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Core Rulebook
Version 1.13
Dedications:
To Mom : Thanks for giving me encouragement in whatever I wanted to do.
To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun
and lessons about the world of Tabletop Games.
To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help.
To /k/: Thanks for all the firearm knowledge. Couldn't have created the firearms list
without you all.
To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great
ideas. Couldn't have done it without you.
To Moose, for his sharp eyes to point out all of the errors that I ve made.
To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew,
for those ideas!
And finally to all those that read and enjoy this, and may your games be fun,
adventurous, and enjoyable.
Written and designed by Alex A. Mazyck, Sweet Soul Bro !!H5XdMKmBv5G
3
Table of Contents
The Basics......................................................................4
Core Mechanics..................................................4
Character Archetypes.......................................................9
The Strong.............................................................11
The Fast..................................................................12
The Tough..............................................................13
The Smart..............................................................15
The Wise..................................................................16
The Charismatic..............................................17
Multi-archetype Characters.................19
Starting Occupations...................................................22
Academic..............................................................23
Adventurer.......................................................24
Athlete.................................................................24
Blue Collar........................................................24
Celebrity............................................................24
Creative................................................................25
Criminal................................................................25
Dilettante..........................................................25
Doctor.....................................................................25
Emergency Services....................................26
Entrepreneur..................................................26
Investigative.................................................26
Law Enforcement..........................................27
Military..............................................................27
Religious............................................................28
Rural.....................................................................28
Student................................................................28
Technician.........................................................28
Unemployed......................................................29
White Collar...................................................29
Skills...........................................................................30
Acrobatics.......................................................31
Animal Handling.......................................32
Athletics..........................................................34
Craft................................................................35
Chemical.................................36
Electronic.............................39
Mechanical............................40
Pharmaceutical.................44
Structural.............................46
Visual Art...............................50
Writing......................................51
Demolitions.....................................................51
Disable Device..............................................52
Drive.....................................................................53
Gamble.................................................................54
Knowledge.........................................................55
Linguistics.......................................................56
Perception.........................................................57
Perform................................................................58
Pilot.......................................................................59
Presence...............................................................60
Ride..........................................................................61
Stealth..................................................................62
Speechcraft......................................................63
Technology Use...............................................64
Treat Injury.....................................................67
Feats...............................................................................................69
Equipment....................................................................100
Carrying Capacity.........................103
General Equipment........................104
Clothing............................105
MOLLE..................................108
Kits.......................................109
Electronics....................113
Weapon Accessories..115
Survival Gear...............119
Reloading Supplies..124
Food and Drink.............125
Drugs and Poisons......127
Weapons............................................................................131
Melee Weapons.......................................131
Simple....................................131
Archaic.................................133
Exotic....................................135
Melee Weapon Upgrades................137
Ranged Weapons...................................140
Firearms...............................144
Non-ballistic...................190
Thrown...................................194
Ammunition..............................................196
Paintball...........................196
Crossbow and Bow.........197
Lead ball............................197
Cased Round.....................197
Shell Round......................198
Grenade................................208
Ranged Weapon Upgrades............210
Explosive and Splash Weapons..222
Armor............................................................227
Vehicles and Services..................231
Combat..............................................................................246
Injury and Death.............................249
Saving Throws......................................252
Actions in Combat..............................253
Attack Actions................257
Move Actions......................269
Speak Actions....................271
Combat Modifiers..................................273
Special Initiative Actions.........275
Facing............................................................278
Vehicle Movement and Combat...281
Game Mastering.............................................................290
Character Occupation Notes........290
Setting Prices..........................................294
Encounter Goals and Battle Value......294
Environments.............................................296
Conditions Summary..............................300
Enemies, NPC's and Monsters...........304
Creature Types.....................305
Special Abilities................307
Creatures...................................309
Ordinaries..................................333
Heroic GM characters........335
Alternate Rules................................................................336
Homebrew Rules.................................................................339
Character Sheet.................................................................342
THE BASICS
DICE NOTATION
These rules use the following die notations:
d2 = two sided die or coin
d3 = three sided die
d4 = four sided die
d6 = six sided die
d8 = eight sided die
d10 = ten sided die
d12 = twelve sided die
d20 = twenty sided die
d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One
(designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.)
Die rolls are expressed in the format:
[#] die type [+/- modifiers]
Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."
ROUNDING FRACTIONS
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
MULTIPLYING
Sometimes a special rule makes you multiply a number or a die roll. As long as you re applying a single
multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a
single multiple, with each extra multiple adding to the value of the original multiplier. Thus, a double (x2)
and a double (x2) applied to the same number results in a quadruple (x4, because 2 + 2 = 4).
Ability Scores
The ability scores are the six scores that are the core of your character. They affect everything else about
your character. It is possible for a creature to have a score of "none". A score of "none" is not the same as a
score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a
score of "none" is +0.
Ability Modifiers
Each ability will have a modifier. The modifier can be calculated using this formula: (ability/2) - 5, rounded
down.
The modifier is the number you add to or subtract from the die roll when your character tries to do
something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a
penalty. Strength and Dexterity are special skills, in that they have focuses.
5
Ability Focus
When a character assigns their score and determines their ability modifiers for their Strength and
Dexterity ability score, they then assign the separate ability modifier scores for Focus and Power, and
Marksmanship and Agility, equal to their total Ability Score(A character with a Strength ability score of
16 could assign a +2 modifier in Focus, and a +1 modifier in Power.)
Strength
Strength measures your characters muscle and physical power. Strength also limits the amount of equipment
your character can carry. Strength is split into two groups: Focus and Power.
You apply your Character's Strength modifier to:
Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive
only one-half the characters Power bonus, while two-handed attacks receive one and a half times
the Power bonus.)
A creature with no Strength score can't exert force, usually because it has no physical body or because it
doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its
Dexterity modifier to its base attack instead of a Strength modifier.
Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance. Dexterity is split into groups:
Marksmanship and Agility.
You apply your Character's Dexterity modifier:
Acrobatics, Drive, Pilot and Ride checks. These are the skills that have Dexterity as their key
ability
Ranged attack rolls, including those for attacks made with firearms and thrown weapons
6
Agility: Agility encompasses the character's overall movement.
You apply your characters Agility modifier to:
Defense Score
Initiative Score
A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative
checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.
Constitution
Constitution represents your character s health and stamina. A Constitution bonus increases a character s
Extended hit points, while a constitution penalty decreases the character's Extended hit points. A
character's Core Hit Points is determined by their Constitution score
You apply your characters Constitution modifier to:
If a characters Constitution score changes , the character s Core Hit points change as well. If the
Character's constitution score changes enough to alter his or her Constitution modifier, the character s Core
Hit points Extended hit points also increase or decrease accordingly, as well.
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a
Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability
drain, and energy drain damage, and always fails Constitution checks.
Intelligence
Intelligence determines how well your character learns and reasons. Intelligence is important for any
character who wants to have a wide assortment of skills.
You apply your characters Intelligence modifier to:
The number of skill points a character gets at first level, and the number of skill points gained
each level. (Every character always gets at least 1 skill point per level.)
Craft, Demolitions, Disable Device, Knowledge, and Technology Use checks. These are the skills that
have Intelligence as their key ability.
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no
Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to
all mind-influencing effects and automatically fails Intelligence checks
7
Wisdom
Wisdom describes a characters willpower, common sense, perception, and intuition. While Intelligence
represents ones ability to analyze information, Wisdom represents being in tune with and aware of one s
surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature
has a Wisdom score.
You apply your characters Wisdom modifier to:
Gamble, Perception, and Treat Injury checks. These are the skills that have Wisdom as their key
ability.
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no
Charisma score, and vice versa.
Charisma
Charisma measures a characters force of personality, persuasiveness, personal magnetism, ability to lead,
and physical attractiveness. This ability represents actual strength of personality, not merely how one is
perceived by others in a social setting. Every creature has a Charisma score.
You apply your characters Charisma modifier to:
Animal Handling, Perform, Presence and Speechcraft checks. These are the skills that have Charisma
as their key ability.
Any creature capable of telling the difference between itself and things that are not itself has at least 1
point of Charisma.
Weight training
Anaerobic gym exercise
Melee Weapon Practice
Dexterity
8
Constitution
Cardiovascular training
Aerobic gym exercise
Intelligence
Wisdom
Charisma
Point Cost
10
11
12
13
14
15
16
10
17
13
18
16
Grid Method: Draw a 3x3 grid. Label the columns as STR, DEX, and CON, then the rows as INT, WIS, and CHA. Roll
4d6, drop the lowest, re rolling all 1's. Do this nine times, until the grid is filled. Then for each ability,
choose one score from the corresponding row or column. Once you've used a score, you can't use it again, so if
you get one 18 it only counts towards one ability.
9
Array Method: The GM assigns a set array of 6 numbers, and the players input them in various ability scores,
as wanted.
Table: Experience
Character
Level
XP
Cross-Archetype Skill
Max Ranks
1st
2 1/2
2nd
1,000
3rd
3,000
3 1/2
4th
6,000
5th
10,000
4 1/2
6th
15,000
10
7th
22,000
11
5 1/2
8th
30,000
12
9th
42,000
13
6 1/2
10th
55,000
14
CHARACTER ARCHETYPES
Archetype Descriptions
Ability
This entry tells which ability is typically associated with that archetype.
Core Hit Points and Extended Hit Points
Core Hit points measure how much true physical damage a character can withstand. Damage reduces Core HP
only after all Extended Hit points are gone, or when a character is struck by a critical hit. Core Hit points
are calculated using this Formula: Constitution Score + 2.
Extended Hit points are a measure of a characters ability to turn a direct hit into a graze or a glancing
blow with no serious consequences. Extended Hit points go up with level, giving high-level characters more
ability to shrug off attacks. Most types of damage reduce Extended Hit points.
A player receives a set amount of Extended hit points as the character gains a new level. The character s
Constitution modifier is applied to this score.
10
Combat Points
Combat points are a measurement of how much a character can do in a single round. Each character has 15
Combat Points per round.
Archetype Skills
This section of an archetype description provides a list of archetype skills and also gives the number of
skill points the character starts with at 1st level and the number of skill points gained each level
thereafter. A characters Intelligence modifier is applied to determine the total skill points gained each
level (but always at least 1 point per level, even for a character with an Intelligence penalty).
A 1st-level character starts with 5 times the number of skill points they receive upon attaining each level
beyond 1st. The maximum ranks a character can have in an archetype skill is the character s level + 4.
A character can also buy skills from other archetypes skill lists. Each skill point buys a half rank in these
cross-archetype skills, and a character can only buy up to half the maximum ranks of an archetype skill.
Starting Feats
The feats gained at 1st level in the archetype.
Archetype Table
This table details how a character improves as they attain higher levels in the archetype. It includes the
following information.
Level: The characters level in the archetype.
Base Attack Bonus: The characters base attack bonus and number of attacks.
Fort Save: The base save bonus for Fortitude saving throws. The character s Constitution modifier also
applies.
Ref Save: The base save bonus for Reflex saving throws. The character s Dexterity modifier also applies.
Will Save: The base save bonus for Will saving throws. The character s Wisdom modifier also applies.
Archetype Features: Level-dependent archetype features, each explained in the section that follows.
Archetype Features
This entry details special characteristics of the archetype, including feats and unique talents, that are
gained as a character attains higher levels in the archetype.
Special Ability
Every archetype receives a special ability, that is focused based on their archetype. This ability is unique
in their own to their archetype.
Talents
Every archetype offers a selection of talents to choose from. A character gains a talent upon attaining each
odd-numbered level in an archetype (including 1st level). Talents are considered to be extraordinary
abilities. Some talents have prerequisites that must be met before a character can select them.
Feats
Every archetype can select any feat to take. A character gains a feat upon attaining each level in an
archetype. Some feats have prerequisites that must be met before a character can select them.
11
THE STRONG
Ability: Strength
Starting Extended Hit points: 10 + Con modifier.
Extended Hit Points per level: 5 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Strongs archetype skills (and the key ability for each skill) are:
Animal handling (Cha), Athletics (Str), Craft (structural) (Int), Knowledge ( popular culture, streetwise,
tactics) (Int), and, Linguistics (none)
Also, the starting occupation selected can provide additional archetype skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x5.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats
The Strong starts with three feats all characters get at 1st level.
Table: The Strong
Base
Archetype Attack
Level
Bonus
1st
+1
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+1
Ref
Save
+0
Will
Save
+0
+1
+2
+2
+3
+3
+4
+4
+5
+6
+0
+1
+1
+2
+3
+3
+4
+4
+5
+0
+0
+1
+1
+2
+2
+3
+3
+4
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Archetype Features
The following are archetype features of The Strong .
Special Ability
Forceful strike
When The Strong calculates their melee damage, they add 1.5 times their Power modifier to their damage,
instead of their Power modifier. When The Strong wields a two-handed weapon, they add 2 times their Power
modifier, instead of the 1.5 times the Power modifier. When wielding a small or smaller weapon two-handed,
you add 1.5 times the Power modifier.
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Strong selects a talent from the following talent trees. Some trees
have a set order that must be followed, while others provide a list to choose from. As long as the character
qualifies, They can select freely from any and all talent trees available to their archetype. No talent can
be selected more than once unless expressly indicated.
Melee Smash Talent Tree
Melee Smash: The Strong receives a +1 bonus on melee attack rolls
Improved Melee Smash: The Strong receives an additional +1 on melee attack rolls, for a total of +2
Prerequisites: Melee Smash
Advanced Melee Smash: The Strong receives an additional +1 on melee attack rolls, for a total of +3
Prerequisites: Improved Melee Smash
12
THE FAST
Ability: Dexterity
Starting Extended Hit points: 8 + Con modifier.
Extended Hit Points per level: 4 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Fasts archetype skills (and the key ability for each skill) are: Acrobatics (Dex), Drive
(Dex), Knowledge ( popular culture, streetwise) (Int), Linguistics (none), Pilot (Dex), Ride (Dex),and Stealth
(Dex)
Also, the starting occupation the character selects can provide additional archetype skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x5.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats
The Fast starts with three feats all characters get at 1st level.
Table: The Fast
Base
Archetype Attack
Level
Bonus
1st
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+1
+2
+3
+4
+5
+6
+7
+8
+9
Fort
Save
+0
Ref
Save
+1
Will
Save
+0
+0
+0
+1
+1
+2
+3
+3
+3
+3
+2
+3
+4
+5
+6
+7
+8
+9
+10
+0
+0
+1
+1
+2
+2
+2
+3
+3
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Archetype Features
The following are archetype features of The Fast.
Special Ability
Fleet of Foot
The Fast is quick on his toes whenever a fight breaks out. They gain a +1 to all initiative checks.
13
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Fast selects a talent from the following talent trees. Some trees have
a set order that must be followed, while others provide a list to choose from. As long as the character
qualifies, They can select freely from any and all talent trees available to their archetype. No talent can
be selected more than once unless expressly indicated.
Defensive Talent Tree
Evasion: When making a reflex save, The Fast takes no damage for a successful Save. This talent can only be
used when wearing light armor or no armor.
Quick Reflexes: The Fast can no longer be flanked.
Prerequisites: Evasion
Speed of Thought: The Fast gains a permanent +2 to their reflex save.
Prerequisites: Quick Reflexes
Quickened Movement Talent Tree
Quick Movement: The Fast can move 5 feet without using their Combat Points.
Improved Quick Movement: The Fast can move 10 feet without using their Combat Points.
Prerequisites: Quick Movement
Advanced Quick Movement: The Fast can move 15 feet without using their Combat Points.
Prerequisites: Improved Quick Movement
Bonus Feats
Every level, The Fast gains a bonus feat.
THE TOUGH
Ability: Constitution
Starting Extended Hit points: 12 + Con modifier.
Extended Hit Points per level: 6 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Toughs archetype skills (and the key ability for each skill) are: Athletics (Str), Craft
(Mechanical, Structural) , Knowledge (popular culture, streetwise) (Int), Linguistics (none),
Perception(Wis),and Presence(Cha)
Also, the starting occupation the character selects can provide additional archetype skills to choose from.
Skill Points at 1st Level: (2 + Int modifier) x5.
Skill Points at Each Additional Level: 2 + Int modifier.
Starting Feats
The Tough starts with three feats all characters get at 1st level.
14
Table: The Tough
Base
Archetype Attack
Level
Bonus
1st
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+1
+2
+3
+4
+5
+6
+7
+8
+9
Fort
Save
+1
Ref
Save
+0
Will
Save
+0
+2
+3
+4
+5
+6
+7
+8
+9
+10
+0
+0
+0
+0
+0
+0
+1
+1
+1
+0
+1
+1
+2
+3
+3
+4
+5
+5
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Archetype Features
The following are archetype features of The Tough.
Special Ability
Prizefighter
When calculating Core HP, a tough hero's Core Hit point score is calculated as Constitution Score + 5.
