Professional Documents
Culture Documents
Modern 20
Modern 20
20
Modern By Charles Rice
Editing: Artwork:
Chris Davis anthony cournoyer
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Introduction
What’s Different
Backgrounds provide a basic level in skills and a base
amount of Wealth.
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Characters
Chapter 1: Characters
Characters are what bring a role-playing alive, especially in
a modern setting where the vast majority of the opponents
Ability Modifiers
Each ability score has a modifier that can be determined as
will be Non-Player Characters (NPCs), characters controlled
follows:
by the game master.
(ability/2)-5 [round down]
Character Creation This modifier is added or subtracted from d20 rolls in areas
modified by the ability score, as explained below.
Character creation consists of several steps to define your
character and determine what he knows and what he can do
in the game world. Creating a character requires the Using Ability Scores
following steps: Strength: Your Strength modifier affects melee
attack rolls, melee damage rolls, thrown weapon
1) Generate ability scores damage rolls and the damage from certain
2) Choose a background archaic ranged weapons, most notably bows.
3) Choose an occupation and a hobby The following skills are modified by Strength:
4) Choose a character class Athletics, Unarmed and Weapons.
5) Select your character’s feats, skills and perks Dexterity: Your Dexterity modifier affects
6) Set the level of secondary characteristics ranged attack rolls, finesse melee weapon
such as Reputation, Wealth and Action attack rolls, Initiative, Defense and Reflex
Points saving throws. The following skills are
7) Purchase equipment modified by Dexterity: Acrobatics,
8) And finally, determine any starting Firearms, Stealth and Vehicles.
character disadvantages (optional). Constitution: Your Constitution
modifier affects hit points, Fortitude
saving throws and Recovery saving
Ability Scores throws. No skills are modified by
Constitution.
All characters have the following Intelligence: Your Intelligence modifier
six ability scores: affects skill points. The following skills are
modified by Intelligence: Academics, Chemistry,
Computers, Crime, Engineering and Legal.
Strength Wisdom: Your Wisdom modifier affects Will
Dexterity saving throws. The following skills are modified
by Wisdom: Medicine, Outdoorsman, Perception
Constitution and Streetwise.
Intelligence Charisma: The following skills are
Wisdom modified by Charisma: Art, Magic, Influence
and Leadership.
Charisma
Changing Ability Scores
The normal human range of these ability As your character grows more powerful, his
scores is from 3 to 18. As heroes, the player ability scores will grow as well. There are two
characters, as well as important NPCs, might main ways to modify your ability scores:
have ability scores in excess of 18, running into Level Advancement: Every 4 levels, all
the 20’s. characters may increase one ability
score of their choice by +1.
Special Training Feats: At
levels 6, 12 and 18 there are special
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Characters
training feats available to characters that have spent a great players to be above average yet still have a significant
deal of time in one profession. chance for an ability score to be below average. This
Of course, it’s not all fun and games out there. Some nasty generates heroic characters that will have some weaknesses
bugs your character might encounter can temporarily lower but will still be a cut above the common men and women of
ability scores as well, especially poisons and some diseases. the world.
Finally, your ability scores are affected by your age as Why not do it? The only reason not to use this method
well. See the Character Disadvantage Age to determine if is if you want something more or less powerful, in keeping
your character’s starting age will affect his ability scores. with the campaign’s theme.
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Characters
point. For example setting an ability score at 14 would cost
6 points (14-8).
Academic
You were employed as a teacher, librarian or researcher
Raising ability scores above 14 costs 2 points per ability
before you became an adventurer.
point. For example, setting an ability at 16 would cost 10
Skills (choose two of the following): Academics, Art,
points (6 points to raise the ability to 14, then 4 more points
Athletics, Chemistry, Computers, Engineering and Legal.
to raise it to 16).
Base Wealth: 8
Why do it? Each player will have exactly the character
she wants. If the player wants to play a character that is
strong as an ox but dumber than a bag of hammers, she can Adventurer
do just that without having to rely on the right combination Your previous job before becoming an adventurer was…
of die rolls. well, you have always been an adventurer. Perhaps you were
Why not do it? Often times, a player doesn’t have a born into a family of adventurers or the desire to wander the
strong idea who his character is before he starts playing world has always been inside you.
him. Such players feel hemmed in by systems that force the Skills (choose three of the following): Acrobatics,
player to decide his characters strengths and weaknesses Athletics, Firearms, Outdoorsman, Perception, Stealth,
before hand. Streetwise, Unarmed and Weapons.
Also, some players like the randomness of determining Base Wealth: 4
whether or not their character will be a larger than life hero
or the larger than life hero’s bumbling sidekick.
Athlete
You were a professional athlete of some sort. This doesn’t
Cinematic Point-Buy necessarily imply that you were a famous athlete, merely
In this system, the characters determine their that you made your living with your body.
ability scores and will be able to set several Skills (choose three of the following): Acrobatics,
scores to a high level without needing to worry Athletics, Outdoorsman, Perception, Unarmed,
about having a significant weakness. Vehicles and Weapons.
Ability Generation: This method works just Base Wealth: 4
like the Modern Point-Buy except the
players are given 45 points to spend on
their abilities. Blue Collar
Speaking of making a living with your body,
Elite Array this background is much less glamorous in
One final option for determining your scope. Perhaps you were an auto-worker
character’s ability scores is the elite or maybe you flipped burgers. Either way,
array. Under this method, all characters you were at the low-end of the employment
are equal, with ability scores of: 15, 14, scale.
13, 12, 10 and 8, arranged in any order Skills (three of the following): Athletics,
the player chooses. Outdoorsman, Perception, Streetwise,
Unarmed and Vehicles.
Base Wealth: 4
Backgrounds
Celebrity
Your background represents what your You used to be famous. Maybe you still are.
character did before he became an adventurer. Skills (one of the following): Art, Influence
Backgrounds grant a character 4 ranks in and Perception.
one or more skills as well as a base Wealth. Reputation: +1
The additional ranks in a skill granted by a Base Wealth: 10
background must obey the usual level limit on
max ranks for skills.
Criminal
You used to make your living outside the law.
Skills (three of the following): Athletics,
Crime, Firearms, Influence, Perception,
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Characters
Stealth, Streetwise, Unarmed and Vehicles.
Base Wealth: 4
Rural
You grew up in the back woods.
Skills (three of the following): Athletics, Firearms,
Dilettante Outdoorsman, Perception, Stealth, Unarmed and Vehicles.
You come from old money. Base Wealth: 4
Skills (one of the following): Art, Influence, Legal and
Perception.
Base Wealth: 12
Student
You have spent your time in the halls of an institute of
learning.
Doctor Skills (four of the following): Academics, Art, Athletics,
You have had medical training. Business, Chemistry, Computers, Engineering, Legal and
Skills (two of the following): Academics, Computers, Medicine.
Influence, Legal, Medicine, Perception. Base Wealth: 0
Base Wealth: 8
White Collar
Emergency Services You have worked in an occupation that requires technical or
You have had training as a paramedic, fire fighter or similar business savvy.
rescue service. Skills (two of the following): Academics, Chemistry,
Skills (three of the following): Athletics, Influence, Computers, Engineering, Influence, Legal and Perception.
Medicine, Outdoorsman, Perception, Streetwise and Base Wealth: 8
Vehicles.
Base Wealth: 4
Occupations
Entrepreneur While your background indicates things your character
You have spent time in the business world.
has done in the past, occupations represent the things your
Skills (two of the following): Academics, Business,
character currently does for a living. Occupations provide
Computers, Influence, Legal and Perception
three main benefits: salary, professional training and perks.
Base Wealth: 8
Salary: Salary is a bonus to your character’s Wealth
score. This bonus is variable and depends on the ranks
Law Enforcement you possess in the professional skills of your occupation.
You have spent time as a police officer or private detective. An occupation’s professional skills are the skills it offers
Skills (three of the following): Athletics, Firearms, professional training in (see below).
Influence, Legal, Perception, Streetwise, Unarmed, Vehicles Occupations will have more than one professional skill
and Weapons. but only the highest rated professional skill (in ranks) grants
Base Wealth: 4 a Wealth bonus. The Wealth bonus is equal to the ranks in
that skill divided by two.
An occupation also grants a Wealth bonus for selecting
Military the improved feats offered by that occupation. For each
You have served time in the armed forces.
improved feat that the character selects, he gains a +2 bonus
Skills (three of the following): Athletics, Engineering,
to his Wealth.
Firearms, Leadership, Outdoorsman, Perception, Stealth,
Professional Training: Occupations offer advanced
Unarmed, Vehicles and Weapons.
avenues for skill training. Characters gain 2 “phantom” skill
Base Wealth: 4
ranks in all occupational skills. These ranks can improve a
skill beyond the normal Level+3 skill limit.
Religion Improved Feats: Occupations offer a character a chance
You have served as a member (usually a priest or reverend) to select feats not normally allowed for his class. If an
of a religious group. occupation lists a feat, a character may select it regardless of
Skills (two of the following): Academics, Art, Influence, class, provided he meets all the other prerequisites.
Legal and Perception. Better still; feats offered by occupations are improved.
Base Wealth: 8 Because the character uses the feats every day in his
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Characters
occupation, he is more familiar with it and thus the feat
works better for him.
Actor
You are a working performer on the stage or screen.
Should a character leave a profession, he does not forget
Professional Skills: Art, Influence and Perception
or lose any feats selected, even if they are not normally
Improved Feats: Attractive: +6 bonus to Influence
allowed for his class. However, the feats are no longer
checks when dealing with your chosen gender; Banter:
improved; they simply function as they normally do.
your Charisma modifier is increased by +1 for purposes of
Perks: Finally, each occupation grants a character a
this feat; Endorsement Deal: your Reputation modifier is
certain number of perks. Most character receive two perks.
increased by +2 for purposes of this feat; Public Speaker 1:
Characters whose first level is in the Star class receive 4
+2 Charisma.
perks. A character can gain extra perks through the Career
Advancement feat. Perks can provide the following benefits:
Professional Reputation: granting the character an extra Assassin
Reputation bonus of +4. You kill for profit.
Professional Salary: granting the character an extra Prerequisite: Firearms 10 ranks or Stealth 10 ranks or
Wealth bonus of +4. Weapons 10 ranks, Sneak Attack, Critical Strike
Skill Modification: Many skills have additional Professional Skills: Firearms, Stealth and Weapons
uses that can only be accessed through perks. Improved Feats: Crippling Strike: your target suffers
Some occupations have unique perks as two points of temporary Strength damage; Critical
well, benefits that can only be accessed by a Strike: when you inflict bonus damage with this feat,
member of that profession. that bonus damage is increased by +3 points; Enemy
One of the advantages of perks is that a (target): you may treat anyone you were assigned or
character can change them several times over hired to kill as an enemy for purposes of this feat;
the course of his career. Anytime a character Sneak Attack: you inflict +1 damage per feat
advances in his profession, the character against flat-footed targets.
may change his perks as well. A character
is considered to have advanced in
his profession whenever any of the
following occurs: the character gains
Bodyguard
You protect others, with your life if
ranks in one or more professional
necessary.
skills; the character gains one or
Professional Skills: Influence,
more improved feats from his
Legal and Perception
occupation; the character gains
Improved Feats: Defensive
additional perks through selecting
Attack: your defense bonus is
the Career Advancement feat.
increased to 1.5 per –1 penalty you
A character can also change perks
take on your attack rolls (-1 attack for
by changing jobs, as described below.
+1 Defense, -2 attack for +3 Defense and
Changing Occupations: A
so forth); Die Hard: when you are reduced
character can change jobs many times
unconscious by non-lethal damage, you may make
over the course of her life (indeed some
a Recovery save in the minimum time (1 hour);
occupations require a character to be
High Pain Threshold: +3 bonus to Recovery
higher than first level and thus can never
saves; Human Shield: you may grant complete
be a character’s first occupation). In fact
cover to a target instead of partial cover, anyone
this is more the rule than the exception in
attacking the target must attack you instead.
the modern world. A character can change
jobs at any time, so long as she qualifies for
her new occupation.
When a character changes occupations,
he keeps his old perks for 30 days (think
of this as a severance package if you will).
After 30 days, these perks go away and
a character may select new perks in
keeping with his new occupation.
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Characters
Boxer Hunter
You make your living through the sweet science of boxing. When people need an animal tracked and/or killed, you’re
Professional Skills: Athletics, Perception, Unarmed the person they call.
Improved Feats: All-Out Attack: your attack bonus is Professional Skills: Firearms, Outdoorsman and Stealth
increased to 1.5 per –1 penalty you take on your Defense Improved Feats: Awareness: your Will save is increased
(-1 Defense for +1 attack, -2 Defense for +3 attack and so by +2 for purposes of this feat; Enemy (animals): you may
forth); Attack Focus: +2 attack rolls; Defensive Attack: your take this feat and apply it to any animal you have decided
defense bonus is increased to 1.5 per –1 penalty you take on to hunt; Far Shot: increase Range Increment by factor of 2;
your attack rolls (-1 attack for +1 Defense, -2 attack for +3 Talented (Outdoorsman and Stealth): +4 to both skills
Defense and so forth); Strength Training: +2 Strength bonus
Laborer
Business Executive You are a manual laborer.
You make your living in the world of high finance. Professional Skills: Athletics, Outdoorsman and
Professional Skills: Business, Influence, Legal Perception
Improved Feats: Attractive (powersuit): you are Improved Feats: Die Hard: when you are knocked
attractive to both genders (your power suit looks fabulous); unconscious by non-lethal damage you may make a
Career Advancement: +2 perks; Public Speaker: +2 Recovery save in the minimum time (one hour); High Pain
Charisma; Tycoon: +1.5 Wealth bonus or penalty per feat Threshold: +3 to Recovery saves; Strength Training: +2
(+3 bonus for every two feats) Strength; Talented (Athletics and Outdoorsman): this feat
also grants a +2 bonus to Perception
Con-Man
You make your living tricking others out of their hard- Martial Arts Instructor
earned cash. You are a skilled teacher and mentor in the area of self-
Professional Skills: Influence, Perception and Streetwise defense.
Improved Feats: Attractive: +6 bonus to Influence Professional Skills: Influence, Perception and Unarmed
checks when dealing with your chosen gender; Fascinate: Improved Feats: Dedicated (martial arts students): +3
the DC of the Influence check is decreased to Perception or skill checks and saving throws; Defensive Attack: your
Will +5; Public Speaker: +2 Charisma; Suggestion: the DC defense bonus is increased to 1.5 per –1 penalty you take on
of the Influence check is decreased to Perception or Will +5 your attack rolls (-1 attack for +1 Defense, -2 attack for +3
Defense and so forth); Defensive Martial Arts: +2 to your
Unarmed skill for purposes of this feat; Mind Over Body:
Dancer your Wisdom modifier is consider +2 higher for purposes of
You make your living combining art and athleticism.
this feat
Professional Skills: Acrobatics, Art, Athletics
Improved Feats: Acrobatic Defense: your Acrobatics
skill is treated as +2 higher for purposes of this feat; Military Officer
Acrobatic Feint: the DC of the Acrobatics check is The military has taught you how to lead men.
decreased to Acrobatics or Reflex +5; Agility Training: +2 Professional Skills: Firearms, Influence, Leadership
Dexterity; Cat’s Landing: the distance removed from a fall Improved Feats: Expert in your field (Leadership): your
is increased by +5 ft. Reputation modifier is treated as +2 higher for purposes
of this feat; Exploit Weakness: your Intelligence modifier
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Characters
is treated as +2 higher for purposes of this feat; Public Professional Skills: Athletics, Medicine and Perception
Speaker: +2 Charisma; Teamwork: +2 Initiative bonus when Improved Feats: Awareness: your Will save is
working with your team. considered +2 higher for purposes of this feat; Empathy:
your Perception is treated as +4 higher for purposes of this
skill; Mind Over Body: your Wisdom modifier is consider
Mob Boss +2 higher for purposes of this feat; Self-Help: +2 Wisdom
You are a high-ranking figure in organized crime.
Prerequisite: Influence 10 ranks, Career Advancement,
Professional Salary perk Police Officer
Professional Skills: Crime, Legal and Influence You are an officer of the law.
Improved Feats: Career Advancement: +2 perks; Expert Professional skills: Influence, Legal and Perception
in your field (Influence): your Reputation modifier is Improved Feats: Dedicated (protect and serve): +3
treated as +2 higher for purposes of this feat; Low Profile: bonus on skill checks and saves; Defensive Driving: your
you can take this feat to adopt a double life, reducing your Vehicles skill is considered +2 higher for purposes of this
Reputation with the media and law enforcement to 0 while feat; Moonlighting: police officers are highly sought after
maintaining your full Reputation when dealing with other as security, increase the Wealth bonus from your second
underworld figures; Public Speaker: +2 Charisma occupation by +4; Point Blank Shot: +2 attack rolls
Mobster Politician
You are a foot soldier of the underworld. You are a mover and shaker on the political scene.
Professional Skills: Crime, Firearms and Streetwise Professional Skills: Influence, Leadership and Perception
Improved Feats: Endurance Training: +2 Con; Enemy Improved Feats: Banter: your Charisma modifier
(law enforcement or rival family): +3 bonus to damage rolls; is treated as +2 higher for purposes of this feat; Career
Move-By Action: when conducting a move-by attack from Advancement: +2 perks; Expert in your field (Influence):
a vehicle, you gain a +2 bonus on your attack roll; Point your Reputation modifier is treated as +2 higher for
Blank Shot: +2 damage purposes of this feat; Public Speaker: +2 Charisma
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Characters
Reporter Spy
You specialize in investigative journalism. You are a paid government informant.
Professional Skills: Influence, Perception and Streetwise Professional Skills: Crime, Influence and Perception
Improved Feats: Awareness: your Will save is Improved Feats: Awareness: your Will save is
considered +2 higher for purposes of this feat; Expert in considered +2 higher for purposes of this feat; Low Profile:
your field (Perception): your Reputation is considered +2 because you are under deep cover, you retain your original
higher for purposes of this feat; Self-Help: +2 Wisdom; Reputation under that identity and can reclaim it at any
Well-Informed: you gain 2 free skill contacts (2 RP each) time (though that essentially means giving up this feat), any
from this feat in addition to the usual benefits Reputation gains made after acquiring the Low Profile feat
go to your original identity; Self-Help: +2 Wisdom; Sneak
Attack: you inflict +1 additional damage per feat against
Scientist flat-footed targets
You make your living on the cutting edge of an academic
field.
Professional Skills: Academics, Computers and
Perception Stuntman
Improved Feats: Book Learning: +2 Intelligence; You make your living performing dangerous stunts and falls
Career Advancement: +2 Reputation; Expert in your field on film.
(academics): your Reputation modifier is considered +2 Professional Skills: Acrobatics, Outdoorsman and
higher for purposes of this feat; Power User: you only need Vehicles
a single day to become a power user of a given item Improved Feats: Cat’s Landing: you subtract and
additional 10 ft. from the height of any fall; Defensive
Attack: your defense bonus is increased to 1.5 per –1
Sniper penalty you take on your attack rolls (-1 attack for +1
You are employed as the ultimate marksman.
Defense, -2 attack for +3 Defense and so forth); Defensive
Prerequisites: Firearms 13 ranks, Sniper Shot, Called
Roll: when an opponent strikes you, he thinks the blow
Shot perk
lands full force and believes he is inflicting much greater
Professional Skills: Athletics, Firearms and Outdoorsman
damage on you than he really is, and after any successful
Improved Feats: Accurate Attack: +1.5 attack bonus for
hit, you may “play dead”, requiring a Perception check of
every –1 damage bonus; Agility Training: +2 Dexterity;
20+ your Reputation for your opponent to realize you are
Attack Focus: +2 attack rolls; Far Shot: range increment is
not dead or unconscious; Dodge Focus: you may use this
doubled
feat normally for yourself (+1 Defense) but may also apply
it to any vehicle you are driving, at +2 Defense per feat
Soldier
You serve in a military organization.
Professional Skills: Athletics, Firearms and Outdoorsman
Surgeon
You are a highly trained trauma specialist.
Improved Feats: Cover Fire: the Defense bonus
Prerequisite: Medicine 13 ranks, Surgery perk
provided by Cover Fire is increased by +2; Dedicated
Professional Skills: Academics, Medicine and Perception
(country of origin): skill check and save bonus increased to
Improved Feats: Career Advancement: +2 perks;
+3; High Pain Threshold: +3 Recovery saves; Teamwork:
Dedicated (patients’ well-being/Hippocratic oath): +3 skill
+2 Initiative bonus when working with your team.
checks and saving throws; Healer: +3 points of healing;
Self-Help: +2 Wisdom
Special Operator
You are an elite soldier.
Prerequisites: Firearms 10 ranks, Stealth 10 ranks
Professional Skills: Firearms, Stealth and Outdoorsman
Technician
You make things work and keep them running.
Improved Feats: Agility Training: +2 Dexterity; Attack
Professional Skills: Academics, Computers and
Focus: +2 attack rolls; Esprit de Corps: +2 bonus to all
Engineering
saving throws when working with your team; Teamwork: +2
Improved Feats: Book Learning: +2 Intelligence; Expert
Initiative bonus when working with your team
in your field (Perception): your Reputation is considered
+2 higher for purposes of this feat; Talented (any two
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Characters
Professional Skills): +4 bonus to both skills; Walking
Encyclopedia: you may make a Research check in no time
Truck Driver
You make your living hauling goods on the open road.
twice per day without having to spend an action point
Despite its title, this occupation can also serve for long-haul
air delivery pilots, simply substitute the Defensive Driving
Thug improved feat for the Evasive Maneuvers feat (improved the
You make your living as muscle. This could involve same way).
anything from working as a bouncer to collecting debts. Professional Skills: Athletics, Perception and Vehicles
Professional Skills: Influence, Streetwise and Unarmed Improved Feats: Defensive Driving: your Vehicles
Improved Feats: Attack Focus (unarmed): +2 attack skill is considered 2 ranks higher for purposes of this feat;
rolls; Defensive Attack: your defense bonus is increased to Endurance Training: +2 Constitution; Loner: +4 skill
1.5 per –1 penalty you take on your attack rolls (-1 attack checks when alone; Night Vision: you can drive a vehicle
for +1 Defense, -2 attack for +3 Defense and so forth); without lights at no penalty to your Vehicles skill checks
Endurance Training: +2 Constitution; Expert in your field
(Influence): your Reputation modifier is treated as +2 higher
for purposes of this feat
Wheelman
You make your living behind the wheel (or stick) of a
vehicle.
Professional Skills: Engineering, Perception and Vehicles
Improved Feats: Agility Training: +2 Dexterity;
Defensive Driving: your Vehicles skill is treated as +4
higher for purposes of this feat; Evasive Maneuvers: your
Vehicles skill is treated as +4 higher for purposes of this
feat; Move-By Action: when conducting a move-by attack
from a vehicle, you gain a +2 bonus on your attack roll
Wrestler
You make your living grabbing people and throwing them
around.
Professional Skills: Acrobatics, Athletics and Unarmed
Improved Feats: Attack Focus (unarmed): +2 attack
rolls; Improved Grab: the DC of the free grapple check
granted by this skill is your opponent’s Unarmed or
Acrobatics +5; Improved Trip: the DC of the free trip
check granted by this skill is your opponent’s Unarmed or
Acrobatics +5; Soldier On: you can use this feat twice per
day.
Hobbies
Each character gets one hobby. Hobbies are activities your
character does in his “spare” time when not working or
adventuring. Hobbies grant a single skill of your choice at
4 ranks. Skills gained as hobbies still have to abide by the
normal level cap for skills.
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Class Information Resilience: Only characters that take their first character
The following information pertains to the Speedfreak core level in the Tank class gain this ability.
class. Once per encounter, you may make a Recovery saving
Hit Die: 1d8 throw (DC 15) to instantly heal an amount of non-lethal
Action Points: 6+ one-half character level, rounded damage equal to your Tank level.
down, every time the character gains a new level in this If you spend an Action Point, you can convert an amount
class. of lethal damage equal to your Tank level into non-lethal
Skill points at 1st level: 4 + Int. modifier (x4) damage.
Skill points at each level: 4 + Int. modifier
Brainiac
Class Features Brainiac characters are thinkers. They are able to master
All of the following are features of the Speedfreak core more skill types than any other character class. Brainiac
class. characters are not great fighters but they aren’t completely
Feats: As indicated on the class table at each level, useless in a fight either.
you may select a number of feats from the General and
Speedfreak feat tables. You may also select any feat listed
with your Occupation as an Improved Feat.
Need for Speed: Only characters that take their first
character level in the Speedfreak class gain this ability.
You may double your movement for a number of rounds
equal to your Speedfreak level during an encounter. This
ability leaves you Fatigued for the rest of the encounter but
once you have had 10 minutes to rest, you are no longer
fatigued.
If you spend an Action Point, you suffer no penalties from
Multi-Attack for one round. This does not allow you make
any more attacks than you would normally be entitled to.
You may spend this Action Point at any time before rolling
your attack rolls.
Tank
The Tank specializes in sucking up damage. He can take hits
that would fell even other combat-oriented characters and
come back for more.
Class Information
The following information pertains to the Tank core class.
Hit Die: 1d12
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in this
class.
Skill points at 1st level: 4 + Int. modifier (x4)
Skill points at each level: 4 + Int. modifier
Class Features
All of the following are features of the Tank core class.
Feats: As indicated on the class table at each level, you
may select a number of feats from the General and Tank
feat tables. You may also select any feat listed with your
Occupation as an Improved Feat.
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Multi-class Characters
At any time when you gain a new level, you can take a level in a new class rather than advancing one of your
previously chosen classes. For the most part, this works just like advancing a class you have previously, except when
you take your 1st level in a new class:
You do not receive the class’ signature ability. Only characters that take that class for their first class receive this
ability.
You do not gain x4 skill points, only the normal skill points granted by that class.
You do not receive 4 feats, you only receive 1 feat.
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Characters
Class Features certain category of people doesn’t mean the character has to
All of the following are features of the Star core class. have that category as an allegiance.
Feats: As indicated on the class table at each level, you If the character acts in a way that is detrimental to his or
may select a number of feats from the General and Star her allegiance, the GM may choose to strip the character of
feat tables. You may also select any feat listed with your that allegiance (and all its benefits) and assign an allegiance
Occupation as an Improved Feat. more suitable to those actions.
Friends in High Places: Only characters that take their
first character level in the Star class gain this ability. Pledging Allegiance
You gain an additional two Perks from your Occupation. A hero’s allegiance can take the form of loyalty to a person,
Once per day you can add your Star level to any Influence to an organization, to a belief system, to a nation, or to an
or Leadership skill check. ethical or moral philosophy. In general, a character can
If you spend an Action Point, you can reorganize your discard an allegiance at any time, but may only gain a new
Resource Points and your Perks, changing your contacts and allegiance after attaining a new level.
followers on the fly. Having an allegiance implies having sufficient
intelligence and wisdom to make a moral or ethical choice.
As a result, a character must have Intelligence and Wisdom
scores of 3 or higher in order to select allegiances.
Allegiances (Optional) Allegiances include, but are not limited to, the following
examples.
A character may have up to three allegiances, listed Person or Group: This includes a leader or superior,
in order from most important to least important. These a family, a group of linked individuals (such as a band
allegiances are indications of what the character values in of adventurers or a cell of secret agents), or a discrete
life, and may encompass people, organizations, or ideals. unit within a larger organization (such as members of the
A character may have no allegiances (being either a free character’s squad or platoon, or individuals whose safety the
spirit or a lone wolf) or may change allegiances as he or she character is responsible for).
goes through life. Also, just because the character fits into a
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Characters
Organization: This may be a company or corporation, additional Action Points in play. If you find out an NPC who
a gathering of like-minded individuals, a fraternal shares the same Allegiance needs assistance, you and all
brotherhood, a secret society, a branch of the armed forces, fellow PCs who assist you gain an Action Point for going to
a local, state, or national government, a university, an their aid.
employer, or an otherwise established authority.
