Renegade 20 Core Manual
Version Alpha 0.30
You have learned how to perform this field competently. You gain a +4 bonus to all Stealth Skill checks and attacks involving acts of balance such as tightrope walking, catching yourself on a fall, walking on ledges, tumbling, or any related test of agility. This aspect does not affect Stealth attacks against an opponent.
Once per day you may call upon your ancestral spirits and guides for knowledge and wisdom. When you do so, you can make a Learning Skill check with a +5 bonus and be considered to possess the aspect of the discipline you are inquiring about.
You have the ability to call on the knowledge of your ancestors. You may call upon an utilize any Discipline aspect and make a skill roll as if you had that Discipline in your portfolio. For example, you could call on your ancestors to help you identify a magical device or creature that has a DC of 21 or greater, even if you do not understand the Discipline.
You must spend a day in a ritual to make an animal your Animal Companion. When you do, you can as an Innate Power communicate with your animal and share in all of its senses. At the same time your animal can see through your eyes and experience your senses.
When you communicate you can give your animal certain emotional thoughts: Need, come, go, stay, wait, eat, run, attack, threaten, etc..
In order for you to successfully communicate with your companion, you must be within 1 mile and on the same plane.
Special: You must spend 1 minute observing the target.
Make a
If you succeed, you can appraise the victim for the most valuable or treasured items that are accessible (things that can be grabbed with a Quick Action), or things that are visible (a bound and tied dagger).
You are harder to scare and gain a +1 to any rolls against any fear effects, including (possibly) your Willpower Defense and resolving Continuing effects dealing with fear.
In additioned, you gain +2 to your maximum Hit Points.
Your bezerking becomes an even stronger and more dominant trait. Your Continuing checks are 2 better for keeping your rage going, and 2 worse for ending the rage (treating it as a bane effect). In addition, if you are forced to make a shock check as part of combat, you automatically enter into a rage.
You gain DR +2. This stacks with any other DR you may have.
You learn to camouflage yourself and take advantage to terrain in order to not be seen. You can make a Stealth Attack roll against all opponents Perception Defense. If you succeed against any opponent, they cannot see you. You need to remember your roll in case an opponent actively searches the area (they can do a perception attack against what you rolled.
Special: You retain the training 1 benefits.
In addition, you receive a +2 bonus to all Defenses and skill checks and attacks regarding Camouflage attempts.
You gain a +2 towards skill checks (not attacks) other than the Learning Skill if you take twice as long to do them. People observing you will notice your patience and caution.
You have the ability of Training 1 limited speech in all common languages. You still must add the Training 1 of a language before you add the Training 2 fluency. This does not fulfill the Training 1 requirement for Training 2 in the language.
You can climb much more proficiently. You may attempt climb checks with a DC greater than 20, and you automatically succeed in climb checks with a DC equal or less than 10 + your Athletics skill modifier.
For detail on the climbing rules, see the Athletics Skills.
You gain a special ability to empower another spell caster who has at least training 1 as a Cooperative Caster by subtracting 1 from the Spell Level of any spells they cast as long as you maintain focus. This is a special action that requires you to spend a standard action and you cannot be interrupted in your concentration until the other spell caster completes their spell. If you take any damage, you need to make a Spell Casting Skill check DC 18 to maintain concentration. If the damage is the result of a critical, the DC becomes 20.
You must be adjacent to the other spell caster while cooperatively casting.
You keep the Training 1 benefits.
You do not need to be adjacent to the other caster (who must still have Training 1 in the aspect Cooperative Caster), and can be up to 6 squares away. You must maintain a line of sight and have no magical barriers between either of you.
You subtract 1 from the Spell Level of any spell they cast.
In addition, if you possess the Sphere Knowledge necessary to add a secondary component the caster does not yet have, you may contribute a single secondary component to the spell at the level of your ability. For example, if you possess Sphere Knowledge of Illusion 2 and your opponent does not, you can offer up the component to the caster to use in the spell to target multiple opponents. This does affect the spell level. This allows several casters to gather together to cast a spell that none of them alone would qualify for.
Alternatively, as long as you possess the ability of a spell component that is already included in the spell (primary or secondary), you may increase the effect of that single component by 1. For instance, you can increase the range of the component Spell Distance by 1, or the damage of the primary component Targeted Destruction by 1 level without affecting the spell level.
You are dedicated to a person, group or people and establish a special bond with them. You must promise or swear by some ritual who the target or targets are and what the goal is. You can swear to deliver a person safely back to their village, or to protect a village from the bandits. Any time the person is threatened or the village is threatened by bandits, you will know that something is up (but not what specifically). Whatever you swear, it must be directly related to your primary goal. If you do not actively work to uphold what you promise, you may not use this aspect with regards to those people or that person again. You must be very familiar or be able to interact directly with the deciding entity (if any) of your ritual. In this case you must look directly at the person, or speak with a magistrate of the village.
