Any Class Upgrades Available to All Character Classes:
* Beast of Burden:
Character can carry 20% more for each ENC category for every three full levels of your character. (Round up.)
* Xeno Empathy:
You get a +1 in communications/negotiations/reactions with non human like sentient beings and intelligent mythos beings, as well as a bonus +1 to save vs SAN loss/Insanity related to such encounters for every three full levels of your character.
* Cannibal Feast:
[Only non-hybrid members of the 13-Tribes of men can possess this ability] Any time you Cannibalize a member of your own race of men (Green Man eating Green Man, Yellow Man eating Yellow Man, etc...) You recover 2D4 lost hit points and power points. For for 1D6 hours you will have a natural DR bonus of +1, with an additional +1 per three full levels of your character. During this 1D6 rolled hours you also will recover hit points and power points at twice the normal rate. If you eat another human type other than your own, you recover 1D4 lost hit points and power points. For 1D4 hours you will have the additional elemental resistances of the type of human you consumed. Other than the stigma of the practice of Cannibalism your character will not suffer any of the normal side effects that might afflict your character over time. You gain no bonus from cannibalizing hybrid humans. Special Note: If you have recently consumed a human of a different type than yourself, for the 1D4 hours duration rolled the effects of Corrupt Sacrifice apply as well: For some reason if you are sacrificed in a ritual or any of your body parts are used as components in a spell (during the duration), the Sorcery will go catastrophically wrong. Aside from the Sorcerer being affected by the Corruption & Critical Failure mishaps, if a ritual, something of epic proportion bad will happen. GM decides based on conditions, but massive sink holes, meteorite impacts, earthquakes, dimensional or time rifts and other anomalies are not out of the questions. Even spells that make use of your blood or hair to cast will be affected.
* Catch All:
This ability works in two ways. By itself you gain a +1 to catch any item thrown at you (Including missile weapons and attacks if you have class abilities related to that.) for every three full levels of your character. If another character also possesses this ability you may throw objects back and forth without need for a check, unless one or both of you are being attacked that action. Though unless you are in a situation that absolutely prevents you throwing or catching an object, such as using two handed weapon at the time or having limbs bound, you can make a checks but with no penalties except for range.
* Fast Recovery:
You additional an additional hit points and power points while recovering. Please note this does not affect regeneration times or healing powers used upon you, just natural recovery of such points. For every full three levels of your character add an extra hit point and/or power point recovered while recovering. Please note this will not take you above you normal amounts, however it does apply to being at zero hit points. It also delays bleed out while being at negative hit points.
* Literacy:
Some character classes, such as the Sorcerer are literate character classes. If you have a language skill but do not have literacy, you can only speak/understand that languages. You CANNOT read or write that or any other language. Some character classes do develop this ability later on. In such cases IF you have taken this ability as a "Any Class Upgrade" and your class later gives you this same ability, the GM should allow you to at that point switch out the old Literacy for a different "Any Class Upgrade".
* Mounted Weapons Training:
While riding a creature or on top of a moving vehicle, you can ignore any base penalties that would normally be applied to attempting to use melee or ranged attacks in such conditions. If you gain a class ability later on that also grants this ability, this will at that time (but not before) upgrade to providing a +1 to attacks while mounted for every three full levels of the character.
* Quick Draw:
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* Ranged Bane:
Any ranged attacks against you are two points harder to hit you than usual for every three full levels of your character, though up close melee attacks are unaffected by this Upgrade.
* Hard to Kill:
At negative hit points you do not need to be stabilized to avoid bleed out, unless under the effects of an ability or sorcery that continues damage that has not yet be neutralized or expired. If left for dead, you have a chance of recovering and will heal negative hit points from rest at twice the usual time, though this bonus to healing no longer applies once you reach one hit point.
* Dead Eye:
Any ranged attack you make will be two points easier to hit than usual for every three full levels of your character, though up close melee attacks are unaffected by this Upgrade.
* Fast Walker:
Your movement rate is increased by 25% more for each ENC category for every three full levels of your character. (Round up.)
* Like a Rock:
It is very difficult to do a knock back or knock down maneuver on you. This provides you with a +1 DR and for every three full levels of your character you get a +2 to resist knock back or knock down and a +1 to Balance (Physical Specialization).
* Smasher:
Unless otherwise desires your character treats any bludgeoning attack as a knock back attack as well. For every three full levels of your character you get a +1 to your knock back attack and +1D4 to bludgeoning attacks, including fists and kicks. Any successful knock back attack also does +5 to the Quality Chart against target's armor worn. [This IS compatible with the Smashing Parry ability.]