Nation: This may or may not be the nation that the hero
currently resides in. It may be where the individual was Reputation
born, or where the hero resides after emigrating to a new
home. Reputation measures your character’s influence in the wide
Belief System: This is usually a particular faith or world. While the actual Influence skill measures the force of
religion, but can also be a specific philosophy or school of your personality with those with whom you directly interact.
thought. Belief systems could also include political beliefs You gain Resource Points (RPs) equal to your Reputation.
or philosophical outlooks. Every time your Reputation score increases, you can
Ethical Philosophy: This describes how one feels about reallocate your RPs, meaning that some former contacts
order, as represented by law and chaos. An individual might only be friends.
with a lawful outlook tends to tell the truth, keep his Occasionally, the game master may work a sub-
or her word, respect authority, and honor tradition, plot into an adventure where your contacts require
and he or she expects others to do likewise. An assistance that only a band of adventurers can
individual with a chaotic outlook tends to follow provide. If the PCs feel they cannot go to their aid,
his or her instincts and whims, favor new ideas they don’t have to (this won’t cause you to lose
and experiences, and behave in a subjective your contact) but if you go to the aid of a contact in
and open manner in dealings with others. danger, all PCs that assist gain an Action Point.
Moral Philosophy: This describes
one’s attitude toward others, as
represented by good and evil. An
Downside to Reputation
While Reputation brings many benefits and
individual with a good allegiance
is generally considered a good thing, there
tends to protect innocent life. This
will be times when being well known will
belief implies altruism, respect for life,
make your life more complicated. Reputation
and a concern for the dignity of other
causes certain Character Disadvantages
creatures. An evil allegiance shows
to activate more frequently, especially
a willingness to hurt, oppress, and
disadvantages such as Enemy, Nemesis,
kill others, and to debase or destroy
Rival and Secret.
innocent life.
Other disadvantages can be modified by
Reputation at the discretion of the game
Allegiances and master. The game master shouldn’t feel
Influence too bad about using Reputation in
An allegiance can create an this way, since the character gains a
empathic bond with others of the same benefit (an Action Point) in addition
allegiance. With the GM’s permission, the to the complication.
character gains a +2 bonus on Influence skill
checks when dealing with someone of the
same allegiance—as long as the character has Access
had some interaction with the other character RPs can be spent to buy a character
to discover the connections and bring the special access to places, information or equipment.
bonus into play. This can make the character’s life much easier as
If you possess the Dedicated feat, this well as allow him to purchase restricted equipment
bonus increases to +4. without paying higher prices for buying that
If you have an Allegiance to an equipment on the black market.
organization, you may take a Supply contact Spending RPs on access grants a character the
(see Reputation) and gain the ability to benefits shown on the table below. A character
requisition equipment from that organization. receives all the benefits shown for his access
Protecting your Allegiances can earn you level.
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Characters
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Characters
his Reputation or his character level, whichever is lower. a character never had an allegiance to the agency, or loses it
Adding additional followers increases the effective level by constantly acting in violation of the agency’s code, this
of follower by +1 per additional follower. For example, if counts as a Secret Character Disadvantage, with a penalty
a character wants three 3rd level followers, he must be 5th that the character will be denied access to spending any RP
level. on privileges from anyone (the character has proven himself
untrustworthy).
RP Level
2 1 RP Privilege Example
4 2 1 Carry Police detectives, undercover operatives
6 3 Concealed and Federal agents have the right to be
8 4 Weapon armed at all times.
+1 Level per 2 additional Resource Points devoted to this 1 Police You have the right to enforce the law
+2 Powers, local in a limited jurisdiction, the size of an
follower
American state, Canadian province or
Double the number of followers (2 followers for +2 RP, 4
+2 small to mid-size European nation.
followers for +4 RP, 8 followers for +6 RP, etc.)
2 Police You have the right to enforce the law
For example, a character could spend 6 Resource Points Powers, over a wide area, the size of the United
to gain one 3rd level Ordinary Powerhouse follower. The national States, Canada or Europe (being a
member of the FBI or Interpol for
character could then invest an additional four Resource
example).
Points to increase the number of his followers to three.
+1 Police State Not all governments grant an equal
level of power to their police forces.
Privilege If you have extreme authority within
Privileges are similar to access, granting the character your jurisdiction, such as the ability to
additional rights and privileges. The difference is hold subjects indefinitely without trial,
that privileges are benefits in return for service to an torture subjects, and so forth, apply
this modifier to the cost of your police
organization or group. The character will occasionally be
powers.
called upon to perform services in return for his privileges.
This is similar to the normal process of working a contact or +2 Judge and If your police authority includes the
follower into an adventure except as follows: the character Jury authorization to act as judge, jury and
executioner, or otherwise summarily
gains no Action Points for assisting a privilege-granting
dispose of subjects, the cost of your
contact, as he’s performing a duty, not performing a favor police powers are increased even more.
(characters with no privilege from the organization in
question can gain additional Action Points for assisting 3 Diplomatic Your agency has issued you credentials
Immunity which will prevent another nation from
their comrade however); each time you refuse or are unable
prosecuting you for crimes. The only
to assist a privilege-granting contact, you must make an action that will be taken for breaking the
Influence check (DC 25) or have your privilege temporarily law is extradition to your home country
revoked, causing any RP spent on privileges from that (which might choose to prosecute you
organization to become unspent until your Reputation for those crimes themselves). However,
score increases, at which time you can reallocate the RP to you still must abide by your agency’s
anything you desire. code.
In addition to requiring service from a character, privilege 4 False Flag Your agency has supplied you with
places other restrictions on the character. The privilege- numerous cover identities while
granting agency will know everything there is to know removing your original, true identity. In
about your character, except for things covered by the Secret effect, no one but your agency will be
Character Disadvantage. able to determine you ever existed.
Second, most agencies have a code of conduct and will 5 Ghost As above, except no one has records
require a character to swear allegiance to uphold that code. of your existence any longer, even the
Failure to do so on a limited basis requires an Influence agency that you work for.
check (DC 20) to avoid code violations from reach
superiors. This can result in suspension from the agency
(losing the RP and privileges until RP can be reassigned). If
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Characters
2 Rank You have rank within a group or Occupation, and as your character finds or is paid Wealth
agency, granting you +3 effective RP Awards.
for that agency only (access, contacts In Modern20, Wealth checks are a thing of the past. Your
or followers are drawn from that character can either afford something or he can’t. If an item
organization and subject to the agency’s is equal to or less than your character’s Wealth, you can buy
code). Privileges themselves may not be as many of them as you want. It’s a common item for your
bought with rank RP. Wealth level. Similarly, selling an item of equal to or lower
4 Medium Rank You have an advanced rank in an than your Wealth level will never provide a bonus to your
agency, granting you +6 effective RP Wealth no matter how many you sell.
for that agency for access, contacts or If you buy an item with a cost higher than your Wealth,
followers. Privileges themselves may your Wealth will be permanently reduced (barring increases
not be bought with rank RP.
as described above by gaining skill or feats). How large
6 High Rank You have a high rank in an agency, a reduction will depend on the difference between your
granting you +9 effective RP for that Wealth and the cost of the item.
agency for access, contacts or followers.
If you sell an object or are given a Wealth Award with
Privileges themselves may not be
bought with rank RP.
a value higher than your Wealth rating, your Wealth will
increase. The increase depends on the difference between
+1 Rank+ +1 effective RP for your agency, your Wealth and the cost of the item.
representing mid-steps in rank
If you go on a spending spree, your effective Wealth is
temporarily reduced. After the first item, each item you buy
in a week reduces your effective Wealth by –5, meaning
Favors if you buy a huge number of items at once, you might end
Favors are just that: a debt the character has collected that up permanently reducing your Wealth by stretching your
he may call in at any time. Favors are RPs that the character finances too thin.
sets aside unspent. He may then call in that favor at any So the first item you buy in a week uses your full Wealth,
time, spending those points on contacts or followers like he the second item is compared to your Wealth –5, a third item
would when allocating his Resource Points. to your Wealth –10 and so forth.
The difference is that RPs spent to call in a favor only Wealth Difference Wealth Modifier
last for one use of that contact or follower (one Wealth or
0 0
Skill check for a contact, one encounter for a follower). RPs
1-3 +/-1
set aside for favors are cashed in at a two to one benefit. In
other words, if you set aside 4 RP for favors and cash all in 4-6 +/-2
at once, you treat them as 8 RP. 7-9 +/-4
After being used, RPs spent for a favor go away and 10-12 +/-8
cannot be spent for anything until the character’s Reputation 13+ +10*
increases and he can reallocate those RPs somewhere else
(perhaps right back into more favors). *This is only for selling items or gaining a Wealth Award
with a value of 13 or more higher than your current Wealth.
You cannot buy an item with a cost of 13 or more than your
Wealth current Wealth.
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Characters
roll (attack roll, skill check, saving throw).
• Automatically stabilize at negative HP
Disadvantage Ratings and
• Grant you an extra action (move or standard action) Character Disadvantages
this round.
during play
If a disadvantage appears during an adventure, then you
The number of action dice you receive grows as your
immediately recover a number of Action Points equal to the
character gains in level as shown on the table below. All
DSR; however, you cannot ever have more Action Points
dice are rolled and added together.
than your current maximum (6 plus one-half your character
Level Action Dice level).
1-4 1d4 For example, your character has an addiction to a harmful
5-8 2d4 and illegal substance (cocaine). You decide the addiction is
9-12 3d4 mild and set the DSR of the disadvantage at 2. Each week
13-16 4d4 you try to avoid filling your addiction you must make a Will
17-20 5d4 save with a DC of 12 (10 plus the DSR). If you succumb to
your addiction you must make a Fortitude save with a DC
of 12 (10 plus the DSR) or suffer 1-2 points of temporary
Constitution damage (representing anything from bad
Recovering Action Points product, to a mild overdose, to the simple wear and tear on
Your total number of Action Points is equal to 6 plus one- your body of a harmful substance). Furthermore since the
half your character level. Each time you gain a level your substance is illegal, you must also roll a d20 and on an 18 or
Action Points reset to your new total. Action Points do not higher (a roll of 20 modified by the DSR) you are arrested
carry over from level to level. while attempting to purchase your drugs.
Between levels, there are several ways to recover Action Since the DSR is 2 each day you satisfy your habit you
Points including: going to aid of a contact or follower; gain two Action Points.
going to aid of an Allegiance; the activation of a character
disadvantage.
Removing Disadvantages
As a hero rises in level, he might wish to reduce his flaws,
Character or even remove them entirely. A hero must announce
when he gains a level that he is attempting to remove a
Disadvantages disadvantage. To reduce the DSR of a disadvantage by
one, the character must then succeed at a Will saving throw,
Characters are not just a collection of abilities for attack and with a DC of 15 plus the DSR of the disadvantage he is
defense. Their flaws add to their appeal just as much (if not attempting to reduce. This saving throw receives a modifier
more) than their heroic deeds. A character with a newspaper of +5 to –5 depending on how well the reduction of the
editor hounding him, a sickly aunt, no love life, and the disadvantage has been role-played in the campaign.
worst luck imaginable is possibly the most recognized In special circumstances, where the GM feels the
character in the history of literature. Why? Because while reduction of the disadvantage is especially appropriate or
we can’t identify with being able to fly through the air or especially inappropriate, she may even declare the attempt
have bullets bounce off our skin, we can identify with sick automatic, or that the attempt is impossible. Remember,
relatives, late bills, and no date on Saturday night. The however, that this disadvantages system provides no “up
more we identify with the hero of a tale, the more engaging front” benefits. A character recovers Action Points equal
that tale becomes. to the DSR when a disadvantage appears in play, meaning
that if the DSR is reduced, the character will receive a
diminishing benefit. For this reason, the GM is encouraged
Maximum Disadvantages to be lenient when determining if a disadvantage may be
Although the GM can set maximum disadvantages at any reduced.
level she desires, some good guidelines are that no character
should have more than 10 DSR in disadvantages total, and
that no single disadvantage should be above 5 DSR. The Trading Disadvantages
reason for this is that at higher levels, the entire campaign In some cases, a disadvantage is simply not working out in
will revolve around one character’s disadvantages. the game. The Enemy a character chose for his character
doesn’t interest him, but another villain in the campaign has
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Characters
a real chemistry with the character, with verbal jabs hurled Vampire at the end of the adventure? Sorry kid, this place
back and forth when the two fight. In cases such as this, the serves alcohol. In addition to having to sneak in through the
GM should allow the character to trade in one enemy for skylight (always fun) the character would recover Action
another, at the same DSR. Points equal to his age DSR.
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Characters
Dependant (Variable) the Intimidate skill use equal to the DSR. You receive
You have a loved one, a wife, a child, or even a sickly old double the DSR as a penalty to the Disguise skill use of
aunt, that you must care and protect for. On a roll of 20 crime. However, it’s not all bad for you: use the DSR of this
or higher on a d20 (modified by the DSR), the dependant disadvantage as a bonus to the Intimidate skill use.
becomes involved in the adventure, or otherwise demands
you take time away from the current adventure to provide Illness (Variable)
some care to the dependant. Characters investigating you You are afflicted with a chronic illness that occasionally
can also learn of your dependant with a Gather Information makes your life as an adventurer difficult. Every day a
check from the Streetwise skill (DC 25 – the DSR). character with this disadvantage must make a Fortitude save
(DC 15+DSR) or suffer the effects listed below.
Disability (Variable) DSR 1 (Minor Illness): Frequent colds and minor
You have a physical ailment that gets in the way of your allergies. When you fail your save against this illness you
adventuring. You may take the full disability value listed are treated as fatigued for 1-4 days. If a second save is failed
below, even if you have a means of compensating for during the course of this illness (since you must still save
the loss of movement or the loss of a sense, since your every day) your condition worsens and you are treated as
compensation means your disability will appear in the exhausted for 1-4 days.
game less often. When it does, however, you will likely be DSR 3 (Serious Illness): You suffer from a serious
entitled to the full award. chronic condition such as arthritis. This condition inflicts
DSR 1 (Mild Disability): -20 ft. to movement or -1 one point of temporary ability damage on you when the
penalty to skills based on one ability. For example, a save against the illness is failed. If the saving throw against
character with a very mild limp could move slower, but his this disease is failed on consecutive days then the character
Dexterity based skills would work just fine. does not heal ability damage from the previous day. So
DSR 2 (Pronounced Disability): -20 ft to movement and if a character with Arthritis failed two saves in a row he
-2 penalty to skills based on one ability. would be down two points of Dexterity and would not begin
DSR 3(Serious Disability): -30 ft. to movement, or –2 to healing until he successfully made a saving throw.
one ability score, or –4 to skills based on one ability. This The ability score affected should be worked out by you
level of disability represents a character that is crippled, or and the game master when this disadvantage is selected.
has a loss of limb, serious myopia, or serious hearing loss. DSR 5 (Major Illness): You have a terminal illness that
DSR 4 (Severe Disability): -4 to one ability score, or will eventually claim your life.
–8 to skills based on one ability. A multiple amputee, a Each day that you fail the saving throw against this
character who is almost completely blind or deaf, would all illness you suffer a point of permanent ability damage.
fall under this level of disability. This damage is spread equally between all three physical
DSR 5 (Crippling Disability): -8 to one ability score, abilities, all three mental abilities or all six abilities
or -15 to skills based on one ability. A seriously disabled depending on the nature of the illness. When any ability
person, including someone who is completely blind or deaf. score reaches 0 the character succumbs to his illness and
descends into a coma. At this point he loses 1 point from a
Enemy (Variable) random ability score each day until he passes away.
Someone is out to get you. Sometimes your enemy Since miracle cures are a common staple of fiction, it
will show up out of the blue (maybe you two run into is recommended that the character be able to remove this
one another on the street) looking for a little payback. disease during the campaign if he so desires. However all
Sometimes your enemy will ally himself with the main previous ability damage remains.
adversary of the adventure to make your life especially
wonderful. On a roll of 20 (modified by the DSR), your Jinxed (DSR 1)
enemy becomes involved in the current adventure. Your You cannot catch a break. If you win a waterbed in a
enemy always begins play at your level, and receives the contest it will spring a leak and flood your apartment while
enemy feat (for you) as a bonus feat, even if he does not you are out saving the world. Your girlfriend gets mono
meet the prerequisites. right before the romantic evening you’ve been planning
for months, when you were going to propose to her. Your
Hideous Appearance (Variable) best friend blames you for the death of his villainous father.
You are ugly, perhaps even terrifyingly so. You receive a Your luck never actually gets so bad as to make your
penalty to all Influence and Leadership skill checks except adventures more dangerous but your bad luck just makes
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Characters
everything around you more complicated, twisted, and If your rival has a Wealth of 20 or more you gain a +1 to
generally lousy. Hopefully you’re at least a happy-go-lucky, the DSR for the purposes of determining experience awards
friendly, neighborhood guy to make up for this dismal luck. from your rival (the chance of appearance does not go up
but since your rival can make things harder on you, your
Nemesis (Variable) experience award is increased).
Like Enemy, only worse. Your enemy has an intimate If your rival has a Reputation bonus of +10 or higher,
understanding of your skills and abilities, and receives the you gain a +1 to the DSR for the purposes of determining
Antithesis and Enemy feats as bonus feats, even if he does experience awards from your rival.
not meet the prerequisites. On a roll of 20 (modified by
the DSR), your nemesis becomes involved in the current Secret (Varies)
adventure. Your nemesis always begins play at your level. You lead a double life, hiding a secret that could embarrass
You receive an extra two Action Points when this or destroy you. The DSR of this disadvantage depends on
disadvantage appears during an adventure above and beyond the consequences of your secret being known to the general
the DSR, to account for the added difficulty of facing a public.
nemesis instead of a regular old enemy. On a natural roll of 20 (unmodified) your secret is
threatened. This will not involve a revelation of the secret
Obsession (DSR 5) but rather the idea that you are hiding something will
You are consumed by a goal, to the point that you will become known to one or more individuals. Finding out
do almost anything to accomplish that goal. This is not a your actual secret requires a skill check (usually Gather
particularly heroic disadvantage, and normally only villains Information) of 20+the DSR of the disadvantage.
will have this disadvantage. Code is a better disadvantage Action Points are awarded each time it is threatened
for a hero, since even a strong Code does not lead to whether the character successfully defends his secret or not.
the extreme solutions characters with this disadvantage If the secret becomes public then the character may either
will come to. An example obsession would be “stop the trade it for a new one or simply live with the revelation. In
ravaging of Earth’s ecosystem by mankind”. An example the latter case the character can either give the disadvantage
solution would be “reduce the human population of Earth by up (by changing his name or otherwise taking drastic steps
90%”. to start fresh) or carry on, receiving an Action Point award
each time the disadvantage hinders his adventures.
Phobia (Variable) DSR 1 (Embarrassing Secret):. This secret would cause
You have a deep, irrational fear of something, usually one of the following to happen: for one of the character’s
caused by a painful event in your past. How badly this contacts to sever ties (depriving the character the use of
fear will affect you is determined by the DSR of the those Resource Points until his Reputation increased and he
disadvantage. Make sure you select a fear that will actually could re-allocate them) or for the character’s Wealth to be
appear during adventures, or you will never get an Action reduced by –2.
Point award for the disadvantage. DSR 3 (Dangerous Secret): This secret would cause two
DSR 1 (Mild Phobia): When confronted by your fear you of the following to happen: for all of the character’s contacts
must make a Will save (DC 15) or Cower for 10 rounds (1 to sever ties, for the character’s reputation to be permanently
minute). The character may make a new saving throw every reduced by -3 or for the character’s Wealth to be reduced by
10 rounds. –6.
DSR 3 (Strong Phobia): When confronted by your fear DSR 5 (Explosive Secret): The kind of secret a man or
you must make a Will save (DC 20) or become Shaken. woman would kill to protect. If this secret is discovered the
DSR 5 (Severe Phobia): When confronted by your fear character’s Reputation is reduced by –6 and his wealth is
you must make a Will save (DC 25) or become Panicked. reduced by –12, and the character gains an Enemy at DSR 5.
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Skills
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Skills
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Skills
breakneck movement +10) trying to make your way quickly
Skill descriptions to a rope down to the deck (half move +5), you would
The remainder of this chapter details each of the skills need to succeed at an Acrobatics check with a DC of 25
characters may choose to advance. (5+5+10+5=25).
To resist a trip attempt, you would need to make an
Academics Acrobatics check with a DC equal to the Unarmed or
Int; Trained Only; Requires Specialization Weapon skill of the attacker +10 (depending on whether the
You are intimately familiar with a field of learning. attacker was trying to trip you with an unarmed or weapon
Examples include: History, Law, Life Sciences, Physical attack).
Sciences, Religion and Tactics. This skill requires Escape: This use of the Acrobatics skill allows you to
specialization, meaning that one specialty must be chosen escape from a binding, squeeze through a tight space or
when this skill is selected. Additional specialties can be escape a grapple. To escape from a common or improvised
added through perks, or through selecting this skill a second binding (such as ropes, duct tape etc) you would need to
time. Areas the character has not selected a perk in can still make a skill check with a DC of whichever is higher: 20
be known to the character however, since the character still or the Weapon skill +10 of the character that bound you,
retains one-half his effective ranks (see the information on if the character is proficient with the binding implement
perks in the skills introduction above). as a weapon (ropes, chains and nets, can all be selected as
Depending on the character’s ranks in Academics, there weapons for example). To escape from plastic “zip cuffs”
are certain facts he will know off the top of his head. has a DC of 25 and to escape from metal handcuffs has a
What the character does not know, he can find out through DC of 30.
research. If the character has access to a computer, research Squeezing through a tight space has a DC depending on
time is reduced by one-half. how narrow the space is: Narrow (15), Very Narrow (20),
Extremely Narrow (25) and so on. Small characters subtract
Ranks Knowledge Research 5 from these DCs, while creatures Large or larger add +5 for
Level Time each size category.
2 Basic (Less than High School) 36 hours To escape a grapple, you need to make an Acrobatics
4 Introductory (High School equivalent) 18 hours check with a DC equal to the Unarmed or Weapon skill of
8 Intermediate (College equivalent- 12 hours the attacker +10 (depending on whether the attacker was
Bachelor’s Degree) using an unarmed grapple or a grappling weapon).
12 Advanced (College equivalent- 8 hours Parachute: This use of the Acrobatics skill allows you to
Advanced Degree) make accurate parachute jumps, hitting drop zones (intended
16 Cutting Edge (1-2 years away) 6 hours landing sites) with precision.
20 Next Generation (5-10 years down the 4 hours The DC of a typical parachute check, including HAHO
road, this will be the “next big thing”) jumps (High Altitude, High Opening) is 15, or 25 for
23 Almost Limitless 2 hours equipment. If this check is failed, the drop zone is missed by
50 yards for each skill point the check is failed by.
If a parachute check takes place in difficult terrain
(sometimes by necessity but usually because the drop zone
Acrobatics is missed), the DC of this check can be increased by an
Dexterity; Armor Check Penalty additional +5 to +10. If a parachute landing is attempted in
Balance: This use of the Acrobatics skill allows you difficult terrain, failing the check also results in damage, as
to balance on a precarious surface or resist trip attacks. explained below under HAHO parachute checks.
To walk on a precarious surface, determine the Difficulty This skill use also covers HAHO openings, typically
Class according to the table above. How narrow the surface only performed by professionals, including professional
is (narrow +0, very narrow +5 or tiny +10), how slippery skydivers, stunt performers or the military. The DC
(slippery +0, very slippery +5 or treacherous +10), whether of a HAHO check is 20 (HAHO may not be used for
the surface is moving or not (gentle movement +0, rolling equipment). Failing this check not only indicates missing
movement +5 or breakneck movement +10) and how fast the drop zone but also inflicts damage on landing.
you are moving (5 foot steps +0, half moves +5 or full The characters suffers 1 point of damage (to a random
moves +10) and whether or not you are fighting while Hit Location- see the Combat chapter for more information)
balancing will all determine the difficulty. for every point by which the Parachute check is missed.
For example if you were traversing the rigging of a ship A successful Reflex save (DC 20) indicates this damage is
(very narrow +5) during a storm (very slippery +5 and
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Skills
non-lethal, otherwise it is lethal damage. Base climbing speed is 5 feet per move action (you can
Tumble (requires perk): This use of the Acrobatics move twice this distance as a full-round action). If you have
skill is available only to characters that have ranks in the 8 ranks in Athletics your climb speed is increased by +5
Acrobatics skill. Tumbling allows you to move across feet, 16 ranks increases your climb speed by +10 feet and 23
difficult terrain at full speed. ranks increases your climb speed by +15 feet.
This use of the Athletics skill also covers rappelling,
which allows a quick, safe descent from a height.
Art Rappelling allows a character to safely descend at double
Cha; Trained Only; Requires Specialization
his normal climbing speed per round.
This skill represents ability at a fine or performing art
Jump: This skill use covers jumping over pits, chasms
such as writing fiction, painting, stand-up comedy and so
and other hazards that require you to (temporarily) defy the
forth. While any character may dabble in such an art for
law of gravity.
personal pleasure, only those trained in this skill may use
Base jumping distance is 15 feet for a running jump,
it to earn a living (such as using this skill as a professional
which is a full-round action. Vertical and standing have a
skill).
base distance of 5 feet and can be performed with a move
When selecting this skill, you must pick a specific art
action. If you have 8 ranks in Athletics your jump distance is
form. You may use a perk to extend this skill to multiple
increased by +5 feet, 16 ranks increases your jump distance
art forms or you may select this skill multiple times. For
by +10 feet and 23 ranks increases your jump distance by
example if you took this skill at 1st level for stand-up
+15 feet.
comedy, you could either select this skill again for acting,
These bonuses are applied to running jumps. They are
or use a perk to use your Art skill for both stand-up comedy
reduced to one-half for standing jumps (so the distance
and acting.
modifier for standing jumps is 2.5 feet, 5 feet and 7.5 feet)
Chameleon (requires perk): the Art skill grants you the
and to one-third for vertical jumps (so the distance modifier
Disguise skill use, normally associated with the Crime skill.
for vertical jumps is +1.5 feet, +3.5 feet and +5 feet).
Only available to acting specialization.
Run: This skill covers the basic moving around stuff.
Base run speed is 30 feet per move action (you can move
Athletics twice this distance as a full-round action). If you have 6
Str; Armor Check Penalty ranks in Athletics your run speed is increased by +5 feet,
This skill allows you to engage in feats of athletic 12 ranks increases your run speed by +10 feet, 18 ranks
prowess, such as climbing, jumping and swimming. The increases your run speed by +15 feet and 23 ranks increases
DC is based on the difficulty of the climb, the length of your run speed by +20 feet.
the jump or how treacherous the water is. If you remain in Swim: This use of the Athletics skill allows you to move
difficult conditions for a long period of time (climbing a in water.
mountain, marooned at sea) the game master may call for Base swimming speed is 10 feet per move action (you can
additional checks. Each additional check will increase the move twice this distance as a full-round action). If you have
difficulty by +5. How often checks are required depends on 8 ranks in Athletics your swim speed is increased by +5
the conditions. Being marooned on a calm sea might require feet, 16 ranks increases your swim speed by +10 feet and 23
a character treading water to check once an hour. Being ranks increases your swim speed by +15 feet.
marooned on the same sea during a hurricane might call for Endurance Athletics (requires perk): You can spend
a check every minute. one or more perks to increase your athletic endurance.
Bicycle: Any character on a bicycle gets a +5 ft. per round Spending a perk multiplies the time between checks by
bonus to movement. This bonus is increased by +5 ft. for your Constitution modifier (minimum of x2). For example
every 4 full ranks a character possesses in the Athletics skill if a character with an 18 Con took a perk in Endurance
(+10 ft. at 4 ranks, +15 ft. at 8 ranks and so on). Athletics, he would increase the time between checks by x4.
Any time a character is hit while riding a bicycle, an
Athletics check (DC equal to the attack roll) must be made
to avoid falling off. Mounting or dismounting from a bicycle
Business
Cha; Trained Only
is a move action.
This skill represents the ability to buy and sell more
Climb: This skill use covers vertical movement. If you
efficiently. It combines an understanding of theoretical
need to go up or down, whether over a wall, up a cliff
business practices, practical applications and a keen
or down the side of the building, you use this use of the
understanding of human nature.
Athletics skill.
Page - 30
Skills
Page - 31
Skills
Page - 32
Skills
because an acid has reduced it to 0, the acid inflicts damage Overdoses: All drugs have an additional side effect:
on the inorganic object just as it would a living character. an overdose. A drug’s dosage can be increased by 50%
An acid’s duration is the number of rounds the acid inflicts to double its effectiveness or duration. If the dosage is
damage unless removed, either by washing the affected area doubled, both of these effects are increased. However this
with water or applying a base. also risks an overdose. If the drug’s dosage is increased
Explosives: This use allows you to make explosives. by 50% you must make a Fort save (DC 15) or overdose,
Explosives will inflict damage on everyone in an area, suffering 2 points of ability damage to Constitution. If the
though those in the affected area may make a Reflex save dosage is doubled, the DC of this Fort save is increased to
for one-half damage. The save DC for an explosive are 20. If a natural 1 is rolled on this save, the ability damage
the ranks required to make the explosive +10, which are is permanent, indicating that you have suffered permanent
summarized on the table below for convenience. physical damage, usually to the heart or circulatory system.