This discipline covers all knowledge of the arcane, including a knowledge of spellcraft, alchemical symbols and mixtures, and potions. It also covers knowledge of arcane beasts, including all magical beasts, dragons, and oozes.
Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.
You have acquired a great knowledge of spelunking, dungeoneering, rock formation, cavern structure, gems and minerals.
Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.
Lineages, heraldry, family trees, mottoes, personalities, Lands, terrain, climate, people
You have acquired a great knowledge of engineering, including mathematics, architectural structures and design, mechanical devices, war machines, fortification and castle building.
Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.
Special: If you have a +5 Learning Skill modifier you can accurately size any distance on the battlefield.
You have acquired a great knowledge of history, whether it be social science or the founding of cities, migration of races, etc. You also have a limited knowledge of religious and arcane history (roll with a -5 modifier).
If youy have the Discipline of Religion or Arcana, you gain a +2 bonus to Learning Skill checks with those aspects regarding historical context.
You are very capable of composing and reading documents, as well as authors of literary works.
You are also familiar with the great libraries of the lands, able to know which library might likely contain specific information about a subject. If you do not know an answer to a subject, and you fail by less than 5, you instead know where a library lies that will have the answer... although the location may be far away.
You are familiar with the flora and fauna of this world, as well as the traits of many beasts.
You may make a Learning Skill Check DC 15 to determine the nature and method of attack by legend of a beast. If the beast is rare the DC is 20.
You gain a +2 bonus to any Perception Skill rolls for tracking.
You learn how to construct and read maps, and are familiar with trade routes, sea routes, and can travel guided by the stars.
You are familiar with the layout of many cities and the main roads to get there, as well as legends, local traditions, and more. If the subject regards an area with which you have local knowledge (from your travels), then you get a +2 bonus to your Learning roll.
Deities, mythic history, ecclesiastic tradition, holy symbols, undead
Combat and battlefield knowledge, ability to assess enemy troop movement.
Inner and outer planes, aberrations, demons, elementals, devils, celestials.
You can cast a single extra Encounter Spell. If you could cast 2 Encounter Spells, you can now cast 3 per encounter.
You unify your spirit with the divine spirits of nature.
This aspect opens up new spell casting opportunities.
You have the capability to see and perceive details at great distances, only limited by the horizon. You do not suffer any penalties for distance, although terrain and light can block your vision.
You can slow your heart and breathing to appear as if you are dead. A heal check DC 8 + your Cunning skill bonus is required to determine your deception.
You qualify as a minimum Fey 0 race, and your Fey racial level will grow and be half your primary racial level rounded down. You can take aspects and powers normally reserved for the Fey racial type. This does not modify your CLM. If your race changes to something other than Human or Barrow, or you include a racial template in your portfolio that is not a Fey template, then this aspect is disabled until your racial type is once again active.
As a move action, you may shift up to two squares through any space (friendly or enemy) that you could normally walk through without penalty for terrain.
As a move action, you may shift up to five squares through any space (friendly or enemy) that you could normally walk through without penalty for terrain.
You have two telepathic modes: broadcast and directed.
Broadcast. You can send thoughts to all Fey Telepaths who are within 50 feet (10 squares).
Directed. Only 1 Fey Telepath can perceive your telepathic communication within 50 feet (10 squares). You must specify which Fey Telepath can hear you.
You have two telepathic modes: broadcast and directed.
Broadcast. You can send thoughts to all Fey Telepaths who are within 100 feet (20 squares).
Directed. Only 1 Fey Telepath can perceive your telepathic communication within 1 mile. You must specify which Fey Telepath can hear you.
You have three telepathic modes: broadcast, directed, and bonded.
Broadcast. You can send thoughts to all Fey Telepaths who are within 1 mile.
Directed. Only 1 Fey Telepath can perceive your telepathic communication within 10 miles. You must specify which Fey Telepath can hear you.
Bonded. 1 Fey Telepath (which must be specified and can only be changed when you gain a new level) can perceive your telepathic communication without restriction anywhere. If the Fey Telepath is not in this world, the voice will be feint and tinny, and only base thoughts can be communicated.
You receive a +2 to ingenuity skill rolls when attempting to scam or con.
You may make a Cunning Skill check DC 20 to receive 10% additional monies for goods you sell, or a 10% refund on the goods you buy. The funds are removed from the other party, who still thins the transaction was a great one.
You may make a Cunning Skill check DC 20 to receive 20% additional monies for goods you sell, or a 20% refund on the goods you buy. The funds are removed from the other party, who still thinks the transaction was a good one.