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Tough selects a talent from the following talent trees. Some trees
have a set order that must be followed, while others provide a list to choose from. As long as the character
qualifies, They can select freely from any and all talent trees available to their archetype. No talent can
be selected more than once unless expressly indicated.
Damage Reduction Talent tree
Damage Reduction: The Tough gains DR 1/All, which allows him to ignore 1 point of damage from all melee and
ranged weapons.
Improved Damage Reduction: The Tough gains DR 2/All, which allows him to ignore 2 points of damage from
all melee and ranged weapons. This replaces Damage Reduction.
Prerequisites: Damage Reduction
Advanced Damage Reduction: The Tough gains DR 3/All, which allows him to ignore 3 point of damage from all
melee and ranged weapons. This replaces Improved Damage Reduction.
Prerequisites: Improved Damage Reduction
Unbreakable Constitution Talent tree
Robust: The Tough is particularly robust, gaining a number of Extended hit points equal to their tough
level as soon as they selects this talent. Every time the character levels up, they gain +1 extra Extended
hit point.
Second wind: Once a day, a tough hero can gain a second wind, restoring Extended hit points equal to his
constitution modifier.
Prerequisites: Robust
Adrenaline Rush: This effort provides extra Core hit points equal to The Tough's constitution modifier for 4
rounds. When the effect ends, and The Tough would be dying if the hit points were remove, The Tough instead
drops to 0 hp, in stabilized condition. This talent can be used once per combat.
Prerequisites: Second Wind
15
Bonus Feats
Every level, The Tough gains a bonus feat.
THE SMART
Ability: Intelligence
Starting Extended Hit points: 6 + Con modifier.
Extended Hit Points per level: 3 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Smarts archetype skills (and the key ability for each skill) are:
Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Demolitions
(Int), Disable Device (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life
sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and
philosophy) (Int) , Linguistics (none), and Technology Use(Int)
Also, the starting occupation the character selects can provide additional archetype skills to choose from.
Skill Points at 1st Level: (6 + Int modifier) x5.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Feats
The Smart starts with three feats all characters get at 1st level.
Table: The Smart
Base
Archetype Attack
Level
Bonus
1st
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+0
+1
+2
+3
+4
+5
+6
+7
+8
Fort
Save
+0
Ref
Save
+0
Will
Save
+1
+0
+1
+2
+3
+3
+4
+5
+5
+6
+1
+2
+2
+3
+3
+3
+4
+4
+4
+2
+2
+2
+3
+4
+4
+5
+5
+6
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Archetype Features
The following are archetype features of The Smart.
Special Abilities
Instructor
The Smart may instruct any other hero when they attempt to use a skill, as long as The Smart possesses at
least one rank in the skill they are instructing in. When they do instruct, the instructed character gets a
The Smart's Intelligence modifier to the skill.
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Smart selects a talent from the following talent trees. Some trees
have a set order that must be followed, while others provide a list to choose from. As long as the character
qualifies, They can select freely from any and all talent trees available to their archetype. No talent can
be selected more than once unless expressly indicated.
Savant Talent Tree
Savant: The Smart hero can apply their Smart character level to a single skill they have at least 1 rank in.
This talent can be taken multiple times for each skill
16
Strategy Talent tree
Exploit Weakness: After 1 round of combat, The Smart can designate one opponent and try to find ways to
gain an advantage using brains over brawn. The Smart uses 12 Combat Points to make an Intelligence check
(DC15), with a bonus equal to his smart archetype level. If the check succeeds, The Smart can use his
intelligence modifier instead of his strength or dexterity modifiers on attack rolls on the opponent
selected. The Smart cannot take 10 or 20 on this check.
Stressful Thinking: In combat, The Smart can quickly think up a plan of action. The Smart uses 12 Combat
Points and makes an intelligence check(DC15) with a bonus equal to his Smart archetype level. If they
succeed, they grant a +1 attack bonus to themselves and all of their party members for 2 rounds +
Intelligence archetype level. The Smart cannot take 10 or 20 on this check.
Prerequisites: Exploit Weakness
Bonus Feats
Every level, The Smart gains a bonus feat.
THE WISE
Ability: Wisdom
Starting Extended Hit points: 6 + Con modifier.
Extended Hit Points per level: 3 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Wises archetype skills (and the key ability for each skill) are: Craft (pharmaceutical,
visual art, writing) (Int),
Gamble(Wis), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences,
history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int),
Linguistics(none), Perception(Wis), and Treat Injury(Wis)
Also, the starting occupation the character selects can provide additional archetype skills to choose from.
Skill Points at 1st Level: (4 + Int modifier) x5.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Feats
The Wise starts with three feats all characters get at 1st level.
Table: The Wise
Base
Archetype Attack
Level
Bonus
1st
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+0
+1
+2
+3
+4
+5
+6
+7
+8
Fort
Save
+0
Ref
Save
+0
Will
Save
+1
+0
+1
+1
+2
+2
+2
+3
+3
+3
+0
+1
+2
+2
+2
+2
+3
+3
+3
+2
+3
+4
+5
+6
+7
+8
+9
+10
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
17
Archetype Features
The following are archetype features of The Wise.
Special Abilities
Intuitive Thought
The Wise is skilled with analyzing the behavior of a certain gender. Choose a gender. The Wise Hero gets to
add their Wise Archetype Level to all Wisdom based skill checks against and for the selected gender.
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Wise selects a talent from the following talent trees. Some trees have
a set order that must be followed, while others provide a list to choose from. As long as the character
qualifies, They can select freely from any and all talent trees available to their archetype. No talent can
be selected more than once unless expressly indicated.
Healing Talent tree
Healing Knack: The Wise receives a +2 bonus on all Treat Injury skill checks
Healing Touch: The Wise's ability to restore damage with a first-aid kit increases by +2 hit points.
Prerequisites: Healing Knack
Healing Focus: The Wise's ability to restore damage with a first-aid kit increases by +2 hit points, for a total
of +4 hit points.
Prerequisites: Healing Touch
Insightful Talent Tree
Aware: The Wise is intuitively aware of their surroundings. They add their will saving throw to perception
skill.
Intuition: The Wise has an innate ability to sense trouble in the air. Once per day, The Wise can make a will
saving throw(DC15) to sense if everything is alright, or if they get a bad feeling about a specific situation,
based on the GM's best guess to the circumstances. The Wise cannot take 10 or 20 on this check.
Prerequisites: Aware
Body Language: The Wise has the ability to read body language and actions. After 1 round of combat The Wise
can use 9 Combat Points, select a single target, and roll a will saving throw(DC15). If successful, the target
suffers a -1 penalty to their attack for a number of rounds equal to their wise archetype level. The Wise
cannot take 10 or 20 on this check.
Prerequisites: Intuition
Bonus Feats
Every level, The Wise gains a bonus feat.
THE CHARISMATIC
Ability: Charisma
Starting Extended Hit points: 6 + Con modifier.
Extended Hit Points per level: 3 + Con modifier.
Starting Combat Points: 15 Combat Points
Archetype Skills: The Charismatics archetype skills (and the key ability for each skill) are: Animal
Handling(Cha), Craft (visual art, writing) (Int), Knowledge (arcane lore, art, behavioral sciences, business,
civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology,
theology and philosophy) (Int),Linguistics (none), Perform (act, dance, keyboards, percussion instruments,
sing, stand-up, stringed instruments, wind instruments) (Cha),Presence(Cha) and Speechcraft(Cha)
Also, the starting occupation the character selects can provide additional archetype skills to choose from.
Skill Points at 1st Level: (4 + Int modifier) x5.
18
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Feats
The Charismatic starts with three feats all characters get at 1st level.
Table: The Charismatic
Base
Archetype Attack Fort
Level
Bonus Save
1st
+0
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+0
+1
+2
+3
+4
+5
+6
+7
+8
+0
+0
+1
+1
+1
+2
+2
+3
+3
Ref
Save
+0
Will
Save
+1
+1
+2
+3
+4
+5
+6
+6
+7
+7
+1
+2
+3
+4
+4
+5
+5
+6
+6
Archetype Features
Talent, Special
Ability
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Talent, Feat
Feat
Archetype Features
The following are archetype features of The Charismatic.
Special Abilities
Smooth Talker
The Charismatic is skilled at talking to a select group of people. Choose four occupations. The Charismatic
can add his charisma modifier to all Charismatic based skills, talents, and feats toward the chosen and
professions.
Talents
At 1st, 3rd, 5th, 7th and 9th level, The Charismatic selects a talent from the following talent trees. Some
trees have a set order that must be followed, while others provide a list to choose from. As long as the
character qualifies, They can select freely from any and all talent trees available to their archetype. No
talent can be selected more than once unless expressly indicated.
Charm Talent Tree
Charm: The Charismatic gets a bonus on all charisma based skill checks made to influence members of their
chosen gender(Selected by the player). The bonus is equivalent to their charismatic archetype level. The
Charismatic can only charm NPCs with attitudes of indifferent or better. The charm bonus can't be used
against targets who are unfriendly or hostile.
Captivate: The Charismatic has the ability to beguile a target(A NPC), through the use of words and bearings.
The target must have an intelligence of 3 or higher, must be within 40 feet of the hero, and must be able to
see, hear, and understand the hero. To captivate, the hero must use 8 Combat Points, and make a charisma
check(DC15) adding their Charismatic character level as a bonus. If they succeed, the target can try to resist.
The target resist the captivation by making a will saving throw(DC 10 + charismatic archetype level +
character's charisma bonus). If the target fails, the hero becomes the target's sole focus for 1 round. The
affect ends immediately if the target is attacked. A charismatic hero can continue to keep a target
captivated for additional rounds by focusing and continuing to make charisma checks, while the target
continues to make will saves. The effect ends when the character stops concentrating his focus on the target,
or when the target succeeds the save. The Charismatic cannot take 10 or 20 on this check.
Prerequisites: Charm
19
Dazzle: The Charismatic has the ability to dazzle a target(A NPC), through sheer force of personality, a
winning smile, and fast talking. The target must have an intelligence of 3 or higher, must be within 30 feet
of the hero, and must be able to see, hear, and understand the hero. To dazzle, the hero must use 8 Combat
Points, and make a charisma check(DC15) adding his Charismatic hero level as a bonus. If they succeed, the
target can try to resist. The target resist the captivation by making a will saving throw(DC 10 + charismatic
archetype level + character's charisma bonus). If the target fails, the target receives a -1 penalty on attack
rolls, skill checks, and saving throws for a number of rounds equal to their charismatic archetype level. The
Charismatic cannot take 10 or 20 on this check.
Prerequisites: Captivate
Leadership Talent Tree
Coordinate: The Charismatic has a knack for getting people to work together. When the hero spends 12 Combat
Points directing his allies and making a charisma check(DC15),they provides any of their allies within 30
feet of him a +1 bonus on their attack rolls. This bonus last for a number of rounds equal to the hero's
charisma modifier. The Charismatic cannot take 10 or 20 on this check.
Inspiration: The Charismatic can inspire his allies, bolstering them and improving their chances of success.
An ally must be able to hear The Charismatic, for the inspiration to take hold. The effect last for a number
of rounds equal to the hero's charisma modifier. An inspired ally gains a +2 on their attack rolls,and saving
throws. The Charismatic can't inspire himself.
Prerequisites: Coordinate
Greater Inspiration: The Charismatic can inspire his allies to a even greater heights, bolstering them and
improving their chances of success. An ally must be able to hear The Charismatic, for the inspiration to take
hold. The effect last for a number of rounds equal to The Charismatic s charisma modifier. An inspired ally
gains a +3 on their attack rolls,and saving throws. The Charismatic can't inspire himself.
Prerequisites: Inspiration
Bonus Feats
Every level, The Strong gains a bonus feat.
Multi-Archetype Characters
A character may add new archetypes as they progress in levels, thereby becoming a multi-archetype
character. The archetype abilities from all of a character s archetypes combine to determine a multiarchetype characters overall abilities.
Archetype and Level Features
As a general rule, the abilities of a multi-archetype character are the sum of the abilities provided by each
of the characters archetypes.
Level
Character level is a characters total number of levels. It is used to determine when feats and ability
score increases are gained
Archetype level is the characters level in a particular archetype. For a character whose levels are all in
the same archetype, character level and archetype level are the same.
Hit Points
A character gains Extended hit points from the archetype they selected adding the new hit points to the
previous total. A character receives the Extended hit points per level, not the first level Extended hit
points..
Combat Points
A character gains Combat Points from the archetype that they selected. A character receives the Combat
Points per level, not the first level Combat Points
20
Base Attack Bonus
Add the base attack bonuses for each archetype to get the character s base attack bonus.
Saving Throws
Add the base save bonuses for each archetype together.
Skills
A multi-archetype character uses their character level to determine the maximum ranks the character can
have in a skill. If a skill is an archetype skill for any of a multi-archetype character s archetypes, then
use character level to determine a skill s maximum rank. (The maximum rank for an archetype skill is 4 +
character level.)
When a multi-archetype character gains a level in an archetype, they spend that level s skill points as a
member of that archetype. Only that archetype s archetype skills may be purchased as archetype skills. All
other skills, including skills for another archetype the character has levels in, are considered crossarchetype skills when ranks in those skills are purchased at this level.
Archetype Features
The character gets most of the archetype features (talents, bonus feats, special abilities) for the levels
they possess.
Special Ability
A character does not gain the Special Ability for the archetype they choose.
Feats
A multi-archetype character receives a new feat every character levels, regardless of individual archetype
level. Taking one level in a new archetype does not entitle a character to receive the three feats that a
beginning 1st-level character gets.
Ability Increases
A multi-archetype character increases one ability score by +1 every four character levels, regardless of
individual archetype level.
Adding a Second Archetype
When a character with one archetype gains a level, they may choose to increase the level of their current
archetype or pick up a new archetype at 1st level.
The character gains the 1st-level base attack bonus, base save bonuses, archetype skills, other archetype
features of the new archetype, hit points of the appropriate number, and the new archetype s number of
skill points gained at each additional level (not that number x5, as is the case for a 1st-level character).
Advancing a Level
Each time a multi-archetype character attains a new level, the character either increases one of their
current archetype levels by one or picks up a new archetype at 1st level.
When a multi-archetype character increases one of their archetype levels by one, the character gets all the
standard benefits that characters receive for attaining the new level in that archetype: more hit points,
possible bonuses on attack rolls, and saving throws (depending on the archetype and the new level), a new
archetype feature (as defined by the archetype), and new skill points.
Skill points are spent according to the archetype that the multi-archetype character just advanced in.
Skills are purchased at the cost appropriate for that archetype.
In general, a character can have levels in as many different archetypes as there are archetypes.
Name
A name helps you define your character's background and ethnic origin. The name may fit your characters'
abilities, or it may be dramatically different. A character's name also proves clues to his age and heritage
21
Gender
The character can be either male, or female.
Age
As the character ages, their physical ability scores decrease and their mental ability scores increase, as
detailed on Table: Aging Effects. The effects of each aging step are cumulative.
Table: Aging Effects
Age Category
Ability Adjustments
Child (1-11)
-3 to Str and Con; -1 to Dex, Int, Wis, and Cha
Young adult (12Original scores
15)
Adult (16-39)
Original scores
Middle age (40-59) -2 to Str, Dex, and Con; +2 to Int, Wis, and
Cha
Old (60-79)
-3 to Str, Dex, and Con; +3 to Int, Wis, and
Cha
Venerable (80+)
-4 to Str, Dex, and Con; +4 to Int, Wis, and
Cha
22
STARTING OCCUPATIONS
A character may hold other jobs as their career unfolds, but the benefits of a starting occupation are only
applied once, at the time of character creation. Many starting occupations have initial requirements that
the character must meet to qualify for the occupation. If a character is selecting their first occupation,
they only need to meet the initial requirements, not the hiring requirements. Each occupation provides a
number of additional permanent archetype skills that the character can select from a list of choices. Once
selected, a permanent archetype skill is always considered to be an archetype skill for the character. If the
skill selected is already an archetype skill for the character, they also gain a bonus for that skill.
Every level, a character also receives an additional +1 in the selected skill they choose with their
occupation.
The Wealth Points that received biweekly, and starting are considered surplus for whatever a character
may need. Their housing, basic food, and clothing needs are taken care of.
Some starting occupations provide a bonus feat (in addition to the three feats a 1st-level character already
receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation
determines how many wealth points a character receives at starting, and what their bi-weekly salary is.
Choose one occupation from the available selections and apply the benefits to the character as noted in the
occupations description.
Changing Occupations
A character will rarely keep one job their entire life, and it's often that they will change jobs. When
changing jobs, the character first loses their current job, and becomes unemployed for at least two weeks,
relinquishing their old salary. Then, if a character meets the requirements to enter their new job, they
enter it, and pick one of the skills listed, and receive the new job's biweekly salary from now on. They do
not select any of the bonus feats for the job, when entering it. They must meet both the starting
requirements, and the Hiring requirements, in order to qualify for the job. Dilettante is special, as it is
the only occupation that can not be entered.