Pharmacology: Pharmacology allows you to live better Deliriants: These drugs cause you to see things that are
through chemistry. This use allows you to make drugs not there and perhaps interact with them. Many deliriants
that will temporarily boost your stats, remove fatigue and occur naturally in plant form and many of these are
gain bonuses to your saving throws. Pharmacology can completely legal. Despite this, deliriants have such serious
also make drugs that will knock a character unconscious. side effects that they are not popular as a recreational drug.
However, many of these drugs come with a price: whether There have been some experiments with using these drugs
that price is side effects, a chance for addiction or both as weapons by various military agencies however.
depends on the type of drug and the strength of its potency. Medications: These drugs cover a wide range of helpful
Mild drugs are generally plant-based, with little artificial substances that can help you recover from injury and disease
enhancement and have been available since the 19th century. faster. They provide a one-time bonus to the patient’s next
Modern drugs are either artificial, or plant substances that recovery check. Though medications have no side effects
have been chemically enhanced. These drugs begin to see and are not addictive, they can be overdosed, with the same
widespread use in the 20th century. Advanced drugs begin to penalties and dangers, as a standard drug. Medications may
appear in the late 20th and early 21st century. Advanced drugs only be administered effectively once every 24 hours.
are either artificial or highly enhanced plant substances, Pain Killers: These highly effective, though highly
often with multiple plants being used for a combined effect. addictive drugs can be a great aid to medical personnel
If a natural 1 is rolled on a Saving throw against a side if used cautiously. Their most common uses outside of
effect, that side effect is permanent. providing a local anesthetic for minor surgical procedures
If a drug user becomes addicted (fails his Will save), is to allow soldiers and professional athletes to continue to
he will suffer the following effects until he satisfies his function effectively while injured.
addiction: Day 1: Shaken; Day 2: Fatigued; Day 3 and Sedative: These drugs are primarily used to render
beyond: Exhausted. The victim suffers both the Shaken patients unconscious for major surgical procedures. Of
condition and either the Fatigue or Exhausted condition until course they also have more nefarious uses, as every 70’s
he satisfies his addiction and rests for 8 hours, or until he TV mook with a handkerchief soaked in chloroform can tell
manages to shake his addiction, requiring both a Fortitude you.
Save (DC 20) and a Will Save (DC 20). Steroid: These drugs can provide a temporary benefit to
Page - 33
Skills
physical abilities. While these drugs have legitimate medical drug wears off.
uses, especially to enhance the body’s ability to withstand Powerful stimulants can also be addictive, and many
degenerative diseases, they have come into the public mild stimulants (such as nicotine and caffeine) can have
consciousness more through their abuse by professional long-term health risks if used regularly over a long period
athletes looking for an edge. of time. Note that though mild stimulants are certainly
Not only can steroids be addictive, their continued addictive, these are not considered addictions in game terms,
use will damage the body, actually lowering the ability where addiction means something much more serious,
score they were intended to aid for a time, while the body commonly associated with more powerful drugs such as
recovers and re-adjusts its chemical balance. As long as you morphine.
continue taking the steroid however, you can forestall the Poisons and Anti-venoms: Poisonous substances have
side effects, making these drugs even more tempting. The been used as weapons for thousands of years, making them
saving throw for side effects does not need to be rolled until the first chemical weapons. With men taking their cue from
you go off the drug. When that happens, either purposely or the poisonous animals around them, this is one of the oldest
accidentally (because a dose was missed), you must make and simplest forms of weapon technology.
the listed saving throw and suffer the ability damage for You can also use this use of the Chemistry skill to concoct
the entire duration the drug was used for. The default times anti-venoms. An anti-venom will neutralize any poison of
listed in the table below assume you take the drug once equal or lesser strength in the victim. While this will not
and then go off it. Because of the way these penalties are restore any lost ability damage, it can save a target from
structured, many users of steroids cycle their use, going on having to make a save against a poison’s secondary effect.
and off the drug, attempting to maximize the benefits while Anti-venoms are easier to concoct that poisons and
allowing their systems to recover. require half as many ranks to produce. However the time
For example, a character takes steroids to increase his and materials cost remain the same. These reduced ranks are
movement by +10 feet for one week. At the end of that noted on the poison table below for ease of reference.
week, he has two choices: he can either make a saving
throw to avoid suffering a –10 feet to his movement for one
week, or he can take another dose of steroids. If he takes
Computers
Int; Trained Only
the steroids again, he does not need to save this week. Next
In the modern world, computers are everywhere. Part of
week, his choice will be take another dose of steroids, or
the fear paranoia conjured up by the “Y2K problem” was
make a saving throw to avoid suffering a –10 penalty to his
the realization of just how many things had computers in
movement for two weeks and so on.
them, were computers or in some way relied on computers.
Smelling Salts: These simple irritants can clear a groggy
Though by no means intelligent, computers are the brains
head in a pinch. When used on a subject, the subject heals
of almost any modern electronic device, as essential as the
1 HP per level plus Con bonus of non-lethal damage
transistor once was.
immediately. Smelling salts can only be used on a target
While anyone can use computers with varying degrees
once per day.
of proficiency, this skill covers three basic uses, Computer
Stimulant: Mild stimulants rank as the most used (and
Modification, Computer Networking and Computer
abused) drugs in all of the modern world. These drugs can
Programming. It also covers three advanced uses (which
help you forestall the effects of fatigue. Eventually however,
require the expenditure of a perk to use with full effect):
you have to come down and if a powerful stimulant was
Cracking, Computer Engineering and Identity Theft.
used, or if you were already highly fatigued to begin with,
Computer Modification: Often just called “modding”,
this coming down can be a “crash”, resulting in several
this use of the Computers skill allows you to improve
hours of unconsciousness.
the performance of a computer’s hardware. This includes
Like steroids, when the drug’s effectiveness ends, you can
methods as simple as throwing in some extra RAM
forestall the side effects by taking another dose. However,
or memory at the lower levels and performing major
each time you do this, you add +1 to the saving throw
modifications at the extreme level.
difficulty against the side effects when you eventually come
off the drug. Also, fatigue penalties continue to accrue Modifica- Programs Memory Ranks Materials
normally, though you will not notice them. This could mean tion Required Cost
that, even though you were only fatigued when you began Mild 1 10 4 2
taking stimulants, if further activity has caused you to Major 2 20 8 4
become exhausted, you will eventually suffer the full effects Extreme 4 40 16 8
of exhaustion (and possibly even unconsciousness) when the
Page - 34
Skills
Computer Networking: One of the advantages of the Complexity of Time to penetrate Time before Ranks
computer is its ability to network with other computers. This Security security discovery Required
is another way to make a simple computer more powerful, Primitive 6 hours 8 hours 4
since networked computers can share memory and divide Moderate 12 hours 16 hours 8
a task between them (essentially increasing the number of
Complex 16 hours 1 day 12
programs that computer can run simultaneously).
Highly Complex 3 days 4 days 16
Size of Time (per Ranks Materials Time Cutting Edge 4 days 6 days 20
Network day) Required Cost* Required
2 1 hour 4 None 30 minutes Computer Engineering (requires perk): This use of the
3-4 2 hours 8 None 90 minutes Computers skill allows you to construct a computer from
5-8 3 hours 12 None 3 hours scratch, as if you possessed the Electronics Engineering skill
9-16 4 hours 16 None 6 hours specialization. Note that this does not allow you to construct
17 5 hours 20 None 9 hours electronic devices generally, just computers.
*While this use of the Computers skill has no innate cost, you # of Base Ranks Materials Time
must acquire all the computers you intend to network. Programs Memory Required Cost Required
Computer Programming: This use of the Computer skill 1 10 4 2 90 minutes
allows you to write new programs, allowing a computer to 2 20 6 3 3 hours
perform a different task. The best computer in the world is 3 30 8 4 6 hours
worthless without the right program, so this skill is essential
4 40 10 5 9 hours
to get the most out of your computer hardware.
5 50 12 6 12 hours
Each computer program requires a computer to have
1 memory available to install the program. A computer 6 60 14 7 18 hours
can run a number of programs simultaneously equal to its 7 70 16 8 1 day
programs score. 8 80 18 9 4 days
9 90 20 10 10 days
Complexity Program Ranks Materials Time Re-
of Program Abilities Required Cost quired
Identity Theft (requires perk): This use of the
Primitive 4 ranks/+1 4 None 12 hours
Attack Computers skill allows you to perform identity theft as
if you possessed the Crime skill. See that skill for more
Moderate 8 ranks/+2 8 None 1 day
Attack information on how identity theft works.
Complex 12 ranks/+3 12 None 2 days
Attack Crime
Highly 16 ranks/+4 16 None 6 days Int; Trained Only
Complex Attack The Crime skill indicates a general proficiency and
Cutting 20 ranks/+5 20 None 18 days knowledge in the criminal world and various types of crime.
Edge Attack Like many skills in Modern20, some elements of the Crime
skill are unique to it, while others are criminal aspects of
Cracking (requires perk): This use of the programming other skills, available through a perk.
skill requires a perk to use and allows you to evade Disguise (requires perk): Disguise is the old school,
computer security. Once you have defeated any security low-tech version of identity theft and has been around since
on the computer, you can crash it, retrieve information or the ancient world. In most cases, disguise is a targeted skill
any other purpose a legitimate user could perform on that check (see targeted skills above) that either sets the DC of
computer. The more ranks you have in the computers skill, a Perception skill check or vice-versa, with an opponent’s
the faster you can defeat computer security. Perception skill setting the target for a Disguise check
Remember that with the Variable Time rule (see above), (remember only PCs roll, so in most cases there is only one
if you have more ranks you can perform a simple task in skill check involved).
less time. So if you had 12 ranks in Computers you could The DC of this check is equal to the target’s Perception
defeat moderate security in 3 hours, rather than 12. Note +10, unless the target knows either the person donning the
that the time before discovery stays the same, so continuing disguise or the person being impersonated, in which case the
the example above, you would still have 1 day before your DC is the target’s Perception +20. All Disguise check DCs
intrusion was discovered.
Page - 35
Skills
are modified (made harder) by the Reputation of the person Specific: You can impersonate a specific individual of
being impersonated. Impersonating a famous celebrity is your race and gender, including voice. Alternately, you can
going to be harder than impersonating an unknown. In fact, adopt a general disguise of a different race or gender (but
one of the chief benefits of disguise is to gain the benefits of not both).
a high Reputation (at least for a short period of time). Extreme: You can impersonate a specific individual of a
More ranks in the Crime skill allows a character to adopt different race or gender (but not both). Alternately, you can
more elaborate disguises as detailed in the table below. adopt a general disguise of a different race and gender.
General: You impersonate a class of person rather than an Radical: You can impersonate a specific individual of a
individual- a “generic” cop or street denizen for example. different race and gender.
As with all skills that list a ranks required and a time
required, you can move up the ranks required chart to
reduce the time (see Variable Time in the general skills
section above).
Complexity of Ranks Materials Cost Time Required
Disguise Required
General 4 2 10 minutes
Specific 8 4 30 minutes
Extreme 16 8 90 minutes
Radical 20 10 5 hours
Page - 36
Skills
Lockpicking: Picking a lock requires a great deal of skill Complexity of Ranks Materials Cost Time Required
as well as a lot of time. As with all skill checks, a character Invention Required
with a high skill can pick a simpler lock more quickly. Primitive 4 6 90 minutes
The materials cost of picking a lock is equal to the ranks Moderate 8 12 3 hours
required to pick the lock. However, these tools need not be
Complex 12 18 9 hours
purchased again and so as long as a character does not lose
Highly Com- 16 24 18 hours
his tools, he would only need to purchase picks for a state of
plex
the art lock or less a single time.
Cutting Edge 20 30 4 days
Complexity of Ranks Materials Cost Time Required State of the Art 23 35 10 days
Lock Required
Cheap 4 Special 10 minutes Mechanics (requires perk): This skill use represents
Average 8 Special 30 minutes the knowledge needed to build mechanical devices
High Quality 12 Special 90 minutes such as vehicles and firearms. Vehicles will often need
High Security 16 Special 3 hours guidance systems to function at full effectiveness, requiring
Ultra-High 20 Special 6 hours application of the electronics skill use as well. This use of
Security the Engineering skill uses the same table as electronics.
State of the Art 23 Special 12 hours Structural (requires perk): This skill use represents the
knowledge needed to build structures such as buildings and
Money Laundering (requires perk): This use of the armor. This skill also allows the construction of improvised
Crime skill acts as the Business skill use of the same name defenses such as foxholes and earthen dams. This use of the
and functions identically. Engineering skill uses the same table as electronics.
Security Systems/Procedures (requires perk): You Physical Science: This skill use represents a knowledge
know how to defeat all electronic security systems, of the physical sciences. When answering a question
including cracking pin numbers, bypassing cameras and about the physical sciences you act as if you possess the
up to laser security. The DC, ranks required, materials cost Academics skill.
and time required are all identical to those for picking a Repair: You can repair a damaged or malfunctioning
lock above. Note that bypassing security systems requires a device.
separate set of tools from bypassing locks. Severity of Ranks Materials Time
Finally, this skill allows a character to set up security Damage Required Cost Required
systems for an area, at the same cost, ranks required and Light 4 2 45 minutes
time required as defeating the same security system. Moderate 8 3 90 hours
However the cost of setting up a security system must be
Heavy 12 4 5 hours
paid each time a system is set up.
Extreme 16 5 10 hours
Steal: This skill allows you to take something off a target
unnoticed. If the item is visible, you can choose the item Severe 20 6 2 days
stolen. Otherwise, you have to pick an area to steal from Total 23 7 5 days
(pocket, purse, pouch etc.) and receive a random item. The
DC of this check is either 10+ the target’s Perception or 10+
the target’s Crime, whichever is higher. Firearms
Dex; Trained Only
Engineering The Firearms skill covers your level of proficiency with
Int; Trained Only firearms of various types. You are familiar with one specific
Electronics (requires perk): This skill represents the firearm for each rank you possess in this skill. The Firearms
knowledge needed to build electronic devices, including skill also covers various specialized functions of modern
such items as bomb detonators, surveillance devices and weaponry as detailed below.
computers. The higher your skill, the more complicated a If you use a firearm with which you are not proficient,
device you can construct. you suffer a –4 penalty to attack rolls.
Burst Fire (requires perk): When attacking with a
weapon capable of automatic fire, all characters may make
3 or 5 attacks per round (character’s choice) regardless of
level.
Page - 37
Skills
These attacks suffer an attack penalty of –5 per attack Firearms Second Third Fourth Fifth
beyond the first (so if the weapon is fired three times, the Skill Attack Attack Attack Attack
first attack suffers no penalty, the second attack –5 and the 2 -4 -9 -14 -19
third attack -10). This use of the Firearms skill negates some 4 -3 -8 -13 -18
of that penalty by an amount as shown on the table below.
6 -2 -7 -12 -17
Double Tap (requires perk): When attacking with a
8 -1 -6 -11 -16
weapon capable of semi-automatic fire, you may attack
twice in a round regardless of level. You suffer a –5 penalty 10 0 -5 -10 -15
to hit on the second attack. This use of the Firearms skill 12 0 -4 -9 -14
negates some of that penalty by an amount as shown on the 14 0 -3 -8 -13
table below. 16 0 -2 -7 -12
Firearms repair: This skill use allows you to repair and 18 0 -1 -6 -11
maintain weapons as if you possessed the repair skill use of 20 0 0 -5 -10
the Engineering skill.
23 0 0 -4 -9
Called Shot (requires perk): When you take a full
round to make an attack (precluding movement or multiple
attacks) you can negate the penalty for targeting a specific
area of the target’s body equal to your Firearms skill (see Influence
Hit Location in the Combat section for more information on Cha
targeting a specific area of your target’s body). This skill covers the ability to win friends and influence
This ability can never result in a bonus; it simply serves to people. It covers everything from the ability to tell a
negate any penalty. convincing lie to the ability to
treat mental illnesses through
applied psychology.
Bluff: This use of the
Influence skill allows you to
convince a target that a lie is true. In
combat, this skill use can be used to
perform a feint, which (if successful)
grants a bonus on your next attack
roll equal to your Charisma
modifier.
The DC of a Bluff check is either
the target’s Perception +10 or the
target’s Will save +10, whichever
is higher.
Diplomacy: This use of the
Influence skill allows you to improve
a target’s attitude toward you by one
category, making the target more
helpful to you. The attitude categories
for this skill are: Hostile, Fearful,
Neutral, Friendly and Allied. Each use of
this skill can improve a target’s attitude by
one category, though the skill can be tried
multiple times. Allow a recheck at most
once a week, meaning to improve a target’s
attitude from Hostile to Allied would take a
minimum of one month.
The DC of a Diplomacy skill check is either
the target’s Perception +10 or the target’s Will
save +10, whichever is higher.
Page - 38
Skills
Intimidate: This use of the Influence skill allows you The importance of Ki to the martial arts is shown not only
to reduce a target’s attitude toward to either Fearful (if the in the vast number of styles that teach the student to harness
skill check is successful) or Hostile (if the skill check is his Ki but also in the number of styles to which Ki is so
unsuccessful). A fearful target will do what you say in your essential it is a part of the style’s name, such as Aikido and
presence and generally try to avoid you if at all possible. Hapkido.
A Hostile target however, will try to do you harm at every Focus: Ki allows you to focus on a task to exclusion of
opportunity (often not through combat, though this is an everything else. This grants a bonus to a single skill check
option). as listed in the table below. Because of the total focus on
The DC of a Diplomacy skill check is either the target’s this one skill check you are flat-footed while making it.
Perception +10 or the target’s Will save +10, whichever is Meditation: Meditation allows you to reorder your body
higher. and spirit and bring them into harmony. While this can be
Psychology: This use of the Influence skill allows you used for a myriad of esoteric purposes, such as relaxation
to predict a target’s future behavior. At the beginning of an and getting in touch with the universe, this skill use also
encounter you may make a Psychology check to gain a +2 allows you to heal non-lethal damage at twice the usual rate.
bonus on Initiative rolls as a free action. If this check fails, The maximum number of hours you can meditate per day
you cannot use Psychology on the same target for the next is equal to your ranks in the Ki skill. Meditation is not a
24 hours, since the target is too hard for you to currently substitute for sleep (meaning you will still be fatigued if you
read. don’t rest).
This use of the Influence skill can also allow you to Slow Metabolism (requires perk): You have learned
diagnose mental trauma and illnesses and help a target how to use your ability to adjust your body’s energy patterns
change his behavior and/or recover from mental trauma and to slow your metabolism substantially. This allows you to
illnesses. hold your breath for twice as long as you would normally be
The DC of a Psychology skill check is either the target’s able to or to simulate death.
Perception +10 or the target’s Will save +10, whichever is Holding your breath with this skill use is automatic.
higher. Simulating death is a targeted skill check equal to Medicine
+10 of any character checking you for vital signs.
Speed Metabolism (requires perk): This use of the Ki
Ki skill allows you to use your Ki skill ranks in place of your
Wis; Trained Only
Initiative modifier. If you spend an Action Point, may use
Note: This skill first appeared in Martial Arts20. Campaigns
this ability to re-roll your Initiative.
featuring extensive use of Ki as a form of FX should consult
that book for feats that improve the limited abilities granted Ranks Bonus
by this skill.
4 +1
This skill represents the power of the spirit and is only
available to those who select the Initiate of the Inner 8 +2
Mysteries feat. You may only call on your Ki a number of 12 +3
times per day equal to your Wisdom modifier. If you wish to
16 +4
call on your Ki more often you may spend an Action Point
for each additional use. 20 +5
Members of the Empath class can call on their Ki twice 23 +6
as often as other characters. This is considered part of the
Empath’s core ability in campaigns featuring Ki as a form of
FX (meaning you only gain this ability if your first character Leadership
level is in the Empath class). Cha; Trained Only
Ki is a part of every living thing. Though it is often You have a magnetic personality capable of inspiring
translated as an energy flow, Ki literally means “breath” those around you to things they never thought possible.
and everything that breathes, from animals and plants to the Leadership allows a non-combatant character to vastly
world itself (as felt on the wind) is a part of Ki. As such, Ki influence the outcome of a battle. Since most uses of this
is essential to all aspects of the practitioner’s life. Martial skill are standard actions, a character in the leadership role
arts and yoga teach the student to channel Ki through is not normally an active participant in the battle.
meditation and deep breathing exercises. Feng Shui arranges The DC of a Leadership skill check depends on how many
a living space to allow Ki to flow freely through everything characters you are attempting to lead. If you are leading a
in the room (including those who live there). number of characters equal to your ranks in Leadership or
Page - 39
Skills
less, the DC is 20. If you are leading a number of characters those who enforce the law and those who break it walk
equal to twice your Leadership or less, the DC is 25. If you hand in hand (though not always in harmony), this skill
are leading a number of characters equal to five times your also grants a knowledge of several areas of criminal activity
Leadership or less, the DC is 30. otherwise covered by the Crime and Streetwise skills.
A group can only be inspired to a single emotion at a time. Criminology: You have a keen understanding of the
If you use the Leadership skill on a group already effected criminal mind. This use of the Legal skill allows you to act
by it, the new effect will replace the existing one. as if you possessed the Psychology skill use of the Influence
Crossfire: On a successful Leadership check you can skill when dealing with criminals.
allow those you lead to execute a precisely coordinated Drug Lore (requires perk): This skill use acts as
attack. This allows characters to flank a target with ranged the Streetwise skill use of the same name and functions
weapons, as well as inflicting bonus damage as listed on the identically.
table below. This use of the Leadership feat lasts one round. Evidence Gathering/Analysis: This skill use covers
Group Cohesion (requires perk): On a successful the ability to gather and interpret meaningful data from a
Leadership check you can allow those you lead to act as crime scene, including hair and fiber analysis, collecting
though they possessed the Teamwork feat. This use of the fingerprints and so forth. This skill use also allows you to
Leadership skill lasts a number of rounds equal to your one- examine a crime scene and body to determine a cause of
fourth ranks in this skill, rounded down. death.
If you use this use of the Leadership skill on a group that Gang Lore (requires perk): This skill use acts as
already possesses the Teamwork feat, that group acts as if the Streetwise skill use of the same name and functions
they possess the Esprit de Corps feat instead. identically.
Inspire Competence: On a successful Leadership check Law: You have a working understanding of the law and
you can grant those you lead a bonus on all skill checks as understand how to make motions during criminal and civil
listed on the table below. This use of the Leadership skill proceedings. This skill covers the ability to work in law
lasts a number of rounds equal to your ranks in this skill. enforcement, as a lawyer or as a judge.
Inspire Courage (requires perk): On a successful Use the table in the Academics skill to determine how
Leadership check you can grant those you lead a bonus on obscure your knowledge is and the amount of time required
all attack rolls and Will saving throws to resist fear as listed to research information you do not know off hand.
on the table below. This use of the Leadership skill lasts a Security Procedures/Systems: This skill use acts as the
number of rounds equal to one-half your ranks in this skill, Crime skill use of the same name and functions identically.
rounded down.
Inspire Ferocity (requires perk): On a successful
Leadership check you can grant those you lead a bonus on
Magic
Cha; Trained Only; Armor Check Penalty [Spellcasting
all melee damage rolls as listed on the table below. This use
perk only]
of the Leadership skill lasts a number of rounds equal to
You have an understanding of the occult, including the
one-half your ranks in this skill, rounded down.
ability to cast spells (if allowed in the campaign by the game
Rally: On a successful Leadership check you can remove
master- check with her first before taking the spellcasting
any penalties from those you lead due to fear or fatigue.
perk for this skill).
This use of the Leadership skill lasts a number of rounds
Arcane Lore: You are familiar with mystical lore.
equal to one-half your ranks in this skill, rounded down.
This skill use allows you identify magical rituals and
Ranks Bonus Granted spellcasting. On a successful skill check, you can determine
4 +1 the specific spell cast in an area by its after-effects. You can
8 +2 also identify a cult by its altars or sacrificial remains.
Use the table in the Academics skill to determine how
12 +3
obscure your knowledge is and the amount of time required
16 +4
to research information you do not know off hand.
20 +5 Monster Lore: You know a great deal about mythical and
supernatural creatures. You can use this skill to determine a
creature’s weaknesses (if any). You also understand monster
Legal psychology and can use this skill like the Psychology skill
Int; Trained Only
use of the Influence skill when dealing with monsters.
The Legal skill indicates knowledge of the Byzantine
Spellcasting (requires perk): You know how to cast
world of the legal system as well as law-enforcement. Since
a single spell. This perk may be taken multiple times, up
Page - 40
Skills
to your ranks in the Magic skill. Each time it applies to a Life Science: You have a detailed knowledge of biology,
different spell. anatomy and other aspects of the life sciences.
The maximum spell level of a spell you can learn is Use the table in the Academics skill to determine how
determined by your ranks in the Magic skill as shown in the obscure your knowledge is and the amount of time required
table below. to research information you do not know off hand.
When casting the spell, the saving throw DC for the target Long-term care (requires perk): You can help a
to resist that spell is equal to your ranks in the Magic skill patient’s body recover on its own. This is vital for coma
plus 10. patients and situations where surgery has failed. When
Your magic caster level is equal to one-half your ranks in rolling a Recovery saving throw, patients under your long
the Magic skill, rounded down. term care treat their minimum roll as your ranks in the
Each time you cast a spell, you must make a Will save, Medicine skill.
with a DC equal to 20 plus the spell’s level. If you fail If assisted by 2-4 trained assistants (who also possess
this saving throw, you become fatigued until you rest for ranks in the Medicine skill) you can provide long-term care
one hour. A second failed saving throw will render you
exhausted and unable to cast any spells until you rest
for 8 hours (in addition to the normal penalties for being
exhausted).
Ranks Max Spell Level
4 0
8 1st
12 2nd
16 3rd
20 4th
23 5th
Medicine
Wis; Trained Only
You are a skilled non-magical healer.
First Aid: This use of the Medicine skill allows you to
heal a small amount of non-lethal damage immediately, or
stabilize a dying a patient.
If used to heal, you heal an amount of non-lethal damage
as indicated on the table below. This use of the Medicine
skill can only be performed on a target once per day and
only on a target whose hit points are 1 or above.
If used to stabilize a patient in a coma (a character whose
hit points are –1 or lower), the DC of this check is 15.
Ranks Damage Healed
4 1d4
6 1d6
8 1d8
10 1d10
12 2d6
16 2d8
20 2d10
23 2d12
Page - 41
Skills
to a number of patients equal to your ranks in the Medicine Ride: This skill allows you to ride a mount in combat and
skill. avoid being dismounted. If you are attacked while mounted
If working alone, you can provide long-term care to one- you must make a Ride check to avoid being knocked off
quarter that number (rounded down). your mount. The DC of this check is equal to the attack roll
Pharmacology (requires perk): This skill use acts as of the attack that hit you +10.
the Chemistry skill use of the same name and functions Stealth- forest (requires perk): This skill use acts as the
identically. Stealth skill when you are in forest terrain.
Surgery (requires perk): This use of the Medicine skill Stealth- desert (requires perk): This skill use acts as the
allows you to heal lethal damage. The DC of this skill check Stealth skill when you are in desert terrain.
is 20 +1 per 10 points of lethal damage your patient has Stealth- amphibious (requires perk): This skill use acts
suffered. as the Stealth skill when you are in water, beach and swamp
If this check is successful, 1d6 points of lethal damage terrain.
per rank in the Medicine skill is healed. Surgery can Stealth- jungle (requires perk): This skill use acts as the
be performed on the same patient once per day, but the Stealth skill when you are in jungle terrain.
maximum a doctor can heal is 6 points of damage per rank Survival: This skill use allows you to find food, water
in the Medicine skill. Once this amount of damage is healed, and shelter in the wild, as well as protect yourself from
the patient must heal naturally to full hit points or seek environmental damage.
another doctor. A doctor of equal or lesser skill cannot heal To survive on the land, requiring no food and water
that patient until his hit points are restored to full by some supplies requires a DC 10 Outdoorsman check. You can
means, and he is damaged again. move up to half speed while doing this.
