Variant Rules: D

4 variant rules, from Deep Backgrounds to Duels.

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Deep Backgrounds · Deviant Abilities · Dual-Class PCs · Duels

Deep Backgrounds

The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their character's life before adventuring. While this is a good method for determining a character's backstory, some players might want more insight into their character's early life or family.

Using Deep Backgrounds

This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.

  • Two ability boosts, each to a different ability score.
  • Training in a Lore skill.
  • One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as Quick Identification). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive.

Rerolling and Selecting

At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Graemorutaeth setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting.

Generating Deep Backgrounds

As a player, follow the steps below to generate your character's deep background.

Step 1: Family Background

The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if you're a half-elf or half-orc, and large if you're a goblin or halfling. For ancestries other than those in the Core Rulebook, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.

TABLE 4-5: Family Size
d%
Small Family
Medium Family
Large Family
1-4
0
0
0
5-8
0
0
1
9-20
0
0
2
21-34
0
1
3
35-39
1
2
3
40-50
1
2
4
51-60
2
3
4
61-65
2
3
5
66-69
2
4
5
70-78
3
4
5
79-80
4
4
6
81-87
4
5
6
88-90
5
5
6
91-93
5
6
7
94-95
6
6
7
96-97
6
7
7
98-99
7
7
8+
100
8+
8+
8+
  • If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.
  • If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.
  • If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options.

Step 2: Homeland

Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the Core Rulebook, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a Lore skill based on your homeland's terrain to your background options, such as Forest Lore for a wooded frontier or Shoumeistai Lore if you grew up in that city.

TABLE 4-6: Homeland
1d20 + (n)
Result
1 or less
Underground You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add Engineering Lore, Labor Lore, and Mining Lore to your background options.
2-3
Frontier You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.
4-5
Trade Town People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add Accounting Lore, Guild Lore, Mercantile Lore, Stabling Lore, and Lore of a common ancestry (such as Dwarf Lore) to your background options.
6-7
Simple Village You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add Herbalism Lore, Midwifery Lore, Milling Lore, Tanning Lore, and Lore of a type of food, drink, or product the village was known for producing (such as Alcohol Lore or Wagon Lore) to your background options.
8-9
Cosmopolitan City You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add Art Lore, Guild Lore, Legal Lore, and Underworld Lore to your background options.
10-11
Metropolis You grew up in one of the largest cities in the world, such as Shoumeistai or Famoraebraid. Add Architecture Lore, Gladiatorial Lore, Guild Lore, Legal Lore, and Theater Lore to your background options.
12
Front Lines You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add Heraldry Lore, Scouting Lore, and Warfare Lore to your background options.
13-14
Itinerant You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options.
15
Another Ancestry's Settlement Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the Adopted Ancestry feat and the Lore skill related to your adopted ancestry (such as Dwarf Lore) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill.
16
Coastal Community You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options.
17-18
Religious Community You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add Art Lore, Scribing Lore, Lore about a deity that was the focus or enemy of your community (such as Grobreil Lore), and Lore about a plane (other than the Material Plane) where that deity resides to your background options.
19+
Academic Community You were raised in or near a university, academy, or other center of learning. Add Academia Lore, Genealogy Lore, Library Lore, and Scribing Lore to your background options.

Step 3: Major Childhood Event

During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.

TABLE 4-7: Major Childhood Event
1d20
Result
1
Abandoned in a Distant Land Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the Multilingual skill feat to your background options.
2
Academy Trained You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the Additional Lore skill feat to your background options. If you select Additional Lore as your skill feat, instead of becoming trained in Lore, you become trained in your choice of Arcana, Occultism, or Society.
3
Attained a Magical Gift When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the Arcane Sense skill feat to your background options.
4
Betrayed A friend or family member whom you trusted more than anyone else betrayed you. Add the Lie to Me skill feat to your background options.
5
Bullied In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the Intimidating Glare skill feat to your background options.
6
Captured by Giants You were captured by marauding giants and fought your way free. Add the Titan Wrestler skill feat to your background options.
7
Claimed an Inheritance You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in Society.
8
Died You died or came so close that you walked the boundary between life and death. Add the Diehard feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill.
9
Fell In with a Bad Crowd In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the Experienced Smuggler skill feat to your background options.
10
Had an Ordinary Childhood Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the Assurance skill feat for a skill of your choice to your background options.
11
Had Your First Kill You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Athletics.
12
Kidnapped You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the Quick Squeeze skill feat to your background options.
13
Lost in the Wilderness Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the Survey Wildlife skill feat to your background options.
14
Met a Fantastic Creature When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the Recognize Spell skill feat to your background options.
15
Raided A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Medicine.
16
Robbed Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the Snare Crafting skill feat to your background options.
17
Survived a Disaster You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the Quick Repair skill feat to your background options.
18
Trained by a Mentor A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the Experienced Professional skill feat to your background options.
19
Witnessed War You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the Battle Medicine skill feat to your background options.
20
Won a Competition You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the Fascinating Performance skill feat to your background options.