Academic Hiring Requirements: A Knowledge(Any), Craft (Writing), Or Technology Use Skill Modifier of 15 or
greater, or at least two points in two Linguistics languages.
Adventurer Hiring Requirements: An Athletics, Acrobatics, Drive, Pilot, or Ride Skill Modifier of +15 or
greater.
Athlete Hiring Requirements: An Athletics, Acrobatics, or Drive Skill Modifier of +15 or greater.
Blue Collar Hiring Requirements: An Animal Handling, Drive or Ride Skill Modifier of +15 or greater, or a
Craft(Mechanical, Structural, Chemical, or Electrical) Skill Modifier of +10 or greater.
Celebrity Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +10 or
greater, and 300 WP, which must be paid out for expenses.
Creative Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +18 or
greater, or a Technology Use or Knowledge (Arcane Lore or Art) of +15 or greater.
Criminal Hiring Requirements: None
Doctor Hiring Requirements: A Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth And Life
Sciences), or Treat Injury Skill Modifier of +18 or greater.
23
Emergency Services Hiring Requirements: An Acrobatics or Athletics Skill Modifier of +10 or greater, a
Treat Injury Skill Modifier of +10 or greater, and a Drive, Knowledge(Earth and Life science or
Technology),or Ride Skill Modifier of +10 or greater.
Entrepreneur Hiring Requirements: A Knowledge(Business, Civics or Technology) Skill Modifier of +15 or
greater, and 200 WP, which must be paid out for various start up cost
Investigative Hiring Requirements: A Craft(Visual Art or Writing) or a Knowledge(Streetwise) Skill Modifier
of +15 or greater, and A Perception Skill Modifier of +15 or greater.
Law Enforcement Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, a
Knowledge(Civics) Skill Modifier of +10 or greater, A Drive Skill Modifier of +10 or greater, and a
Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.
Military Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater.
Religious Hiring Requirements: None
Rural Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and an Animal
Handling or Ride Skill Modifier of +12 or greater
Student Hiring Requirements: None
Security Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and a
Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.
Technician Hiring Requirements: A Craft(Chemical, Electronic Mechanical, or Structural),
Knowledge(Behavioral Sciences, Technology, Physical Sciences, or Earth and Life Sciences), or Technology
Use Skill Modifier of +16 or greater.
Unemployed Hiring Requirements: None
White Collar Hiring Requirements: A Knowledge(art, business, civics, history, or technology) or Technology
Use Skill Modifier of +15 or greater.
Academic
Academics include librarians, archaeologist, scholars, professors, teachers, and other educated
professionals.
Starting Requirements:Age +23
Skills(2): Craft(Writing), Knowledge(Any), Linguistics or Technology Use.
Starting Wealth Points:4d4 * 10 (Average 100)
Biweekly Wealth Points:2d4 * 10 every two weeks (Average 50)
24
Adventurer
Adventurers include professional daredevils, big game hunters, relic hunters, explorers, extreme sports
enthusiast, field scientist, thrill-seekers and others called to face danger for a variety of reasons.
Starting Requirements: Age +15
Skills(1):Athletics, Acrobatics, Demolitions, Disable Device, Drive, Knowledge(Arcane Lore, Streetwise, or
Technology), Pilot,Ride, Stealth, or Treat Injury
Bonus Feats(1):Archaic Weapon Proficiency, Brawl, Personal Firearms Proficiency, or Exotic Weapon
Proficiency.
Starting Wealth Points:8d4 (Average 20)
Biweekly Wealth Points:4d4 every two weeks (Average 10)
Athlete
Athletes include armature athlete of Olympic quality and processional athletes of all types., including
gymnast, weight trainers, wrestlers, boxers, martial artist, swimmers, skaters and those who engage in any
type of competitive sports.
Starting Requirements:Dexterity 13 or Strength 13, Age +14
Skills(1):Athletics, Acrobatics, or Drive
Bonus Feats(1):Combat Martial Arts, Evasive Martial Arts,Defensive Martial Arts, Brawl, Dodge, Athletic,or
Acrobatic
Starting Wealth Points:2d4+3 * 10 (Average 80)
Biweekly Wealth Points:1d4+3 * 10 every two weeks (Average 55)
Blue Collar
Blue collar occupations include factory workers, food service jobs, construction, service industry jobs, taxi
drivers, postal workers and any other jobs that are usually not considered to be desk jobs.
Starting Requirements:Age +18
Skills(1):Animal Handling, Craft(Mechanical, Structural, Chemical or Electronic), Drive, or Ride.
Starting Wealth Points:1d4+3 * 10 (Average 55)
Biweekly Wealth Points:11d4 every two weeks (Average 28)
Celebrity
A Celebrity is anyone who has be thrust into the spotlight of the public eye. Actors, entertainers of all
types, newscasters, radio and television personalities and more fall under celebrity.
Starting Requirements:Age +15
Skills(1):Craft(Visual art or Writing) or Perform(Any)
Starting Wealth Points:12d4 * 10 (Average 300)
Biweekly Wealth Points:6d4 * 10 every two weeks (Average 150)
25
Creative
The creative occupation covers artist of all types of people who turn their creative spark into a career.
Illustrators, copywriters, cartoonist, graphic artist, novelist, columnist, actors, sculptors, game designers,
musicians, screenwriters, photographers and web designers all fall under this occupation.
Starting Requirements:Age +15
Skills(2): Craft(Visual art or Writing), Knowledge(Arcane Lore or Art), Perform(any) or Technology Use
Bonus Feats(1):Creative or Educated
Starting Wealth Points:1d4 * 10 (Average 25)
Biweekly Wealth Points:5d4 every two weeks (Average 13)
Criminal
Criminals include con artist, burglars, thieves, crime family soldiers, pirates, gang members, bank robbers,
hit men, drug dealers and other types of career criminals.
Starting Requirements: Age +15
Skills(2):Craft(Pharmaceutical or Chemical), Disable Device, Gamble, Knowledge(Streetwise), Presence, or
Stealth.
Bonus Feats(1):Personal Firearms Proficiency or Brawl
Starting Wealth Points:1d4+1 * 10 (Average 35)
Biweekly Wealth Points:7d4 every two weeks (Average 17)
Dilettante
Dilettantes usually get their wealth from family holdings and trust funds, usually holding no job, little
responsibility, and one driving passion that occupies their day.
Starting Requirements:Age +18
Skills(1):Ride or Linguistics.
Starting Wealth Points:14d4 * 10 (Average 350)
Biweekly Wealth Points:7d4 * 10 every two weeks (Average 175)
Occupational Notes: Because of their lightweight, light responsibility lifestyle, Dilettantes receive one
less archetypal feat at first level.
Wealth and Game Balance
Because of the large sums of money Dilettantes receive in both biweekly and starting wealth, a GM should
be careful that the Dilettante does not use these funds to completely unbalance the game with the various
licensing, and equipment they are able to purchase from the start of the game. This can make the game
unfair and unfun for the other players.
26
Doctor
A doctor can be a Physician(General Practitioner or Specialist), a Surgeon, a Psychiatrist or Psychologist, or
a Pharmacist
Starting Requirements: Age +25
Skills(1):Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth and Life Sciences) or Treat Injury
Bonus Feats(1):Educated, or Medicinal Expert
Starting Wealth Points:8d4 * 10 (Average 200)
Biweekly Wealth Points:4d4 * 10 every two weeks (Average 100)
Emergency Services
Rescue workers, Firefighters, Paramedics, Hazardous Material Handlers and Emergency Medical Technicians
all fall under this category.
Starting Requirements:Age +18
Skills(1):Acrobatics, Athletics, Drive, Knowledge(Earth and Life science or Technology), Ride, or Treat Injury
Feats(1):First Aid Expert or Technosavant
Equipment Notes: Firefighters and Rescue Workers are issued a Turnout coat, and Paramedics/EMS and EMTs
are issued a Standard First Aid Kit.
Starting Wealth Points:1d4+1 * 10 (Average 30)
Biweekly Wealth Points:6d4 every two weeks (Average 15)
Entrepreneur
Entrepreneurs are business owners, obsessed about being their own boss. They believe in themselves, have
confidence, and the ability to acquire funds to fuel their money-making ventures.
Starting Requirements: Age +18
Skills(1):Gamble, Knowledge(Business, Civics or Technology), or Speechcraft.
Starting Wealth Points:10d4 * 10 (Average 250)
Biweekly Wealth Points:5d4 * 10 every two weeks(Average 125)
Security
Security includes private, armed security, private military contractors, bodyguards, and armored car
drivers, or anyone who is paid money to protect an object, person, or location.
Starting Requirements: Age +21
Skills(2): Drive, Knowledge(Streetwise or Tactics), Perception or Presence
Feats(1): Brawl, Combat Martial Arts, or Simple Weapon Specialist
Starting Wealth Points:2d4 * 10 (Average 50)
Biweekly Wealth Points:1d4 * 10 every two weeks(Average 25)
27
Investigative
There are a number of jobs that fit within this occupation, including investigative reporters,
photojournalist, private investigators, police detectives, criminologist, federal agents, criminal profilers,
espionage agents, and any others who use their skills to gather information and analyze clues.
Starting Requirements: Age +23
Skills(1): Craft(Visual art or writing), Knowledge(Streetwise), Perception, Presence, Speechcraft or
Technology Use
Bonus Feats(1):Alert, Confident, or Light Armor Proficiency
Equipment Notes: Federal agents and police detectives are issued the badge of their respective departments,
a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP
that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the
wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it
meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm only,
and does not cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department.
Federal agents or police detectives will only be issued a handgun if they take the Personal Firearm
Proficiency feat.
Starting Wealth Points:2d4+2 * 10 (Average 60)
Biweekly Wealth Points:1d4+2 * 10 every two weeks(Average 30)
Law Enforcement
Law enforcement personnel include uniformed state police, deputy sheriffs, state troopers, S.W.A.T.
Members,and military police.
Starting Requirements: Age +20
Skills(1): Demolitions, Drive, Knowledge(Civics, Earth and Life science, or streetwise), Perception, or Presence.
Bonus Feats(1): Brawl, Evasive Martial Arts, or Light Armor Proficiency
Equipment Notes: Police officers, state troopers, deputy sheriffs, and S.W.A.T. members are issued the badge
and uniform of their respective departments,a backup or full sized semi-automatic handgun in either
9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel
handcuffs and a tactical holster. They may take the wealth points given to them,and add their own money,
and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points
allocated for the issued firearm is for the firearm and extra magazines or speedloaders only, and does not
cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department . Police officers,
state troopers, deputy sheriffs, or S.W.A.T. members will only be issued a handgun if they take the Personal
Firearm Proficiency feat.
Starting Wealth Points:1d4+3 * 10 (Average 55)
Biweekly Wealth Points:11d4 every two weeks(Average 28)
Standard Issue Vs Player's Choice
Choosing a sidearm can be an arduous choice. There are many things to be considered, such as Caliber,
Capacity, and upgrade points, as well as cost. A good alternative to this to have the GM select a Firearm as
a standard issue sidearm for the police force. This guarantees uniformity in magazines, spare parts, and
ammunition, as well as familiarity. Popular firearms include the Glock 17, Glock 19, Glock 22, and Glock 23,
the Beretta 92FS, The Smith and Wesson M&P, and the Springfield Armory GI 1911A1.
28
Military
Military Covers any of the branches of the armed forces, including the Army, Navy, Air Force, Marines,
National guard and the Coast Guard, as well as the various elite training units.
Starting Requirements: Age +18
Skills(2):Acrobatics, Athletics, Drive, Demolitions, Pilot, Perception, or Stealth
Bonus Feats(1): Brawl, Combat Martial Arts, Evasive Martial Arts, Light Armor Proficiency, Personal Fire
Arms Proficiency or Weapon Focus.
Equipment Notes: Military personnel are issued Fatigues of their branch, as well as a dress uniform.
If a character is on active duty in a combat area or on assignment, the equipment for a character in the
military profession is based on what branch, type of classification, and country they belong to.
Starting Wealth Points:1d4+1 * 10 (Average 35)
Biweekly Wealth Points:6d4 every two weeks (Average 15)
Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall
within the scope of this occupation.
Starting Requirements: Age +23
Skills(2):Knowledge(Arcane Lore, Behavioral Sciences, History, or Theology and Philosophy), or Perception.
Bonus Feats(1): Iron Will or Educated
Starting Wealth Points:2d4 * 10 (Average 50)
Biweekly Wealth Points:1d4 * 10 every two weeks (Average 25)
Rural
Farm workers, hunters, and others who make a living in rural communities fall under this category.
Starting Requirements: Age +15
Skills(2): Athletics, Acrobatics, Animal Handling, or Ride.
Bonus Feats(1): Personal Firearms Proficiency, Archaic Weapon Proficiency or Brawl.
Starting Wealth Points:8d4 (Average 20)
Biweekly Wealth Points:4d4 every two weeks (Average 10)
29
Student
A student can be in high school, college, or graduate school. If you select this starting occupation, you must
also pick an area of study and the skills that go along with it.
Starting Requirements: Age +15
Skills(3): Craft (Visual Arts, Writing, Chemical, Electronic, Mechanical, or Structural), Knowledge(Art, Arcane
lore, Behavioral Sciences, Business, Civics, History, Technology, Physical Sciences, or Earth and Life
Sciences), or Perform(Any)
Starting Wealth Points:6d4 (Average 15)
Biweekly Wealth Points:3d4 every two weeks (Average 8)
Technician
Scientist and engineers of all types fit within the scope of this starting occupation.
Starting Requirements: Age +23
Skills(1):Craft(Chemical, Electronic Mechanical, or Structural), Knowledge(Behavioral Sciences, Technology,
Physical Sciences, or Earth and Life Sciences), or Technology Use.
Starting Wealth Points:3d4+1 * 10 (Average 85)
Biweekly Wealth Points:16d4 every two weeks (Average 40)
Unemployed
This occupation is a placeholder, for when someone is between jobs, those not old enough to have a job, or
those that do not have a fully steady job. People working with temp services, vagabonds and panhandlers,
children, and those that scrape by doing odd jobs all fall into this category.
Starting Requirements: None
Starting Wealth Points:2d4 (Average 5)
Biweekly Wealth Points: 1d4 (Average 3)
White collar
Office workers, and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisers,
tax prepares, clerks, sales personnel, real estate agents and the variety of mid level managers all fall
within the scope of this occupation.
Starting Requirements: Age +23
Skills(1): Knowledge(art, business, civics, history, or technology) Presence, Speechcraft or Technology Use.
Starting Wealth Points:6d4 * 10 (Average 150)
Biweekly Wealth Points:3d4 * 10 every two weeks (Average 75)
30
SKILLS
Skills represent a wide variety of abilities, and a character gets better at them as their ability score
increases, or as they gain levels.
Skill list
Acrobatics - Dex
Animal Handling - Cha
Athletics - Str
Craft(Chemical) - Int
Craft(Electronic) - Int
Craft(Mechanical) - Int
Craft(Pharmaceutical) - Int
Craft(Structural) - Int
Craft(Visual Art) - Int
Craft(Writing) - Int
Demolitions - Int
Disable Device - Int
Drive - Dex
Gamble - Wis
Knowledge(Arcane Lore) - Int
Knowledge(Art) - Int
Knowledge(Behavioral Sciences) - Int
Knowledge(Business) - Int
Knowledge(Civics) - Int
Knowledge(Earth and Life Sciences) - Int
Knowledge(History) - Int
Knowledge(Physical Sciences) - Int
Knowledge(Popular Culture) - Int
Knowledge(Streetwise) - Int
Knowledge(Technology) - Int
Knowledge(Theology and Philosophy) -Int
Linguistics - N/A
Perception - Wis
Perform(Act) - Cha
Perform(Dance) - Cha
Perform(Keyboards) - Cha
Perform(Percussion Instruments) - Cha
Perform(Sing) - Cha
Perform(Stand-Up) - Cha
Perform(Stringed Instruments) - Cha
Perform(Wind Instruments) - Cha
Pilot - Dex
Presence - Cha
Ride - Dex
Stealth -Dex
Speechcraft- Cha
Technology Use - Int
Treat Injury - Wis
31
Acquiring Skills
At each level, a character gets skill points that are used to buy skills. The character's archetype and
Intelligence modifier determine the number of points received.
If the character buys a archetype skill, they get 1 rank in the skill for each skill point spent. If the
character buys a cross-archetype skill, they get 1/2 rank per skill point. The maximum rank in a archetype
skill is equal to character level + 4. The maximum rank in a cross-archetype skill is one-half of this number.
Using Skills
To make a skill check, roll:
1d20 + skill modifier
(Skill modifier = skill ranks + ability modifier + miscellaneous modifiers)
Skill Ranks: A characters ranks in a skill is based on the number of skill points the character has invested
in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as
making an untrained skill check.
Ability Modifier: The ability modifier used in the skill check is the modifier for the skill's key ability (the
ability associated with the skill's use). The key ability of a skill is noted in its description.
Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats and archetype features,
and penalties such as the ones associated with the non-proficient use of armor, among others.