If this check fails, no damage is healed and surgery cannot To gain a +2 bonus on saving throws against
be performed on this target again until some lethal damage environmental while moving at one-half speed requires a
is healed naturally (through a successful Recovery saving DC 15 skill check. If the character is stationary, the saving
throw). throw bonus increases to +4.
Surgery cannot be performed on targets that are in a coma Tracking: This skill use allows you to follow tracks for
(hit points reduced to 0 or less from lethal damage). one mile per skill check. The DC of a tracking check is
equal to the Stealth +10 of the target you are tracking. This
DC is increased to Stealth +20 if there has been at least one
Outdoorsman hour of rain or snow since the tracks were made.
Wis; Armor Check Penalty [Stealth perks only]
You are knowledgeable of nature and animals and can
survive in wilderness areas effectively. Perception
Animal Handling: You are a skilled animal trainer and Wis
can teach animals between 3 and 6 tricks based on their The Perception skill is a very important skill, despite the
Intelligence (3 for animals with an Intelligence of 1 and fact that Perception checks themselves are rarely called for.
6 for animals with an Intelligence of 2). Typical tricks for Instead, the Perception skill serves as a “defense” of sorts
an animal to learn are: attack a target, come when called, against all other types of skills that try to trick or beguile
defend a target, seek an object or substance, track a target the character. This skill sets the DC for Forgery, Stealth and
and so forth. You may create new tricks with the game Bluff checks.
master’s permission. However, since players make all targeted skill checks,
The DC of this skill use is 15 for commonly domesticated there will be times when the player makes Perception
animals (dogs, horses, etc.) and 25 for difficult to checks because someone is attempting to get the drop on
domesticate animals (tigers, wolves, etc.). him. In this case, the DC is equal to the opposed skill +10
Teaching an animal a trick takes three days, though the (Crime +10 for a Forgery attempt, Stealth +10 if someone is
character can do other things while teaching the animal. attempting to surprise the character and so forth).
Navigate: The navigate skill use allows you to reach Evidence Gathering/Analysis (requires perk): This
your destination more quickly and avoid getting lost when skill use acts as the Legal skill use of the same name and
traveling. With a successful skill check, you can complete functions identically.
a journey in 10% less than the usual time or find your way
when lost.
The DC of this skill use is 15 in calm weather, 20 in rough
weather and 25 in extremely bad weather.
Page - 42
Skills
Page - 43
Skills
Tibeto-Burman: Burmese, Sherpa, Tibetan.
Turkic: Azerbaijani, Turkish, Uzbek.
Streetwise
Wis; Armor Check Penalty [Stealth perk only]
Ugric: Hungarian (aka Magyar).
You are skilled at surviving in an urban environment
*This is an ancient language. In the modern world it
that can be as hostile to the uninitiated as the most desolate
is spoken only by scholars or in some cases by small
desert.
populations in isolated corners of the world.
Drug Lore: You are familiar with the world of illegal
narcotics. You know how and where to buy, how to sell,
Speak Language how to set up labs, street distribution, the works. This skill
(None) Trained Only can be used in place of the Influence skill when dealing with
The Speak Language skill doesn’t work like a standard drugs, allowing you to better lie, negotiate or intimidate
skill. dealers and users (as the Bluff, Diplomacy or Intimidate
You automatically know how to speak your native skill uses), as well as granting you contacts within that
language; you do not need ranks to do so. world (as the Networking skill use).
Each additional language costs 1 rank. When you add a Gambling: You are skilled at competitive games of
rank to Speak Language, you choos a new language that you chance. When playing against another person, the DC of this
can speak. skill (which indicates a win) is equal to your competition’s
You never make Speak Language Gambling or Perception skill, whichever is higher.
checks. You either know how to Gang Lore: You are familiar with the world of gangs and
speak and understand a specific can interpret gang signs, spot gang colors and territory and
language or you don’t. so forth. This skill can be used in place of the Influence skill
To be able to read and write when dealing with gangs.
a language that you can speak, Gather Information: You are good at scaring up
you must take the Read/Write information and leads, even from total strangers, piecing
Language skill for the together disparate facts to come up with a needed clue.
appropriate language. The time it takes to generate this lead is equal to research
You can choose any time found in the Academics skill above. If you spend
language, modern or ancient. Wealth equal to your ranks in this skill, you can cut the
(See the table accompanying time to generate a lead by one-half.
Read/Write Language Stealth- urban (requires perk): This skill use acts as
for suggestions.) The the Stealth skill when you are in jungle terrain.
GM might determine
that you can’t learn a
specific language due to
Unarmed
Str
the circumstances of the
You are a skilled unarmed combatant. This skill
campaign.
influences both your ability to attack without weapons, as
well as your ability to defend yourself in unarmed combat.
Stealth Damage inflicted by this skill is non-lethal (it cannot
Dex; Armor Check Penalty inflict injuries - see the Combat section for more
You are skilled at surprise information).
and can often get the drop
Ranks Unarmed Damage
on your opponents. The
DC of this skill is equal to 0 1d2
your target’s Perception +10, 4 1d4
unless the target has a reason 6 1d6
to be especially wary (such as 8 1d8
an alarm sounded in the area, 10 1d10
or you have already attacked 12 2d6
from your current position), in 16 2d8
which case the DC is +20.
20 2d10
23 2d12
Page - 44
Skills
Disarm: You force your opponent to drop the weapon he punch.
is carrying. The DC of this skill is your opponent’s Unarmed Precision Strike (requires perk): When you take a full
or Weapons skill (whichever is higher) +10. round to make an attack (precluding movement or multiple
Instead of forcing your opponent to drop his weapon, you attacks) you can negate the penalty for targeting a specific
can instead attempt to take it from him. In this case, the DC area of the target’s body equal to your Unarmed skill (see
of this skill is your opponent’s Unarmed or Weapons skill Hit Location in the Combat section for more information on
(whichever is higher) +20. targeting a specific area of your target’s body).
Fast Punch (requires perk): When you perform a This ability can never result in a bonus; it simply serves to
fast punch you reduce all damage inflicted this round by negate any penalty.
unarmed attacks to the minimum that can be rolled (so if Push: Same as trip, but you push your opponent 5 feet
your unarmed damage is 2d12, each successful attack would plus 1 foot per point you exceed the DC check by in a
inflict 2 points plus any bonuses from Strength or feats). direction of your choosing.
Your minimum attack roll this round is equal to your ranks Reactive Stance (requires perk): While in a reactive
in the Unarmed skill. stance you can only attack after an opponent attacks you.
Flurry (requires perk): When you multi-attack an Your minimum attack roll is equal to your opponent’s attack
opponent (see the combat section for more information on roll, or your Unarmed skill, whichever is higher.
multi-attack) you suffer a reduced penalty to additional Trip: You trip or throw your target, rendering him prone.
attacks as shown on the table below. The DC of this skill is your opponent’s Unarmed skill
+10 or your opponent’s Acrobatics skill +10, whichever is
Unarmed Skill Second Attack Third Attack Fourth Attack
higher.
4 -4 -9 -14 Unarmed Parry: This skill use allows you to use your
8 -3 -8 -13 Unarmed skill +10 as your defense rather than your class
12 -2 -7 -12 defense bonus +10. This defense only works against
16 -1 -6 -11 unarmed attacks. If you are using this defense and are
20 -0 -5 -10 attacked by a weapon, you use your class defense bonus +10
23 -0 -4 -9 as normal.
Grapple: You can grab another target and hold him Vehicles
motionless. The DC of this skill is your opponent’s Dex
Unarmed skill +10 or your opponent’s Acrobatics skill +10, You are an expert with many types of vehicles.
whichever is higher. Drive: You can drive one class of ground vehicle per 6
Joint Lock (requires perk): By attacking the extremities ranks in the Vehicles skill. The classes of ground vehicles
of your opponent, you can hinder his performance for the are: motorcycle, heavy wheeled and tracked. Note that all
rest of the battle. characters with this skill are skilled at driving normal cars.
If you successfully make a targeted grapple attack with Force Stop (requires perk): When you sideswipe
this perk (the attack must target a specific hit location rather another car, you can cause the driver to lose control. The DC
than a randomly rolled hit location) the hit location suffers of this check is equal to the opposing driver’s Vehicles +10
a minor injury. This perk can be selected even if injuries are or Reflex +10, whichever is higher.
not normally used in the campaign (though the GM might Helmsman (requires perk): You can drive one class of
disallow this perk if he wants combat to run quicker). water vehicle per 4 ranks in the Vehicles skill. The classes of
This ability can only cause mild injuries. water vehicles are: sail boat, speed-boat (including jet-skis),
Injuries caused by this ability are not true injuries and will small ship (such as a cutter or cruise ship), medium ship
heal after one hour. The injury is just a strain and its effects (such as a destroyer), large ship (such as an aircraft carrier)
will fade once the character has had a chance to stretch out and submarine.
the effected area. Navigate (requires perk): This skill use acts as the
Power Punch (requires perk): By taking a –4 penalty on Outdoorsman skill use of the same name and functions
all attacks this round, you inflict bonus damage equal to the identically.
amount by which your attack roll exceeds your opponent’s Pilot (requires perk): You can pilot one class of air
defense. The maximum additional damage is equal to your vehicle per 5 ranks in the Vehicles skill. The classes of air
ranks in the Unarmed skill. vehicles are: small plane, large plane, jet fighter, spacecraft
You also add 1.5 times your Strength bonus (if any) to (this class of vehicle will only be available at the game
all unarmed attacks on a round you are performing a power master’s discretion) and helicopter.
Page - 45
Skills
Vehicle Repair: This skill use allows you to repair and Aggressive Stance (requires perk): By taking a –4
maintain vehicles as if you possessed the repair skill use of penalty on all attacks this round, you inflict bonus damage
the Engineering skill. equal to the amount by which your attack roll exceeds your
opponent’s defense. The maximum additional damage is
equal to your ranks in the Weapon skill.
Weapons You also add 1.5 times your Strength bonus (if any) to all
Str; Trained Only
damage inflicted with a one-handed weapon, and 2 times
You are skilled with a variety of weapons. You are proficient
your Strength bonus to all damage inflicted with a two-
with one specific non-firearm weapon for each rank you
handed weapon while in an aggressive stance.
possess in this skill.
Precision Strike (requires perk): When you take a full
If you use a weapon with which you are not proficient,
round to make an attack (precluding movement or multiple
you suffer a –4 penalty on your attack rolls.
attacks) you can negate the penalty for targeting a specific
Proficiency in this skill also involves training in the
area of the target’s body equal to your Weapons skill (see
most efficient ways to dispatch an opponent, resulting in a
Hit Location in the Combat section for more information on
damage bonus. This damage bonus applies with any melee
targeting a specific area of your target’s body).
weapon attack, and all non-firearm ranged weapon attacks
This ability can never result in a bonus; it simply serves to
within 30 ft.
negate any penalty.
Ranks Weapon Damage Bonus Reactive Stance (requires perk): While in a reactive
4 +1 stance you can only attack after an opponent attacks you.
8 +2 Your minimum attack roll is equal to your opponent’s attack
roll, or your Weapons skill, whichever is higher.
12 +3
Shield Training (requires perk): You gain a Defense
16 +4
bonus equal to your Weapon damage bonus as long as you
20 +5 possess a shield.
23 +6 You may only use a shield against melee attacks and only
in situations where you would not be denied your Dexterity
Disarm: You force your opponent to drop the weapon he bonus.
is carrying. The DC of this skill is your opponent’s Unarmed Using a shield to protect yourself is a move action, though
or Weapons skill (whichever is higher) +10. a shield can be used with the Armed Defense feat as a single
Instead of forcing your opponent to drop his weapon, you move action.
can instead attempt to take it from him. In this case, the DC Two-Weapon Fighting (requires perk): When fighting
of this skill is your opponent’s Unarmed or Weapons skill with a weapon in each hand, you can make one more attack
(whichever is higher) +20. than you are normally entitled to when using multi-attack
Flurry (requires perk): When you multi-attack an (see the Combat section for more information). However,
opponent (see the combat section for more information on when using a weapon in each hand, all attack penalties from
multi-attack) you suffer a reduced penalty based on your multi-attack are increased by an additional –10 penalty (-10
Weapons skill. for the first attack, -15 for the second attack and so forth).
Weapon Skill Second Attack Third Attack Fourth Attack
Your ranks in the Weapons skill can negate this penalty,
meaning at 10 ranks and above you suffer no additional
4 -4 -9 -14
penalty for two-weapon fighting (though your attacks do
8 -3 -8 -13 suffer the usual multi-attack penalties).
12 -2 -7 -12
16 -1 -6 -11
20 -0 -5 -10
23 -0 -4 -9
Page - 46
Feats
Chapter 3: Feats
Feats combine many abilities from standard d20 games
into one category. In a more traditional d20 game, feats are
Acrobatic Defense
Speedfreak
there to help differentiate classes, for example, allowing one
Your ability to flip and tumble can make you a maddeningly
Fighter to be different from all the other Fighters. Then you
difficult target to hit as long as you can stay away from your
have talents, introduced in the modern core rules, which
opponent.
allow classes to be customized. Modern20 combines both of Prerequisite: Acrobatics 4 ranks
these game elements into feats, effectively allowing classes Effect: You may use your Acrobatics skill +10 as your
to be built from the ground up from general feats and class- Defense against ranged attacks, rather than your class-based
specific feats. Defense bonus (this is in addition to any other modifiers that
may apply such as the Dodge feat).
Acrobatic Defense may only be used against ranged
Feat Descriptions attacks and may only be used in situations where you would
Here is the format for feat descriptions. not be denied your Dexterity bonus.
Using this feat is a move action.
Feat Name
Prerequisite: A minimum
ability score, another feat or
feats, a minimum base attack
bonus, and/or the minimum ranks
in a skill that a character must have
to acquire this feat. This entry is absent if
a feat has no prerequisite.
A character can gain a feat at the same level at
which he or she gains all the prerequisites.
A character can’t use a feat if the character has lost
a prerequisite.
Benefit: What the feat enables a character to do.
Normal: What a character that does not have this
feat is limited to or restricted from doing. If there
is no particular drawback to not possessing the feat,
this entry is absent.
Special: Additional facts about the feat.
Accurate Attack
General
You sacrifice damage for accuracy.
Effect: You may subtract up to 5 points from your
damage rolls, gaining a similar bonus to your attack roll.
The maximum attack bonus you can gain from this feat
is equal to your Base Attack Bonus. You cannot reduce a
weapon’s maximum base damage to less than zero through
this feat (so an attack with a weapon that inflicts 1d4
damage cannot take more than –3 to damage, making its
maximum damage 1 point).
Page - 47
Feats
Effect: You may use the Influence and Leadership skills
Acrobatic Feint on animals.
Speedfreak
Your constant tumbling and flipping in combat make it
difficult for your opponent to determine where your next Antithesis
attack is coming from. Powerhouse
Effect: You can render your opponent flat-footed to your You really, really hate your enemy.
next attack with a successful Acrobatics skill check. The DC Prerequisite: 9th level, Enemy (same Allegiance)
of this check is equal to your opponent’s Acrobatics +10 or Effect: Your skill and damage bonus are increased to +4.
Reflex +10, whichever is higher.
You may attempt to feint more than once in the same
encounter but your opponent’s guard will be tougher to
Armed Defense
Powerhouse
bring down. All subsequent attempts to feint (whether or
You are extremely adept at using your weapon to defend
not the first attempt was successful or not) have a DC of
yourself.
Acrobatics +20 or Reflex +20.
Prerequisite: Weapons 4 ranks
Effect: You may use your Weapons skill +10 as your
Agility Training 1 Defense against melee attacks, rather than your class-based
Speedfreak Defense bonus (this is in addition to any other modifiers that
You have worked hard to increase your speed and flexibility. may apply such as the Dodge feat).
Prerequisite: 6th level Speedfreak Armed Defense may only be used against melee attacks
Effect: +1 Dexterity and may only be used in situations where you would not be
denied your Dexterity bonus.
Using this feat is a move action.
Agility Training 2
Speedfreak
You have worked hard to increase your speed and flexibility. Armor Training
Prerequisite: 12th level Speedfreak General
Effect: +1 Dexterity You are practiced with moving in heavy armor.
Prerequisite: Athletics 4 ranks
Effect: Your Strength is considered 2 higher for purposes
Agility Training3 of an armor’s Strength minimum.
Speedfreak
Special: You may select this feat multiple times. Its
You have worked hard to increase your speed and flexibility.
effects stack.
Prerequisite: 18th level Speedfreak
Effect: +1 Dexterity
Attack Focus 1
General
All-Out Attack You have specialized in one attack.
General
Effect: You gain a +1 bonus with a single attack. This
You throw everything you have at your opponent,
attack can be a weapon, firearm or unarmed attack.
sacrificing your own safety to put him down.
Effect: You can take up to a –5 penalty to your Defense
bonus, gaining a similar bonus to your attack roll. You Attack Focus 2
cannot reduce your Defense bonus below zero with this Powerhouse
feat, nor can you gain a bonus larger than your Base Attack You have specialized in one attack.
Bonus. Prerequisite: Attack Focus 1
Effect: You gain an additional +1 bonus with the attack
chosen for Attack Focus previously.
Animal Empathy
General
You have an uncanny ability to communicate (non-verbally) Attack Specialization 1
with animals. Horse whisperers, elite animal trainers and the Powerhouse
best animal psychologists all demonstrate this ability. You inflict increased damage with a single attack.
Page - 48
Feats
Prerequisite: Attack Focus
Effect: You gain a +2 damage bonus with the attack
Blur
Speedfreak
chosen for Attack Focus previously.
Your constant movement makes you a hard target to pin
down in combat.
Attack Specialization 2 Prerequisite: Athletics 4 ranks
Powerhouse Effect: Whenever you move 30 ft or more in a round, you
You inflict increased damage with a single attack. gain a +2 Defense bonus.
Prerequisite: Attack Focus 1, Attack Specialization 1
Effect: You gain an additional +2 damage bonus with the
attack chosen for Attack Specialization previously.
Body Block
Tank
You are skilled at making sure no one gets past you.
Attractive Effect: One opponent you designate each round must
General end his movement in your square. If you are ahead of that
You are extremely attractive. opponent in the initiative order, he is effectively prevented
Effect: You gain a +4 bonus on the Bluff, Diplomacy, and from moving.
Networking Influence skill uses when dealing with persons
of one gender of your choice (this does not have to be the
opposite gender). You may take this feat twice, in order to
Book Learning 1
Brainiac
apply its benefits to both genders.
You spend a lot of time with your nose in books with few
pictures.
Awareness Prerequisite: 6th level Brainiac
Empath Effect: +1 Intelligence
You are in touch with your surroundings.
Prerequisite: Perception 4 ranks
Effect: You add your Will saving throw to your
Book Learning 2
Brainiac
Perception skill checks. If a skill’s DC is based on your
You spend a lot of time with your nose in books with few
Perception, you add your Will save to the DC.
pictures.
Prerequisite: 12th level Brainiac
Banter Effect: +1 Intelligence
Star
Your non-stop chatter makes it more difficult for your
opponent to concentrate on stomping your annoying ass into
Book Learning 3
Brainiac
the dirt.
You spend a lot of time with your nose in books with few
Prerequisite: Charisma 13+
pictures.
Effect: You gain a bonus to your Defense equal to your
Prerequisite: 18th level Brainiac
Charisma modifier.
Effect: +1 Intelligence
Page - 49
Feats
Effect: You treat all items of one brand as if they were You may not move before making this free attack and you
masterwork. You have spent a great of time and enthusiasm must make it with the same weapon and at the same attack
learning all the strengths and weaknesses of your favored bonus as the attack that took out your foe. For example if
brand and can get the most out of it. You also believe with you take an opponent down with a multi-attack that has a
every fiber of your being that your brand is the best. –10 penalty to the attack roll, your free attack would also
Since masterwork items can be improved in more than suffer a –10 penalty to hit.
one area, this works on masterwork items as well, it just You may only make one such free attack per round.
improves a different aspect of the item’s performance.
For example, you might have a preference for Glock
pistols, believing them to be the finest weapons ever made.
Cleave 2
Powerhouse
Since Glocks already are masterwork, granting a +1 bonus
You are able to take down a series of opponents with
to hit, they might also gain a +10 ft. bonus to the range
frightening speed.
penalty when used by you. Every Glock you use would
Prerequisite: Weapons 10 ranks or Unarmed 10 ranks
gain this bonus and you will likely regale anyone who will
Effect: This feat functions similarly to Cleave except that
listen about how the range of Glock pistols is woefully
you may take a 5’ step after downing an opponent and there
underestimated by the mainstream media.
is no limit to the number of free attacks you may gain in a
The area improved by this feat must be chosen when the
round with this ability. However, you may not take more
feat is selected.
than one free attack on an opponent per round from this feat.
Special: You may select this feat multiple times. Each
time it affects a different area of the brand in question. You
cannot apply this feat to multiple brands, as you can only be Combat Martial Arts
truly invested in a single brand to this degree. General
You have trained to become a living weapon.
Prerequisite: Unarmed 4 ranks
Career Advancement Effect: Your unarmed attacks can inflict injuries as
General
though you were armed with a blunt weapon (if your
You have climbed one rung up the company ladder.
damage exceeds your opponent’s Constitution score that
Effect: Your occupation grants you +1 additional perk.
damage is considered lethal).
This feat also grants you a +1 Reputation.
Special: You may take this feat multiple times. Its effects
stack. Contemplative Master
Empath
You channel your inner harmony during combat.
Cat’s Landing Prerequisite: Unarmed 4 ranks or Weapons 4 ranks,
Speedfreak
Wisdom 13+
Like a cat, you know how to fall without injuring yourself.
Effect: You modify your melee attack rolls by your
Prerequisite: Acrobatics 4 ranks
Wisdom rather than your Strength. You gain no Strength
Effect: You subtract 5 ft. effective distance from a fall
bonus or penalty to melee damage when using this feat.
for every 4 ranks you possess in the Acrobatics skill. For
example if you possessed 20 ranks in Acrobatics and fell 50
feet, you would only suffer damage as if from a 25 ft. fall. Cover Fire
General
You can use a weapon to provide cover fire for your allies,
Cleave 1 hemming opponents in and making it hard for them to get a
Powerhouse
clear attack.
You are able to take down a series of opponents with
Prerequisite: Firearms 4 ranks
frightening speed.
Effect: You can grant an ally a Defense bonus by making
Prerequisite: Weapons 4 ranks or Unarmed 4 ranks
an attack with a firearm (this attack is essentially intended
Effect: When you take an opponent down with a melee
to miss and so has no chance to damage anyone- its purpose
attack that inflicts lethal or non-lethal damage (knock the
is to make them think about ducking rather than attacking).
opponent out or put him in a coma) you may immediately
This Defense bonus is listed below. You may divide this
make another attack against a different opponent as a free
bonus between multiple allies if you desire.
action.
Page - 50
Feats
Firearms Ranks Defense Bonus normal range of ability. Any time you roll a natural 1 when
4 +1 using the item, it is destroyed, requiring 16 ranks in the
Engineering skill to repair.
8 +2
12 +3
16 +4 Damage Reduction
20 +5 Tank
You shrug off damage that would hurt an ordinary man.
23 +6
Prerequisite: Diesel
Effect: You gain DR 1 against all non-firearm attacks.
Crippling Strike Special: You may select this feat up to three times. Its
General effects stack.
Your damage to critical areas impairs an opponent greatly.
Prerequisite: Critical Strike, Sneak Attack, Stealth 8
ranks
Dead Aim
General
Effect: When you successfully damage a target that is
You are trained to take careful aim in the heat of combat.
flat-footed with a melee attack, you also inflict 1 point of
Prerequisite: Firearms 4 ranks or Weapons 4 ranks
temporary Strength damage on the target. Your opponent
Effect: You take a full round to make a ranged attack and
can make a Recovery saving throw once each day to recover
gain a +2 bonus to your attack roll. You are flat-footed for
a lost point of Strength.
the entire round, so this feat is best used from behind some
sort of cover. This feat can be used in conjunction with the
Critical Strike called shot perk and Sniper Shot feat. It cannot be used in
General conjunction with any other feats or perks.
You deliver vicious hits when your target is most vulnerable.
Prerequisite: Sneak Attack, Stealth 8 ranks
Effect: When you successfully attack a target with a
Dedicated
General
melee attack denied his Dexterity bonus for any reason,
Your devotion to a cause is a source of great strength to you.
you inflict bonus damage equal to the amount by which
Prerequisite: one Allegiance
your attack roll exceeds your opponent’s defense. For
Effect: When interacting with your Allegiance you gain a
example if you attack a flat-footed target whose defense has
+4 bonus on all Influence skill checks.
been reduced to 10 and roll a 19, you would roll damage
When protecting your Allegiance, you gain a +2 bonus
normally, then add nine to the result.
on all skill checks and saving throws. Should some force
Special: The bonus damage granted by this feat stacks
seek to compel you to betray your Allegiance, you gain a +4
with that granted by the Aggressive Stance use of the
bonus on saving throws to resist that effect.
Weapon skill. In other words, if you possess that Aggressive
If you spend an Action Point to aid an attack while
Stance perk and this feat and take a –4 to hit when attacking
defending your Allegiance, that die roll is automatically
a flat-footed target, you inflict +2 points of damage for
considered a 20. The game master determines when this
every point by which your attack roll exceeds the target’s
is appropriate. For example, you could claim you are
defense.
defending America while shooting at Japanese aircraft
during the battle of Pearl Harbor but not while fighting a
Custom Tweak mugger in Central Park.
Brainiac
You can make some aftermarket modifications to items you
own but the items in question tend to develop little glitches.
Defensive Attack
General
Prerequisite: Engineering 4 ranks
You have learned to fight cautiously.
Effect: You can make an item masterwork after you
Effect: You can take up to a –5 penalty on your attack
buy it by making some custom modifications. The cost of
rolls, gaining a similar bonus to your Defense. You cannot
these modifications is 10+5 per aspect of the item you wish
reduce your attack bonus to less than zero, nor can you more
to improve. Consult the Master Craftsman feat for more
than double your Defense bonus.
information what areas of an item can be improved.
An item improved by this feat is operating outside its
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Feats
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Feats
Special: You may take this feat more than once. Its effects
stack.
Evasive Maneuvers
General
You are an excellent pilot and can squeeze every ounce of
Endurance Training 1 maneuverability out an aircraft.
Tank Prerequisite: Vehicles 4 ranks, Pilot perk
You have trained to increase your endurance and stamina. Effect: You may use your Vehicles skill +10 as your air
Prerequisite: 6th level Tank vehicle’s Defense, rather than your class-based Defense
Effect: +1 Constitution bonus.
Evasive Maneuvers may only be used in situations where
you would not be denied your Dexterity bonus.
Endurance Training 2 Using this feat is a move action.
Tank
You have trained to increase your endurance and stamina.
Prerequisite: 12th level Tank Executioner
Effect: +1 Constitution Powerhouse
You deliver devastating, precise blows with melee weapons.
Prerequisite: Unarmed 10 ranks or Weapons 10 ranks,
Endurance Training 3 Precision Strike perk
Tank
Effect: You inflict +2 damage on successful attacks when
You have trained to increase your endurance and stamina.
using the Precision Strike perk. You may take this feat
Prerequisite: 18th level Tank
multiple times, its effects stack.
Effect: +1 Constitution
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Feats
Effect: By making either an Influence or an Art skill
check (chosen when this feat is selected) as a standard
Flying Tackle
Powerhouse
action you may capture and hold the attention of a target for
You launch yourself at your opponent in an attempt to take
an entire round. You can maintain this effect for a number of
him down to the ground.
rounds equal to your ranks in the skill affected by this feat.
Prerequisite: Unarmed 4 ranks
The target has a –4 penalty on Perception skill checks while
Effect: You inflict +2 damage on unarmed charge attacks.
focusing on you but any overtly hostile action noticed by the
If you successfully hit with a charge attack, you may make
target will instantly break the fascination.
an immediate Trip attack against your opponent as a free
The DC of the skill check to successfully use this feat is
action. If your opponent is successfully tripped, you are
the target’s Perception +10 or Will +10, whichever is higher.
rendered prone as well. If your opponent is not tripped, both
you and your opponent remain on your feet.
Fast Mover
Speedfreak
You are extremely fast.
Great Fortitude
General
Prerequisite: Athletics 4 ranks
You are extremely hardy and strong.
Effect: You gain +5 ft to your movement. You may select
Effect: +2 on Fortitude saving throws
this feat multiple times. Its effects stack.
Feint Guru
Empath
Star
You have an instinctive affinity for one skill.
You can use your wiles effectively in combat.