Step 4: Veibrund Associate

You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.

TABLE 4-8: Veibrund Associate
1d20
Result
1
The Academic One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options.
2
The Boss You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options.
3
The Champion You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options.
4
The Confidante You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options.
5
The Crafter One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options.
6
The Criminal One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options.
7
The Dead One One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options.
8
The Fiend You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options.
9
The Fool One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options.
10
The Hunter This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options.
11
The Liege Lord You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options.
12
The Lover You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options.
13
The Mentor You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options.
14
The Mercenary With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options.
15
The Mystic You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options.
16
The Pariah You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options.
17
The Relative You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options.
18
The Seer You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options.
19
The Wanderer You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options.
20
The Well-Connected Friend In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options.

Step 5: Relationships

This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.

Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.

TABLE 4-9: Inspiring Relationship
1d12
Result
1
Animal Helpers When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options.
2
Comrade-in-Arms You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the Assurance skill feat for Athletics to your background options.
3
Desperate Intimidation You had to frighten off pirates or slavers looking to capture you and this character. Add the Group Coercion skill feat to your background options.
4
Homelessness At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the Streetwise skill feat to your background options.
5
Kindly Witch This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the Natural Medicine skill feat to your background options.
6
Liberators You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the Lengthy Diversion skill feat to your background options.
7
Magician This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the Subtle Theft skill feat to your background options.
8
Missing Child When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the Hobnobber skill feat to your background options.
9
Patron of the Arts This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the Virtuosic Performer skill feat to your background options.
10
Religious Students You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the Student of the Canon skill feat to your background options.
11
Timely Cure When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the Alchemical Crafting skill feat to your background options.
12
Wasteland Survivors You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the Forager skill feat to your background options.
TABLE 4-10: Challenging Relationship
1d12
Result
1
Accidental Fall This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the Cat Fall skill feat to your background options.
2
Accusation of Theft You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the Pickpocket skill feat to your background options.
3
Called Before Judges Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the Group Impression skill feat to your background options.
4
Matter of Might You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the Hefty Hauler skill feat to your background options.
5
Mercantile Expertise To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the Bargain Hunter skill feat to your background options.
6
Privileged Position You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the Quick Identification skill feat to your background options.
7
Relationship Ender You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the Quick Coercion skill feat to your background options.
8
Rival Trackers You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the Experienced Tracker skill feat to your background options.
9
Seeking Accolades You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the Impressive Performance skill feat to your background options.
10
Slander You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the Charming Liar skill feat to your background options.
11
Social Maneuvering You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the Courtly Graces skill feat to your background options
12
Spy You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the Read Lips skill feat to your background options.

Gamemastery Guide, page 186.

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Deviant Abilities

Though Falavririak contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story.

Acquiring a Deviant Ability

There are two main ways to approach deviant abilities in your game: as an intentional and persistent part of a player's character that is intrinsic to them and grows throughout their career, or as a more turbulent and transient power they gain as part of an ongoing campaign, intended to be acquired at a certain point in the story and to eventually burn out or fade away when that chapter of the story is told.

Background Deviant Abilities

A background deviant ability is a core part of a character's concept—a character may simply have been born with the power to light things on fire by whistling, or they may have gained it as part of whatever incident set them down the road to adventure.

When using background deviant abilities, the player should get to decide what type of deviation they want and build their power. As the player grows, they should be able to improve their deviant ability, whether through special training, seeking out objects of power, or self-improvement, represented as taking additional deviant ability feats.

If everyone in your party wishes to make deviant abilities a part of their character, or for a setting where these abilities are more common, consider using a variant similar to the free archetype variant rule to grant each character an extra class feat at 2nd level and every even-numbered level thereafter that they can use only to take deviant feats. In most cases, they can gain every possible deviant ability feat by 16th level in this fashion, so there's no need to grant extra feats after that.

Campaign Deviant Abilities

A campaign deviant ability comes about as part of the story of your campaign. The party may find themselves with strangely expanded senses after taking shelter beneath an ancient monolith, or they might drink from a spring of pure magic in a grove and find themselves able to command the elements. As the GM, you should decide the specifics of the deviant abilities yourself, matching them to the event and themes of your campaign. The players might not discover the full capabilities or quirks of their new abilities immediately. Consider waiting for a dramatic moment to reveal that a player has gained a deviant ability, perhaps letting them unleash an unexpected blast of lightning right when they need it the most.