Acquiring Skill Ranks
Ranks indicate how much training or experience a character has with a given skill. Each skill has a number
of ranks, from 0 (for a skill in which a character has no training at all) to 14 (for a 10th-level character who
has increased a archetype skill to its maximum rank). When making a skill check, a character adds their skill
ranks to the roll as part of the skill modifier. The rules assume that a character can always find a way to
learn any skill. However, the GM can impose limits depending on circumstances and a given situation.
Acrobatics (Dexterity):
This skill allows a character to keep their balance while traversing narrow or treacherous surfaces. The
character can also dive, flip, jump, and roll to overcome obstacles, and twist their body to escape.
If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same
DC to avoid falling or being knocked prone
Surface Width DC Checks
Greater than 3 feet wide: 0*
1-3 feet wide: 5*
7-11 inches wide: 10
2-6 inches wide: 20
Less than 2 inches wide: 25
* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below)
increase the DC to 10 or higher.
In addition, you can move through a threatened square without provoking an attack of opportunity from an
enemy by using Acrobatics. When moving in this way, you move at 1 Combat Point per 5 feet. You cannot use
Acrobatics to move past foes if your Combat Point cost is increased due to carrying a medium or heavy load
or wearing medium or heavy armor. The DCs listed are used to avoid an attack of opportunity due to
movement. This DC increases by 2 for each additional opponent avoided in 1 round.
Move through a threatened area: 10 + Opponent's Base Attack Bonus
Move through an enemy's space: 15 + Opponent's Base Attack Bonus
32
You can also use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to
the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs
double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers
that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you
can attempt a DC 15 Reflex save to grab hold of the other side after having missed the jump. If you fail the
reflex save, you fail to make the jump completely and fall (or land prone, in the case of a vertical jump). No
jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your
Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which
you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
Acrobatics DC Modifiers
Slightly obstructed (gravel, sand): +5
Severely obstructed (cavern, rubble): +10
Slightly slippery (wet): +5
Severely slippery (icy): +10
Slightly sloped (less than 45): +5
Severely sloped (45 or more): +10
Slightly unsteady (boat in rough water): +5
Moderately unsteady (boat in a storm): +10
Severely unsteady (earthquake): +15
Move at normal Combat Point cost on narrow or uneven surfaces: +5*
* This does not apply to checks made to jump.
You can use your acrobatics skills to to slip out of bonds and escape from grapples.
Rope/bindings: Binder's Base Attack bonus + 10
Grapple: Grappler's Base Attack Bonus + Focus modifier + 10
Try Again?: Varies. If the situation permits, you can make additional checks, or even take 20, as long as
you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your
Acrobatics skill bonus, you cannot escape from the bonds using Acrobatics.
Time: Making an acrobatics check to escape from bindings requires 1 minute of work. Escaping from a grapple
or pin cost 6 Combat Points. All other Acrobatics check are made as part of another action or as a reaction to
a situation.
Animal Handling(Charisma):
The character is trained at working with animals, and can teach them tricks, get them to follow your simple
commands, or even domesticate them.
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the
animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your
check succeeds, the animal performs the task or trick on its next action.
Push an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is
physically capable of performing. This category also covers making an animal perform a forced march or
forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any
nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs
the task or trick on its next action.
Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Animal
Handling check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of
three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible
tricks (and their associated DCs) include, but are not necessarily limited to, the following.
33
* Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you
wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids,
monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such
unnatural creatures as undead and aberrations) counts as two tricks.
* Come (DC 15): The animal comes to you, even if it normally would not do so.
* Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without
any command being given. Alternatively, you can command the animal to defend another specific character.
* Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this
trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is
defeated.
* Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal
fetches a random object.
* Guard (DC 20): The animal stays in place and prevents others from approaching.
* Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
* Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring
or barking, and so on.
* Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or
animate.
* Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures
that come by, though it still defends itself if it needs to.
* Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent
ability.)
* Work (DC 15): The animal pulls or pushes a medium or heavy load.
Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply
train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks
that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal
prerequisites for all tricks included in the training package. If the package includes more than three
tricks, the animal must have an Intelligence score of 2 or higher.
An animal can be trained for only one general purpose, though if the creature is capable of learning
additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal
for a purpose requires fewer checks than teaching individual tricks does, but no less time.
* Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also upgrade an
animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20
Animal Handling check. The new general purpose and tricks completely replace the animal's previous
purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
* Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training
an animal for fighting takes 3 weeks.
* Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training
an animal for guarding takes 4 weeks.
* Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an
animal for heavy labor takes 2 weeks.
* Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track.
Training an animal for hunting takes 6 weeks.
* Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and
stay. Training an animal for performance takes 5 weeks.
* Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal
for riding takes 3 weeks.
Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes
domesticated. A handler can rear as many as three creatures of the same kind at once.
34
A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be
taught as a domesticated animal later.
Try Again?: Yes, except for rearing an animal.
Time: Varies. Handling an animal cost 6 Combat Points, while pushing an animal is 12 Combat Points. For tasks
with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per
animal being handled) working toward completion of the task before you attempt the Animal Handling check.
If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the
teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to
complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to
completion, the attempt to teach, rear, or train the animal automatically fails.
Athletics(Strength):
The character is skilled at scaling vertical surfaces, and know how to swim and can do so even in stormy
water.
Make an acrobatics check once per round while you are in the water. Success means you may swim at 5 feet per
3 Combat Points. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.
If you are underwater, either because you failed an athletics check or because you are swimming underwater
intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice
your Constitution score, but only if you spend less than 4 Combat Points. If you spend more than 4 Combat
Points, the remainder of the duration for which you can hold your breath is reduced by 1 round. After that
period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each
round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC
for the check depends on the water, as given on the table below.
Swim DC
Calm water: 10
Rough water: 15
Stormy water: 20*
* You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or
distracted.
Each hour that you swim, you must make a DC 20 athletics check or take 1d6 points of nonlethal damage from
fatigue.
With a successful athletics check, you can advance up, down, or across a slope, wall, or other steep incline (or
even across a ceiling, provided it has handholds) at 4 Combat Points per 5 feet.. A slope is considered to be
any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60
degrees or more.
An athletics check that fails by 4 or less means that you make no progress, and one that fails by 5 or more
means that you fall from whatever height you have already attained.
The DC of the check depends on the conditions of the climb. Compare the task with those on the following
table to determine an appropriate DC.
Climb DC
A slope too steep to walk up, or a knotted rope with a wall to brace against: 0
A rope with a wall to brace against, or a knotted rope: 5
Surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging: 10
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural
rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands: 15
35
An uneven surface with narrow handholds and footholds, such as a typical wall in a cavern: 20
A rough surface, such as a natural rock wall or a brick wall: 25
An overhang or ceiling with handholds only: 30
A perfectly smooth, flat vertical (or inverted) surface cannot be climbed: Climb DC Modifier*
Example Surface or Activity
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls:
-10
Climbing a corner where you can brace against perpendicular walls: -5
Surface is slippery: +5
*These modifiers are cumulative; use all that apply.
You need both hands free to climb, but you may cling to a wall with one hand while you fire a gun or take
some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose
your Dexterity bonus to AC (if any). Anytime you take damage while climbing, make an athletics check against
the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate
falling damage.
Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons
into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any
surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a
climber with a handaxe or similar implement can cut handholds in an ice wall.
Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if
you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much
easier to catch yourself on a slope (DC = slope's DC + 10).
Catch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can
attempt to catch the falling character if they are within your reach. Doing so requires a successful melee
touch attack against the falling character (though they can voluntarily forgo any Dexterity bonus to AC if
desired). If you hit, you must immediately attempt an athletics check (DC = wall's DC + 10). Success indicates
that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy
load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the
character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the
character's fall and begin falling as well.
Special: A creature that can swim can move through water without making Athletics checks. It gains a +8
racial bonus on any Athletics check to perform a special action or avoid a hazard. The creature can always
choose to take 10 on an Athletics check, even if distracted or endangered when swimming. You can use a rope
to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum
load in this manner.
Try Again?: Yes, if the situation permits.
Time: A successful athletics check allows you to swim at 3 Combat Points per 5 feet. Climbing is part of
movement and has normal movement rate. Each movement that includes any climbing requires a separate
athletics check. Catching yourself or another falling character doesn't take any Combat Points.
Craft(Intelligence):
You are skilled at making various objects and substances.
This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft
(electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft
(writing).
36
Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must
have a kit or some other set of basic tools. The wealth point cost of this equipment varies according to the
particular Craft skill.
To use Craft, first decide what the character is trying to make and consult the category descriptions below.
If the character has enough wealth points to purchase the raw materials, make the Craft check against the
given DC for the object in question. If the character fails the check, they do not make the object, and the
raw materials are wasted (unless otherwise noted).
Generally, a character can take 10 when using a Craft skill to construct an object, but can't take 20 (since
doing so represents multiple attempts, and the character uses up the raw materials after the first attempt).
The exception is Craft (writing); a character can take 20 because the character does not use up any raw
materials (and thus no Wealth Points are required to use the skill). A character can take 10 or take 20 on a
repairing check. When making a repair check to accomplish a jury-rig repair, a character can t take 20.
The character can try as many times as they'd like, as long as they can afford the raw materials cost for
each attempt.
37
Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
Initial Damage: The damage a character takes immediately upon failing their Fortitude save.
Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character
fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case
the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
Wealth Point Cost: The wealth point cost represents the cost of the raw materials to craft the poison. To
purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison, add 5 to the
wealth point cost. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.
Craft DC: The DC of the Craft check to create a quantity of the poison.
Time: The amount of time required for the Craft check.
If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle
(containing 5 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a
10-foot-radius area and takes 1 round to fill the area.
Table: Chemical Crafting
Item
Raw
Craft DC
Material
Wealth
Point Cost
Time
Yield
Weak Acid
15
15
minutes
128 oz./1
gal
Weak Base
10
15
minutes
128 oz./1
gal
Strong Acid
20
20
minutes
64 oz./1/2
gal
Strong Base
15
20
minutes
64 oz./1/2
gal
Concentrated Acid
30
30
32 oz./ 1/4
minutes
gal
Concentrated Base
25
30
32 oz./ 1/4
minutes
gal
ANFO
10
1 hour
100 lb.
(1600 oz.)
Black Powder
15
15
minutes
5 lb.
(80 oz.)
Semtex/C4
25
1 day
1 lb.
(16 oz.)
Dynamite
20
4 hours
4 lb.
(64 oz.)
Nitroglycerin
15
3 hours
1 lb.
(16 oz.)
Explosives
38
Thermite
15
minutes
5 lb.
(80 oz.)
TNT
25
1 day
1 lb.
(16 oz.)
Poisons
Raw
Material
Wealth
Point Cost
Type
Save DC
Craft DC
Damage
(Primary/Secondary)
Restr.
Time
Arsenic
Ingested
15
24
Restricted
4 hours
Atropine(2)
Injected
13
14
Restricted
1 hour
Blue Vitriol(2)
Injected
12
Restricted
1 hour
Chloral hydrate
10
Ingested
15
28
(1d6
Restricted
Dex/Unconscious for
1d3 hours)
8 hours
Chloroform
Inhaled
17
24
(Unconscious 1d4
hours/None)
Restricted
Cyanide
27
Injected
16
30
Military 15 hours
and Police
Cyanogen
10
Inhaled
19
28
Military
and Police
8 hours
DDT
Inhaled
17
20
Illegal
4 hours
Knockout gas
10
Inhaled
18
26
(1d3 Dex/
Unconscious 1d3
hours)
Restricted
8 hours
Lead Arsenate(Gas)
Inhaled
12
17
Restricted
2 hours
Lead Arsenate
(solid)
Ingested
12
18
Restricted
2 hours
Mustard gas
Inhaled
17
26
Military
and Police
8 hours
Inhaled
14
20
None
4 hours
Ingested
14
24
None
4 hours
25
Inhaled
18
30
Illegal
15 hours
Strychnine
Injected
19
23
Restricted
4 hours
Tear gas
Inhaled
15
21
(Nauseated 2d3
rounds)
Restricted
4 hours
Tranquilizer
Injected
15
24
(1d6
Restricted
Dex/Unconscious 1d4
hours)
6 hours
VX nerve gas
125
Inhaled
21
42
Illegal
4 hours
2 days
39
Wealth
Point Cost
Repair DC
Time
Simple
10
1 min.
Moderate
15
10 min.
Complex
20
1 hr.
Advanced
12
25
10 hr.
40
A character can also jury-rig and jump-start an electronic device. The DC for this is at least 15, and it can be
higher depending on the presence of security devices.
A character without an electronics tool kit takes a -6 penalty on Craft (electronic) checks.
A character with 7 ranks in Knowledge(Technology) gets a +2 synergy bonus to all Craft(Electronic) checks
Magazine
Caliber
Range
Single Shot
+2 DC per category
Double Shot
+2 DC per category
Bolt Action
+2 DC per category
41
Lever/Pump/Single
Action
+2 DC per category
Semi-Automatic2
+2 DC per category
Automatic
+2 DC per category
Select
Fire(Semi/Auto)
+2 DC per category
N/a
N/a
N/a
Burst Fire1
1 Burst fire is a special addition that can be added to any Select fire weapon, at a +10 DC to the craft
check.
2 When Crafting a Semi-Automatic, a character chooses to craft a Revolver, or Auto-loader. If a
character crafts a revolver, it has no error range due to ammunition, but cannot be used for automatic
or burst fire. If A character chooses auto-loader, it can be used for burst fire, or automatic fire, but
takes the error range due to ammunition. All Automatic, burst fire, and select fire weapons are
autoloaders only.
Categories
These are the following categories for ammunition, for crafting a firearm.
1st: .410 Gauge, 20 Gauge, 12 Gauge, 10 Gauge, 16 Gauge
2nd: .22 LR, .25 ACP, .17 HMR, .380 ACP, .32 ACP, .22 WMR, .22 Short, .41 Rimfire, .32 S&W, .32 Rimfire, 8x22mm Nambu, .
44 Henry
3rd: 9x19mm, 9x18mm PM, .38 Special, .40 S&W, .17 HMR, 7.65 Lounge, .38 Long Colt, .38/200, .38 S&W, .38 Super
4th: .357 Magnum, .45 ACP, .45 GAP, .45 Long Colt, .41 Long Colt, 7.63x25mm Mauser, 7.62x25mm Tokarev, 476
Enfield, .455 Webley, 6.5x50mm Arisaka, .44 American, 9mm Japanese Revolver, .44 Russian
5th: .357 SIG, 10MM Auto, .44 Magnum, 5.7x28mm FN, 4.6x30 HK, .44 WCF,.38 WCF, .38 Winchester, .44 Special, 7.63mm
Mannlicher, 7.63x25mm Mauser, 7.62x25mm Tokarev
6th: .454 Casull, .50 Action Express, .30 Carbine, 7.62x38mmR Nagant
7th: 5.45x39mm/.21 Russian, 5.8x42 Chinese, 5.56x45mm NATO/.223 Remington, .243 Winchester, 9x23mm Steyr
8th: 7.62x51mm/.308 Winchester,7.62x54mmR, .30-06 Springfield, 7.62x39mm M43/.30 Russian,.30-40 Krag, 7.7x58mm
Arisaka, 8mm Lebel,.303 British, 8x57mm Mauser
9th: 300 Winchester Magnum, .338 Lapua,.50 BMG/12.7x99mm, 13.9x99mmB, 7.92x94mm, 6.8 Remington SPC
10th: 40x46mm SR, 40mm Caseless, 25x40 mm. 50-70 Government, .45-70 Government, 56-56 Spencer, 14.5x114mm
11th: 20x124mm, 20x105mm
Performing Upgrades
A character can perform their own upgrades for their weapons, saving on the cost of sending the weapons out
for service, and in the case of more illegal upgrades, attracting the attention of police.
42
Table: Ranged Weapon Upgrades
Classification of
Upgrade
Upgrade Cost
Time
Craft DC
Barrel Upgrades
50% of Normal
Cost
100% of Normal
Time
15 + 5 per barrel
upgrade already
performed on the
firearm
Optics Upgrades
80% of Normal
Cost
100% of Normal
Time
10
Ergonomics and
Aesthetics
Upgrades
50% of Normal
Cost
80% of Normal
Time
13 + 5 per frame
upgrade already
performed on the
firearm
Firing Mode
Upgrades
30 % of Normal
Cost
100% of Normal
Time
30 + 10 per firing
mode upgrade
already performed
on the firearm
Internal
Upgrades
60% of Normal
Cost
100% of Normal
Time
40 for Precision
Upgrade and
Clockwork action
15 for Sawed-Off
and Tighten
Drawstring
Tactical
Upgrades
50% of Normal
Cost
100% of Normal
Time
15
Reloading
Reloading is the act of creating complete ammunition from components. A single round of ammunition has
four parts: The casing, the primer, the powder, and the payload.
