. Tis is areaction, but you can attempt to divert only once per round. You candivert the destination o both incoming and outgoing teleportation.

    F

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    Roll an Apport power check against the teleporters Apport or eleportpower check. I you win, you can divert the teleporters destination bymaking an Apport power check against the Diculty o the desireddestination as i you were apporting the target to that location. Ithe diverted subject is a creature, it gets a Will saving throw to avoidbeing diverted.

    Special: Te atigue save Diculty o apporting the target to the desireddestination is raised by 2.

    E A (A)Pq: N A, P A,

    K ()

    You can cast election horoscopes to determine what someone woulddecide at a given time. o cast an election horoscope, you need thepersons time, place, and date o birth, and the time, place, and datewhere they will make the decision. Te latter is usually the place wherethey are now, although decisions to travel can be read in the stars, andthe target then ollowed around.

    I a successul Diculty 30 Knowledge (astrology) check is made, theastrologer learns the decision that the person is most likely to make.With a successul Diculty 40 check, the astrologer also knows thereasons behind the decision and the other options that are most likelyto be considered. As noted under natal astrology, most people do not

    rule the stars, so most people take the most likely decision revealed byastrology; the main exception is i they know the result o the horoscopeand thus decide to do something dierent.

    Normal: Knowledge (astrology) cannot predict the actions o livingbeings.

    E R P (A)

    Each time you apply this eat to a touch range power, you extend thepowers reach 5 eet.

    F-D (A)

    Pq: K () ,S O

    You have devoted yoursel to exempliying the vice o one o a certainvariety o end, living up to the impossible wickedness o that beingas best a mortal can. You must perorm one transgression againstthe orces o virtue per month, in keeping with the vice embodied byyour patron end. In return or doing so, you gain a +2 bonus to bothsummoning and sorcery supernatural power checks. Additionally,ends aligned with your selected vice recognize you as kin and areunlikely to attack you; although, they may seek to embroil you intheir machinations. Tey have an initial attitude o indierent towardyou (see Inuencing Attitudes in True20 Adventure Roleplaying,page 92).

    F M (A)Pq: F S

    You have complete mastery o any ames under your control. You areimmune to damage rom any ame controlled or sustained by your FireShaping supernatural power.

    H P (A)

    Tis eat grants a power an additional opportunity to hit. I a homingpowers attack roll ails, it attempts to hit again on the ollowing roundon your initiative, requiring only a ree action to maintain and leavingyou ree to take other actions, including making another attack. Tehoming power uses the same accurate sense as the original attack, soconcealment eective against that sense may conuse the homing attackand cause it to miss.

    Ib P (A)

    One o your powers does especially grievous damage, the kind thatonly time can heal. Each time you take this eat, it applies to one oyour supernatural powers. Te damage caused by that power cannotbe healed by supernatural powers such as Cure; the target must recoverat the normal rate.

    I P (A)

    One o your powers can circumvent obstacles and cover to more

    eectively hit a target. Tis eat allows one ranged attack power tooriginate rom a point other than the user, ignoring cover betweenthe user and the target, such as walls and other intervening barriers,so long as they do not provide cover between the powers origin pointand the target. Te powers range modier is based on the distance romthe attacker to the target, regardless o where the power originates. Anindirect power normally originates rom a xed point directed away romyou. In some cases, using an indirect power may count as a surpriseattack (see True20 Adventure Roleplaying).

    I you apply this eat a second time, the powers eect can come romany point directed away rom you, including behind you. I you apply itthree times, the eect can also be directed towardyou (hitting a targetin ront o you rom behind, or example).

    I P (A)One o your powers is an integral part o you, and is much easier or youto use. Choose a supernatural power you can cast to become an innatepower. As a standard action, you can activate this power as an adepto hal your eective adept level


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