* Shake Off Sorcery:
Any time negative spell or cantrip sorcery is afflicting you, you get a +2 to resist it at the beginning. If the spell/cantrip continues beyond a single round, you may make normal (without bonus listed above) checks to shake off the sorcery, even if the spell/cantrip normally does not allows further saves after the initial save.
*Stun Resistant:
If an attack or ability is used against your character, you get a +3 to save against it if there is a saving throw. Even if it fails, the duration is halved, rounding down. If the duration is just one melee round, you can ignore it.
* Poison/Toxin Resistant:
You have developed a resistance to any form of toxins used against you. For every three full levels of your character you get a +1 to your Fortitude checks specifically against Poisons and Toxins. (This includes drugs/alcohol.) This also divides the amount of damage taken from poison/toxin by 1/2 at level three, 1/3 at level six, 1/4 at level nine, 1/5 at level 12 and 1/6 at level 15.
* Resist Mutation:
Any time you must make a saving throw vs developing a mutation, you get a +5 to resist it. If the mutation, including Sorcerous Corruptions are part of character level increasing (Sorcerers) or a critical fumble from Sorcery where no save is available, the GM should work with the player to allow the which mutation ends up afflicting their character.
* Roll With Impact:
With this ability you can attempt a Reflex check whenever you are hit with a bludgeoning weapon, like mace, fist, kick, hammer, etc... You must be on your feet when this happens to attempt the Reflex checks. If successful you take 1/2 damage from the attack and can also subtract one point of damage per three full levels of your character.
* Low Charge:
If you are armed with a slashing or piercing weapon and have charged least a full ten feet, you gain a +2 to hit and knock back as well as a +1 damage per die of damage that your weapon inflicts, with a further +1 to knock back and +1 per die of damage for every three full levels of your character. This does however leave you vulnerable to attacks of opportunity by opponents you pass while charging AND the target of your attack BEFORE you get your attack roll.
* Decapitating Opportunity:
If a target that has provoked an Attack of Opportunity AND has taken a Critical strike from you is strike by a a slashing or crushing weapon, they must make a Fortitude check at -2, with a further -1 penalty for every three full levels of your character or be decapitated. If you are successful you opponents will have a +3 to strike you for the rest of that combat melee round and your next melee actions will be at -1 to all combat actions if you are lower than 6th level.
* Wrist Parry:
With this ability you can attempt to parry an opponents wrist instead of the weapon itself. It does allow your opponent a +4 to hit you, but if they miss you with the strike, you do get an attack of opportunity against them. In addition the target must make a Reflex check or take half damage from the wrist parry. If the damage inflicts more than 1/3 target's hit points, wrist/hand is considered incapacitated and 2/3 hit points damage it is considered severed. Please note a bracer worn on that limb will provide some protection. A critical Parry will also be considered an automatic severing of the attacker's wrist/hand.
* Smashing Parry:
With this ability, you may attempt to smash though an attacking weapon, instead of just deflecting it aside. This does give you a -2 to your parry roll, however if your parry succeeds, you may double the number of points that your parry exceeds the attack (if any) and add +1, with an additional +1 per three full levels of your character. This is checked against the opponent's weapon Quality Chart and has chance of damaging and/or destroying their weapon. If opponent's weapon is not destroyed, they still take have damage from your smashing parry, rounded down. If their weapon is destroyed by your smashing parry, you may inflict full damage to them, as if you had attacked normally. [This IS compatible with the smasher ability.]
* Naturally Athletic:
Any time you attempt a physical skill/specialty or stealth/specialty that is purely physical, like balance (but not hiding for example) you may remind the GM that you have this ability and he/she must reduce the difficulty of that action for your character by five. If the task would normally be so impossible that only a Natural 20 would succeed, this ability makes it require only a Natural 19+ on the die roll.
* Technical Gifted:
For some reason you have developed a natural aptitude for performing any mechanical or technical skill. When performing such tasks, remind the GM of your ability and he/she must reduce the difficulty of that action for your character by five. If the task would normally be so impossible that only a Natural 20 would succeed, this ability makes it require only a Natural 19+ on the die roll.
* Unfazed:
You keep a level head and are difficult to surprise. Enemies have a -5 penalty to attempts to surprise you and you can ignore up to five points of SAN loss from any encounter/sorcery/psionic/side effect/etc... Unless you are surprised by opponents at the beginning of a battle, your initiative base roll cannot be below 8. If you roll lower (before bonuses) it becomes an 8. Please note that this is just the base roll. Penalties from Sorcery, Psionics and other factors can be applied to this adjusted roll.