Prerequisite: Wisdom 13+
Effect: You can render an opponent flat-footed to your
Effect: You gain a bonus to a single skill equal to your
next attack with a successful Influence skill check. The DC
Wisdom modifier or your Empath level, whichever is
of this check is your opponent’s Perception +10 or your
higher.
opponent’s Will save +10, whichever is higher.
You may attempt to feint more than once in the same
combat but your opponent’s guard will be tougher to bring Hail of Bullets
down. All subsequent attempts to feint (whether or not the Speedfreak
first attempt was successful or not) have a DC of Perception You release a swath of fire on your opponents. It might be
+20 or Will +20. overkill but sometimes more bullets are better.
Prerequisite: Firearms 4 ranks, Burst Fire perk
Effect: You expend 3 bullets per target when making
Finisher an attack with an automatic weapon. Each target you
Powerhouse
successfully hit suffers an additional +2 damage.
You take your opponents down with terrifying ferocity.
Normal: Normally only one round is expended per attack.
Prerequisite: Unarmed 10 ranks or Weapons 10 ranks,
Cleave
Effect: When you take down an opponent down with Healer
lethal damage in melee combat, all allies of that opponent Empath
who can see you are Shaken (see the Condition Summary You have a natural gift for healing the sick and injured.
for the effects of being shaken). Prerequisite: Medicine 4 ranks
Effect: Whenever you heal damage, you heal an
additional +2 points of damage. This damage can be lethal
Fire Inside or non-lethal damage, but you can only heal lethal damage if
Empath
you have the Surgery perk.
Obstacles make you more determined to succeed.
Special: You may select this feat multiple times. Its
Effect: You gain a +2 bonus to melee damage for 1
effects stack.
minute (10 rounds) after failing a saving throw.
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Feats
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Feats
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Feats
Effect: When building an item with the Engineering skill, Effect: You can successfully stabilize a patient that has
you may choose to build a masterwork item, granting a been clinically dead for 1 minute per rank you possess in the
+1 bonus to one aspect of the item of your choice (attack, Medicine skill. This patient is restored to negative hit points
damage, DR, Strength minimum, armor penalty and so on). one higher than his Constitution score, meaning a patient
This triples the time required to build the item and increases with 10 Con would be restored to –9 hit points.
the cost by +5.
If you wish, you can create an item of even greater
craftsmanship, adding a +1 bonus to two aspects of the item.
Moonlighting
General
This quadruples construction time and increases the cost by
You work two jobs.
+10.
Effect: You may select a second occupation. This second
You may continue in this fashion until you have improved
occupation grants you half the Wealth bonus of a standard
every aspect of the item.
occupation and you may only select two of the occupation’s
Improved Feats.
Master Plan
Brainiac
You have a knack at coming up with solutions to any
Mounted Combat
General
problem.
You are skilled at guiding a horse through the heat of battle.
Effect: If you have an opportunity to prepare for an
Prerequisite: Outdoorsman 4 ranks
encounter (at least a few minutes) you can formulate a plan
Effect: You may use your Outdoorsman skill +10 as your
to deal with it. This grants your allies a bonus depending on
Defense against while mounted, rather than your class-based
the results of an Academics skill check. On a roll of 10-14
Defense bonus (this is in addition to any other modifiers that
you grant your allies a bonus of +1, +2 on a roll of 15-19,
may apply such as the Dodge feat).
+3 on a roll of 20-24 and a +4 on a roll of 25+.
Both you and your mount may use this defense but only
Any Academics skill will do for purposes of a Master
while working together.
Plan, but the description of the plan should vary depending
Mounted Combat may only be used against melee attacks
on the skill used. Perhaps you remember an obscure
and may only be used in situations where you would not be
military tactic of Hannibal (History), or your knowledge of
denied your Dexterity bonus.
apocryphal scrolls lets you come up with a way to handle
that mummy wandering around Egypt (Religion). Be
creative! Move-By Action
General
You are good at getting things done on the move.
Melee Smash Effect: You can move both before and after an action.
Powerhouse
The total distance moved still cannot exceed your normal
You hit hard.
movement rate.
Prerequisite: Unarmed 4 ranks or Weapons 4 ranks
Effect: You inflict +1 damage with all successful melee
attacks. You may take this feat multiple times, its effects Night Vision
stack. General
Your eyes adjust well to the dark.
Effect: You see twice as far as a normal person in low-
Mind over Body light conditions. You are still blinded by complete darkness.
Empath
The mind can heal the body.
Effect: You modify your Fortitude and Recovery saving Photographic Memory
throws by Wisdom instead of Constitution. Brainiac
You can quickly familiarize yourself with a skill.
Effect: You may designate Brainiac level +3 skill points
Miracle Worker as “short-term memory” and use these skill points to quickly
Empath
familiarize yourself with a subject, which can be any skill.
You are a brilliant physician.
Max skill ranks due to level still apply to this skill normally.
Prerequisite: Medicine 10 ranks
If you have 4 hours to familiarize yourself with the
subject, you gain the full effects of the skill points. If you
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Feats
have 2 hours to familiarize yourself with the subject, you Special: You may select this feat multiple times. Each
only gain half benefit from the skill points. Finally, if you time it applies to a different item, or a different category on
only have 1 hour to familiarize yourself with the subject, the same item.
you only gain one-quarter benefit from the skill points.
If you go a week without using the skill in a stressful
situation, the skill points revert to short-term memory and
Precise Shot 1
General
you must familiarize yourself with the subject again.
You are accurate enough to safely fire weapons in crowded
A character with this feat may also use his unspent skill
conditions.
points to quickly commit data to memory, spending 1 skill
Effect: When firing a ranged weapon into melee, you
point to memorize one page of information.
ignore the usual –4 penalty.
Example: Sgt. Rossum (a 6th level Brainiac) is a brilliant
Special Forces soldier with a knack for picking things up
quickly. Suddenly he is ordered into Viet Nam. On the Precise Shot 2
flight there, which takes 2 hours, he studies some language General
manuals and “refreshes” his previous experience in the You are an extremely accurate shot.
language, gaining full proficiency by allocating 2 skill Prerequisite: Precise Shot 1
points to speak the language (since he only gains half Effect: You ignore any cover less than total cover and any
benefit with 2 hours study). concealment less than total concealment.
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Feats
Effect: If you succeed on an Influence check against an
Public Speaker 3 attacker, and that attacker’s next attack misses you, you can
Star
redirect it against an adjacent enemy. The attacker must
You are a skilled public speaker and almost never lose your
make a new attack roll against the target you choose with all
composure.
the bonuses on the attack against you.
Prerequisite: 18th level Star
Effect: +1 Charisma
Repartee
Star
Quick Draw Your banter is even more annoying than most mouthpieces.
General
Prerequisite: Banter
When danger threatens, your weapons seem to leap into
Effect: By directing your verbal ire at a single opponent
your hands.
you cause him to suffer a penalty to melee attack rolls equal
Prerequisite: Weapons 4 ranks
to your Charisma modifier. That opponent also gains a
Effect: You can draw your weapons as a free action.
+2 bonus to melee damage rolls against you. The damage
Normal: Drawing a weapon is normally a move action.
applies only against you.
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Feats
Sharpshooter Soldier On
Speedfreak Tank
You are deadly when making called shots. You shrug off damage and keep going.
Prerequisite: Firearms 10 ranks, Called Shot perk, Sniper Effect: Once per day you can make a Fortitude saving
Shot throw (DC 20) to reduce the damage from any attack to
Effect: You inflict +2 damage on called shots with minimum damage.
firearms. This feat may be selected multiple times. Its
effects stack.
Specialist
General
Shoulder the Load You are especially good at a narrow field of expertise.
Empath Effect: You gain a +6 bonus to checks involving one skill
You can help your comrades bear their burdens. use.
Prerequisite: Perception 4 ranks, Empathy
Effect: On a successful Perception skill check you can
grant your comrades a bonus to Fortitude, Reflex or Will
Speed Dial
Star
saving throws equal to +1 per 4 full ranks in the Perception
Your contacts want to get back in touch with you.
skill (+1 bonus at 4 ranks, up to +5 bonus at 20 ranks). This
Effect: You can reach contacts in half the usual time. On a
bonus lasts for 1 minute per Empath class level.
successful Influence check (DC 20) you can reach a contact
You may use this ability grant bonuses to a different save
in no time, provided it is the first time that week you have
category but the previous effect immediately ends, replaced
called on that contact for aid.
by the first effect.
The DC of this check is 10 +5 per ally you wish to
inspire. You may not use this ability on yourself. Stoic
Empath
You have an amazing ability to tolerate pain.
Smart Defense Effect: You gain damage resistance to Bludgeoning
Brainiac
attacks equal to your Wisdom modifier for the next minute
Your intelligence helps you defend yourself.
(10 rounds). Using this feat is a free action that can be
Prerequisite: Intelligence 13+
performed once per round.
Effect: You gain a Defense bonus equal to your
You may use this feat once per day.
Intelligence modifier.
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Feats
than your opponent. Equipment damage goes from Light
Strength Training 2 (-2 attack and damage), Moderate (-4 attack and damage),
Powerhouse
Heavy (-6 attack and damage), Extreme (-8 attack and
You have spent long hours in the gym to improve your
damage), Severe (-10 attack and damage) and Total (weapon
Strength.
is completely unusable).
Prerequisite: 12th level Powerhouse
Weapon damage lasts until repaired (see the Engineering
Effect: +1 Strength
skill for more information on repairing items).
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Feats
saving throws in addition to the standard +2 bonus to attack come up with a creative explanation for the trick based on
and skill checks. the specific Academics skill you used to execute the trick
but this is not required.
Teamwork
(specific team) Two-Weapon Defense
You and your team work together like a well-oiled machine. General
Prerequisite: Allegiance (specific team) You may use a weapon in your off-hand to defend yourself.
Effect: When you work with your team, you gain a +2 Prerequisite: Weapons 4 ranks, Two-Weapon Fighting
bonus on all attack and skill checks. perk
Effect: You may use your off-hand weapon as a shield
(see the Weapons skill for more information on shields). You
Think Tank may only gain this bonus against melee attacks and only in
Brainiac
situations where you would not be denied your Dexterity
You are able to work very effectively with a team to solve
bonus.
complex problems
You may not gain this bonus in a round where you attack
Effect: When using an Intelligence-based skill, a partner
with your off-hand weapon.
adds his ranks to yours for purposes of how difficult the
Using this feat is a move action.
tasks you can perform are. This partner still counts as an
assistant for purposes of an aided skill check (see the Skills
section for more information). Tycoon
Example: Joe realizes that with his cousin Tommy’s help Star
he could tackle even more difficult locks than before. Joe You are an extremely talented financial negotiator.
has 4 ranks in Crime and Tommy has 4, meaning with his Prerequisite: Business 4 ranks
help, Joe can tackle locks requiring 16 ranks in the crime Effect: When you make a Business check for Haggling,
skill to pick, while Tommy will also reduce the time it takes the cost increase/decrease of an item is increased by +1 or
to open those locks to three-quarters of the usual time. –1 (your choice, depending on whether you are buying or
selling).
Special: You may select this feat more than once, its
Trackless effects stack.
General
You are especially adept at hiding your tracks.
Prerequisite: Outdoorsman 4 ranks Uncanny Dodge 1
Effect: When someone is tracking you, the DC of their General
Outdoorsman check is based on your Outdoorsman skill +20 Your reflexes are incredibly sharp.
rather than your Stealth skill +10 (or +20 if there has been Effect: You maintain your Dexterity bonus in situations
recent rain or snow). when you would normally be flat-footed.
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Feats
favored weapon.
Unstoppable 2 Prerequisite: Dexterity 13+
Tank
Effect: You use Dexterity rather than Strength for all
Getting hurt makes you really mad.
applications regarding one melee weapon. Attack bonus and
Prerequisite: Unstoppable 1
damage bonus become Dexterity-based rather than Strength-
Effect: When your hit points are below 50% you gain
based and the weapon’s Strength minimum is treated as a
a +2 bonus on all saving throws (this is in addition to the
Dexterity minimum.
effect granted by Unstoppable 1).
Walking Encyclopedia
Brainiac
No one wants to play trivia games against you. Ever.
Prerequisite: Academics 4 ranks
Effect: You conduct all Research in half the usual time. If
you have access to a computer, you can conduct research in
one-fourth the usual time. If you spend an Action Point, you
remember the information you need immediately as if you
had successfully conducted your research.
Weapon Finesse
General
You use agility rather than brute force when fighting with a
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Feats
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Feats
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Feats
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Feats
Page - 67
Equipment
Chapter 4: Equipment
In this chapter we discuss the basic equipment characters thing to fire a M-60 on a tripod than it is holding it).
will need for modern gaming. For more information on Damage (Type): The amount of damage the weapon
purchasing equipment, consult the Wealth rules, found in the inflicts, followed by its damage type. The damage types
character creation chapter. available for modern gaming are: ballistic, bludgeoning,
piercing and slashing. Weapons that inflict ballistic,
piercing and slashing damage always inflict lethal damage
Ranged Weapons automatically. Bludgeoning weapons inflict injuries on
These weapons allow a character to project power at range attack rolls that exceed the target’s defense by 5 or more
and have defined warfare almost from its inception. In if the target fails a Recovery saving throw (see the combat
general terms the combatant with the better range on his section for information on lethal and non-lethal damage).
weapons tends to be the combatant who wins. Range Increment: When firing at targets past this
distance, a –2 attack penalty is incurred. For each further
Name: The name of the weapon. multiple of this distance an additional –2 penalty is incurred.
Strength Minimum: The minimum Strength score Firearms have a damage bonus that also decreases at
required to use the weapon effectively. If your range. Decrease a firearm’s damage bonus by –2 for
Strength is below the minimum, you suffer the each range increment until the bonus is reduced to 0.
following penalties based on the weapon type: Once the damage bonus is reduced to 0, no further
• -4 penalty to attack rolls (all weapons) reduction occurs.
• No Strength bonus to damage (melee, For shotguns, this is more dramatic. Shotguns
thrown and archaic ranged weapons). do extreme damage but lose one die of damage
Strength penalties to damage still per range increment.
apply. Rate of Fire: Firearms and archaic ranged
• Range increment reduced by one- weapons have a rate of fire that determines how
half (thrown weapons) quickly they can be fired.
• Unable to reload weapon (archaic Modern firearms have three rates of fire:
ranged weapons) single, semi-automatic and automatic.
All penalties that apply stack. For Firearms with a rate of fire of single can be
example, if a character tried to use a fired once per round.
thrown weapon for which he did not meet Firearms with a rate of fire of semi-
the Strength minimum, he would suffer
a –4 to hit, gain no Strength bonus
to damage and the weapon’s range
increment would be reduced by one-
half.
A character can reduce the Strength
minimum of a pistol or melee weapon by
–5 by wielding it two-handed.
If a character’s Strength is 3 higher than
the minimum, it is considered a light weapon,
suitable for two-weapon fighting (melee
weapons and pistols only).
If the weapon is a firearm, its Strength
minimum is increased by +5 when firing it
on full-auto.
If the weapon is a firearm and it is
braced (lying on the ground, on top of
a wall, on a bipod or tripod) the
weapon’s Strength minimum is
effectively 0 (it is a far different
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Equipment
automatic can be fired multiple times per round if the
character is eligible for multi-attack (see the combat section Autofire and Restriction
for more information). Weapons with Autofire have their Restriction level
Firearms with a rate of fire of automatic can be fired five increased to Mil (+3). A character can buy a Semi-
times per round, regardless of the attacker’s level. However, automatic only version of the weapon at the normal
each attack after the first suffers a cumulative –5 penalty Res (+2) restriction level. Such a weapon can then be
(-5 on the second attack, -10 on the third attack and so on). illegally modified to restore its Autofire capability by a
Firing a weapon in full auto also increases the Strength character with 8 ranks in the Engineering skill.
penalty by +5 which may cause additional penalties.
The Compound Bow is an exception to the rules presented
above. A bow may be fired multiple times each round using Access section under Reputation, above.
the Multi-Attack rules, as if it were a melee weapon (see the Year: The year the weapon is first widely available for
Combat section for rules on Multi-Attack). purchase. Weapons are often found on the market long after
Magazine: The weapon’s magazine capacity and type are this date and many popular models, such as the M-1911
given in this column. The amount of ammunition a weapon are still produced in the 21st century. It is also worth noting
carries, and hence how many shots it can fire before needing that many WWII firearms were produced by the millions,
to be reloaded, is determined by its magazine capacity. How meaning tens of thousands are likely still in service.
the firearm is reloaded depends upon its magazine type. The Finally, many manufacturers off the beaten track
number in this entry is the magazine’s capacity in shots; (especially in the 3rd World) make generic “knock offs” of
the word that follows the number indicates the magazine older weapons. In short, it is safe to assume a weapon is
type: box, cylinder, or internal. A fourth type, linked, has an still available anytime after the year in which it was first
unlimited capacity; for this reason the entry does not also manufactured if a PC really wants one.
have a number. Weapons with a dash in this column have no Note: Firearms technology has advanced considerably
magazines; they are generally thrown weapons, or weapons over the last 100 years. Realistically, older weapons should
(such as bows) that are loaded as part of the firing process. do slightly less damage than their modern counterparts.
Box: A box magazine is any type of magazine that can be However, since this is a game, and owning an antique
removed and reloaded separately from the weapon. weapon could be cool, the damages are not adjusted. If you
Cylinder: A revolver keeps its ammunition in a cylinder, wish something more rigorously realistic, reduce the bonus
which is part of the weapon and serves as the firing chamber damage of all weapons made before 1950 by –2.
for each round as well. Unlike box magazines, cylinders
can’t be removed, and they must be reloaded by hand. Single-Shot Pistols
However, most revolvers can be used with a speed loader.
Using a speed loader is much like inserting a box magazine
into a weapon. Without a speed loader, a firearm with a
CIA Deer Gun
Using a similar principle as the FP-45 Liberator, these
cylinder magazine must be loaded by hand.
weapons were issued to Vietnamese forces by CIA agents
Internal: Some weapons keep their ammunition in an
prior to the Viet Nam War. They came with only three
internal space, which must be loaded by hand. This is the
rounds, again stored in the handle and were produced in far
case with most shotguns, as well as some rifles.
lower numbers than their WWII counterparts.
Linked: Some machine guns use linked ammunition. The
bullets are chained together with small metal clips, forming
a belt. Typically, a belt holds 50 bullets; any number of belts Derringer
can be clipped together. In military units, as the gunner fires, This pistol breaks open at the breech like a double-barreled
an assistant clips new ammunition belts together, keeping shotgun. The two-shot weapon has one barrel atop the other
the weapon fed. and is barely 5 inches long, making it easy to conceal.
Cost: The weapon’s cost. Compare this to the purchaser’s
Wealth to determine if he can afford this weapon (see the FP-45 Liberator
Wealth section for more information). This extremely cheap, simple pistol was made in great
Restriction: The restriction rating for the weapon, if any, numbers during WWII and issued to Chinese and Filipino
and the appropriate black market cost modifier. Remember resistance fighters. The weapon had to be reloaded after
to apply this modifier to the item’s Cost (making it more every shot, had a poor range and came with 10 rounds,
expensive to purchase on the black market). For more stored in the handle. The idea of the weapon was for a
information on buying restricted equipment legally, see the resistance fighter to kill an enemy soldier and upgrade to his
weapon.
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Equipment
S4M MR-73
This French weapon is a powerful, accurate revolver,
This weapon is essentially a Derringer, fitted to fire the
assembled by hand to exacting specifications. It is the
7.62mm Soviet rifle cartridge and comes with a built-in
sidearm of choice for French special operations personnel
sound suppressor, requiring a Perception check (DC 20) to
who have great affection for these weapons.
detect while firing. It was intended for close assassinations.
The MR-73 Revolver is a masterwork weapon, granting a
+1 bonus on attack rolls.
Revolvers
Nagant M-1895
Colt Python A uniquely designed 7-shot revolver, the Nagant had a status
The Python has a well-deserved reputation for accuracy. with Soviet military forces equal to that of the M-1911
Due to its high quality of manufacture, the Colt Python is and the Tommy Gun among American forces. Although
always considered a mastercraft weapon. As such, it grants a primarily a police weapon, some of the M-1895’s design
+1 bonus on attack rolls. features made it popular among frontline soldiers, especially
those serving in recon capacities. It was also popular with
Enfield Revolver the dreaded NKVD, the Soviet secret police, who were fond
Adopted for military use in 1932, the Enfield revolver saw of using the weapon for assassination.
use with British and Commonwealth forces throughout The revolver’s unique features increased its muzzle
World War II. Since it was cheap, easily concealed and velocity substantially (reflected in the weapon’s damage).
relatively effective it was also issued in great numbers to the The primary reason it was preferred by recon and secret
French Resistance, who called it the “Enfield Commando”. police forces was that the weapon could be fitted with a
suppressor, while most revolvers cannot.
Koishikawa Type 26 Unfortunately, the unique features that allow suppressors
A 9mm Japanese revolver that saw service in the Russo- to be fitted and increase the weapon’s muzzle velocity bring
Japanese War and WWII. Although originally designed as a a drawback as well: the M-1895 requires twice the reload
cavalry sidearm, the Type 26 saw extensive action in WWII time of a normal revolver (two full rounds instead of one)
because weapons of all types were in short supply. and a speed loader cannot be used to reduce reload time.
Being presented with a specially made M-1895 embossed
Table 2: Revolvers
Damage
Weapon Str Min. Range ROF Magazine Cost Res Year
(ballistic)
Colt Python (.357 ) 13 2d8+4 40 ft. S 6 cyl. 19 Lic (+1) 1955
Enfield Revolver (.38/200 ) 9 2d4+2 30 ft. S 6 cyl. 12 Lic (+1) 1923
Koishikawa Type 26 (9 mm ) 10 2d6+4 20 ft. S 6 cyl. 13 Lic (+1) 1893
MR-73 (.357 magnum ) 13 2d8+4 40 ft. S 6 cyl. 19 Lic (+1) 1973
Nagant M-1895 (7.62x38 mmR ) 14 2d8+2 30 ft. S 7 cyl. 13 Lic (+1) 1895
Pathfinder (.22 ) 8 2d4+2 20 ft. S 6 cyl. 14 Lic (+1) 1964
Ruger Service-Six (.38S ) 9 2d4+4 30 ft. S 6 cyl. 13 Lic (+1) 1971
S&W M10 (.38/200 ) 9 2d4+2 30 ft. S 6 cyl. 12 Lic (+1) 1899
S&W M27 (.357 magnum ) 13 2d8+4 30 ft. S 6 cyl. 13 Lic (+1) 1935
S&W M29 (.44 magnum ) 14 2d8+8 30 ft. S 6 cyl. 15 Lic (+1) 1955
Webley Mk. VI (.455 ) 10 2d6+2 30 ft. S 6 cyl. 14 Lic (+1) 1887
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with a red star is one of the highest honors a Soviet military
officer of the WWII-era can receive. A weapon presented for
Automatic Pistols
such a purpose should be considered masterwork.
Beretta 92F
The standard service pistol of the United States military and
Pathfinder many American law enforcement agencies.
The Pathfinder is a high-quality weapon used as a concealed
backup weapon by police officers or for personal defense.
The Pathfinder is typical of a number of short-barreled (3 Beretta 96
inches) small-caliber revolvers. This is a modified Beretta 92 that fires the .40 S&W round.
Ruger Service-Six
This revolver, designed specifically for police use, Browning Hi-Power
fires the .38 Special round. It was very popular with This weapon was used both by the Allies and the Germans
United States police forces prior to the increasing use of in WWII and was designed by legendary gunsmith John
autoloaders in recent decades, and is still in service with Browning, inventor of the M-1911 Colt .45. Manufactured
many police forces today. in Belgium, this weapon first saw service with the Belgium
military, though it was also manufactured and carried by
Canadian, British and American forces. Following German
S&W M10 occupation of Belgium in WWII, the German Army also
“Victory”
began to carry these weapons.
These weapons were made by the hundreds of thousands
during WWII (570,000 to be exact) and had the “V” affixed
to their serial number for victory and were provided to Colt Double Eagle
British and Commonwealth forces under the American lend- Based on the M1911 mechanism, this pistol is an updated
lease program. They were chambered for the less powerful civilian version that fires a 10mm round.
.38/200 round, not the more powerful .38 special round
because the .38/200 was in widespread use among British Colt M1911
and Commonwealth forces. This .45 semiautomatic pistol was used by the United States
military for decades until it was recently replaced by the
S&W M27 Beretta 92F. Manufactured at three locations in the United
The Smith & Wesson Model 27 was the original .357 States alone, the M1911 can be found all over the world,
magnum revolver. Even though this revolver was introduced and is still in use in several other military forces.
during the Great Depression and was quite expensive, it was
popular enough that it was on backorder for several years. It Colt Super Auto
was produced until 1990. The Colt Super Auto was the official FBI sidearm from
1929-1958 and was the first semi-automatic pistol to be the
S&W M29 official sidearm of the agency, supplanting the revolvers the
The Smith & Wesson Model 29 .44 Magnum revolver fires agents had carried until then. It saw heavy use during the
one of the most powerful pistol cartridges in the world. The Prohibition crime waves combated by the FBI.
M29 is known for its deafening sound, bright muzzle flash,
and powerful recoil. Desert Eagle
Manufactured by Israeli Military Industries, the Desert
Webley Mk. VI Eagle is the king of large-frame, heavy-caliber autoloaders.
Although the Enfield Revolver was the standard issue The version on Table: Pistols fires the massive .50 Action
sidearm for British and Commonwealth forces during Express round. The Desert Eagle also comes in .357
WWII, there was a constant shortage of weapons throughout Magnum and .44 Magnum models.
the war, especially prior to the American lend-lease
program. This caused many older, out of service weapons Glock 17
to be issued to soldiers. One of these, the Webley Mk. VI, The Glock is typical of 9mm self-loading pistols carried by
which had initially been issued in 1899 during the Boer many police officers and military personnel.
War was extremely popular with soldiers, especially those Due to its high quality of manufacture, the Glock 17 is
fighting in the Pacific because of the added stopping power always considered a mastercraft weapon. As such, it grants a
of its .455 round. +1 bonus on attack rolls.
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operations forces. The United States opened this weapon Nambu Type 94
up for any company in the world to submit weapons for but An extremely small pistol made of plastic to be cheaper and
only two did: Colt and Heckler and Koch. The Colt weapon lighter, the Type 94 was constructed for air and tank crews,
used a Knight fire-suppressor and in the end, though the where space is at a premium. It was used in large numbers
HK pistol was selected it was paired with the Knight fire- throughout WWII.
suppressor.
In addition to the built-in silencer the Mk 23 also includes
a built-in laser sight (see targeting equipment below).
Pistole 35(p)
The official sidearm of the Polish military in WWII, the
The Mk 23 is a masterwork weapon, granting it a +1
Pistole 35(p) is one of the finest handguns ever designed.
masterwork bonus to attack rolls.
Though rare, these weapons are either encountered in the
The Mk 23’s state of the art flash and sound suppressor
hands of Polish resistance fighters or German soldiers who
requires a Perception check (DC 20) to locate the source of
took one as a trophy.
the shooter.
The Pistole 35(p) is a masterwork weapon, granting a +1
bonus on attack rolls.
Luger
The Parabellum-Pistole P08, far better known by the name
of its designer, Luger, was the official German sidearm of
Sauer 38H
These weapons were primarily used by German police
the First World War. Despite being incredibly well made
forces during WWII. Occasionally a Nazi officer would be
(the service life of a Luger is over 100 years with proper
presented with one of these weapons as a gift, though such
maintenance) these pistols were phased out for the Walther
weapons were specially made and featured very expensive
P-38 in WWII because of the cost and time required to
additions such as gold-inlay handles. If an officer carries
manufacture them. Many officers who can afford one of
such a weapon it is almost always a masterwork variety of
these legendary pistols (or who inherited one from a military
the standard Sauer 38H.
relative) carry these.
Makarov PM SITES M9
The compact SITES weapon is very narrow, making it easy
The Makarov replaced the TT-33 as the official sidearm of
to conceal.
Soviet military and police units from 1950 until the fall of
the Soviet Union.