If you succeed critically (with a natural 20), you may increase the given amount to 50%. If you do, however, you will not be able to claim this critical again with that agent (person or shop).
Your greater access to healing gives you an even greater ability to restore life. Any time you heal a target you restore an additional +2 hit points.
You gain Resistance 1 against environmental effects such as heat or cold.
You define a region (village, town, etc.) where you feel is your homeland. Within this region you gain an additional +d6 hit points per day of rest, and a boon to any of your continuing effects of +2. If you are actively adventuring within the region you define, it is considered threatened and you forfeit any healing or continuing effect benefits of this aspect.
You are able to see 12 squares (60 feet) in total darkness. If you are exposed to torchlight or other equal or stronger light source, you cannot use your infra vision for 1 minute (10 rounds).
Special: Requires 1d6 rounds to attempt.
You can open a lock on a door with a Stealth Skill check against the DC listed under the Stealth Skill. You will need a set of tools (lock pics) for delicate work. If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.
Special: Requires 1d6 rounds to attempt.
You can open a lock on a door with a Stealth Skill check against the DC listed under the Stealth Skill. You will need a set of tools (lock pics) for delicate work. If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.
You can now also disable and re-enable magical locks as well.
You are considered armed for purposes of Attack of Opportunitys and you do not suffer an Attack of Opportunity when attacking. Your unarmed melee attacks are considered light weapons and inflict 1d6 damage.
You may make an Intuition skill check when falling. For every 2 you succeed by, you can glide up to 2 x your Endurance Skill modifier in squares (10 x Endurance Skill modifier in feet). And again, for every 2 you succeed by, you reduce the distance that counts for falling damage by 10’. You may not attempt this while you are Distracted.
Your skill check is
when purposfully falling, otherwise it is a
You may make an Intuition skill check when falling. For every 2 you succeed by, you can glide up to 2 x your Endurance Skill modifier in squares (10 x Endurance Skill modifier in feet). And again, for every 2 you succeed by, you reduce the distance that counts for falling damage by 10’. You may not attempt this while you are Distracted.
Your skill check is
when purposfully falling, otherwise it is a
You perhaps thought at one point that you might have a noble lineage, but now evidence has come to light. You choose (with the help of your game master) a noble line or parentage that will be worked into the plot.
You may use this aspect of your character to gain access to the courts and court gardens who honor your noble line.
Special: You keep the training 1 benefits as well.
Your noble blood offers more opportunity than you thought. You are now openly welcome in all courts that honor your family bloodline, and may be frequently recognized in your land as being noble. Perhaps you can even gain a position within the courts?
If your family is well loved or in power, you may use this aspect to gain a +4 to Cunning rolls regarding negotiations that do not overly burden the other party. For example, to purchase expedited travel and avoid a wait, or to buy the last of an item at regular cost.
Special: Pick a single domain from the following: Protection or Family
Your noble heart allows you to add to one of the following domains to your portfolio: Protection or Family.
If you gain this domain in the future through another means, you may choose to select another domain from this list. If you have all the domains offered here through other means, you gain no additional domain from this aspect.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You have learned how to perform this field competently.
You can commune for 1 minute with your deity and temporarily gain the aspect for a Discipline you wish (1 minute).
You receive a +2 modifier to Stealth attempts to pick pockets.
You receive a +4 bonus to die rolls against poison for both your Endurance Defense and your Continuing die rolls.
You may apply and use poisons as a trained individual. You also gain +2 for rolls to determine the nature, use and antidotes of a poison.
You receive a +2 to cunning and intuition skills rolls when attempting to sense or cover your or others emotions or thoughts.
Must have Training 2 in 3 languages.
Secret languages and extraplanar languages are not covered by this aspect. You have Training 2 equivalency in all common tongues.
You gain a +1 to any Learning Skill checks you roll in a discipline. If you are trained in the discipline, the bonus is +2.
You are able to work with and guide the dead. You receive a +2 to all attacks against the Willpower Defense or Reasoning Defense of an undead creature, as well as any spirits or souls of the dead.
You may use the 'Climb' skill without incuring the regular penalty to your movement rate.
You can fasten ropes and bind people. You do not need to roll to fasten a rope to a tree, or for any simple knot. If you wish to bind someone, you can with this aspect. You can take a Standard Action to bind someone. They are considered grabbed by the ropes, and prone. The Defense is static against escape attempts with a DC (rolled once) of
You gain an additional +1 square to your run movement during combat. If you are distance running using the endurance skill, you gain a +4 bonus to all your Endurance skill chacks and attacks.
You have the ability to consecrate and use a sacred Runic Weapon. You may use this weapon as a device for runic rituals and spell targets requiring a Runic Weapon.