The casing: The casing is the part of the ammunition that holds all of the components together. This is the
piece that is ejected after it is fired, and can be used again, if it it undamaged. Cased round ammunition's
casing is usually composed of brass, or less frequently, aluminum or steel.
The primer: The primer is a small metal cup containing the primary explosive for the round of ammunition.
When the firing pin strikes the primer, it ignites the explosive, which in turn ignites the powder and sends
the payload on it's way. Primer are a one-time use object, but are generally inexpensive. There are certain
types of ammunition where the primer is actually embedded in the casing. These types of ammo are
unreloadable, as they require massive, complex manufacturing equipment.
The powder: The powder is the main explosive for ammunition, and is the explosive that propels the bullet
down the barrel of a firearm. Powder spans from the archaic black powder, still in use by some handloaders,
to modern smokeless powder which is used in nearly all modern ammunition. Since the powder is burnt up
when the ammunition is fired, it is impossible to reuse(As there isn't any to reuse). One pound of powder is
enough to create a single batch of ammunition.
The payload: The payload is the object fired from the firearm, which can range from plain lead bullets to
rubber buckshot. The payload is almost always destroyed or deformed too much to be reusable, if it can even
be found.
43
Creating a batch of ammunition requires a full batch of each component, and the amount created in every
batch is dependent on the type of ammunition created, as shown in Table: Ammunition batches. It takes about
4 hours to create a batch of ammunition. If a character fails the craft check, the ammunition is still made,
but for every point below the Craft DC, 10% of the ammunition is unusable and unrecoverable, and should be
thrown out. If any of this ammunition is used, the firearm will explode, dealing the caliber's damage to the
user, and destroys the firearm in the process.
Reloading can not be done without a Reloading Kit, and any attempt to reload without one will result in a
failure, ruining all of the components in the process.
Table: Ammunition Batches
Amount Created per Batch Craft DC
Ammunition Caliber
300 rounds
15
400 rounds
20
300 rounds
20
200 rounds
25
150 rounds
25
150 rounds
25
100 rounds
25
100 rounds
30
7.62x51mm/.308
Winchester,7.62x54mmR, .30-06
Springfield, 7.62x39mm M43/.30
Russian,.30-40 Krag, 7.7x58mm
Arisaka, 8mm Lebel,.303 British,
8x57mm Mauser
100 rounds
35
60 rounds
40
44
20 rounds
45
20x124mm, 20x105mm
Repairing
Most repair checks are made to fix complex or advanced mechanical devices. The DC is set by the GM. In
general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More
complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs
also involves a monetary cost when spare parts or new components are needed, represented by either buying
or procuring them. If the GM decides this isnt necessary for the type of repair the character is attempting,
then the parts are not required.
A character can choose to attempt to jury-rig, or make temporary repairs. Doing this reduces the repair
check DC by 5, and allows the character to make the checks for 12 Combat Points. However, a jury-rigged
repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the
current scene or encounter. The jury-rigged object must be fully repaired thereafter.
Table: Repair
Repair Task Example
Wealth
Point Cost
Repair DC
Time
Simple
10
1 min.
Moderate
15
10 min.
Complex
20
1 hr.
Advanced
12
25
10 hr.
A character can also jury-rig and hot-wire a car or jump-start an engine. The DC for this is at least 15, and it
can be higher depending on the presence of security devices.
A character without a mechanics tool kit takes a -6 penalty on Craft (mechanical) checks.
A character with 7 ranks in Knowledge(Physical Sciences)can choose Craft(Mechanical) to receive a +2 synergy
bonus. If the character chooses Craft(Mechanical), they cannot apply the synergy bonus to any other skill.
45
Antibacterial/Antiviral: These are medicines that help combat disease. A antibacterial/Antiviral drug
gives an equipment bonus on Fortitude saves made to resist the effects of a disease. The amounts listed is
for five doses.
Analgesics/Painkillers: These medicines allow a character to ignore pain, and allow them to continue
fighting, but only for a limited time. When the effects wear off, the healing affect of the painkillers go
with it. Painkillers can only be given to a character with at least 1 Extended HP. A player who has 0 or less
Core HP has suffered serious injuries and must receive medical attention, and can not use painkillers.
Painkillers only affect Extended HP. Painkillers can be crafted to last longer, heal more Extended HP, or
Both. Each upgrade increases the Raw material Wealth Cost by +3. The amount listed is for one dose.
Hemostatic Medicine: These Medicines promote the clotting of blood. They reduce the bleed damage based on
the level of the hemostat. (For example, a character with a bleed damage of 4d3 would need a Hemostat that
reduced 4 bleed damage to completely stop bleeding.) Hemostats can be crafted to last longer, heal more
bleed damage, or Both. Each upgrade increases the Raw material Wealth Cost by +2. The amount listed is for
two doses.
Antiseptics Medicine: Antiseptics are substances that are applied to destroy microorganisms that are living
on objects. These Medicines give a bonus to all Treat Injury checks when used. The amount listed is for four
doses
Antidote: Antidotes are substances that are used to counteract poison. A specific antidote is used for a
specific poison, and the character must figure out what kind of poison was used(DC 22 Knowledge(Earth and
Life Science)). The amount listed is for a single dose.
Craft DC
Time
Yield
Weak Acid
15
15 minutes
Weak Base
10
15 minutes
Strong Acid
20
20 minutes
64 oz./1/2 gal
Strong Base
15
20 minutes
64 oz./1/2 gal
Concentrated Acid
30
30 minutes
Concentrated Base
25
30 minutes
Antibacterial/Antiviral
Raw Material Wealth
Point Cost
Craft Effect
DC
15
20
25
12
30
15
35
18
40
21
45
46
Analgesics /Painkillers
Painkillers
Base Craft DC
Length
Strength
10
+4 DC and +3 Material Cost per 1d3 +2 DC and +3 Material Cost per 1d4 HP
hours
restoration.
Hemostatic Medicine
Hemostat
Base Craft DC
Length
Strength
12
+2 DC and +2 material cost per 1d4 +1 DC and +2 Material Cost per bleed
hours
damage bonus decrease
Antiseptics
Raw Material
Base Craft DC
Wealth Point Cost
Effect
Weak
Antiseptics
Standard
Antiseptics
14
Strong
Antiseptics
18
25
Concentrated 12
Antiseptics
Antidote
Antidote
Raw Material
Base Craft DC
Wealth Point Cost
Effect
Cost of Poison's
Craft DC of Poison + 5
Raw Material Cost
+8
Craft (Structural):
This skill allows a character to build wooden, concrete, or metal structures from scratch, including
bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting,
drywall, laying cement, and building cabinets, as well as craft and repair armor and the structural
integrity of vehicles. When building a structural device from scratch, the character describes the kind of
device they want to construct, then the GM decides whether the device fits the definition of a simple,
moderate, complex, or advanced based on the difficulty.
Simple: This category includes items such as bookshelves, chairs, small tables and Simple Melee Weapons *. The
DC for these items is 15, the wealth point cost for a simple device will not exceed 4, and the time taken to
build it will not exceed 2 hours.
Moderate: This category includes items such as decks, small boats, siege equipment, sheds and Archaic Melee
Weapons*. The DC for these items is 20, the wealth point cost for a moderate device will not exceed 20, and the
time taken to build it will not exceed 12 hours.
47
Complex: This category includes items such as bunkers, armories and some Exotic Melee Weapons *. The DC for
these items is 25, the wealth point cost for a complex device will not exceed 25, and the time taken to build
it will not exceed 60 hours.
Advanced: This category includes houses of all types. The DC for these items is 30, the wealth point cost for a
complex device will not exceed 500, and the time taken to build it will not exceed 600 hours.
*The Craft DC for a Melee Weapon fluctuate with the complexity of the melee weapon.
Weaponsmithing
Weaponsmithing is the process of repairing, building, designing and modifying melee weapons, and thrown
weapons. It encompasses both woodworking and metalworking to create functional, strong weapons.
Crafting a brand new melee weapon
When crafting a new weapon, a character must first pick what current category the weapon would fit into, as
well as the type of weapon. Variations on a weapon can quickly change a weapon's category and type.
Crafting a Melee weapon has the advantage of losing the improvised weapon penalties, including the error
range for breaking.
The time listed when crafting the weapons is the average, different factors can change the speed of the
weapon.
Table: Structural Crafting
Simple Melee Weapons
Weapon
Craft DC
Damage Type
Raw Material
Wealth Point
Cost
Time
Brass Knuckles
13
Bludgeoning
1 day
Push Blade/
Punch Dagger
16
Piercing
1 day
Survival Knife
15
Slashing
2 days
Folding Knife
12
Piercing
2 days
Escape Knife
Piercing
1 day
Light Club
Bludgeoning
3 hours
Heavy Club
10
Bludgeoning
3 hours
Tool Hammer
14
Bludgeoning
1 day
Sledgehammer
16
Bludgeoning
1 day
Sap
13
Bludgeoning
(Non-lethal)
4 hours
Riot Shield
15
Bludgeoning
2 hours
Entry Shield
18
Bludgeoning
11
10 hours
Battle Axe
20
Slashing
4 days
Broad Axe
18
Slashing
3 days
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Hand Axe
16
Slashing
2 days
Short Sword
15
Slashing
5 days
Bastard Sword
18
Slashing
1 week
Broad Sword
23
Slashing
1 week
Long Sword
26
Slashing
5 days
Rapier
28
Piercing
1 week
Saber
27
Slashing/Piercing
1 week
Cutlass
25
Slashing
1 week
Parrying Dagger
19
Slashing
5 days
Long staff
14
Bludgeoning
1 day
Quarterstaff
13
Bludgeoning
1 day
Short Staff
12
Bludgeoning
1 day
Long Spear
16
Piercing/
Bludgeoning
1 day
Short Spear
14
Piercing/
Bludgeoning
1 day
Light Mace
25
Bludgeoning
6 days
Heavy Mace
28
Bludgeoning
6 days
Light Pick
30
Piercing
5 days
Heavy Pick
34
Piercing
5 days
Weighted Chain
26
Bludgeoning
1 day
Whip Chain
28
Bludgeoning
1 day
Great Sword
32
Slashing
2 weeks
Jagged Sword
35
Piercing/Slashing
10 days
Garrote
12
N/a
1 hour
Flail
26
Piercing/
Bludgeoning
3 days
Kama
21
Slashing
2 days
Kukri
27
Slashing
1 week
Nunchucku
15
Bludgeoning
2 hours
Three Section
Staff
21
Bludgeoning
9 hours
28
Piercing
10
3 hours
Slingshot
Bludgeoning
15 minutes
Whip
15
Slashing
2 days
Throwing
Knives/Stars(4)
11
Piercing
2 days
49
Throwing Axe
18
Slashing
1 day
Brick(5)
Bludgeoning
1 combat point
Bolas
15
Bludgeoning
6 hours
Javelin
22
Piercing
1 day
Compound Bow
25
Piercing
3 per size
5 days
Recurve Bow
20
Piercing
4 per size
4 days
Personalized Weapons
A personalized weapon is weapon built from the ground up for a particular individual, based on the user's
preference, size, and other specifications. A character may craft a personalized weapon for anyone at their
request, but the user must be proficient in the weapon in order to gain the benefit. A personalized weapon
grants a +4 attack bonus, a +1 damage bonus and the combat point cost for any action involving the weapon is
1 point less for the intended user. Anyone who is not the intended user of the weapon uses it as if it were a
normal weapon. When crafting a personalized weapon, the DC for the weapon is increased by 10, the raw
material wealth point cost is increased by 400%, and the time is increased by 300%. A personalized weapon
must be named, either by the intended user, or by the crafter, if the intended user does not give a name.
Performing Upgrades
A weaponsmith may perform his own upgrades to weapons, at half cost of the price of a normal upgrade. The
DC to perform any melee weapon upgrade is 17, and takes the normal amount of time it takes to perform the
upgrade.
Extra Upgrade Slots and Built-in Upgrades.
A weapon may be crafted with extra slots for melee weapon upgrades. This increases the DC by 5 per upgrade
slot, the Wealth point cost by 100%, and the time by a day. A weapon may also be crafted with the upgrades
already built in, taking up the slot that would normally take when upgrading it as normal. The upgrade
cost the same amount as it would to normally upgrade but only takes half the time, and the DC to craft the
weapon is +1 per upgrade.
A character without a construction tool kit takes a -6 penalty on Craft (Structural) checks.
A character with 7 ranks in Knowledge(Physical Sciences)can choose Craft(Structural) to receive a +2 synergy
bonus. If the character chooses Craft(Structural), they cannot apply the synergy bonus to any other skill.
Repairing Damaged Armor and Vehicles
A character can use Craft: Structural to repair used Armor and Vehicles.
Repairing damage to a vehicle takes a full hour of work, a mechanical tool kit, a garage or some other
suitable facility, and 5 WP of raw materials. (Without the tool kit, a character takes a -6 penalty on their
Craft check.) At the end of the hour, make a Craft(Structural) check (DC 20). Success restores 2d6 hit points. If
damage remains, the character may continue to make repairs for as many hours as it takes to restore all of
the vehicles hit points, provided they have enough money for the raw materials.
50
Repairing damage to armor takes 30 minutes of work, a mechanical tool kit, and 2 WP of raw materials.
(Without the tool kit, a character takes a -6 penalty on their Craft check.) At the end of the half hour, make
a Craft(Structural) check (DC 20). Success restores 1d4 armor points. If damage remains, the character may
continue to make repairs for as many minutes as it takes to restore all of the armors armor points.
Untalented Amateur
0-9
Talented Amateur
10-19
Professional
20-24
Expert
25-30
Master
31+
The character can also use Craft(Visual art) to create false documents. The complexity of the document, the
character's degree of familiarity with it, and whether the character needs to reproduce the signature or
handwriting of a specific individual, provide modifiers to the Craft Check
The Craft(Visual art) skill is also used to detect someone else's forgery. The result of the original Craft
check that created the document is opposed by a Craft check by the person who examines the document to
check its authenticity. If the examiner's check result is equal to or higher than the original check, the
document is determined to be fraudulent. The examiner gains bonuses or penalties on their check.
Forgery Check Modifier
Type of document unknown to examiner: -4
Type of document somewhat known to examiner: -2
Type of document well known to examiner: +0
Document is put through additional tests: +4
Examiner only casually reviews the document: -2
Table: Forgery
Document Type
Modifier
Time Taken
+0
10 Minutes
20 Minutes
-4
1 hour
Difficult(Passport)
-8
4 hours
Impossible(Military/Law
Enforcement ID)
-15
1 day
51
Familiarity
Modifier
Unfamiliar
-4
Slightly Familiar
Very Familiar
+4
+6
A character with 7 ranks in Knowledge(Art) can choose Craft(Visual Art) to receive a +2 synergy bonus. If the
character chooses Craft(Visual Art), they cannot apply the synergy bonus to any other skill.
A character can not try again since the forger isn't sure of the quality of the original forgery.
Special: To forge documents and detect forgeries, one must be able to read and write the language in
question. (The skill is language dependent.)
A character can take 10 when making a Forgery check, but can't take 20.
A character without a forgery kit takes a -6 penalty on Forgery checks to create a document, and a character
without an authentication kit takes a -6 on Forgery checks to detect a forgery.
Craft (Writing):
This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and
columns, and similar works of writing.
When creating a work of writing, the player simply makes a Craft (writing) check, the result of which
determines the quality of the work. The wealth point cost is negligible.
Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on
the scope of the project.
Table: Writing Crafting
Effort Achieved
Untalented Amateur
0-9
Talented Amateur
10-19
Professional
20-24
Expert
25-30
Master
31+
A character with 7 ranks in Knowledge(Art) can choose Craft(Writing) to receive a +2 synergy bonus to. If the
character chooses Craft(Writing), they cannot apply the synergy bonus to any other skill.
52
Check: Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and
setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a
check, as does disarming an explosive device.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive
requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by
10 or more means the explosive goes off as the detonator is being installed.
A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before
making their check to set the detonator (it must be higher than 10). The character's DC to set the detonator is
equal to the disarm DC.
Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended
inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's
construction.
The GM makes the check (so that the character doesn't know exactly how well they have done). On a result of
15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25
or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets
within its burst radius.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check.
The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails
the check, they do not disarm the explosive. If the character fails by more than 5, the explosive goes off.
A character can take 10 when using the Demolitions skill, but can't take 20.
A character without a demolitions kit takes a -6 penalty on Demolitions checks.
Try again?: If time permits, and the explosive has not gone off, yes.
Time: Setting a detonator cost 10 Combat Points. Placing an explosive device takes 1 minute or more,
depending on the scope of the job.
53
High Security Locks: Examples of high security locks include bank branch vaults,and biometric locks.
Ultra-High Security Locks: Examples of ultra-high security locks include bank headquarters vault, or locks
to a government high security area.
Disable Security Device: A character can disable a security device, such as an electric fence, motion sensors,
or security cameras. The character must be able to reach the actual device. If the device is monitored, the
fact that the character attempted to disable it will probably be noticed. When disabling a monitored
device, the character can prevent their tampering from being noticed. Doing so requires 10 minutes and an
electrical kit, and increases the DC of the check by +5.