Because a campaign deviant ability is normally only present for a level or maybe two, you usually don't have to worry about advancing the ability or adjusting campaign rewards to take stock of your PCs' additional powers. Rather, simply keep in mind that the players might have an extra source of damage or utility ability up their sleeve while they are in a given town or dungeon. Be clear with your players that their newly acquired abilities are temporary; for instance, it might be that the powers the players gained from the ancient monolith will fade once their journey takes them too far. If a player enjoys their deviant ability and wants to keep it even after the moment in the campaign has passed, work with them to develop a story that fits their character—maybe they take a piece of the monolith with them, letting them keep their powers. In this case, you can give them the opportunity to retrain some of their existing feats into deviant ability feats or let them take those feats again in the future.

Building a Deviant Ability

Decide what deviant ability you want to build, and what event led to the deviant ability or awoke it. Each ability comprises a main classification—grouping energy projection or enhanced physiology together—with an attendant backlash effect that can occur when the unstable power is pushed too far, and finally, one or more strange quirks that personalize the deviant ability further.

If building a background deviant ability, take a feat from the classification that best matches the power you want—these ability classifications determine the general theme of your ability, as well as what type of backlash can happen if your ability runs rampant. For instance, if your power is to breathe blasts of electricity, you could take the Storming Breath feat from the dragon classification, which covers energy manipulation. Once you have gained a feat in a given classification, you can take only feats from that classification, as well as universal deviant ability feats. If you are playing with campaign deviant abilities, simply grant your player the abilities that best fit the story, ignoring the split between classifications if needed.

Deviant Classifications

The Dark Archive classifies deviant abilities into broad categories, typically filing them according to their ultimate effects, since the source of the deviations range so widely. If you are advancing your deviant ability, you can do so with the below deviant feats. Feats with the deviant trait are class feats, but can be taken by any class. When you take the feat, it gains the trait appropriate for your class.

Deviation Saves and Attack Rolls

Many deviations allow for a saving throw or have other abilities that change as you go up in level. The DC for any saving throw called for by a deviation is the higher of your class DC or spell DC. The attack modifier of a deviation is 10 lower than that DC, unless the deviation calls for a Strike, in which case the attack modifier is the normal attack modifier of the Strike. A deviation's counteract modifier is equal to your counteract modifier.

Backlash

The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.

Whenever you attempt to use a deviation, roll a DC 5 flat check. On a success, you use your deviation and the DC for subsequent checks increases by 5, to a maximum of 20; on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day—attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild.

Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it.

Awakened Powers

A deviant ability's unstable nature means it can grow in power at a later point, responding to a stressful moment or continuing to evolve along a mysterious path. "Awakening" lines in deviant feats represent possible paths the power's awakening can take. You don't gain the awakening unless you take a feat that grants you those benefits. You can gain only one awakening for a given deviant feat.

Universal Feats

These feats are useful for any deviant ability user. If you're using the background approach, you can select these feats regardless of your classification.

Dragon[–]

Deviant abilities often trace their origin to massive concentrations of energy, such as being at ground zero of a detonating magical artifact. These energies can linger within an individual to grant them deviations falling under the dragon classification—gouts of flame, electrical breath, and the like—projecting and absorbing it to great effect.

When you gain a dragon-type deviation, choose a type of damage, from cold, electricity, fire, or sonic. All abilities you gain from this deviation deal this type of damage and add the corresponding trait to the ability. You also use this damage type for the damage and weakness from your backlash.

Backlash: Energetic Meltdown

As you channel energy through your deviant abilities, some of it turns back on you, spiking your body temperature or dancing across your skin.

Mild Backlash You take damage equal to your level as energy scours your body.

Moderate Backlash Energy wracks your body. After taking the damage, you gain weakness to the energy type of your backlash until your next daily preparations. The weakness is equal to one-third of your level. You also lose immunity to the energy type if you had it, until your next daily preparations.

Severe Backlash Whatever furnace or well within you that provides the energy for your deviation overloads completely, cascading out of you in an uncontrolled burst. You deal 1d6 damage per level to all creatures in a 30-foot emanation with a basic Fortitude save. You automatically take full damage without attempting a save.

Troll[–]

Especially common when a deviant ability is born of scientific experimentation, the troll classification connotes improved physical abilities. While often thought of as biological mutation, clockwork implants and personal magical enhancements are equally likely mechanisms.

Backlash: Strained Metabolism

Your body's overclocked physiology requires larger-thanusual amounts of nourishment, leaving you weakened when it kicks in mid-combat.