TT-33
A sturdy, reliable, semi-automatic pistol, the TT-33 was
MEU(SOC) produced in great numbers during WWII where it saw
Though the M1911 has been slowly phased out as the main
extensive use among Soviet officers, tank crews and air
pistol of American military forces in favor of the M9, the
crews. Known for a long lifespan and the ability to take a
Marine Corps elite Force Recon unit decided that a more
tremendous amount of abuse while maintaining reliability,
lethal firearm was required. The MEU(SOC) is a M1911
the TT-33 was still never able to totally supplant the M-
completely rebuilt by the USMC Precision Weapon Section
1895 revolver. As a testament to the fine construction of the
in Quantico, Virginia.
weapon, it is still produced commercially in China today.
The MEU(SOC) Pistol is a masterwork weapon, granting
a +1 bonus on attack rolls.
This weapon comes equipped with a Laser Sight, included Walther P-38
in the price. A sleek, modern semi-automatic pistol, the P-38 was the
official sidearm for German military forces in WWII. It
was designed to replace the expensive Luger. It was used
Nambu Type 14 primarily by German forces throughout the war, though late
A common sidearm among Japanese officers during WWII,
in the war French resistance fighters used many captured
the Nambu was sold at Japanese officers’ unions. Since
models.
Japanese officers were required to buy their own sidearms
however, many Japanese officers of means bought imported
Western firearms which were frequently more powerful or Walther PP
more reliable (or both). A gun designed from the ground up for the needs of
policemen, the Walther PP (police pistol) and Walther
PPK (police pistol, detective model) were popular among
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always more demand for the weapons than America could efforts was the M-3A1, colloquially known as the “grease
produce, even after its entry into the war in 1942 and the full gun” because it resembled one. These weapons were made
war mobilization of the American economy. With the Battle in General Motors plants and were largely stamped metal
of Britain looming, the British government ordered the with as few moving parts as possible, all to reduce cost and
design of a cheap alternative that could be produced simply construction time. The M-3A1 was a cheap, no-frills SMG
and quickly in British factories. The result was the Sten gun, that could only be fired on full auto. These weapons enter
which saw extensive use by British and Commonwealth service late in the war, not being widely issued until the
forces throughout the war. invasion of Normandy in 1944.
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Table 6: Shotguns
Damage
Weapon Str Min. Range ROF Magazine Cost Res Year
(ballistic)
Benelli 121 M1 (12-gague) 11 3d10 60 ft. S 7 int 17 Lic (+1) 1985
Beretta M3P (12-gauge) 11 3d10 30 ft. S 5 box 16 Lic (+1) 1980
Browning BPS (10-gauge) 11 4d10 30 ft. Single 5 int. 16 Lic (+1) 1977
Double-Barrel Shotgun (10-
11 4d10 30 ft. S 2 int. 15 Lic (+1) 1875
gauge)
M-26 MASS (12-gauge ) 11 3d10 60 ft. S 5 box 18 Mil (+3) 2003
Mossberg (12-gauge) 10 3d10 30 ft. Single 6 int. 15 Lic (+1) 1961
Sawed-off shotgun (12-gauge) 11 4d10 10 ft. S 2 int. 15 Illegal (+ 1875
USAS-12 (12-gauge) 13 3d10 30 ft. S, A 20 drum 20 Mil (+3) 1992
their use in breeching doors and because they can fire “less for attacking bunkers, fortified positions, less heavily
lethal” ammunition such as as bean bags, so targets can be armored vehicles (such as trucks) and of course individual
apprehended alive for interrogation. soldiers. These weapons saw service with British, American,
The M-26 is being issued in low numbers to soldiers Australian, Canadian and Finnish forces. The German
fighting in Afghanistan and can be fitted to any weapon military captured some of these weapons after the British
capable of mounting an under-barrel M203 (the C7, M4, evacuation at Dunkirk and these were put into service as
M16 and Galil). The weapon can also be fitted with a well.
removable, collapsible stock and used standalone. The Boys ignores the first 3 Hardness of an object,
vehicle or building struck.
Mossberg
The Mossberg Model 500 ATP6C is a pump-action shotgun FN-49
designed for military and police work. This semi-automatic rifle, in development during WWII,
saw extensive use in countries around the world from 1949
Sawed-off shotgun and was still being produced into the late 1980’s. Almost
This is a 12-gauge, double-barreled shotgun with the stock 200,000 of these weapons were produced in total, many of
and barrels sawed short. All that’s left of the stock is a pistol which are still in service. The FN-49 was used in Argentina,
grip, and the barrels are roughly 12 inches long. Sawed- Belgium, Brazil, Congo, Egypt and Venezuela and is often
off shotguns are generally illegal; most are homemade by encountered in Africa and South America into the 21st
cutting down a standard shotgun. century.
If this weapon if fully-loaded, a character can fire both
barrels at once. This works as if the character possessed Gewehr 43
the Double Tap perk (see the Firearms skill for more As the war progressed, it became clear to Germany that a
information). semi-automatic rifle was needed to replace the bolt-action
rifles commonly issued to German soldiers at the start of the
USAS-12 war. Especially when faced with Russian semi-automatic
This Korean-made weapon, which bears a passing rifles and SMGs, a weapon with a faster rate of fire was
resemblance to the M16A2, is capable of semi-automatic or needed. Production of the Gewehr suffered numerous
fully automatic fire. problems and these weapons were rare until quite late in the
war (in 1944 these weapons become somewhat common and
are not common among German soldiers until 1945).
Rifle
Boys anti-tank rifle M-1 Carbine
The M-1 Carbine was constructed for soldiers who needed
Although designed as an anti-armor weapon, the Boys was
something in between the standard M-1 and the many SMGs
rarely used in that capacity as armored vehicles became
used by American forces during the war. The M-1 was too
more and more formidable throughout the war. However
large and bulky for soldiers where weight and space was at
it was sometimes used in that capacity (usually when
a premium, especially paratroopers but also soldiers forced
nothing else was available) and was an excellent weapon
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Table 7: Rifles
Damage
Weapon Str Min. Range ROF Magazine Cost Res Year
(ballistic)
Boys anti-tank rifle 14 2d12+12 110 ft. Single 5 box 24 Mil (+3) 1937
FN-49 11 2d8+8 60 ft. S 10 box 18 Lic (+1) 1949
Gewehr 43 (8 mm ) 11 2d8+4 60 ft. S 10 box 18 Mil (+3) 1943
M-1 Carbine (.30-06) 11 2d8+8 50 ft. S 15 box 20 Mil (+3) 1942
M-1 Garand (.30-06 ) 11 2d8+8 70 ft. S 8 box 20 Mil (+3) 1936
M-3 Carbine (.30-06) 11 2d8+8 50 ft. S 15 box 25 Mil (+3) 1945
M1903 (.30-06 ) 11 2d8+8 60 ft. Single 5 int. 17 Mil (+3) 1903
MAS-49 (7.62x51 mm ) 12 2d8+8 70 ft. S 10 box 16 Lic (+1) 1951
Mauser Karabiner 98K (8 mm ) 11 2d8+4 70 ft. Single 5 int. 16 Mil (+3) 1935
Mosin-Nagant M-1891/30
12 2d8+8 80 ft. Single 5 int. 15 Mil (+3) 1891
(7.62x54 mmR )
Remington 700 (7.62x51 mm ) 12 2d8+8 80 ft. Single 5 int. 17 Lic (+1) 1940
Remington M81 Woodsmaster
12 2d6+6 80 ft. S 5 box 15 Lic (+1) 1936
(9x19 mm )
Short Magazine Lee-Enfield
11 2d6+4 60 ft. Single 10 int. 15 Res (+2) 1907
Rifle Mk. III (.303 )
Simonov SKS (7.62x39 mmR ) 11 2d8+4 80 ft. S 10 box 14 Lic (+1) 1946
SVT-40 (7.62x54 mmR ) 12 2d8+4 60 ft. S 10 box 18 Res (+2) 1940
Type 38 Carbine (6.5x50 mm) 12 2d6+6 40 ft. Single 5 int. 15 Res (+2) 1906
Type 99 Rifle (7.7 mm ) 11 2d8+2 70 ft. Single 5 int. 17 Res (+2) 1939
Winchester 94 (.444 ) 13 2d10+10 90 ft. S 6 int. 15 Lic (+1) 1894
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and saw extensive use in the Russian’s Afghan War. This C-7A1
weapon remains in service in the 21st century and is also The C-7A1 is a variant of the M-16 and is the standard-issue
widely used by Russia’s military allies. Many of these assault rifle of Canada, Denmark and the Netherlands. The
weapons are also found in Germany, as they were the main C7-A1 is also used by British special operations units, the
assault rifles of the East German military forces. After Iceland Crisis Response Unit and Army Ranger Command
Germany reunited, these weapons were removed from of Norway. Each C7-A1 comes standard equipped with a
service. The AK-74 can also be found in large numbers x4 targeting scope (included in the weapon’s cost), which
among Afghan guerillas, who captured the weapons from may be removed, allowing a different type of scope to be
Russian forces during the Afghan War. mounted, such as a Laser Sight. The C7-A1 can mount the
The AK-74 also sees a great deal of use by special M203 grenade launcher or M-26 MASS.
operations forces, mostly due to its small size and low
weight. Despite having the hitting power of a full assault
rifle, the AK-74 has the size and weight of a submachine C-8 Carbine
gun. The C-8 is the carbine variant of the Canadian C-7A1 and is
closely modeled after the American M4 Carbine. Each C-8
Carbine comes equipped with a x4 targeting scope (included
AKM/AK-47 in the weapon’s cost), which may be removed, allowing a
This assault rifle of the old Soviet Union is one of the most different type of scope to be mounted, such as a Laser Sight.
popular firearms in the world, having found common use in The C-8 can mount the M203 grenade launcher or M-26
scores of bush wars and insurrections—on all sides of such MASS.
conflicts. The AKM is a slightly more modern version of the
AK-47, but functions essentially the same.
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use by special operations forces. This version of the M4 has members of a standard infantry unit that provide fast,
a detachable M203 grenade launcher that can be mounted accurate fire at ranges beyond the accurate range of a typical
beneath the barrel, or quickly removed when it would be rifleman.
clumsy or inconvenient. The C-7CT is a masterwork weapon and grants a +1
It also has a top mount for a scope and the weapon comes bonus to all attack rolls.
equipped with several items that can be attached to this top The C-7CT comes equipped with a x4 targeting scope,
mount: a x4 targeting scope with Nightvision, , a laser sight, included in the weapon’s cost.
an infrared illuminator, a reflex sight, and a flashlight. Though these weapons are always issued as semi-
automatic rifles, it is possible for a character with 8 ranks in
M4/203 Engineering to modify the weapon to a fully automatic rate
These weapons turn every rifleman into a grenadier by of fire. This will remove the weapon’s masterwork quality.
mounting a M203 grenade launcher to the underside of a
M4 or M16. Of the two, the M4/203 is preferred because of Dragunov SVD
the weapon’s lower weight and folding stock, allowing the This Soviet Red Army sniper rifle of the 60’s was an
weapon to function better in close quarters. excellent military weapon. It was also popular with Eastern
Bloc hitmen.
Steyr AUG The Dragunov SVD is a masterwork weapon, granting a
An unusual and exotic-looking weapon, the bullpup AUG +1 bonus on attack rolls.
is the standard rifle of the Austrian and Australian armies. The Dragonov SVD would have been issued with a x6-
Its completely ambidextrous components make it equally x8 scope when it was a standard-issue field weapon. An
convenient for left- and right-handed users, and it features a assassin wielding one of these weapons today would equip
built-in optical sight. it with the best scope he could afford. Any scope used with
this weapon must be purchased separately.
Sturmgewehr HK PSG1
A very effective German weapon, designed to combine
This high-precision sniper rifle, based on the design of
the best qualities of the rifle and SMG and given the name
the HK G3, has a fully adjustable trigger and stock for
“storm rifle” for propaganda purposes. When translated into
individual users. The PSG1 comes with a standard scope.
English, this weapon became known as the “assault rifle”,
The HK PSG1 is a masterwork weapon, granting a +1
the name by which all weapons of this type are known
bonus on attack rolls.
today. Fortunately these deadly weapons did not enter the
The HK PSG1 usually comes with a x10 scope with
war until 1944, too late to change the course of events.
Rangefinding and Nightvision when issued to military units.
If this weapon is bought on the black market, a scope must
Sniper Rifles be acquired separately (it is not included in the purchase
price).
Barrett Light Fifty
The heavy but rugged Light Fifty is an incredibly powerful M-1D
weapon for its size. Although it’s a sniper rifle, it fires a .50- Like all sniper rifles of the WWII era, the M-1D is a
caliber machine gun bullet, a round much more powerful modified standard service rifle. It comes equipped with a
than any other rifle ammunition. scope and is a masterwork weapon. The M-1D also comes
The Barrett Light Fifty is a masterwork weapon, granting equipped with a flash-suppressor, requiring a Spot check
a +1 bonus on attack rolls. (DC 15 modified for range) to notice the location of the
The Barret Light Fifty usually comes with a x10 scope attacker, even at night. While it was produced and used
with Rangefinding and Nightvision when issued to military during WWII, the M-1D does not become a standard-issue
units. If this weapon is bought on the black market, a weapon for all snipers until the Korean War.
scope must be acquired separately (it is not included in the
purchase price). M21
This modified M14 served as the primary sniper rifle of the
C-7CT American military forces from 1969-1988. Officially it has
Designated Marksman Rifle been replaced by the M24 and M40A1, though many of
The C-7CT, or custom tactical rifle, is the weapon of the these weapons remain in active service into the 21st century.
Canadian military’s Designated Marksmen, specialized The M21 is a masterwork weapon and grants a +1 bonus
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M-1918 weapon during the war and was known to Allied soldiers
Browning automatic rifle as “Hitler’s buzzsaw” or “Hitler’s zipper” because of the
A compromise that satisfied no one, the BAR was an distinctive report of the weapon. German soldiers called it
attempt at an early “automatic rifle” (what we would “Hitler’s scythe” or simply “the bonesaw”. The weapon was
today refer to as an assault rifle). It was too heavy for that so intimidating and dangerous that Allied armies developed
role and so saw extensive use (with bipod) in the light training films to deal with the psychological effects of
machinegun role, where its 20-round magazine made it the weapon. After the war, the MG 42 was influential on
inferior ammunition wise to most true machineguns. Still, every subsequent machinegun design. Unfortunately for
the weapon was powerful and reliable and saw extensive use the Germans, like many of their military advances, the MG
in WWI, WWII, Korea and Viet Nam war (only very early). 42 didn’t enter the war until 1943 and was never able to be
manufactured in sufficient numbers to supplant the MG 34.
M-249 SAW
The Squad Automatic Weapon is the primary light machine Mk-48
gun in use by American military forces. This portable This weapon is a 7.62x51mm version of the M-249 SAW.
weapon provides an excellent rate of fire and high lethality Being larger, heavier and packing more punch, it is used
and also offers a versatility lacking in many machine by special forces personnel when “punch” is desired over
guns. If a force needs to be on the move, the SAW can be maneuverability.
equipped with 30, 100 or 200-round box ammunition, while
if a force needs to defend a stable location the SAW can RPD
accept linked ammunition for extended automatic firing. This Russian light machine gun was designed in the final
days of WWII but entered service too late to see action
M240 in that war. The weapon saw service in Russian military
The M-240 is the frontline medium machine gun of the campaigns throughout the Cold War and was also sold in
United States military and has largely replaced the M-60. great numbers to friendly nations, including China, Egypt,
North Korea and North Viet Nam.
M2HB
This heavy-duty .50-caliber machine gun has been in service RPK
since World War II, and remains a very common vehicle- This Russian light machine gun was developed concurrently
mounted military weapon around the world. by Mikhail Kalashnikov along with his legendary AK-47
assault rifle. The two weapons hare many design similarities
M60 and have a high degree of interoperability. The RPK can use
Introduced in the Vietnam War era, this medium machine any ammunition cartridge for an AK-47 and the weapons
gun is still in widespread use with the U.S. military and that share many parts in common. This weapon has seen heavy
of several other armies. Since the 70’s it has been slowly use throughout the Communist world and is still a mainstay
being replaced by the M-240. of the Russian military into the 21st century. These weapons
were sold in great numbers to friendly nations, including
China, Egypt, Iraq and Iran.
MG 34
The standard issue German squad machinegun of WWII, the
MG 34 was also the standard defensive weapon on German Type 11
tanks and aircraft. The weapon typically required a crew of One of the oldest weapons to see service in WWII, the
two if used in the light machinegun role (fitted with a bipod) Type 11 (Japanese weapons of the period are named after
and three if used in the medium machinegun role (fitted the year in which they entered service recorded by the
with a tripod). Like many German weapons, scopes were a beginning of the current reign i.e. the Meiji Dynasty, so the
popular (though optional) addition to these weapons. The Type 11 entered service in the 11th year of the Meiji) faced
main drawback of the MG 34 was its expense, especially as the same basic problem as the Type 38 rifle: its 6.5mm
the war dragged on and steel became more and more scarce. cartridge didn’t pack enough punch. Compounding these
problems was the Type 11’s small ammunition reserve (for a
machinegun), allowing positions to be overrun while it was
MG 42 reloading.
One of the finest weapons designed during the WWII, and
certainly the best squad-level medium machinegun of the
war, the MG 42 had the highest rate of fire of any automatic
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Type 92 WWII and remains in use to the present day (despite the
An overall excellent weapon, the Type 92 saw extensive popularity of disposable rockets).
usage throughout the Pacific theater during WWII.
Despite its weight, it could be carried fully assembled Flamethrower
and thus change position somewhat faster than other A flamethrower consists of a pressurized backpack
heavy machineguns which could only be moved when containing fuel, connected to a tube with a nozzle. It shoots
disassembled. Although the weapon’s ammunition size a 5-foot-wide, 30-foot-long line of flame that deals 3d6
was still only 30 rounds, it was an open “hopper” design points of fire damage to all creatures and objects in its path.
allowing ammunition to be fed into the hopper by a reloader No attack roll is necessary, and thus no feat is needed to
for continuous fire. operate the weapon effectively. Any creature caught in the
line of flame can make a Reflex save (DC 15) to take half
Type 99 LMG damage. Creatures with cover get a bonus on their Reflex
The Type 99 solved one of the problems of the Type 11 save.
LMG, namely the use of the 7.7mm cartridge to increase the Any creature or flammable object that takes damage
power of the weapon. However it still used a small 30 round from a flamethrower catches on fire, taking 1d6 points of
drum rather than the 200-round belts that could be linked fire damage each subsequent round until the flames are
for continuous fire commonly found in the machineguns of extinguished. A fire engulfing a single creature or object can
other powers during this period. be doused or smothered as a full-round action. Discharging
a fire extinguisher is a move action and instantly smothers
flames in a 10-foot-by-10-foot area.
Vickers Gun A flamethrower can shoot 10 times before the fuel supply
The Vickers was the standard British medium machinegun
is depleted. Refilling or replacing a fuel pack has a cost of
as well as the standard vehicle-mounted machinegun of
13.
the First World War. Because of the weapon’s power and
extremely reliability (firing 1,000,000 rounds without
a single misfire was not unheard of) it continued in the M32
infantry as a medium machinegun through WWII. In aircraft This grenade launcher can hold 6 grenades at a time and fire
it was replaced by the Browning .303 machinegun in WWII. them without interruption. These weapons are currently in
Because of it’s large size and heavy weight (ground-based use by the United States Marine Corps in Iraq.
versions were water-cooled) the Vickers was operated a
crew of 6: 1 gunner, 1 reloader and the rest of the team M72A3 LAW
helped carry the weapon, extra barrels and spare parts. The LAW (light antitank weapon) is a disposable, one-shot
The weapon could only be fired effectively from a fixed rocket launcher. It comes as a short, telescoped fiberglass
position (including vehicles) and had to be disassembled to and aluminum tube. Before using the weapon, the firer must
be moved effectively more than a few yards. Disassembling first arm and extend the tube, which is a move action.
or reassembling a Vickers Gun requires 1 minute (10 When the LAW hits its target, it explodes like a grenade
rounds) with a full crew of 6. If less than 6 crewmen are or other explosive, dealing its 10d6 points of damage to
available, this increases the time by 1 minute per missing all creatures within a 10-foot radius (Reflex save DC 18
crewman (so a team of 4 would require 3 minutes to for half damage). Because its explosive features a shaped
disassemble or reassemble the weapon). charge designed to penetrate the armor of military vehicles,
the LAW ignores up to 10 points of hardness if it strikes a
Heavy Weapons vehicle, building, or object. However, this only applies to
the target struck, not to other objects within the burst radius.
The M72 has a minimum range of 30 feet. If fired against
Bazooka a target closer than 30 feet away, it does not arm and will
Named after a musical instrument it resembled to soldiers,
not explode.
the Bazooka was first demonstrated to American military
forces by its inventor, famed rocket scientist Dr. Robert H.
Goddard at the Aberdeen Proving Grounds during the First M79
World War. As fate would have it, WWI ended 5 days after This simple weapon is a single-shot grenade launcher. It
this test and the weapon was shelved for a time. With war fires 40mm grenades (see under Grenades and Explosives,
looming on the horizon work began again and the weapon below). These grenades look like huge bullets an inch and
became one of the most effective anti-tank weapons of a half across; they can’t be used as hand grenades, and the
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M79 can’t shoot hand grenades. When the PIAT hits its target it explodes, damage
Attacking with an M79 is identical to throwing an everything in a 10-foot radius (Reflex save DC 16 for one-
explosive: you make a ranged attack against a specific half damage). The PIAT ignores the first 5 Hardness on a
5-foot square (instead of targeting a person or creature). vehicle, building or object directly struck (not against things
The differences between using the M79 and throwing an in the blast radius).
explosive lie in the range of the weapon (which far exceeds
the distance a hand grenade can be thrown).
PTRD 41
A single shot Soviet anti-tank rifle, the PTRD fired a
Panzerfaust 14.5mm tungsten core shell and could penetrate the side
The first disposable anti-tank weapon ever designed (like armor of German tanks early in the German invasion of the
the modern LAW), the Panzerfaust was able to defeat most Soviet Union. Although not particularly effective once the
armored vehicles of the day, could be easily carried and was Germans began reinforcing the side armor on their tanks, the
extremely cheap and quick to manufacture. These weapons PTRD was the only squad level anti-tank weapon available
destroyed countless Soviet tanks, especially in the final to the Soviets before American bazookas began arriving
offensive push of the Red Army into Germany, since the through lend-lease.
weapons could still be manufactured even in cities destroyed The PTRD 41 ignores the first 3 Hardness of an object,
by enemy aircraft and bombs and wheeled to the front in vehicle or building struck.
wheelbarrows.
When the Panzerfaust hits its target it explodes, damaging
everything in a 10-foot radius (Reflex save DC 15 for one- Other Ranged Weapons
half damage). The Panzerfaust ignores the first 5 Hardness
of a vehicle, building or object directly struck (not against Compound bow
things in the blast radius). Bow hunting remains a popular sport in North America. A
character’s Strength modifier applies to damage rolls made
PIAT when using this weapon.
(Projector, Infantry, Anti-Tank)
The PIAT was developed in 1941 and arrived in time for Crossbow
the invasion of Sicily in 1943. It was based on the Blacker A crossbow requires two hands to use. Pulling a lever draws
Bombard, an experimental attempt to develop a direct the bow. Loading a crossbow is a move action that provokes
fire mortar in WWI that was never used operationally. attacks of opportunity.
The mortar shell was replaced with a HEAT round (high
explosive anti-tank). This weapon could be fired prone and Javelin
in enclosed spaces, and left little smoke or flame to mark This light, flexible spear built for throwing can be used in
the location of the firer, all significant advantages over the melee, but since it’s not designed for it, characters using it in
bazooka. However, it had a much shorter range than the this manner are always considered nonproficient and take a
bazooka and other anti-tank weapons, meaning this weapon –4 penalty on their melee attack rolls.
was most useful in close quarters situation where armor or a
fortified target needed to be taken out. Thus it was used for
the most part in urban warfare campaigns.
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Pepper spray also routinely equip their forces with low magnification
A chemical irritant that can temporarily blind a target, scopes as a standard practice. While the American military
pepper spray comes in a single-shot container. To use has yet to issue these devices to common infantrymen, many
it, make a ranged touch attack against the target. The soldiers buy their own and bring them when deployed.
target must make a Fortitude saving throw (DC 15) or be Using a scope requires an Attack Action, unless the
blinded for 1d4 rounds. Pepper spray is limited to 5 range wielder possess the Target Acquisition feat.
increments.
x2-x10 Scope
Shuriken These devices provide a bonus to attack rolls that only
A shuriken is a thrown, star-shaped projectile with four to serves to offset the penalties imposed by range. Only one
eight razor-sharp points. A character may draw a shuriken as scope or Laser Sight may be attached to a weapon at a time.
a free action. A scope also provides a bonus to Perception skill checks and
may be used for this purpose even if it is not attached to a
weapon (though using the scope to gain a Perception bonus
Taser still requires an Attack Action).
A taser uses springs or compressed air to fire a pair of darts
at a target. On impact, the darts release a powerful electrical
current. On a successful hit, the darts deal 1d4 points of
Infrared Illuminator
This device comes with two settings, a narrow beam and a
electricity damage and the target must make a Fortitude
wide beam. The narrow setting functions as a Laser Sight
saving throw (DC 15) or be paralyzed for 1d6 rounds.
that can only be seen while wearing Nightvision Goggles.
Reloading a taser is a full-round action that provokes attacks
The wide setting functions as a flashlight, which again can
of opportunity.
only be seen while wearing Nightvision Goggles.
Laser Sight
Targeting Systems This device improves the accuracy of a firearm. This device
Various targeting sights can be used to enhance the accuracy grants a +1 bonus to a normal attack roll or a +2 bonus when
of ranged weapons (even bows and crossbows can have making a Called Shot, reducing penalties when targeting a
targeting devices fixed to them). If a weapon is listed as a specific area of the body.
sniper rifle, assume it comes with a mounting to allow a It can be used with the Called Shot feat normally as a Full
scope to be fixed to it. Other weapons have to be modified Action.
to accept a scope, requiring 4 ranks in the Engineering skill.
In the past, military forces only issued scopes to snipers, Nightvision
assuming the common soldier would be ill-suited to use the This device, which must be built into a scope when
devices, which require additional aiming time as well as purchased, eliminates penalties to attack rolls from darkness
being bulky and fragile. However, more military forces are and effectively grants the wielder the Nightvision feat. A
seeing the advantage even a low-powered scope (x2 to x4 scope may have both Nightvision and Rangefinder devices
magnification) can bring to common soldiers. The Israeli built in.
military (and their Palestinian rivals) are beginning to use
scopes more frequently as a standard weapon attachment.
Austrian, Australian, British, Canadian and German forces
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Explosives and Splash Range Increment: If the weapon can be thrown, its range
increment is shown in this column. Explosives with no
Weapons Table range increment must be set in place before being detonated.
Cost: This is the cost of the weapon, compared to the
Explosives and splash weapons are described by a number purchaser’s Wealth. This number reflects the base price and
of statistics, as shown on Table: Explosives and Splash doesn’t include any modifier for purchasing the weapon on
Weapons. Explosive weapons are small enough to be used the black market.
by anyone and do not have a Strength minimum. Restriction: The restriction rating for the weapon, if any,
Damage/Direct Hit Damage: The primary damage dealt and the appropriate black market cost modifier. Remember
by the weapon. For explosives, the Damage column shows to apply this modifier to the cost when making a Wealth
the damage dealt to all creatures within the explosive’s burst check to acquire the weapon on the black market.
radius. For splash weapons, the Direct Hit Damage column
is used for a target directly struck by the weapon. Attack with Explosives and
Burst Radius/Splash Damage: Burst radius works like a
Range Increment, except that it takes effect from the point Splash Weapons
where the weapon explodes rather than from the attacker’s Explosives and splash weapons attack a square (5 feet
position. Creatures and objects within this radius take full by 5 feet) not an individual. A square has a Defense of 5,
damage from the explosion. For each burst radius beyond modified by the range modifier of the weapon and any cover
the first, remove one die of damage and reduce the DC of or concealment modifiers. In the event the attack misses the
the Reflex save required for one-half damage by –2. target square, it moves one square in a random direction for
Splash damage inflicts the listed amount of damage on each point bywhich the attack missed.
all adjacent targets (everyone in the squares surrounding the
target square). Grenades and Explosives
Damage Type: Damage from explosives and splash Many explosives require detonators, which are described in
weapons is classified according to type: energy (of a Weapon Accessories.
specific type) or slashing.