Device Type DC
Cheap: 15
Average: 25
High quality: 30
High security: 35
Ultrahigh security: 40
Cheap Device: Examples of cheap security devices include home door alarms, barbed wire, and improvised
alarms such as noisemakers and tripwires.
Average Device: Examples of average security devices include store security cameras, razor wire, and simple
motion detectors.
High Quality Devices: Examples of high security devices include infrared security cameras, advanced motion
detectors, and electric fences.
High Security Devices: Examples of high security devices include alarms to a bank vault, land mines, and
glass sensors.
Ultrahigh Security Devices: Examples of ultrahigh security devices include military motion detectors.
Sabotage device: A character can sabotage a mechanical or electrical device, such as a firearm, a piece of
electrical equipment, or a tool. The skill check is made to see how well the sabotage attempt is made versus
Perception checks,and set the DC for the repair check.
Try again?: If the situation permits, yes.
Time: Opening a lock and Disabling a Device cost 12 Combat Points . Sabotaging a device cost 10 Combat Points.
Drive (Dexterity):
The character is trained how to drive in unusual circumstances, such as inclement weather, or during a
dramatic situation, such as being chased, or attempting to reach a location quickly. A character does not
need any ranks in drive in order to drive a civilian car, truck, or motorcycle. When driving, the character
can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.
Try Again?: Most driving checks have consequences for failure that make trying again impossible.
Special: A character can take 10 when driving, but can't take 20.
There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy
wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat,
or the character takes a -4 penalty on Drive checks.
54
Time: A Drive check cost 6 Combat Points.
Gamble(Wisdom):
The Character is skilled at games of chance, able to make educated guesses, and use his prowess to win money.
To join or start a game, a character must first pay a stake. The character sets the wealth point cost if they
start the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (1 WP) to
astronomical (100000 WP). A Character can play a number of different games, each using the gamble skill in
different ways.
Roulette:
The character first makes a bet between 1-100. The character can bet against evens, odds, lows(numbers
between 1-50), and highs(51-100), which have a 100% return if the character wins. The characters can bet
against quarters(1-25, 26-50, 51-75,or 76-100) , which have a 200% return if the character wins. The Character
can also bet against a single number(1-100), which has a 10,000% return if the character wins. After the
character has selected his bet, he can choose to use his Gamble modifier to affect the roll. He can choose to
change the roll either positively or negatively, up to the amount of their Gamble skill modifier. The
number rolls around if the number goes over(Example: A roll of 99, with a positive change of 5, would cause
the end number to be 4, and a roll of 3 with a negative change of 5 would cause the end number to be 98) If he
wishes to do this, he must state that he wants to do this before the GM rolls. After all of the characters have
placed their bets and are ready, the GM rolls a d%, and determines if anyone has won, and distributes the
wealth points accordingly.
Poker:
The characters first ante up an equal number of wealth points before the cards are passed out. Each
character then rolls 5d12 secretly from one another(But not the GM). Each character can then reroll 1 dice
per 4 ranks of gamble they have(To a maximum of 5 dice). The characters can then ante up more wealth points
if they'd like, stick with their hand, or fold. If a character ante's up, all other characters must meet the
characters ante, or put in all they have, if they cannot.
If there are many characters participating, the GM can opt to make a single roll for all of them, using the
highest Gamble skill modifier among them and adding a +2 bonus to the check, before rerolling. If the
character beats all other participants, they win and gain all of the Wealth Points bet by the participants.
If playing at a casino, assume the house has a Gamble skill modifier equal to the level of wealth points cost.
Casino Gamble DC
1--5: +4
6--15: +8
16-30: +12
31-39: +16
40-70: +20
70-120:+24
120+:+28
Table: Poker Hands
Types of Hand
Example
Royal Flush
A 12,11,10,9, and 8
Straight Flush
Four of a Kind
55
Full House
Three of a Kind
Two pair
Pair
Highest Number
Try Again?: No, unless the character wants to put up another stake.
Special: A character cant take 10 or take 20 when making a Gamble check.
Time: A Gamble check can take between 5 to 30 minutes.
56
Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering.
Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science
fiction, and gaming, among others.
Streetwise: Street and urban culture, local underworld personalities and events.
Tactics: Techniques and strategies for disposing and maneuvering forces in combat, as well as firearms and
weapons knowledge.
Technology: Current developments in cutting-edge devices, as well as the background necessary to identify
various technological devices.
Theology and Philosophy: Liberal arts, ethics, philosophical concepts, and the study of religious faith,
practice, and experience.
Try Again?: No. The check represents what a character knows, and thinking about a topic a second time doesn't
let the character know something they never knew in the first place.
Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character
only knows common knowledge about a given subject.
A character can take 10 when making a Knowledge check, but can't take 20.
Certain Knowledge Skills give synergy bonuses to other skills.
Time: A Knowledge check can be a reaction, but otherwise cost 12 Combat Points.
Linguistics(None)Trained Only:
This skill allows a character to speak, read, and write a language.
The Linguistics skill doesnt work like a standard skill.
A character automatically knows how to read and write their native language; the character does
not need ranks to do so.
To read and write, or speak a language cost 1 rank. To do the opposite of what you picked originally,
it cost an additional rank in the language the character knows how to read and write, or speak in.
A character never makes Linguistics checks. A character either knows how to read and write a
specific language or doesnt.
A character can choose any language, modern or ancient. (See below for suggestions.) The GM might
determine that a character cant learn a specific language due to the circumstances of the campaign.
Language Groups
There are thousands of languages to choose from when a character buys ranks in Linguistics. A few are
listed here, sorted into their general language groups.
A languages group doesnt matter when a character is buying ranks in Linguistics.
This list is by no means exhaustive- There are many more language groups, and most groups contain more
languages than those listed here.
Algic: Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee.
Armenian: Armenian.
Athabascan: Apache, Chipewyan, Navajo.
Attic: Ancient Greek*, Greek.
57
Baltic: Latvian, Lithuanian.
Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
Chinese: Cantonese, Mandarin, Old Chinese*
Finn-Lappic: Estonian, Finnish, Lapp.
Germanic: Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, Swedish, Yiddish.
Ham-Semitic: Coptic*, Middle Egyptian*.
Indic: Hindi, Punjabi, Sanskrit*, Urdu, Romani
Iranian: Farsi, Pashto.
Japanese: Japanese.
Korean: Korean.
Romantic: French, Italian, Latin*, Portuguese, Romanian, Spanish.
Semitic: Akkadian (aka Babylonian)*, Ancient Hebrew*, Arabic, Aramaic *, Hebrew.
Slavic: Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak, Ukrainian.
Tibeto-Burman: Burmese, Sherpa, Tibetan.
Turkic: Azerbaijani, Turkish, Uzbek.
Ugric: Hungarian (aka Magyar).
*This is an ancient language. In the modern world it is spoken only by scholars, or in some cases by small
populations in isolated corners of the world.
Perception(Wisdom):
This skill allows a character to notice fine details and alert them to danger. Perception covers all five
senses, including sight, hearing, touch, taste, and smell.
Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth
check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and
can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you
and attacking you.
Perception is also used to notice fine details in the environment. The DC to notice such details varies
depending upon distance, the environment, and how noticeable the detail is. The following table gives a
number of guidelines.
Perception DC
Gunfire: -20
Hear the sound of battle: -10
Notice the stench of rotting garbage: -10
Detect the smell of smoke: 0
Hear the details of a conversation: 0
Notice a visible creature: 0
Determine if food is spoiled: 5
Hear the sound of footsteps: 10
Hear a gun being loaded and/or cocked: 10
Hear the details of a whispered conversation: 15
Find the average concealed door: 15
Hear the sound of a key being turned in a lock: 20
Notice a typical secret compartment or a simple trap: 20
Notice a pickpocket: Opposed by Stealth
Notice a creature using Stealth: Opposed by Stealth
Perception Modifiers
Distance to the source, object, or creature: +1/10 feet
Through a closed door: +5
Through a wall: +10/foot of thickness
Favorable conditions: -2
Unfavorable conditions: +5
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Terrible conditions: +10
Creature making the check is distracted: +5
Creature making the check is asleep: +10
Creature or object is camouflaged: +15
Favorable and unfavorable conditions depend upon the sense being used to make the check. For example,
bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a
penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any
DC involving scent.
As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a
roaring engine for DCs involving hearing, and an overpowering stench covering the area for DCs involving
scent.
Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still
present.
Special: Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.
Time: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching
for stimulus cost 6 Combat Points.
Perform(Charisma):
The character is skilled in a form of entertainment.
This skill encompasses several categories, each of them treated as a separate skill. These categories are
identified and defined below.
The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a
particular type of performance falls under, use a broad interpretation of the existing categories. Do not
arbitrarily make up new categories.
Check: The character is accomplished in some type of artistic expression and knows how to put on a
performance. The character can impress audiences with their talent and skill. The quality of the character s
performance depends on their check result.
The eight Perform categories, and the qualities each one encompasses, are as follows.
Act: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some
level of skill.
Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to
music.
Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such
as piano, organ, and synthesizer.
Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical
instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
Sing: The character is a musician gifted with a talent for producing musical tones with your voice.
Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.
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Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical
instruments, such as banjo, guitar, harp, lute, sitar, and violin.
Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments,
such as flute, bugle, trumpet, tuba, bagpipes, and trombone.
Performance Result
10: Amateur performance. Audience may appreciate your performance, but isn t impressed.
15: Routine performance. Audience enjoys your performance, but it isn t exceptional.
20: Great performance. Audience highly impressed.
25: Memorable performance. Audience enthusiastic.
30: Masterful performance. Audience awed.
Try Again?: Not for the same performance and audience.
Special: A character can take 10 when making a Perform check, but can t take 20.
A character without an appropriate instrument automatically fails any Perform (keyboard), Perform
(percussion), Perform (stringed), or Perform (wind) check they attempt. At the GM s discretion, impromptu
instruments may be employed, but the performer must take a -6 penalty on the check because their
equipment, although usable, is inappropriate for the skill.
Time: A Perform check usually requires at least several minutes to an hour or more.
Pilot(Dexterity)Trained Only:
This skill allows a character to successfully pilot aircraft of various types.
Typical piloting tasks dont require checks. Checks are required during combat, for special maneuvers, or in
other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of
the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot
attempts to do something complex very quickly or in a limited space).
Each vehicles description includes a maneuver modifier that applies to Pilot checks made by the operator
of the vehicle.
Special: A character can take 10 when making a Pilot check, but can t take 20.
There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy
aircraft, helicopters, and jet fighters) require the corresponding Aircraft Operation feat, or else the
character takes a -4 penalty on Pilot checks.
Time: A Pilot check cost 6 Combat Points.
Try again?: Most pilot checks have consequences for failure that make trying again impossible
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Presence(Charisma):
The character is skilled at threatening and persuading others, feinting in battle, and changing their
appearance.
You can use Presence to try to and mislead an opponent in melee combat so that he can t dodge your next
attack effectively, called feinting. To feint, make a presence check opposed by another presence check by
your target. The target may add his base attack bonus to this presence check. If your perception check
result exceeds your targets check result, the next melee attack you make against the target does not allow
him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
Attempting to feint against a creature of animal Intelligence (1 or 2), you take a -4 penalty. Attempting to
feint against a non-intelligent creature is impossible. Feinting in combat does not provoke attacks of
opportunity.
You can also use Presence to disguise your appearance. Your Presence check result determines how good the
disguise is, and it is opposed by others' Perception check results. If you don t draw any attention to
yourself, others do not get to make Perception checks. If you come to the attention of people who are
suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that
such observers are taking 10 on their Perception checks.
You get only one Presence check per use of the skill, even if several people are making Perception checks
against it. The Disguise check is made secretly, so that you can t be sure how good the result is.
The effectiveness of your disguise depends in part on how much you re attempting to change your
appearance, and any behavior associated with it.
Disguise Check Modifier
Minor details only: +5
Disguised as different gender: -5
Disguised as different race: -10
Disguised as different age category: -5
If you are impersonating a particular individual, those who know what that person looks like get a bonus on
their Perception checks according to the table below. Furthermore, they are automatically considered to be
suspicious of you, so opposed checks are always called for.
A character without a disguise kit takes a -6 penalty on presence checks to disguise themselves.
Viewers Perception Check Bonus based on familiarity
Recognizes on sight: +6
Friends or associates: +8
Close friends: +10
Intimate: +15
Finally, the presence skill can be used to frighten your opponents or to get them to act in a way that
benefits you. This skill includes displays of prowess.
You can use Presence to force an opponent to act friendly toward you for 1d6 10 minutes with a successful
check. The DC of this check is equal to 10 + the target level + the target s Wisdom modifier + Miscellaneous
Modifiers.
Intimidation Modifiers
PC's are Armed: +5
Target is Armed: -5
PC's possess authority of a higher power(Police, FBI, CIA, Crime Family, exc.): +10
Target possess authority of a higher power: -10
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If successful, the opponent will:
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.
If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Time: To influence a creatures attitude takes 1 minute of continuous interaction. Making a request of a
creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Disguising
ones-self requires 1d4 x10 minutes of preparation. Feinting takes 8 Combat Points.
Try again?: You can attempt to feint against someone again if you fail. You may try to redo a failed
disguise, but once others know that a disguise was attempted, they ll be more suspicious. You can attempt to
intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after
one hour has passed. To to change an opponent s attitude by intimidating them requires 1 minute of
conversation.
Ride(Dexterity):
The character is skilled at riding mounts, usually a horse, but possibly something more exotic, like an
Elephant or Camel.
Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a
problem. The following tasks do require checks. If you attempt to ride a creature that is ill suited as a
mount, you take a -5 penalty on your Ride checks. In addition, attempting trick riding or asking the animal
to perform an unusual technique also requires a check.
Guide with Knees (DC 5): The character can react instantly to guide their mount with their knees so that the
character can use both hands in combat or to perform some other action. Make the check at the start of the
characters round. If the character fails, they can only use one hand this round because the character needs
to use the other to control their mount.
Stay in Saddle (DC 5): The character can react instantly to try to avoid falling when their mount rears or
bolts unexpectedly or when the character takes damage.
Fight while Mounted (DC 20): While in combat, the character can attempt to control a mount that is not
trained in combat riding (see the Animal Handling skill). If the character succeeds, they use only 6 Combat
Points, and the character can use their remaining Combat Points to do something else. If the character fails,
they can do nothing else that round. If the character fails by more than 5, they lose control of the animal.
For animals trained in combat riding, the character does not need to make this check. Instead, the character
can use 6 Combat Points to have the animal perform a trick (commonly, to attack). The character can use the
rest of their Combat Points normally.
Cover (DC 15): The character can react instantly to drop down and hang alongside their mount, using it as onehalf cover. The character cant attack while using their mount as cover. If the character fails, they don't
get the cover benefit.
Soft Fall (DC 15): The character reacts instantly when they fall off a mount, such as when it is killed or when
it falls, to try to avoid taking damage. If the character fails, they take 1d6 points of falling damage.
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Leap (DC 15): The character can get their mount to leap obstacles as part of its movement. Use the character s
Ride modifier or the mounts Athletics modifier (whichever is lower) when the mount makes its Athletics
check (see the Athletics skill). The character makes a Ride check (DC 15) to stay on the mount when it leaps.
Fast Mount or Dismount (DC 20; armor penalty applies): The character can mount or dismount by using 2
Combat Points. If the character fails the check, mounting or dismounting cost 6 Combat Points. (A character
cant attempt a fast mount or dismount unless they can perform the mount or dismount by spending 6 Combat
Points this round, should the check fail.)
Special: If the character is riding bareback, they take a -5 penalty on Ride checks.
A character can take 10 when making a Ride check, but can t take 20.
Time: Ride Cost 6 Combat Points, except when otherwise noted for the special tasks listed above.
Stealth(Dexterity):
The character is skilled at avoiding detection, allowing them to slip past foes or strike from an unseen
position,and pick pockets, draw hidden weapons, and take a variety of actions without being noticed. This
skill covers hiding and moving silently.
Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move at 2
Combat Points per 5 feet and still use Stealth at no penalty. When moving at normal Combat Point cost, you
take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging. If people are
observing you using any of their senses (but typically sight), you can't use Stealth
A DC 10 Stealth check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain,
such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item
went.
When you use this skill under close observation, your skill check is opposed by the observer's Perception
check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.
You can hide a small object (including a weapon of medium size or less) on your body. Your Stealth check is
opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the
searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to
hide it. Heavy or baggy clothing (such as an overcoat) grants you a +2 bonus on the check.
Drawing a hidden weapon is dependent on how it's holstered or sheathed, but doesn't provoke an attack of
opportunity.
If you try to take something from a creature, you must make a DC 20 Stealth check. The opponent makes a
Perception check to detect the attempt, opposed by the Stealth check result you achieved when you tried to
grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the
item. You cannot use this skill to take an object from another creature during combat if the creature is
aware of your presence.