In order to consecrate a new runic weapon, you must spend 1 hour in a ritual and spend 100 sp in ritual materials. Once a weapon has been consecrated as a runic weapon, any dwarf with this aspect may use it.
In order to use this aspect, you need to dedicate 1d6 rounds for the effort.
You can disable, disarm, rearm, or reset traps or related devices. To attempt this aspect you need to succeed at a Stealth Skill Check with the DC listed under the Stealth Skill. If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.
In order to use this aspect, you need to dedicate 1d6 rounds for the effort.
You can disable, disarm, rearm, or reset traps or related devices. To attempt this aspect you need to succeed at a Stealth Skill Check with the DC listed under the Stealth Skill. If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.
You can now also disable and re-enable magical traps as well.
You gain a +2 bonus to your Willpower Defense.
Your connection with the earth gives you much insight that others can not perceive. You can determine your depth underground. You see and understand the most minute detail in stone, allowing you to perceive secret doors within 2 squares with a
Your gain d6+3 hit points to your maximum permanently.
You gain a +4 to initiative rolls.
You gain a +4 to learning skill checks dealing with foraging for food, seeking shelter, withstanding natural elements, etc.
You can swim unencumbered at half speed on the surface of water or half-speed underwater for a maximum move of 2 x (your base move + your Endurance Skill modifier) before you begin drowning. Swimming leaves you Distracted.
For detail on the swimming rules, see the Athletics Skills.
You have a strong sense of emotion that you can pick up from flora and fauna. Flora can communicate that it was crushed recently, or that it is being poisoned by the air or water. Fauna can communicate fears about being hunted and strange scents. You can ask fauna to lead you somewhere, or to show you something. You will not get complicated speech, nor will they understand what a boot is, or what clothing is. They may indicate the human with a feathery head though.
You are able to discern tracks with a Perception Skill roll. Without this skill, you cannot discern anything besides very obvious tracks (see Adventuring section for details).
You are able to piece together even the smallest of clues. You gain a +4 bonus to your tracking rolls (see Adventuring section for details). You may also take a -4 penalty and track at normal movement (instead of the half movement normally required for tracking).
You add +5 to the DC of tracking you if you are traveling by yourself, or +2 to the DC of your group if you are traveling with others.
You gain a +2 bonus to skill checks (not attacks) when practicing a skill of your choice.
You understand metals and their properties
You can fashion and repair armor, weapons, and more with this training with a Athletics Skill Check.
You understand metals and their properties
You can fashion and repair armor, weapons, and more with this training with a Athletics Skill Check.
If you have 15 minutes each morning, you can improve the damage of all your metal weapons by +1. You can also make Quality Items that can be enchanted.
You are a competent brewer.
You can create ales and wines. You receive a +2 to Cunning skill rolls if your concoctions are being sold or served at your location.
You are a competent brewer.
You can create ales and wines. You receive a +2 to Cunning skill rolls if your concoctions are being sold or served at your location.
Your competency has led you to an understanding of ales that grants you a +1 to your Endurance skill Modifier.
You understand the needs and are able to herd animals successfully. You can change the temperament of natural beasts with an
You understand the needs and are able to herd animals successfully. You can change the temperament of natural beasts with an
Your masterful ability allows you to control your mount with a +5 bonus to any Intuition skill rolls.
You understand the business of keeping up an inn and customer service.
You receive a +1 to any Cunning Skill Checks with regards to diplomacy and fast talking.
You understand the business of keeping up an inn and customer service.
You receive a +1 to any Cunning Skill Checks with regards to diplomacy and fast talking.
If you help with the campsite or lodgings, everyone receives DR +1 for the entire next combat after a full nights rest.
You have learned the art of negotiating and valuing merchandise.
You may appraise any non-magical item with an Intuition Skill Check.
You have learned the art of negotiating and valuing merchandise.
You may appraise any non-magical item with an Intuition Skill Check.
You also are hard to haggle. Anyone trying to haggle with you must do so with a -5 penalty.
You understand minerals and their properties
You gain a +2 to tracking and Perception skill checks
You understand minerals and their properties
You gain a +2 to tracking and Perception skill checks.
If you have 15 minutes each morning, you can improve the damage of all your metal weapons by +1. You can also make Quality Items that can be enchanted.
You gain the ability to locate traps using your Perception Skill with a +4 bonus to both your active and passive checks.
Melee or Natural Weapon only. Must have at least two weapons equipped, and one must be a light weapon.
You have learned to utilize and attack with both weapons in harmony. You make a combined attack using the best attributes selected from each item: damage, critical range, type. The size of the “combined weapon” is the largest size weapon you wield. The item powers of each weapon are at your disposal as well. You may only apply one trigger power to any given trigger. For instance, only 1 item trigger power from your two weapons will apply to a critical success.