Mild Backlash Your metabolism immediately burns through your body's energy stores, making you enfeebled 1 and clumsy 1 until you take a bite of food (which usually requires 2 Interact actions: one to retrieve the food and another to consume it).

Moderate Backlash Ravenous hunger wracks your body. You are enfeebled 1, clumsy 1, and fatigued until you can eat a full meal, which requires at least 10 minutes.

Severe Backlash The strain on your body is truly incapacitating. You become sickened 2 as nausea wracks you, and you are also enfeebled 1 and clumsy 1 until you can eat a full meal (which requires you to no longer be sickened). You are fatigued until you can get a full night's rest.

Wraith[–]

Wraith-type deviations often result from contact with otherworldly presences or artifacts, comprising a strange assortment of abilities that involve realms beyond our own.

Backlash: Encroaching Presence

Seeing and touching the beyond leaves you open to its alien influence, warping your perceptions and thoughts.

Mild Backlash Something inexplicable touches your mind, leaving you with lingering horror. You become frightened 3.

Moderate Backlash Disorienting visions and figments cover your vision, as if you're seeing through another set of alien senses. For 10 minutes, all creatures become concealed to you as they are covered in visual distortions only you can see.

Severe Backlash Your life force is siphoned away as the presence tugs your soul to wherever it resides. You become doomed 1 and drained 2 until your next daily preparations.

Quirks

No two deviant abilities are exactly alike, and even when two characters gain the same ability in the same event, individual factors like age, ancestry, and personality alter how their abilities manifest. Every deviant ability has one or two quirks, determined when the ability is gained. If playing with background deviant abilities, collaborate with your player to decide the quirk, maybe each suggesting one. If playing with campaign deviant abilities, simply pick quirks that fit the story or roll randomly.

You can also use the quirks on Table 5 as a guide to invent new ones for your players. These quirks don't normally have any mechanical effect, since their purpose is only to alter minor details of a power to make them stand out, though they may have narrative implications on occasion. If you want to give a quirk a mechanical effect, it should never grant more than a +1 status bonus or –1 status penalty, and even then the statistic or check it applies to should be narrow and not in the direct control of the character with the quirk.

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Dark Archive, page 98.

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Dual-Class PCs

Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.

Building a Dual-Class Character

When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves.

Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of Baimoraimou/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in Nature and Survival from ranger and Religion and either Crafting or Performance from cleric, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity, divine spellcasting, divine font, and doctrine class features from cleric plus the Hunt Prey, hunter's edge, and ranger feat class features from ranger.

Spells

Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a sorcerer/wizard gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition.

Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points.

Character Advancement

A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.)

If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the cleric gets Alertness at 5th level, they wouldn't change their Perception rank, since it was already expert due to the ranger's initial proficiencies.

Playing with Dual-Class Characters

Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty.

Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes.

Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has.

Gamemastery Guide, page 192.

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Duels

Sometimes conflicts become personal. It's not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices—especially the more deadly varieties—to be a savage affront to law and order.

Duels can come in several forms, and this section gives you rules to run them.

Setting Up a Duel

Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.

Compete Alone

It's customary that each participant must compete alone and may receive no help from outside sources.

However, some duels pit pairs of combatants against one another (either all together or as tag teams)

Limited Tools

The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy.

Duration

Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability.

Adjudication

Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge.

Combat Duels

Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.

Initiative and Dueling Actions

Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.

If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

Bullying Press [R]

flourish 

Trigger You attempt a melee Strike against your opponent, but haven't rolled yet.

Requirements You're in a duel, you're trained in Intimidation, and you rolled an Intimidation check for initiative this round.

If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.

Deceptive Sidestep [R]

misfortune 

Trigger An opponent hits, but does not critically hit you, with a melee Strike.

Requirements You're in a duel, you're trained in Deception, and you rolled a Deception check for initiative this round.

You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.

Sense Weakness [R]

Trigger You attempt a melee Strike against your opponent, but haven't rolled yet.

Requirements You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round.

You pick a precise moment to attack, giving you an edge. Your opponent is flat-footed against the attack. If your opponent is using Deception for initiative when this ability is used, they are instead flat-footed until the start of their next turn.

Ending the Duel

The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Spellcasting Duels

Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.

Initiative and Dueling Actions

In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell.

They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition.

Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.

Dueling Counter [R]

magical 

Trigger Your opponent Casts a Spell from the same tradition as your tradition focus.

Requirements You are in a duel and have a tradition focus.

Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.

Change Tradition Focus [>]

Requirements You are in a duel and are trained in the skill for the tradition you're changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine).

You change your tradition focus to another magical tradition.

Ending the Duel

Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Gamemastery Guide, page 166.

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