You can use Presence to allow you to use Stealth. A successful Presence check can give you the momentary
diversion you need to attempt a Stealth check while people are aware of you.
Time: Normally, you make a Stealth check to hide or move silently as part of movement, so it doesn't take a
separate action, but the Combat Point cost to move is doubled. Using Stealth to hide or move silently
immediately after a ranged attack cost 6 Combat Points. Any Stealth check to conceal, or take an object cost
5 Combat Points. However, you may perform this Stealth check for 2 Combat Points by taking a -10 penalty on
the check.
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Speechcraft(Charisma):
The character is skilled at detecting falsehoods and true intentions, threaten and persuade others, solve
arguments, and gather valuable information from people.
With a successful Speechcraft check, you can convince your opponent that what you are saying is true.
Speechcraft checks to lie are modified depending upon the believability of the lie.
Lie Modifier:
The target wants to believe you: +5
The lie is believable: +0
The lie is unlikely: -5
The lie is far-fetched: -15
The lie is impossible: -25
The target is drunk or impaired: +5
You possess convincing proof: up to +10
You can use the Speechcraft skill to pass a hidden message to another character without others
understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages.
If you are successful, the target automatically understands you, assuming you are speaking in a language
that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that
hear the message can decipher the message by succeeding at an opposed Speechcraft check against your
Speechcraft result.
You can also use this skill to persuade others to agree with your arguments, to resolve differences, and to
gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using
the proper etiquette and manners suitable to the problem.
You can change the initial attitudes of non-player characters with a successful check. The DC of this check
depends on the creatures starting attitude toward you, adjusted by its Charisma modifier.
Starting Attitude and the Diplomacy DC
Hostile: 30 + creature's Cha Modifier
Unfriendly: 25 + creature's Cha Modifier
Indifferent: 20 + creature's Cha Modifier
Friendly: 15 + creature's Cha Modifier
Helpfully: 5 + creature's Cha Modifier
Diplomacy Modifiers
Give simple advice or directions: -5
Give detailed advice: +0
Give simple aid: +0
Reveal an unimportant secret: +5
Give lengthy or complicated aid: +5
Give dangerous aid: +10
Reveal secret knowledge: +10 or more
Give aid that could result in punishment: +15 or more
If you succeed, the characters attitude toward you is improved by one step. For every 5 by which your check
result exceeds the DC, the character s attitude toward you increases by one additional step. A creature s
attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in
some situations. If you fail the check by 4 or less, the character s attitude toward you is unchanged. If you
fail by 5 or more, the characters attitude toward you is decreased by one step.
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If a creatures attitude toward you is at least indifferent, you can make requests of the creature. This is an
additional Speechcraft check, using the creatures current attitude to determine the base DC, with one of
the following modifiers. Once a creatures attitude has shifted to helpful, the creature gives in to most
requests without a check, unless the request is against its nature or puts it in serious peril. Some requests
automatically fail if the request goes against the creature s values or its nature, subject to GM discretion.
Finally, the Speechcraft skill can be used to frighten your opponents or to get them to act in a way that
benefits you. This skill includes verbal threats.
You can use Speechcraft to force an opponent to act friendly toward you for 1d6 10 minutes with a
successful check. The DC of this check is equal to 10 + the target level + the target s Wisdom modifier +
Miscellaneous Modifiers.
Intimidation Modifiers
PC's are Armed: +5
Target is Armed: -5
PC's possess authority of a higher power(Police, FBI, CIA, ect.): +10
Target possess authority of a higher power: -10
If successful, the opponent will:
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.
If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
A target must be able to hear and understand the character when using this skill.
Time: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is
elaborate (as determined by the GM on a case-by-case basis) Delivering a secret message generally takes twice
as long as the message would otherwise would take to relay. To influence a creature s attitude takes 1
minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction,
depending upon the complexity of the request.
Try again?: If you fail to deceive someone, any further checks made to deceive them are made at a -10 penalty
and may be impossible (GM discretion). Secret messages can be relayed again if the first attempt fails. You
cannot use Speechcraft to influence a given creature s attitude more than once in a 24 hour period. If a
request is refused, the result does not change with additional checks, although other requests might be
made. You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This
increase resets after one hour has passed. To to change an opponent s attitude by intimidating them requires
1 minute of conversation. You may attempt to feint again.
Technology Use(Intelligence):
Your character is skilled at using computers, and technology to bypass security systems, destroy and create
programs,
Most normal computer operations dont require a Technology Use check. However, searching an unfamiliar
network for a particular file, writing computer programs, altering existing programs to perform
differently (better or worse), and breaking through computer security are all relatively difficult and
require skill checks. A Character without a computer(Either a Laptop, or a Desktop) cannot use Technology
use.
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Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and
the time required are determined by the size of the site on which the character is searching.
Finding public information on the Internet does not fall under this category; usually, such a task requires
a Research check. This application of the Technology Use skill only pertains to finding files on private
systems with which the character is not familiar.
Defeat Computer Security: This application of Technology Use can t be used untrained. The DC is determined
by the quality of the security program installed to defend the system. If the check is failed by 5 or more,
the security system immediately alerts its administrator that there has been an unauthorized entry. An
alerted administrator may attempt to identify the character or cut off the character s access to the system.
Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of
the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the
character automatically succeeds at all subsequent security checks at that site until the end of the
characters session (see Computer Hacking below).
Computer Hacking: Breaking into a secure computer or network is often called hacking.
When a character hacks, they attempt to invade a site. A site is a virtual location containing files, data, or
applications. A site can be as small as a single computer, or as large as a corporate network connecting
computers and data archives all over the worldthe important thing is that access to the site connects the
user to everything within it. Some sites can be accessed via the Internet; others are not connected to any
outside network and can only be tapped into by a user who physically accesses a computer connected to the
site.
Every site is overseen by a system administratorthe person in charge of the site, and who maintains its
security. Often, the system administrator is the only person with access to all of a site s functions and data.
A site can have more than one system administrator; large sites have a system administrator on duty at all
times. A character is the system administrator of their personal computer.
When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the
session is over. The character can go back to the site in the future; when they do, it s a new session.
Several steps are required to hack into a site:
Covering Tracks: This step is optional. By making a Technology Use check (DC 20), a character can alter their
identifying information. This imposes a -5 penalty on any attempt made to identify the character if their
activity is detected.
Access the Site: There are two ways to do this: physically or over the Internet.
Physical Access: A character gains physical access to the computer, or a computer connected to the site. If
the site being hacked is not connected to the Internet, this is probably the only way a character can access
it. A variety of skill checks may be required, depending on the method used to gain access.
Internet Access: Reaching a site over the net requires two Technology Use checks. The first check (DC 10) is
needed to find the site on the net. The second is a check to defeat computer security (see the Technology Use
skill description). Once a character has succeeded in both checks, the character has accessed the site.
Locate What Youre Looking For: To find the data (or application, or remote device) the character wants, make
a Technology Use check. See Find File under the skill description.
Defeat File Security: Many networks have additional file security. If that s the case, the character needs to
make another check to defeat computer security.
Do Your Stuff: Finally, the character can actually do what they came to do. If the character just wants to
look at records, no additional check is needed. (A character can also download data, although that often
takes several roundsor even several minutes, for especially large amounts of information to complete.)
Altering or deleting records sometimes requires yet another check to defeat computer security. Other
operations can be carried out according to the Technology Use skill description.
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Defend Security: If the character is the system administrator for a site (which may be as simple as being the
owner of a laptop), they can defend the site against intruders. If the site alerts the character to an
intruder, the character can attempt to cut off the intruder s access (end the intruder s session), or even to
identify the intruder.
To cut off access, make an opposed Technology Use check against the intruder. If the character succeeds, the
intruders session is ended. The intruder might be able to defeat the character s security and access their
site again, but the intruder will have to start the hacking process all over. Attempting to cut off access
takes all combat points.
One surefire way to prevent further access is to simply shut the site down. With a single computer, that s
often no big dealbut on a large site with many computers (or computers controlling functions that can t
be interrupted), it may be time-consuming or even impossible.
To identify the intruder, make an opposed Technology Use check against the intruder. If the character
succeeds, the character learns the site from which the intruder is operating (if it s a single computer, the
character learns the name of the computer s owner). Identifying the intruder requires 1 minute and is a
separate check from cutting off access. This check can only be made if the intruder is accessing the
characters site for the entire length of the check if the intruder s session ends before the character
finishes the check, the character automatically fails.
Degrade Programming: A character can destroy or alter applications on a computer to make use of that
computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a
computer simply shuts it down. Its user can restart it without making a skill check (however, restarting
takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired.
Damaging programming imposes a -4 penalty on all Technology Use checks made with the computer (sometimes
this is preferable to destroying the programming, since the user might not know that anything is wrong, and
wont simply decide to use a different computer).
A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC
for each additional computer.
Fixing the degraded programming requires 1 hour and a Technology Use check against a DC equal to the DC
for degrading it + 5.
Write Program: A character can create a program to help with a specific task. Doing so grants the character a
+2 circumstance bonus to the task.
A specific task, in this case, is one type of operation with one target.
The DC to write a program is 20; the time required is 1 hour.
Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to
the computer that controls such systems, the character can either shut them off or change their operating
parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the
system immediately alerts its administrator that there has been an unauthorized use of the equipment. An
alerted administrator may attempt to identify the character or cut off their access to the system.
Chart: Technology Use
Size of Site for file
DC
Time
Personal computer
10
1 round
12
2 rounds
15
1 minute
20
10 minutes
Level of Security
DC
Minimum
15
67
Average
20
Exceptional
30
Maximum
35
DC
Time
Crash computer
10
1 minute
Destroy programming
15
10 minutes
Damage programming
20
10 minutes
DC
Time
15
20
Reset parameters
25
Change passcodes
1 minute
Minimum security
-5
1 minute
Exceptional security
+5
N/a
Maximum security
+10
N/a
Special: A character can take 10 when using the Technology Use skill. A character can take 20 in some cases,
but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security
or defend security.)
Time: Technology Use requires 12 Combat Points. The GM may determine that some tasks require several
rounds, a few minutes, or longer, as described above.
Treat Injury(Wisdom):
The character knows how to use first aid kits to restore health, treat poison, and stabilize characters.
Long Term Care (DC20): With A First Aid Kit, this check allows a Patient to restore HP/AP at an advanced rate,
3HP/3AP extra per full day of rest. A new check is required each day. You can tend to as many patients as you
have ranks. The patient must spend all their time resting, and the User must dedicate 30 Minutes per day per
patient.
Restore Hit Points(DC20): With A First Aid Kit, can restore 1d4 HP on a character. This may be done only once
per day, per character. This cost 12 Combat Points.
Stop Bleeding(DC10): With a First Aid Kit or applicable supplies, you can stop a character from bleeding for
5d4 minutes. This cost 8 Combat Points.
Revive a Dazed, Stunned or Unconscious Character(DC 17): With A First Aid Kit, You can remove the condition
from a character. You can't Revive a character that is at -1 or lower hit points without stabilizing them
first. This cost 8 Combat Points.
Stabilize Dying Character(DC15): With A First Aid Kit, you tend to a dying character. The character stops
losing hit points. This cost 8 Combat Points. Unlike the other actions, this action cannot be performed
without a First Aid Kit.
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Surgery(DC25): With a Surgery Kit, You conduct field surgery, which allows you to realign broken bones,
remove bullets or shrapnel, and stitch grievous wounds. Surgery restores 4d6 HP, and removes all bleed
damage. Undergoing Surgery causes fatigue for 24 Hours, minus 2 hours for every point above the DC the
Surgeon Achieves. Surgery Requires 1d4 Hours plus each point the character's HP has fallen below 0.
Treat Poison(DC15): With A First Aid Kit, you make a check when a poisoned character makes a saving throw
against a poison's secondary effect. If you succeed, you add your Treat Injury ranks as a bonus to their
saving throw check. This cost 8 Combat Points.
Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing
dying characters, stop bleeding and surgery. No, for all other uses of the skill.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.
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FEATS
Feat Index
Acrobat
Aircraft Operations
Alert
Animal Affinity
Archaic Weapon Proficiency
Archery Specialist
Archery Master
Double Bowman
Axe Martial Arts
Axe Specialist
Axe Mastery
Fencing Martial Arts
Fencing Specialist
Fencing Mastery
Heavy Melee Weapon Martial Arts
Heavy Melee Weapon Specialist
Heavy Melee Weapon Mastery
Spear Martial Arts
Spear Specialist
Spear Mastery
Staff Martial Arts
Staff Specialist
Staff Mastery
Sword Martial Arts
Sword Specialist
Sword Mastery
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Armor Optimization
Armor Mastery
Athlete
Aviator
Blind Sense
Black Powder Firearm Proficiency
Black Powder Specialist
Brawl
Unarmed Combat Specialist
Improved Brawl
Knockout Punch
Street Fighting
Improvised Weapon Proficiency
Brutal Throw
Power Throw
Builder
Cautious
Combat Awareness
Combat Expertise
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Improved Feint
Improved Disarm
Improved Trip
Combat Martial Arts
Improved Combat Martial Arts
Confident
Creative
Demolitions Expert
Defensive Martial Arts
Improved Defensive Martial Arts
Evasive Martial Arts
Combat Throw
Elusive Target
Dodge
Mobility
Drive-by Attack
Educated
Exotic Melee Weapon Proficiency
Far Shot
Dead Aim
Marksman Shot
Master Sniper Shot
Spotter
Favored Caliber
Favored Type
First Aid Expert
Great Fortitude
Grenadier
Improved Initiative
Danger Sense
Technosavant
Iron Will
Lightning Reflexes
Lucky
Medicinal Expert
Menacing
Mount Affinity
Personal Firearms Proficiency
Autofire Proficiency
Quickshot
Burst Fire Proficiency
Autofire Expert
Exotic Firearms Proficiency
Strafe
Handgun Specialist
Pistoleer
Tactical Pistol Reload
Skilled Pistol Magazine User
Pistol Expert
Wheelgunner
Tactical Revolver Reload
Skilled Speedloader User
Revolver Expert
Machine Pistoleer
Tactical Machine Pistol Reload
Machine Pistol Expert
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SMG Specialist
Tactical SMG Reload
SMG Expert
Assault Specialist
Carbine Rifleman
Melee Carbine Fighter
Tactical Carbine Rifle Reload
Carbine Rifle Expert
Carbine Lever Shooter
Carbine Pump Gunner
Assault Rifleman
Assault Rifle Clubber
Tactical Assault Rifle Reload
Assault Rifle Expert
Rifle Lever Shooter
Rifle Pump Gunner
Close Combat Rifleman
Shotgun Specialist
Manual Action Shotgunner
Tactical Manual Action Shotgun Reload
Manual Action Combat Reload
Manual Action Shotgun Expert
Shotgun Pump Gunner
Shotgun Lever Shooter
Automatic Action Shotgunner
Tactical Automatic Action Shotgun Reload
Automatic Action Combat Reload
Automatic Action Shotgun Expert
Fixed Barrel Shotgunner
Double-fire Proficiency
Tactical Fixed Barrel Shotgun Reload
Fixed Barrel Shotgun Expert
Close Combat Shotgunner
Distance Rifle Specialist
Designated Marksman Rifleman
Leading Target
Tactical DMR Reload
Designated Marksman Rifle Expert
Sniper
Controlled Shot
Tactical Sniper Rifle Reload
Sniper Rifle Expert
Top Off
Anti-material Rifleman
Recoil Management
Tactical Anti-material Rifle Reload
Anti-material Rifle Expert
Machine Gun Specialist
Close Combat Machine gunner
Tactical Machine Gun Reload
Machine Gun Expert
Explosive Weapon Specialist
Explosive Weapons Expert
Sling Steady
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Point Blank Shot
Double Tap Proficiency
Mozambique Drill Master
Fanning Proficiency
Fanning Expert
Slamfire Proficiency
Slamfire Expert
Precise Shot
Sharpshooter
Power Attack
Cleave
Sunder
Reflexive Martial Arts
Improved Reflexive Martial Arts
Stealthy
Simple Weapon Specialist
Knife Martial Arts
Blunt Specialist
Hammer Martial Arts
Hammer Expert
Club Martial Arts
Club Expert
Shield Focus
Tactical Draw
Quick Draw Attack
Toughness
Two Weapon Melee Fighting
Two Weapon Defense
Improved Two Weapon Melee Fighting
Two Weapon Ranged Fighting
Improved Two Weapon Ranged Fighting
Vehicle Expert
Force Stop
Vehicle Dodge
Weapon Finesse
Weapon Focus
Well Spoken
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Short Description
Acrobat: Gives +2 to acrobatics Skill
Aircraft Operations: No -4 penalty on pilot checks or attack rolls with select class of aircraft
Alert: Gives +2 to Perception skill
Animal Affinity: Gives +2 to Animal Handling skill
Anti-material Rifleman: +1 attack bonus when firing Anti-material rifles.