Reflex DC: Any creature caught within the burst radius of 40mm Fragmentation Grenade
an explosive may make a Reflex save against the DC given This small explosive device must be fired from a 40mm
in this column for half damage. grenade launcher, such as the M79. It sprays shrapnel in all
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directions when it explodes. It’s possible to wire together several sticks of dynamite
The 40mm fragmentation grenade has a minimum range for even greater explosive effect. Doing so requires
of 40 feet. If fired against a target closer than 40 feet away, training in the Engineering skill (2 ranks required + 1 per
it does not arm and will not explode. stick). Doing causes the damage or the burst radius of the
The cost given is for a box of 6 grenades. explosion increases by 50% (the character’s choice).
Dynamite is sold in boxes of 12 sticks. It is considered to
C4/Semtex be a simple explosive for the purpose of using the Chemistry
So-called “plastic” explosives resemble slabs of wax. Hard skill to manufacture it.
and translucent when cold, these explosives warm up when To set off dynamite using a fuse, the fuse must first be
kneaded, and then can be coaxed to take various shapes. lit, requiring a move action (and a lighter or other source
The information on the table represents a 1-pound block. of flame). The amount of time until the dynamite explodes
Additional blocks can be wired together, increasing the depends on the length of the fuse—a fuse can be cut short
damage and burst radius; each additional block increases the enough for the dynamite to detonate in the same round
damage by +2d6 and the burst radius by 2 feet, and requires (allowing it to be used much like a grenade), or long enough
training in the Engineering skill (4 ranks required) to link to take several minutes to detonate. Cutting the fuse to the
them. appropriate length requires a move action.
Although the damage statistics on the table represent a 1-
pound block, C4 is sold in 4-block packages. The cost given Fragmentation Grenade
represents a package of 4 blocks. The most common military grenade, this is a small
C4/Semtex requires a detonator to set off. It is considered explosive device that sprays shrapnel in all directions when
to be a moderate explosive for the purpose of using the it explodes.
Chemistry skill to manufacture it. The cost given is for a box of 6 grenades.
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long as the character is in the cloud and for 1d6 rounds after hit is dealt an additional 1d6 points of fire damage in the
he or she leaves the cloud. Those who succeed at their saves following round and risks catching on fire.
but remain in the cloud must continue to save each round.
A gas mask renders the target immune to the effects. A wet
cloth held over the eyes, nose, and mouth provides a +2 Melee Weapons
bonus on the Fortitude save. These weapons magnify the force of a character’s melee
The cost given is for a box of 6 grenades. attacks and can provide a well-trained combatant with a
potent offense and defense.
Thermite Grenade
Thermite does not technically explode. Instead, it creates Name: The name of the weapon.
intense heat meant to burn or melt through an object upon Strength Minimum: The minimum Strength score
which the grenade is set. Military forces use thermite required to use the weapon effectively. If your Strength
grenades to quickly destroy key pieces of equipment. is below the minimum, you suffer the following penalties
The cost given is for a box of 6 grenades. based on the weapon type:
• -4 penalty to attack rolls (all weapons)
White Phosphorus Grenade • No Strength bonus to damage (melee, thrown and
White phosphorus grenades use an explosive charge to archaic ranged weapons). Strength penalties to
distribute burning phosphorus across the burst radius. Any damage still apply.
target that takes damage from a White Phosphorus grenade • Range increment reduced by one-half (thrown
is dealt an additional 1d6 points of fire damage in the weapons)
following round and risks catching on fire. • Unable to reload weapon (archaic ranged weapons)
In addition, a WP grenade creates a cloud of smoke. All penalties that apply stack. For example, if a character
Treat a white phosphorus grenade as a smoke grenade (see tried to use a thrown weapon for which he did not meet
above), except that it only fills squares within 5 feet of the the Strength minimum, he would suffer a –4 to hit, gain no
explosion point. Strength bonus to damage and the weapon’s range increment
The cost given is for a box of 6 grenades. would be reduced by one-half.
A character can reduce the Strength minimum of a pistol
or melee weapon by –5 by wielding it two-handed.
Splash Weapons If a character’s Strength is 3 higher than the minimum,
Many splash weapons, such as Molotov cocktails, are it is considered a light weapon, suitable for two-weapon
essentially homemade devices (improvised explosives). fighting (melee weapons and pistols only).
The cost given in Table: Explosives and Splash Weapons If the weapon is a firearm, its Strength minimum is
reflects the typical cost of the necessary components. increased by +5 when firing it on full-auto.
See the Chemistry skill for details on making improvised If the weapon is a firearm and it is braced (lying on the
explosives. ground, on top of a wall, on a bipod or tripod) the weapon’s
Strength minimum is effectively 0 (it is a far different thing
Acid, Mild to fire a M-60 on a tripod than it is holding it).
A character can throw a flask of acid as a grenadelike Dexterity Minimum: Some melee weapons require as
weapon. A flask is made of ceramic, metal, or glass much grace as power (if not more). This functions as a
(depending on the substance it has to hold), with a tight weapon’s Strength minimum, except that the penalties apply
stopper, and holds about 1 pint of liquid. This entry unless the wielder’s Strength and Dexterity are above the
represents any mild caustic substance. Acid may be amounts listed. If a weapon’s Dexterity minimum is higher
purchased in many places, including hardware stores. than its Strength minimum, the wielder may choose to
modify attack rolls with that weapon by her Dexterity rather
Molotov Cocktail than her Strength. This only applies to attack rolls, unless
A Molotov cocktail is a flask containing a flammable the character has the Weapon Finesse feat with the weapon
liquid, plugged with a rag. A Molotov cocktail is easily (see that feat for more information).
made by hand (Chemistry 4 ranks). The cost given is for the Damage (Type): The amount of damage the weapon
components. To use it, the rag must first be lit, requiring a inflicts, followed by its damage type. The damage types are:
move action (and a lighter or other source of flame). The ballistic, bludgeoning, piercing and slashing. Weapons that
cocktail detonates in 2 rounds or on impact with a solid inflict ballistic, piercing and slashing damage always inflict
object, whichever comes first. A target that takes a direct lethal damage. Bludgeoning weapons inflict injuries on
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attacks that deal more damage than the target’s Constitution Brass Knuckles
if the target fails a Recovery saving throw (see the combat These pieces of molded metal fit over the outside of a
section for information on lethal and non-lethal damage). character’s fingers and allow him or her to deal additional
Range Increment: When firing at targets past this damage with an unarmed strike as listed on the class table.
distance, a –2 attack penalty is incurred. For each further
multiple of this distance an additional –2 penalty is incurred. Cleaver
Cost: The weapon’s cost. Compare this to the purchaser’s Heavy kitchen knives can be snatched up for use as weapons
Wealth to determine if he can afford this weapon (see the in homes and restaurants. These weapons are essentially
Wealth section for more information). similar to the twin butterfly swords used in some kung fu
styles.
Simple Melee Weapons Club
Generally inexpensive and light in weight, simple weapons
get the job done nevertheless. Simple weapons do not count Almost anything can be used as a club. This entry represents
against the number of weapons a character knows how to the wooden nightsticks sometimes carried by police forces.
use (see the Weapons skill for more information).
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This weapon is especially useful for disarming or tripping Three-Section Staff
an opponent and reduces the DC of disarm and trip attempts Originally a farm implement for threshing grain, this
by 5. Also, a character proficient with a chain may make trip weapon is composed of three sections of wood of equal
attempts using her Weapons skill, rather than her Unarmed lengths, joined at the ends by chain, leather, or rope. The
skill. three-section staff requires two hands to use.
The three-section staff is a double weapon. A character
Chain Saw can fight with it as if fighting with two weapons (see the
Military and police units use powered saws to cut through Weapons skill for more information).
fences and open doors rapidly. They are sometimes pressed
into service as weapons, often by people who watch too
many movies. Armor
Armor can be the difference between life and death,
Kama especially when fighting a heavily armed opponent. If
A kama is a wooden shaft with a scythe blade extending at a you’re going into battle against an opponent with a firearm
right angle out from the shaft. Kama are traditional weapons and you don’t have any modern armor, you’d best find some
in various styles of karate. deep cover and hope for the best.
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Light Armor
For the character who doesn’t want to be bogged down by
more cumbersome armor types, a leather garment or some
sort of concealable armor is just the ticket.
Leather Jacket
This armor is represented by a heavy leather biker’s jacket.
A number of other impromptu armors, such as a football
pads and a baseball catcher’s pads, offer similar protection
and game statistics.
Leather Armor
This archaic armor consists of a breastplate made of thick,
lacquered leather, along with softer leather coverings for
other parts of the body.
Undercover Vest
Covering a larger area of the torso, this vest provides better
protection than the light undercover shirt—but it’s also more
easily noticed.
Medium Armor
Most medium armor (except for the archaic chainmail shirt)
is not terribly heavy, but nonetheless provides a significant
amount of protection—at the expense of some speed.
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Plate Mail
This medieval-era armor consists of metal plates that cover
the entire body. It’s heavy and cumbersome compared to
most modern armor, but it does provide a great deal of
protection.
General Equipment
This section covers the wide variety of general gear
available to adventurers of all sorts.
Many of the objects in this section are battery-operated.
Any device that uses batteries comes with them. As a
general rule, ignore battery life—assume that heroes (and
their antagonists) are smart enough to recharge or replace
their batteries between adventures, and that the batteries
last as long as needed during adventures. If battery life
is important in the game, roll 1d20 every time a battery-
operated item is used. On a result of 1, the batteries are dead
and the object is useless. New batteries have a cost of 2 and
can be changed as a move action.
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Chapter 5: Combat
Sometimes you just gotta hit somethin’. One of the things
that make role playing games such a compelling diversion
Initiative
is the percentage of problems your character can solve by
At the start of every combat, each character rolls initiative.
punching something in the face. This section details how
This determines the order in which each character (both PC
you do that.
and NPC) take their actions.
One of the key differences between Modern20 and most
modern d20 games is the way injuries are handled. While Initiative = d20 + Dexterity modifier + miscellaneous
you only have one pool of hit points, lethal and non-lethal modifiers
damage are recorded separately and heal at different rates
(though both types of damage subtract from the single pool
of your hit points).
The effect damage will have on your character is affected
by the type of attack that inflicted damage and whether
that damage is lethal or non-lethal. When your hit points
are reduced to 0 by non-lethal damage, for example,
the result is unconsciousness. If your hit points are
reduced to 0 by lethal damage, it could result in a
coma or death.
Turn Sequence
Combat in Modern20 is turn-based, meaning everyone acts
at a specific time each round. Once everyone has taken an
action, the turn sequence begins again. Ordinarily, a turn is
sequenced as follows:
Important Attributes
The following traits are used to determine your character’s
success (or defeat) in a combat situation.
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Combat
imposes a cumulative –2 penalty to hit.
Attack Bonus For example a weapon with a 40 ft. range increment
would suffer no penalties to attack rolls at ranges of 0-40
This attribute determines the accuracy of your character’s
ft., a –2 penalty to attack rolls at ranges of 41-80 ft., a –4
attacks. When making an attack, roll 1d20 and add your
penalty at ranges of 81-120 ft. and so on.
total attack bonus. This is compared to your target’s
Defense. If your attack roll is equal or higher than your
target’s Defense, you hit. Defense
Your defense determines the target number an attack roll
Melee Attack Bonus = Base Attack Bonus + Strength must exceed to score a hit. This is the same way targeted
modifier + miscellaneous modifiers skill checks work. Your defense is calculated as follows:
Ranged Attack Bonus = Base Attack Bonus + Dexterity Defense = 10 + Dexterity modifier + Class-based Defense
modifier + miscellaneous modifiers - range modifiers bonus
Base Attack Bonus There are several feats that allow you to use a skill for
This is determined by your class and level. Consult the class your Defense target number instead. However, these active
tables earlier in this book to see the Base Attack Bonus for forms of Defense require your character to use a Move
each character class. Action, only work against certain forms of attacks and can
only be used when your character is able to actively defend
Miscellaneous Modifiers (they may not be used when your character is flat-footed).
These modifiers are added or subtracted as called for.
Flat-Footed
Attacker is… Melee Ranged At the beginning of every combat, during surprise rounds
and other times, your character is flat-footed. This means
Crowded -4 -4
your character cannot actively defend with feats or skills
Flanking target +2 ---
and does not gain the benefit of his Dexterity bonus to
On higher ground +1 +1 Defense. Class-based Defense bonuses are unaffected by
Prone -4 * being flat-footed.
Shaken or frightened -2 -2 There are several feats that allow a character to render an
*The only ranged weapons that may be used while prone are the aware target flat-footed during the course of a battle. See the
crossbow, shuriken and firearms. feats section for more information on these feats.
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Hit Location the possible injuries column on the hit location table above
can be ignored.
When your character makes her attack roll, the natural If game master is using injuries, any attack roll 5 higher
(unmodified) result of the d20 attack roll will determine than that required to hit the character is a possible injury.
where the attack hit as shown on the table below: If the attack is 5+ higher than that needed to hit, the target
must make a Fortitude saving throw. The DC of this saving
throw is the attack roll of the attack that inflicted the injury
Injuries (Optional Rule) +10. There are five levels of injury for each location: mild,
Injuries is an optional rule that makes combat more serious, extensive, traumatic and severe.
interesting but also much, much more deadly. If the game Injury Save: If the character succeeds at the injury
master wants to run a cinematic campaign, this aspect of hit saving throw, the character has suffered a mild injury. If the
location can be ignored entirely. In this case, hit location character fails the saving throw by –1 to –5, the character
will simply modify the damage inflicted by an attack and suffers a serious injury, by –6 to –10 an extensive injury, by
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–11 to –15 a traumatic injury and by –16 to –20 an intensive Groin, Stomach, Chest: After successfully grappling your
injury. target, you may make a Strength vs. Strength check to throw
Healing Injuries: Injuries last until they heal or until they the target, inflicting 1d4 damage or your base unarmed
are treated by a physician. Mild injuries always heal in one combat damage, whichever is higher. This Strength check is
day. Serious injuries have a Recovery save DC of 15 which optional, but if it is attempted and fails the grapple is treated
the character can attempt after 1 week of bed rest, extensive as a failure.
injuries have a Recovery save DC of 20 which the character
can attempt after 2 weeks of bed rest, traumatic injuries 25 Arm: The grapple affects either the left or right arm of your
which the character can attempt after 3 weeks of bed rest opponent (attacker’s choice). Your opponent cannot attack
and intensive injuries 30 which the character can attempt with a weapon held in the affected arm or gain the defense
after 1 month of bed rest. If the character fails her Recovery bonus of a shield held in that arm.
save, the condition is permanent until successfully treated Any attack with your opponent’s other arm suffers a –4
by a physician. penalty to hit because of the grapple.
The DC of any Medicine check to treat an injury is At the start of every round, the grapple check is re-rolled
equal to the Recovery saves listed above. If the injury is as normal to maintain the hold. If this check fails the target
successfully treated, the patient must still rest the amount has wriggled free.
listed with the injuries above.
If a character suffers an injury and the Medicine check Throat, Head: The grapple renders the target flat-footed for
to treat that injury fails, the character may either choose to as long as the hold is maintained.
select a new character disadvantage to represent his new At the start of every round, the grapple check is re-rolled
condition in consultation with the game master, or he can as normal to maintain the hold. If this check fails the target
continue seeking treatment from more skilled physicians has wriggled free.
(characters with more ranks in the Medicine skill) until his
injury is successfully treated.
Depending on the realism level of the campaign, being
Cover and Hit Location
successfully treated may just be a matter of time, or a (Optional)
character might be permanently injured if a physician Hit location can also be used in conjunction with cover. This
with 23 ranks in the Medicine skill fails to treat his injury makes characters and game masters pay close attention to
successfully. the environment during combat, since not only the type of
cover but also the hardness of that cover will be important
during combat.
Grappling and Hit Location Since hard cover could provide the same effect as
(Optional) expensive body armor, a character might even choose to
Hit location can effect grappling in interesting ways. Using kneel or lay prone, to gain more protection from low cover.
these optional rules, a grapple will have a different effect A kneeling or prone character is flat-footed, only gaining his
based on the location of the grapple. If an attacker desires a class bonus to his Defense.
specific effect, he can either trust to luck or target a specific Effects of cover: Rather than provide a Defense bonus,
area of the body. these alternate cover rules instead provide Damage
Reduction to the affected areas equal to the hardness of the
Foot, Calf, Knee, Thigh: Your opponent must make an object providing cover.
immediate Acrobatics check (DC equal to your Unarmed Human shields: Cover as hit location also includes the
check) or fall prone. possibility of someone using another character as a human
At the start of every round, the grapple check is re-rolled shield. This requires the subject be successfully grappled
as normal to maintain the hold. If this check fails the target or otherwise coerced into submission (such as having a gun
has wriggled free. pointed at their head).
If this check is successful, and the target is not already Human shields do not provide Damage Reduction.
prone, the target must make another Acrobatics check to Instead, attacks striking the cover (the person being used as
avoid falling prone. a shield) inflict one-half damage to the human shield and the
If the target is already prone and the hold is maintained, remainder to the target. The hope is that the attacker will be
the target cannot stand until he manages to wriggle free unwilling to inflict damage to another in order to strike his
from the hold. target. If the attacker has no compunction against hitting the
human shield, such protection is less useful than hard cover.
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Three-quarter Cover (standing): Protects locations 1-11
One-quarter Cover (standing): Protects locations 1-6 and 15-17 (foot, calf, knee, thigh, groin, stomach and lower
(foot, calf and knee). chest).
Example: Standing in a ditch or in front of a very low Example: Standing in a very deep ditch or foxhole,
wall, kneeling behind a moderate wall. kneeling behind a car door or moderate wall or laying prone
behind a low wall. An adult used as a human shield can also
One-half Cover (standing): Protects locations 1-11 (foot, provide this amount of cover.
calf, knee, thigh and groin).
Example: Standing in a deep ditch or in front of moderate Three-quarter Cover (standing, alternate): Protects
wall. locations 1-9, 11-12, 15-17 (foot, calf, knee, partial thigh,
groin, partial arm, stomach and partial chest).
One-half Cover (standing, alternate): Protects locations Example: Firing around a corner.
5-11 and 15-18 (partial calf, knee, thigh, groin, stomach and
chest).
Example: A child held off the ground used as a human
shield.
Armor and Hit Location
(Optional)
A game master wishing to provide more variety to body
armor can use the hit location rules to provide different suits
of armor, from light suits, to partial suits, to full suits of
armor. This will allow a character to
heavily protect certain parts
of the body. As with
all optional rules, this
makes combat more
complex and even in
campaigns using this
alternate rule, the “default” is to full
suits of armor for mooks and henchmen.
Note that these rules assume that all armors affect the entire
body, even those explicitly listed as “vests” in the core rules.
This might require the game master to describe suits slightly
differently. Alternately, the game master might only allow
this variant with the heaviest armor, the forced entry unit.
Full Suit: A full suit armor protects the wearer from head to
toe. While not realistic in anything short of a science fiction
campaign, this is the simplest and thus standard option that
requires the least amount of book keeping.
Locations: All hit locations protected.
Strength Minimum: No modifier.
Armor Penalty: No modifier.
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Combat
Armor Penalty: +1 (maximum 0) a Recovery check (DC 20) for the bleeding to stop on its
own. Any conscious character can prevent this damage if he
Half Suit: A ½ suit of armor offers less protection to the does nothing but apply pressure to the wound, preferably
legs and arms. This affords the wearer more mobility. with some sort of cloth.
Locations: 7-10, 12, 15-18, 20 (thigh, partial arm,
stomach, chest and head) Bleeding, Severe
Strength Minimum: -2 (minimum 3) Your character has suffered a deep wound from a slashing,
Armor Penalty: +2 (maximum 0) piercing or ballistic weapon. Your character loses 1d6 hit
points per minute (10 rounds) until the bleeding is stopped.
One-Quarter Suit: A ¼ suit of armor protects only the Bleeding can be stopped by application of the Medicine
critical areas of the stomach, chest and head, leaving the skill. Once per minute (10 rounds) your character may make
arms and legs completely exposed to attack, in return for the a Recovery check (DC 25) for the bleeding to stop on its
maximum amount of mobility. own. Any conscious character can prevent this damage if he
Locations: 15-18, 20 (stomach, chest and head) does nothing but apply pressure to the wound, preferably
Strength Minimum: -3 (minimum 3) with some sort of cloth.
Armor Penalty: +3 (maximum 0)
Bruising
Condition Summary Your character has suffered a deep wound from a blunt
A number of adverse conditions can affect the way a weapon. The damage from this injury is treated normally,
character operates, as defined here. If more than one but heals at a slower rate, at the rate of 1 hit point per day,
condition affects a character, apply both if possible. If not rather than a character’s normal healing rate.
possible, apply only the most severe condition.
Blinded
Ability Damaged You can’t see at all, and thus everything has total
Your character has lost 1 or more ability score points. concealment to you. Your character has a 50% chance
The loss is temporary, and these points return at a rate of to miss in combat. Furthermore, you have an effective
1 per evening of rest. This differs from “effective” ability Dexterity of 3, along with a –4 penalty on the use of
loss, which is an effect that goes away when the condition Strength-based and Dexterity-based skills. This –4 penalty
causing it goes away. also applies to Perception checks and any other skill
checks for which the GM deems sight to be important. The
Ability Drained character can’t perform any activity (such as reading) that
Your character has lost 1 or more ability score points. The requires vision.
loss is permanent.
Broken Arm
Bleeding, Mild This condition persists for 1-6 weeks, minus one week per
Your character has suffered a deep wound from a slashing, point of the character’s Constitution modifier, minimum 1
piercing or ballistic weapon. Your character loses one hit week. If a character has a broken arm that is not set, the
point per minute (10 rounds) until the bleeding is stopped. character may use that arm normally, but suffers a –2 to all
Bleeding can be stopped by application of the Medicine actions performed with that arm, and must make a Fortitude
skill. Once per minute (10 rounds) your character may make Save (DC 15) or suffer 1-6 points of damage when using
a Recovery check (DC 15) for the bleeding to stop on its that arm. A character with a First Aid kit may make a
own. Any conscious character can prevent this damage if he Medicine check (DC 15) to set a broken arm. This reduces
does nothing but apply pressure to the wound, preferably the penalty to –1, and the character suffers no damage from
with some sort of cloth. using the limb. Once an arm is set, only the –1 penalty
applies until the condition is healed.
Bleeding, Serious
Your character has suffered a deep wound from a slashing, Broken Leg
piercing or ballistic weapon. Your character loses 1d4 hit This condition persists for 1-6 months, minus one month per
points per minute (10 rounds) until the bleeding is stopped. point of the character’s Constitution modifier, minimum 2
Bleeding can be stopped by application of the Medicine months. If a character has a broken leg that is not set, the
skill. Once per minute (10 rounds) your character may make character may stand on that leg, but suffers a –4 penalty to
Defense, and must make a Fortitude Save (DC 15) or suffer
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Combat
1-6 points of damage each round the character stands on Entangled
that leg. A character standing on one leg is flat-footed, but An entangled character takes a –2 penalty on attack rolls in
does not suffer damage. A character standing on one foot addition to a –4 penalty to Dexterity. If the entangling bonds
or on a broken leg that is hit in combat must make a Reflex are anchored to an immobile object, the entangled hero can’t
save (DC 15 if the character is placing weight on the broken move. Otherwise, the character can move at half speed, but
leg, or DC 20 if the character is standing on one leg) or be can’t run or charge.
knocked prone. A character with a First Aid kit may make a
Medicine check (DC 15) to set a broken leg. Once a leg is Exhausted
set, a character suffers a –2 penalty to Defense as long as the Characters that are exhausted move at half speed and
condition persists. cannot jog, sprint or charge. Furthermore, they take a –6
penalty to Strength and Dexterity. After 1 hour of complete,
Concussion uninterrupted rest, an exhausted character becomes fatigued.
This condition persists for 2-12 days, after which it will heal
naturally. A character with a concussion will often appear Fatigued
perfectly fine, but will occasionally suffer dizziness, see Characters that are fatigued can’t charge and take a penalty
spots, and in rare cases may even believe he is somewhere of –2 to Strength and Dexterity. After 8 hours of complete,
else, or become extremely confused. A character with uninterrupted rest, a fatigued character is no longer fatigued.
this condition can only use half his ranks in any skill. A
character who succeeds at a Will save may make a skill
check with his full number of skill ranks, but the character
Flat-Footed
A character that has not yet acted during a combat is flat-
must make this save again each time he makes a skill check
footed, not reacting normally to the situation. A flat-footed
as long as this condition persists.
character loses his or her Dexterity bonus to Defense.
Coma Grappled
Your hit points are reduced to zero. Once each day, your
When grappled, a hero can’t undertake any action other
character must make a Recovery saving throw (DC 25) or
than attacking with his or her bare hands, attacking with a
lose one additional hit point. When your negative hit points
light weapon, or attempting to break free from his or her
equal your Constitution, your character is dead.
opponent. The character loses his or her Dexterity bonus to
Defense, except on attacks from characters with whom he or
Cowering she is grappling.
Your character is frozen in fear, loses his or her Dexterity
bonus, and can take no actions. In addition, your character
takes a -2 penalty to his or her Defense. The condition
Helpless
Paralyzed, sleeping, or unconscious characters are helpless.
typically lasts 10 rounds.
A helpless character has an effective Defense of 5 + size
modifier. An attacker can attempt a coup de grace against a
Dazed helpless character.
Unable to act, you can take no actions, but still gets the
benefit of your normal Defense. This condition typically
lasts 1 round.
Nauseated
Characters who are nauseated are unable to attack or do
anything else requiring attention or concentration. The only
Dead action such a character can take is a single move action per
Your character dies when his or her hit points drop to a turn.
negative number equal to his Constitution, or when his or
her Constitution drops to 0.
Panicked
A panicked character flees as fast as possible and cowers
Deafened (see Cowering, above) if unable to get away. The character
Your character can’t hear and takes a –4 penalty on initiative defends normally but cannot attack.
and Perception checks.
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Combat
Paralyzed In general, your character can take one full action, or one
Heroes who are paralyzed fall to the ground, unable to move and one standard action (also commonly referred to as
move (they have an effective, but not actual, Dexterity and an attack action) in the course of a round. Each of these is
Strength of 0). They are helpless. described in more detail below.
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Combat
The Move-By Action feat grants your character more Non-lethal damage heals at a rate of 1 HP per level plus
versatility when making charge attacks. This feat allows you your Constitution modifier every hour.
to move, make a normal attack and move again. It may also If you are reduced to 0 HP by non-lethal damage, you fall
be combined with the charge action however, allowing you unconscious for 1-4 hours. After this time, you may make
to move to your target, make an attack roll with the damage a Recovery saving throw (DC 15) to regain consciousness.
and Defense modifiers described above, then continue to If this save succeeds, you wake with a number of hit points
move up to twice your normal movement rate. equal to your level plus your Constitution modifier.
If this save fails, you remain unconscious for an additional
Skills hour at which time you can make another saving throw to
Certain skills require a full action to use. See the skill regain consciousness.
descriptions for more information on these skills and their
effects. Lethal Damage
Lethal damage is much more serious than non-lethal damage
Attack Action and even a small amount can lead to death without proper
An attack action can consist of a single attack or a skill medical care. All ballistic, piercing and slashing damage is
check. An attack action can also be used as a move action, lethal damage. Characters with blunt weapons and unarmed
performing any action that a character could undertake attacks can also inflict lethal damage if their attack roll
during a move action. exceeds the target’s defense by 5 or more (though attackers
Unless a character possesses the Move-By Action feat, using these methods may always choose to inflict non-lethal
his round ends after performing an attack action. In other damage).
words, you must make any move action first. Lethal damage requires a Recovery saving throw to heal.
Once per day you may make a Recovery save to heal lethal
damage equal to your level plus your Constitution modifier.
Move Action The DC of this saving throw is 20 +1 per 10 points of
A move action allows a character to move up to his full damage you have suffered.
movement rate, or perform certain skill checks. A character If this saving throw fails, not only does your character not
can forgo attacking and perform two move actions in a heal any damage that day, he also suffers an additional 1-4
single round. points of lethal damage plus one point of damage for each
However, a character cannot trade a move action for point by which the save was failed.
another attack action. If you want to attack multiple times If your character is reduced to 0 or fewer hit points by a
in a round, use multi-attack as described under full-round lethal attack, your character falls into a coma. Once per day
actions. you must make a Recovery saving throw (DC 25) for your
condition to stabilize. If this saving throw fails, your slip
deeper into a coma and lose an additional hit point.
Damage, Healing and When your negative hit points equal your Constitution,
your character is dead.
Death Once your character has stabilized, he may make a
Recovery saving throw each day (DC 25) to heal one point
Damage is the unfortunate consequence of combat. Damage of damage. Once your hit points have risen to 1 or higher,
in Modern20 is broken down into two types: lethal and non- he can begin to heal normally (though failed saving throws
lethal. These two different types of damage have different to heal lethal damage might push your character back into a
effects and heal at different rates, as described below. coma).
Non-lethal damage
Unarmed attacks and blunt weapons inflict non-lethal Attack an Object
damage most of the time. Blunt weapons can inflict lethal Sometimes you need to attack or break an object
damage if the attack roll is five higher than that needed to
strike the target. Unarmed attacks can inflict lethal damage Strike an Object
as a blunt weapon if the attacker has the Combat Martial Objects are easier to hit than characters because they usually
Arts feat. Attackers using these methods may always choose don’t move, but many are tough enough to shrug off some
to inflict non-lethal damage. damage from each blow.
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Combat
Object Defense and Bonuses to Attack: Objects are harder Immunities: Objects are immune to non-lethal damage.
or easier to hit depending on their size and whether they Saving Throws: Unattended objects never make saving
are immobile or being held, carried, or worn by opponents. throws. They are considered to have failed their saving
The base Defense of objects is shown on Table: Size and throws. An object attended by a character (being grasped,
Defense of Objects. touched, or worn) receives a saving throw just as if the
character herself were making the saving throw.
Size (Example) Defense
Colossal (jetliner) –3
Gargantuan (army tank) 1
Breaking Objects
When a character tries to break something with sudden force
Huge (typical car) 3 rather than by dealing damage, use a Strength check to see
Large (big door) 4 whether he or she succeeds. The DC depends more on the
Medium-size (dirt bike) 5 construction of the object than on the material.
Small (chair) 6 If an object has lost half or more of its hit points, the DC to
Tiny (laptop computer) 7 break it decreases by 2.
Diminutive (paperback book) 9
Fine (pencil) 13 Repairing Objects
Repairing damage to an object is covered under the
If a character uses a full-round action to make an attack Engineering skill.
against an inanimate, immobile object, the character gets an
automatic hit with a melee weapon or a +5 bonus on his or
her attack roll with a ranged weapon.
Hardness: Each object has hardness, a number that
represents how well it resists damage. Whenever an object
takes damage, subtract its hardness from the damage. Only
damage in excess of its hardness is deducted from the
object’s hit points (see Table: Substance Hardness and Hit
Points and Table: Object Hardness and Hit Points).
Hit Points: An object’s hit point total depends on what it
is made of or how big it is (see Table Substance Hardness
and Hit Points and Table Object Hardness and Hit Points).
Substance Hardness Hit Points
Paper 0 2/inch of thickness
Rope 0 2/inch of thickness
Plastic, soft 0 3/inch of thickness
Glass 1 1/inch of thickness
Ceramic 1 2/inch of thickness
Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
Wood 5 10/inch of thickness
Aluminum 6 10/inch of thickness
Concrete 8 15/inch of thickness
Steel 10 30/inch of thickness
Page - 111
Combat
Page - 112
Adventuring
Chapter 6: Adventuring
Adventuring covers all the parts of, well, adventuring that you jogged. You suffer a further 1d6 points of non-lethal
don’t fall under the heading of combat. These are the things damage every 30 minutes you continue to walk, until you
that can kill your dude that aren’t other dudes. Simple huh? have rested for at least 8 hours.
Simple and deadly!
Movement
Your character’s base movement rate is 30 ft. per round.
This can be modified up by your Athletics skill and down
by Character Disadvantages. There are several other factors
that modify movement detailed below.
Walking
This is the equivalent of taking a move action every round.
Over long distances this is the equivalent of walking.
Your walking speed is approximately one mile per hour
for every 10 ft. you can move in a round. So for a typical,
unencumbered human this would be 3 mph while for a well-
trained athlete it would be more.
Under normal conditions, you can walk for 30 minutes
times your Athletics skill (remember the Athletics skill can
be used untrained) with a minimum of 30 minutes. After this
amount of time you must make an Athletics skill check (DC
20) or become fatigued. This does not affect your walking
speed, though you do suffer all the normal penalties for
being fatigued.
You continue to save each 30 minutes times your Athletics
skill, until you have failed twice and become exhausted. At
this point, you can continue at half speed but must make an
Athletics skill check each hour or suffer 1-6 points of non-
lethal damage.
Jogging
Your character can forgo combat and take two move actions
per round. This effectively doubles your speed and over
long distances is the equivalent of jogging. Your jogging
speed is approximately two miles per hour for 10 ft. you can
move in a round, or 6 mph for the average human.
Under normal conditions, you can jog for 15 minutes
times your Athletics skill (remember the Athletics skill can
be used untrained) with a minimum of 15 minutes. After this
amount of time you must make an Athletics skill check (DC
20) every 15 minutes or become fatigued.
Once you are fatigued, you must make an Athletics skill
check every 15 minutes or become exhausted and suffer
from cramps and pain. This forces you to walk and inflicts
1d6 points of non-lethal damage for every continuous hour
Page - 113
Adventuring
Page - 114
Adventuring
Page - 115
Adventuring
Perils of Using Poison Secondary Damage: The amount of damage the hero
A character has a 5% chance (roll of 1 on 1d20) to expose takes one day after taking initial damage, if he or she fails
him or herself to a poison whenever the character applies a second saving throw. This damage is taken each day the
it to a weapon or otherwise readies it for use. Additionally, saving throw fails.
a character who rolls a 1 on an attack roll with a poisoned
weapon must succeed at a Reflex saving throw (DC 15) or Acid
accidentally poison him or herself with the weapon. Corrosive acids deal damage each round of exposure. The
amount of damage varies depending on the acid’s strength,
Disease as noted below.
When a character is exposed to a treatable disease, the Acid Strength Splash Attack* Total Immersion*
character must make an immediate Fortitude saving throw.
The victim must make this roll when he or she comes into Mild 1d6 1d10
contact with an infectious carrier, touches an item smeared Potent 2d6 2d10
with diseased matter, consumes food or drink tainted with Concentrated 3d6 3d10
a disease, or suffers damage from a contaminated attack. If *Damage per round of exposure.
the character succeeds, the disease has no effect on him or
her—the character’s immune system fights off the infection. Acid damage from an attack reduces hit points. A
If the character fails the save, he or she takes damage after character fully immersed in acid takes potentially more
an incubation period; once per day thereafter, the character damage per round of exposure than a character splashed
must succeed at a Fortitude saving throw to avoid secondary with acid.
damage. Two successful saving throws in a row indicate that The fumes from most acids are inhaled poisons. Those
the character has fought off the disease and recovers, taking who come within 5 feet of a large body of acid must make
no more damage. a Fortitude save (DC 15) or take 1 point of temporary
The characteristics of some treatable diseases are Constitution damage. A second save must succeed 1 minute
summarized on Table: Diseases. later to avoid taking another 1d4 points of Constitution
Type: The disease’s method of delivery—ingested, damage.
inhaled, or via an injury—and the DC needed to save. Some
injury diseases can be transmitted by a wound as small as
an insect bite. Most diseases that are inhaled can also be Electricity
ingested (and vice versa). Electrical hazards come in many forms, including stun
Incubation Period: The amount of time before initial guns, downed power lines, and electric security fences.
damage takes effect (if the victim fails his or her Fortitude Table: Electricity Damage gives damage values for various
save). electrical hazards based on relative voltage. A character can
Initial Damage: The damage the victim takes after the make a Fortitude saving throw to reduce the damage by half.
incubation period. If that character is not grounded or is otherwise insulated
from the current, a successful save indicates that no damage
is suffered.
Page - 116
Adventuring
Type Examples Damage Fort DC penalty to Defense and a –3 penalty to the following skills:
Jolt Car battery, stun gun 1d3 10 Acrobatics, Athletics, Magic (Spellcasting perk only),
Outdoorsman (Stealth perks only), Stealth and Streetwise
Low voltage Fuse box, electrical socket 2d6 15
(Stealth perk only).
Medium Industrial transformer, electric
4d6 15 Heavy Load: If your character is carrying this amount
voltage fence
of weight he suffers a –10 ft. movement penalty, a –6
Power line, electric chair,
High voltage 8d6 20 penalty to Defense and a –6 penalty to the following skills:
lightning
Acrobatics, Athletics, Magic (Spellcasting perk only),
Outdoorsman (Stealth perks only), Stealth and Streetwise
(Stealth perk only)
Terrain Max Load: If your character is carrying this amount of
Terrain can affect your character’s maximum movement weight his maximum movement is 5 ft. per round. Your
rate. In ideal terrain (road, highway, sidewalk, track) your character is also considered flat-footed and has a maximum
character can move at his maximum speed. Defense of 10. Also, your character cannot perform any of
In moderate terrain (muddy road, rain-slick track, hilly the skills modified by a heavy load.
terrain, during a storm) your movement is reduced to three- Push/Drag: Your character can push or drag this amount
fourths of its maximum. of weight with a movement penalty of –10 ft. per round,
In difficult terrain (swamp, mountainous terrain, during a modified by terrain.
moderate storm) your movement is reduced to one-half of
its maximum.
In extreme terrain (trackless jungle, during a severe Experience
storm) your movement is reduced to one-fourth of its
maximum. Modern20 uses a free-form experience system. Players gain
levels when they achieve major campaign objectives, as
determined by the game master.
Lifting This not only removes a great deal of micro-managing,
How much a character can lift is dependent on his Athletics
table searching and record keeping from the game (for
skill. The table below lists the maximum amount a character
players and game masters) but it also allows the group to
can move or lift. How much weight a character is hauling
spend more time gaming in the levels that are the most fun
around will also affect his movement and/or defense, as
for them.
explained below.
For those who prefer a more traditional approach, the
Light Load: Your character can lift and carry this amount
experience system from your OGL game of choice will
of weight without penalty.
serve just as well.
Medium Load: If your character is carrying this amount
of weight he suffers a –10 ft. movement penalty, a –3
Page - 117
Appendix 1: Example of Character Creation
Appendix 1: Example of
Character Creation
Putting it all
Together
To illustrate how all the options of character creation works,
we’ll now build a sample character, using all the rules
described thus far.
Paula’s PC (): HD; HP; Init +1; Spd 30 ft; Defense 11,
touch 11, flatfooted 10 (+1 Dex, +0 Class); BAB +0; Atk +1
melee (by weapon+1, weapon), or +1 ranged (by weapon+0,
weapon); SQ ; AL none; SV Fort +2, Ref +1, Will +2, Rec
+2; Rep; Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8.
Background:
Occupation: Perks
Hobby:
Skills:
Feats:
Access/Contacts/Followers:
Wealth: 4
Possessions:
Page - 118
Appendix 1: Example of Character Creation
Paula’s PC (): HD; HP; Init +1; Spd 30 ft; Defense 11, Now Paula selects her class and decides to go with the
touch 11, flatfooted 10 (+1 Dex, +0 Class); BAB +0; Atk +1 Empath class. After picking her skills and feats, Bob
melee (by weapon+1, weapon), or +1 ranged (by weapon+0, reminds Paula to modify her Wealth appropriately based
weapon); SQ ; AL none; SV Fort +2, Ref +1, Will +2, Rec on her Occupation. Finally, now that she has selected her
+2; Rep; Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8. skills from her class as well, Paula decides to pick her
Background: Military hobby, selecting Vehicles. This gives her 4 ranks in that skill
Occupation: Perks subject to her level maximum. Finally, Paula now knows
Hobby: enough about her character and her skills to select her perks:
Skills: Athletics 4, Firearms 4, Stealth 4 Medicine (Surgery) and Professional Reputation.
Feats:
Access/Contacts/Followers: Paula’s PC (Empath 1): HD 1d8+2; HP 10; Init +1; Spd
Wealth: 4 30 ft; Defense 13, touch 13, flatfooted 10 (+1 Dex, +2 Wis,
Possessions: +0 Class); BAB +0; Atk +1 melee (by weapon+1, weapon),
or +1 ranged (by weapon+0, weapon); SQ ; AL none; SV
Now Paula selects her Occupation and chooses Reporter. Fort +4, Ref +3, Will +4, Rec +3; Rep +4; Str 12, Dex 13,
This will add two ranks each to the following three skills as Con 14, Int 10, Wis 15, Cha 8.
long as she stays in the Occupation: Influence, Perception Background: Military
and Streetwise. These skills, along with the Occupation’s Occupation: Reporter: Influence, Perception and
improved feats will grant Paula’s character additional Streetwise; Perks (Surgery, Professional Reputation)
Wealth. Her Occupation will also grant her two perks, which Hobby: Vehicles
Paula decides to choose later: Skills: Athletics 4, Firearms 4, Influence 2, Medicine 4,
Outdoorsman 4, Perception 6 (+12), Read/Write Language
Paula’s PC (): HD; HP; Init +1; Spd 30 ft; Defense 11, (English, French and Spanish), Speak Language (English,
touch 11, flatfooted 10 (+1 Dex, +0 Class); BAB +0; Atk +1 French and Spanish), Stealth 4, Streetwise 6, Unarmed 4,
melee (by weapon+1, weapon), or +1 ranged (by weapon+0, Vehicles 4
weapon); SQ ; AL none; SV Fort +2, Ref +1, Will +2, Rec Feats: Awareness, Empathy, Poise, Well-Informed
+2; Rep; Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8. Access/Contacts/Followers: Confidential Access, Skill
Background: Military Contact: Academics (current events) 7 ranks, Skill Contact:
Occupation: Reporter: Influence, Perception and Chemistry 7 ranks, Supply Contact (Wealth 14)
Streetwise Perks (2) Wealth: 10
Hobby: Possessions:
Skills: Athletics 4, Influence 2, Firearms 4, Perception 2,
Stealth 4, Streetwise 2 Now all Paula needs to do is pick her equipment and she’ll
Feats: be done. She can use her supply contact once before play
Access/Contacts/Followers: begins but otherwise she will be restricted to her Wealth of
Wealth: 4 10.
Possessions:
Page - 119
6.Notice of License Copyright: You must update the COPYRIGHT NO-
OPEN GAME LICENSE TICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or dis-
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holder’s name to the COPYRIGHT NOTICE of any original Open Game
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The following text is the property of Wizards of the Coast, Inc. and is
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served. including as an indication as to compatibility, except as expressly licensed
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1. Definitions: (a)”Contributors” means the copyright and/or trademark Product Identity. You agree not to indicate compatibility or co-adaptability
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3.Offer and Acceptance: By Using the Open Game Content You indicate Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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System Reference Document, Copyright 2000, Wizards of the Coast, Inc.,
4. Grant and Consideration: In consideration for agreeing to use this Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
License, the Contributors grant You a perpetual, worldwide, royalty-free, material by E. Gary Gygax and Dave Arneson.
non-exclusive license with the exact terms of this License to Use, the Open
Game Content. Modern System Reference Document Copyright 2002-2004, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
5.Representation of Authority to Contribute: If You are contributing origi- Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
nal material as Open Game Content, You represent that Your Contributions Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
are Your original creation and/or You have sufficient rights to grant the Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
rights conveyed by this License. John Tynes, Andy Collins, and JD Wiker. Advanced Player’s Guide, Copy-
right 2004, White Wolf Publishing, Inc.
Page - 120
Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy
Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John
Snead.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All
rights reserved.
Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Col-
lins, Jesse Decker, David Noonan, Rich Redman.
Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan
Wright
END OF LICENSE
Page - 121
Benelli 121 M1 76 Cleave 2 50
Index Beretta 92F 71 Club 93
Beretta 93R 74 Code 24
40mm Fragmentation Grenade 90
Beretta 96 71 Colt Double Eagle 71
Ability Damaged 107
Beretta M3P 76 Colt M1911 71
Ability Drained 107
Bleeding, Mild 107 Colt Python 70
Ability Modifiers 4
Bleeding, Serious 107 Colt Super Auto 71
Ability Scores 4
Bleeding, Severe 107 Coma 108
Academic 6
Blind-Fight 49 Combat Martial Arts 50
Academics 29
Blinded 107 Compound bow 87
Access 19
Blue Collar 6 Computers 34
Accurate Attack 47
Blur 49 Con-Man 9
Achilles Heel 24
Bodyguard 8 Concealable Vest 96
Acid 116
Body Block 49 Concealment 103
Acid, Mild 92
Book Learning 49 Concussion 108
Acrobatics 29
Boxer 9 Condition Summary 107
Acrobatic Defense 47
Boys anti-tank rifle 77 Contacts 20
Acrobatic Feint 48
Brainiac 15 Contemplative Master 50
Actions 109
Brains over Brawn 49 Cover 103
Action Points 22
Brand Loyalty 49 Cover and Hit Location 105
Actor 8
Brass Knuckles 93 Cover Fire 50
Addiction 24
Breaking Objects 111 Cowering 108
Adventurer 6
Bren Gun 83 Crime 35
Agility Training 48
Broken Arm 107 Criminal 6
Aging 24
Broken Leg 107 Crippling Strike 51
AK-74 79
Browning BPS 76 Critical Strike 51
AKM/AK-47 80
Browning Hi-Power 71 Crossbow 87
All-Out Attack 48
Browning M-1919 83 Custom Tweak 51
Allegiances 18
Bruising 107 Damage, Healing and Death 110
Allergic Reaction 24
Business 30 Damage Reduction 51
Ammunition 89
Business Executive 9 Dancer 9
Animal Empathy 48
C-7A1 80 Darkness and Light 114
Antithesis 48
C-7CT 82 Dazed 108
Armed Defense 48
C-8 Carbine 80 Dead 108
Armor 95
C4/Semtex 91 Dead Aim 51
Armor and Hit Location 106
Career Advancement 50 Deafened 108
Armor Training 48
Cat’s Landing 50 Dedicated 51
Art 30
Catching on Fire 114 Defense 103
Assassin 8
Celebrity 6 Defensive Attack 51
Assault Rifle 79
Chain 94 Defensive Driving 52
Athlete 6
Chainmail Shirt 96 Defensive Martial Arts 52
Athletics 30
Chain Saw 95 Defensive Roll 52
Attack Action 110
Changing Ability Scores 4 DeLisle Carbine 81
Attack an Object 110
Character Classes 13 Dependant 25
Attack Bonus 103
Character Creation 4 Derringer 69
Attack Focus 1 48
Character Disadvantages 23 Desert Eagle 71
Attack Focus 2 48
Charge Attack 109 Det Cord 91
Attack Specialization 1 48
Chemistry 31 Diesel 1 52
Attack Specialization 2 49
CIA Deer Gun 69 Diesel 2 52
Attractive 49
Cinematic 5 Diesel 3 52
Autofire and Restriction 69
Cinematic Point-Buy 6 Die Hard 52
Automatic Pistols 71
Civilian Aircraft 101 Dilettante 7
Awareness 49
Civilian Cars 101 Disability 25
Backgrounds 6
Civilian Motorcycles 101 Disadvantages 24
Banter 49
Civilian Trucks 101 Disease 116
Barrett Light Fifty 82
Civilian Water Vehicles 101 Doctor 7
Base Attack Bonus 103
Cleaver 93 Dodge Focus 52
Bayonet (Fixed) 94
Cleave 1 50 Double-Barrel Shotgun 76
Bazooka 86
Page - 122
Downside to Reputation 19 Gewehr 43 77 Law Enforcement 7
DP-28 84 Glock 17 71 Leadership 39
Dragunov SVD 82 Glock 20 72 Leather Armor 96
DShK 38 84 Glock 21 72 Leather Jacket 96
Dynamite 91 Glock 22 72 Legal 40
Electricity 116 Glock 25 72 Lethal Damage 110
Elite Array 6 Grappled 108 Lewis Gun 84
Elusive Target 52 Grappling and Hit Location 105 Lifestyle 99
Emergency Services 7 Great Fortitude 54 Lifting 117
Empath 17 Grenades and Explosives 90 Light-Duty Vest 97
Empathy 52 Guru 54 Lightning Reflexes 56
Endorsement Deal 52 Hail of Bullets 54 Light Armor 96
Endurance Training 53 Hardness 111 Light Sleeper 56
Enemy 53 Hatchet 94 Light Undercover Shirt 96
Enemy 25 Healer 54 Linguist 56
Enfield Revolver 70 Heat and Cold 114 Logistics Expert 56
Engineering 37 Heavy Armor 97 Loner 56
Entangled 108 Heavy Weapons 86 Longsword 94
Entrepreneur 7 Helpless 108 Low Profile 56
Environment & Hazards 114 Hideous Appearance 25 Lucky 56
Equipment Tables 97 High Pain Threshold 55 Luger 73
Esprit de Corps 53 Hit and Run 55 M-1917A1 84
Evasion 53 Hit Location 104 M-1918 85
Evasive Maneuvers 53 HK G3 81 M-1D 82
Executioner 53 HK Mk. 23 SOCOM 72 M-1 Carbine 77
Exhausted 108 HK MP5 74 M-1 Garand 78
Exotic Melee Weapons 94 HK MP5K 74 M-249 SAW 85
Experience 117 HK PSG1 82 M-26 MASS 76
Expert in your field 53 Hobbies 12 M-2 Carbine 81
Exploit Weakness 53 Home Schooled 55 M-3 Carbine 78
Explosives and Splash Weapons Table 90 Human Shield 55 M14 81
Falling 115 Hunter 9 M16/203 81
Falling Objects 115 Illness (Variable) 25 M16A2 81
FAMAS 81 Important Attributes 102 M1903 78
Far Shot 53 Improved Disarm 55 M21 82
Fascinate 53 Improved Grab 55 M24 83
Fast Mover 54 Improved Initiative 55 M240 85
Fatigued 108 Improved Trip 55 M2HB 85
Favors 22 Influence 38 M32 86
Feat Descriptions 47 Infrared Illuminator 88 M4/203 82
Feint 54 Initiative 102 M40A1 83
Finisher 54 Injuries 104 M4 Carbine 81
Firearms 37 Intelligence Analyst 55 M4 SOPMOD 81
Fire Inside 54 Intimidating Presence 55 M60 85
Flamethrower 86 Investment Portfolio 56 M72A3 LAW 86
Flat-Footed 103 Iron Will 56 M79 86
Flat-Footed 108 Javelin 87 Machete 94
Flying Tackle 54 Jinxed 25 Machineguns 83
FN-49 77 Jogging 113 Machine Pistols 74
FN FAL 81 Kama 95 MAC Ingram M10 74
Followers 20 Katana 95 Magic 40
Forced Entry Unit 97 Ki 39 Makarov PM 73
FP-45 Liberator 69 Knife 94 Marksman 56
Fragmentation Grenade 91 Koishikawa Type 26 70 Martial Arts Instructor 9
Full Action 109 Kukri 95 MAS-49 78
Galil 81 Laborer 9 Master Craftsman 56
General Equipment 97 Language Groups 43 Master Plan 57
Generating Ability Scores 5 Laser Sight 88 MAT-49 74
Page - 123
Mauser Karabiner 98K 79 Photographic Memory 57 S&W M10 71
Maximum Disadvantages 23 PIAT 87 S&W M27 71
Maximum Skill Ranks 27 Pinned 109 S&W M29 71
Medicine 41 Pistole 35(p) 73 S4M 70
Medium Armor 96 Pistol Whip 94 Sample Difficulties 27
Melee Smash 57 Plate Mail 97 Sap 94
Metal Baton 94 Pledging Allegiance 18 Sauer 38H 73
MEU(SOC) 73 Point-Buy Character Generation 5 Sawed-off shotgun 77
MG 34 85 Point Blank Shot 58 Scientific Improvisation 59
MG 42 85 Poise 58 Scientist 11
Military 7 Poison 115 Secret 26
Military Officer 9 Police Officer 10 Self-Help 59
Mind over Body 57 Politician 10 Services 100
Miracle Worker 57 Powerhouse 13 Shady Reputation 26
Mk-48 85 Power User 58 Shaken 109
Mobster 10 PPD-40 75 Sharpshooter 60
Mob Boss 10 PPSh-41 75 Shock 109
Modern Point-Buy 5 Precise Shot 58 Short Magazine Lee-Enfield Mk. III 79
Molotov Cocktail 92 Pressure Strike 58 Shotguns 76
Moonlighting 57 Private Investigator 10 Shoulder the Load 60
Mosin-Nagant M-1891/30 79 Privilege 21 Shuriken 88
Mossberg 77 Prone 109 Simonov SKS 79
Mounted Combat 57 Prone Fighting 58 Simple Melee Weapons 93
Move-By Action 57 Psionics 43 Single-Shot Pistols 69
Movement 113 Psychiatrist 10 SITES M9 73
Move Action 110 PTRD 41 87 Skills 110
MP-18 75 Public Speaker 59 Skill descriptions 29
MP-40 75 Pull-Up Pouch Vest 96 Skorpion 74
MR-73 70 Putting it all Together 118 Smart Defense 60
Multi-Attack 109 Quick Draw 59 Smoke 115
Multi-class Characters 17 Quick Reload 59 Smoke Grenade 91
Musician 10 Quick Wit 59 Sneak Attack 60
Mystery to the 20th Power! 3 Ranged Weapons 68 Sniper 11
Nagant M-1895 70 Rangefinder 89 Sniper Rifles 82
Nambu Type 14 73 Range Penalty 103 Sniper Shot 60
Nambu Type 94 73 Rapid Dominance 59 Soldier 11
Nauseated 108 Rapier 94 Soldier On 60
Negotiator 10 Read/Write Language 43 Speak Language 44
Nemesis (Variable) 26 Reciprocity 59 Spear 94
Nightvision 88 Recovering Action Points 23 Specialist 60
Night Vision 57 Redirect 59 Special Operator 11
Non-lethal damage 110 Reflex Sight 89 Special Response Vest 97
Nunchaku 95 Religion 7 Speedfreak 13
Obsession 26 Remington 700 79 Speed Dial 60
Occupations 7 Remington M81 Woodsmaster 79 Splash Weapons 92
Outdoorsman 42 Removing Disadvantages 23 Sprinting 114
Owen Gun 75 Repairing Objects 111 Spy 11
Panicked 108 Repartee 59 Stable 109
Panzerfaust 87 Reporter 11 Star 17
Paralyzed 109 Reputation 19 Starvation and Thirst 114
Paramedic 10 Required Ranks 27 Stealth 44
Parker-Hale M82 83 Revolvers 70 Stechkin APS 74
Pathfinder 71 Rifle 77 Sten 75
Pepper spray 88 Rifle Butt 94 Sterling 76
Perception 42 Rival 26 Steyr AUG 82
Perils of Using Poison 116 RPD 85 Stoic 60
Perks 28 RPK 85 Straight Razor 94
Phobia 26 Rural 7 Strangulation 115
Page - 124
Streetwise 44 Uzi 76
Street Howitzer 60 Vehicles 45
Strength Training 61 Vehicles 100
Strike an Object 110 Vickers Gun 86
Student 7 Voice of Command 63
Stunned 109 Walking 113
Stuntman 11 Walking Encyclopedia 63
Stun Gun 94 Walther P-38 73
Sturmgewehr 82 Walther PP 73
Submachine Gun 74 Wealth 22
Suffocation and Drowning 114 Weapons 46
Suggestion 61 Weapon Finesse 63
Sunday Punch 61 Webley Mk. VI 71
Sunder 61 Well-Oiled Machine 63
Suomi M-31 76 Well Informed 63
Suppression Fire 61 Welrod 74
Surgeon 11 What’s Different 3
SVT-40 79 Whatever Doesn’t Kill You 63
Sword Cane 94 Wheelman 12
Tactical Vest 97 White Collar 7
Talented 61 White Phosphorus Grenade 92
Tank 15 Winchester 94 79
Targeting Systems 88 Wrestler 12
Target Acquisition 61 x2-x10 Scope 88
Taser 88
Teamwork 62
Team Player 61
Tear Gas Grenade 91
TEC-9 74
Technician 11
Terrain 117
Thermite Grenade 92
Think Tank 62
Thompson M1A1 76
Three-Section Staff 95
Thug 12
Tonfa 94
Trackless 62
Trading Disadvantages 23
Trick 62
Truck Driver 12
True Grit 5
TT-33 73
Turn Sequence 102
Two-Weapon Defense 62
Tycoon 62
Type 100 76
Type 11 85
Type 38 Carbine 79
Type 92 86
Type 99 LMG 86
Type 99 Rifle 79
Unarmed 44
Uncanny Dodge 62
Unconscious 109
Undercover Vest 96
Unstoppable 63
USAS-12 77
Page - 125