Anti-material Rifle Expert: -3 Combat Point cost when firing an Anti-material Rifle, -10 Combat Point cost
when clearing jammed Marksman Rifles, +2 to repair any Anti-material rifle.
Archaic Weapon Proficiency: Proficient with bows, Staffs, spears, fencing swords, combat swords, picks, maces
and axes.
Armor Mastery: Ignore armor Combat Point reduction, +5 to the Armor Point Score
Armor Optimization: When wearing any armor Character gets +1 to Armor Bonus, and lessen Armor penalty by 1
Archery Specialist: -2 Combat Point cost to fire Bow, Crossbow, or Spear gun
Archery Master: Reload a Bow for 1 combat point. Reload a Crossbow or Spear gun for 2 Combat Points.
Assault Lever Shooter: Perform Double tap and Potshot attacks with a lever action Assault Rifle, Battle
Rifle or Target Rifle.
Assault Pump Gunner: Perform Double tap and Potshot attacks with a pump action firearm.
Assault Rifleman: +1 to attack when firing Assault Rifle, Battle Rifle, or Target Rifle
Assault Rifle Clubber: Increases rifle butt damage to 1d8.
Assault Specialist: -1 Combat Point cost when firing Carbine Rifles, Assault Rifles, Battle Rifles, or Target
Rifles
Assault Rifle Expert: -1 Combat Point cost when firing , Assault Rifles, Battle Rifles, or Target Rifles, -50
Combat Point cost when clearing jammed Assault Rifles, Battle Rifles and Target Rifles, +2 to all Mechanical
checks to repair any listed rifle.
Athlete: Gives +2 to athletic Skill
Autofire Proficiency: No -4 penalty for autofire, bump firing reduced to a -4
Autofire Expert: +4 to all Autofire, Sprayfire, and Sweepfire attacks
Automatic Action Shotgunner:+1 to attack when firing Semi-automatic or Fully Automatic Shotguns.
Aviator: Give +2 to Pilot skill
Automatic Action Shotgun Expert:-1 combat point cost when Firing Semi-automatic and fully automatic
shotguns, -11 Combat Point cost when clearing jammed Semi-automatic and Fully automatic Shotguns , and +2
to all Mechanical checks to repair any listed Shotgun.
Automatic Action Combat Reload: Load a shell directly into the barrel of selected shotguns for no combat
points
Axe Martial Arts: Gives a 17-20 Critical threat range for all Axes
Axe Specialist: Gives a 16-20 Critical threat range and a +1 to confirm critical strike for all Axes
Axe Mastery: Gives a 15-20 Critical threat range, and a +4 to confirm critical strike for selected axe.
Blind Sense: Re-roll Miss chance, poor visibility reduce to three-quarters
Black Powder Firearm Proficiency: Proficient in firing and reloading black powder firearms.
Black Powder Specialist: -1 Combat Points cost when firing and reloading black powder firearms
Blunt Specialist: Gives an 18-20 Critical threat range to all Hammers and Clubs
Brawl: Gives +1 to unarmed attacks and 1d6 + Pow bonus nonlethal damage
Brutal Throw: Add Foc bonus instead of Mark bonus for all thrown weapons, thrown weapon range doubled
Builder: Gives +2 to any one Craft(Structural, Chemical, Mechanical, or Electrical) skill
Burst Fire Proficiency: No -4 for Burst Fire
Carbine Lever Shooter: Perform Double tap and Potshot attacks with a Lever Action Carbine Rifle.
Carbine Pump Gunner: Perform Double tap and Potshot attacks with a Pump Action Carbine Rifle.
Carbine Rifleman:+1 to attack when firing Carbine Rifles.
Carbine Rifle Expert: -1 Combat Point cost when firing Carbine Rifles, -10 Combat Point cost when clearing
jammed Carbine Rifles and +2 to all Mechanical checks to repair any listed rifle.
Cautious: Gives +2 to disable device skill
Cleave: Extra attack after dropping target to 0hp
Club Expert: Gives a 17-20 Critical Threat Range to selected Club
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Club Martial Arts: Gives a +6 to confirm Critical Strike for all Clubs
Combat Awareness: No -5 on Perception to spot things in your rear or beyond flank areas.
Combat Expertise: Subtract from attack bonus to add to defense bonus
Combat Martial Arts: 1d4 + Pow damage lethal or nonlethal damage, and you are always considered armed.
Combat Throw: +2 to Str on grapple checks and +2 to Dex on trip checks
Confident: Gives +2 To presence skill
Controlled Shot: +8 to Attack bonus to shot, but can not make any other attacks in the round.
Close Combat Rifleman: No penalties when using a rifle against an adjacent enemy.
Close Combat Machine Gunner: No penalties when using a machinegun against an adjacent enemy.
Close Combat Shotgunner: No penalties when using a shotgun against an adjacent enemy.
Creative: Gives +2 to any one craft(Visual art, Writing), or any perform skill
Danger Sense: Reroll Initiative once per combat
Dead Aim:+2 on ranged attack if Combat Points spent aiming
Demolitions Expert: Gives +2 to Demolitions skill
Defensive Martial Arts: Gives DR 2/Unarmed Strike
Dodge: +1 dodge bonus against selected opponent
Double Bowman: Fire two arrows in quick succession , +1 damage dice if hit.
Double-fire Proficiency: No -2 to attack when Double-firing
Double Tap Proficiency: No -2 to attack when double tapping
Drive by Attack: No speed penalty when attacking from moving vehicle
Distance Rifle Specialist: -1 Combat Point cost when firing a Designated Marksman Rifle, Bolt Action Rifle,
Sniper Rifle, or Antimaterial Rifle
Designated Marksman Rifleman: +1 to attack when Firing a Designated Marksman Rifle.
Designated Marksman Rifle Expert: -2 Combat Point cost when firing a Designated Marksman Rifle,- 9 Combat
Point cost when clearing jammed Marksman Rifles, +2 to repair any listed rifle
Educated: +2 to any one knowledge skill
Elusive Target: -2 on ranged attacks against you while engaged in melee combat
Evasive Martial Arts: Gives +1 dodge bonus against melee attacks
Exotic Firearms Proficiency: Proficient in specific class of exotic firearms
Exotic Melee Weapon Proficiency: Proficient in specific exotic melee weapon
Explosive Weapon Specialist: -1 Combat Point cost when firing Under barrel Grenade Launchers, Stand Alone
Grenade Launchers, Rocket Launchers and Mortars
Explosive Weapons Expert: -1 Combat Point cost when firing Under barrel Grenade Launchers, Stand Alone
Grenade Launchers, Rocket Launchers and Mortars, -2 Combat Points when reloading
Fanning Proficiency: No -4 to two-round fanning attack, only -4 to three round fanning attack.
Fanning Expert: No -4 to three round fanning attack, -1 Combat Point cost when performing fanning attack
Far Shot: Multiply range increments by 1.5 for ranged weapons
Favored Caliber: Gives +1 to selected caliber
Favored Type: Gives +1 to selected type of damage
Fencing Martial Arts: Gives a +4 against disarm and sunder attempts for all Fencing Swords.
Fencing Specialist: Gives a +4 toward disarm and sunder attempts for all Fencing Swords.
Fencing Mastery: Gives a 17-20 Critical threat range, and a +4 to confirm critical strike for selected Fencing
Sword.
First Aid Expert:Gives +2 to Treat Injury Check
Fixed Barrel Shotgunner: +1 to attack when firing a Single or Double Shotgun.
Fixed Barrel Shotgun Expert: Fire Single or Double Shotgun for less Combat Points.
Force Stop: Force a surface vehicle to stop
Great Fortitude:+2 to Fortitude saves
Grenadier: +3 on all thrown explosives and splash weapons
Hammer Expert: Gives a 16-20 Critical Threat Range to all Hammers
Hammer Martial Arts: Gives a 17-20 Critical Threat Range to all Hammers, and a +2 to confirm critical strike
for selected Hammer.
Handgun Specialist: -1 Combat Point cost when firing Holdout Handgun, Backup Handgun, Full Sized
Handguns and Target Handguns
Heavy Armor Proficiency: No armor penalty for wearing heavy armor, receive equipment bonus to defense
while wearing heavy armor
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Heavy Melee Weapon Martial Arts: Gives +1 damage die of bludgeoning damage for all Picks and Maces.
Heavy Melee Weapon Specialist: Gives +4 to sunder with all Picks and Maces.
Heavy Melee Weapon Mastery: Gives a 16-20 Critical threat range, and a +4 to confirm critical strike for
selected Pick or Mace.
Improved Brawl: Gives +2 to unarmed attacks, and 1d8 + Str bonus nonlethal damage
Improved Combat Martial Arts: Unarmed strike threatens critical hit on 19-20
Improved Disarm: Disarm does not provoke attack of Opportunity
Improved Defensive Martial Arts: Gives DR 4/Unarmed Strike and DR 1/Bludgeoning
Improved Feint:+2 on presence checks to feint, feint for 6 Combat Points
Improved Initiative: +4 to Initiative check
Improved Trip: Trip does not provoke attack of Opportunity
Improved Two Weapon Melee Fighting: Lessen melee two weapon fighting penalties by 4
Improved Two Weapon Ranged Fighting: Lessen ranged two weapon fighting penalties by 4
Improvised Weapon Proficiency: Become proficient with all improvised weapons.
Iron Will:+2 to Will save
Knife Martial Arts: Gives +1 damage die when using knives.
Knockout Punch: Nonlethal unarmed attack is automatically a critical hit
Leading Target: Target does not get movement defense bonus against character's ranged attacks.
Light Armor Proficiency: No armor penalty for wearing light armor, receive equipment bonus to defense
while wearing light armor
Lighting Reflexes:+2 to Reflex Save
Lucky:+2 to Gamble Checks
Machine Gun Specialist: -1 Combat Point cost when firing Light Machine Guns and General Purpose Machine
Guns
Machine Gun Expert: -7 Combat Point cost when clearing jammed Light Machine Guns and General Purpose
Machine Guns, +2 to repair selected Machine guns
Machine Pistoleer: -1 Combat Point cost when firing Machine Pistols
Machine Pistol Expert: -1 Combat Point Cost when Firing Machine Pistols, -7 Combat Point Cost when clearing
jammed Machine pistols, +2 to repair for selected Machine Pistols.
Manual Action Shotgunner: +1 to Attack when firing Pump Action, Bolt Action, and Lever Action Shotguns.
Manual Action Shotgun Expert: -1 Combat Point cost when firing Pump Action, Bolt Action, and Lever Action
Shotguns, No combat point cost when cycling, and +2 to Repair selected shotguns.
Manual Action Combat Reload: Load a Shell directly into the barrel of selected shotguns for no combat
points.
Marksman Shot:+2 on ranged attack if Combat Points spent aiming, stacks to +10
Master Sniper Shot:+3 on ranged attack if Combat Points spent aiming, stacks to +15
Medicinal Expert:Gives +2 to Craft(Pharmaceutical) check
Medium Armor Proficiency:No armor penalty for wearing medium armor, receive equipment bonus to defense
while wearing medium armor.
Melee Carbine Fighter: -1 Combat Point Cost when using a Carbine Rifle as a melee weapon.
Menacing: Allows a character to use their Con bonus to presence checks to intimidate
Mobility:+4 dodge bonus against AoO
Mount Affinity:Gives +2 to Ride Checks
Mozambique Drill Master: Free single shot when executing a successful double tap attack
Personal Firearms Proficiency: Proficient in the use of all personal firearms
Pistol Expert: -2 Combat Point cost when firing Holdout Handgun, Backup Handgun, Full Sized Handguns and
Target Handguns that use magazines, -9 Combat Point cost when clearing jammed Holdout Handguns, Backup
Handguns, Full Sized Handguns and Target Handguns, +2 to Repair selected handguns
Pistoleer: +1 to attack when firing Holdout Handgun, Backup Handgun, Full Sized Handguns and Target
Handguns that use Magazines.
Point Blank Shot: +1 on attack up to 30ft
Power Attack: Subtract from all melee bonuses to add to melee damage roll
Power Throw:Subtract from attack bonus to add to thrown weapon damage bonus
Precise Shot: No -4 for shooting into melee combat
Quickshot: Fire automatic weapon as if it is semi-automatic
Quick Draw Attack: Draw and make a single shot attack at a -2, for 8 Combat Points
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Recoil Management: Brace Anti-material rifle for a bonus to attack.
Reflexive Martial Arts: Make a free unarmed attack after hit.
Revolver Expert: -3 Combat Point cost when firing Holdout Handgun, Backup Handgun, Full Sized Handguns
and Target Handguns that have cylinders, +2 to Repair selected handguns and when attempting a potshot
attack with a selected handgun, the penalty is lowered to a -4.
Rifle Lever Shooter: Perform Double tap and Potshot attacks with a Lever Action Assault Rifle.
Rifle Pump Gunner: Perform Double tap and Potshot attacks with a Pump Action Assault Rifle.
Simple Weapon Specialist: -1 Combat Cost when attacking with a Simple Weapon
Skilled Pistol Magazine User: Reload a handgun with a magazine for no combat points
Skilled Speedloader User: Reload a revolver with a speedloader for no combat points.
Sharpshooter: Reduces target's bonus due to cover.
Shield Focus: Gives a 19-20 Critical threat range to all Shields.
Shotgun Lever Shooter: Perform Double tap and Potshot attacks with a Lever Action Shotgun.
Shotgun Pump Gunner: Perform Double tap and Potshot attacks with a Pump Action Shotgun.
Shotgun Specialist: -1 Combat Point cost when Firing Sporting Shotguns and Combat Shotguns
Slamfire Proficiency: No -3 on two-round slamfire attack, only -3 to three round slamfire attack
Slamfire Expert: No -3 to three round slamfire attack, -1 combat point cost when slamfiring.
Sling Steady: Receive a +1 attack bonus when using a weapon with a sling
Spotter: Using a telescopic sight is only 3 Combat Points
SMG Specialist: -1 Combat Point cost when firing SMGs
SMG Expert: -1 Combat Point cost when firing SMGs, -6 Combat Point Cost when clearing jammed SMG, +2 to
repair for SMGs
Sniper: +1 Attack bonus when firing Sniper Rifles and Bolt Action Rifles.
Sniper Rifle Expert: -4 Combat Point cost when firing Sniper Rifles and Bolt Action Rifles, +2 to Repair for
Sniper Rifles and Bolt Action Rifles
Spear Martial Arts: Gives a 18-20 Critical threat range for all Spears.
Spear Specialist: Gives +5 ft reach for all Spears, and allows to attack adjacent area.
Spear Mastery: Gives a 16-20 Critical threat range, and a +4 to confirm critical strike for selected Spear.
Staff Martial Arts: Gives a 18-20 Critical threat range for all Staffs.
Staff Specialist: Gives +5 ft reach for all staffs, and allows to attack adjacent area.
Staff Mastery: Gives a 16-20 Critical threat range, and a +4 to confirm critical strike for selected Staff.
Stealthy: Gives +2 to Stealth skill
Strafe: Autofire area 5 by 20 instead of 10 by 10
Street Fighting: 1d4 damage once per round with unarmed attack or light melee weapon.
Sunder: +4 to attack, and no attack of opportunity on attacking a weapon
Surface Vehicle Operation: No -4 penalty for drive checks or attack rolls with selected class of vehicle
Sword Martial Arts: All swords are considered one size less.
Sword Specialist: All Swords gain +1 damage die when used.
Sword Mastery: Gives a 16-20 Critical threat range, and a +4 to confirm critical strike for selected Sword.
Tactical Draw: Reduce Combat Point cost to draw specific weapon
Tactual Anti-material Rifle Reload: Reload an Anti-material Rifle with a filled Box Magazine for 2 Combat
Points.
Tactical Assault Rifle Reload: Reload an Assault Rifle, Battle Rifle, or Target Rifle with a filled Box
Magazine for 2 Combat Points.
Tactical Automatic Action Shotgun Reload: Reloading a Semi-automatic or Fully Automatic shotgun cost less
Combat Points
Tactical Carbine Rifle Reload: Reloading a Carbine Rifle with a filled Box Magazine cost 2 Combat Points
Tactical DMR Reload: Reloading a Designated Marksman Rifle cost 2 Combat Points
Tactical Fixed Barrel Shotgun Reload: Reloading a Single or Double shotgun cost less Combat Points.
Tactical Machine Gun Reload: Reloading a Machine gun cost less Combat Points.
Tactical Machine Pistol Reload: Reloading a Machine Pistol with a filled Box magazine cost 2 Combat Points.
Tactical Manual Action Shotgun Reload: Reloading a Bolt Action, Lever Action, or Pump Action shotgun cost
less Combat Points.
Tactical Pistol Reload: Reloading a handgun with a filled box magazine Cost 2 Combat Points.
Tactical Revolver Reload: Reloading a Handgun with a full speedloader cost 2 Combat Points.
Tactical SMG Reload: Reloading a SMG with a full Box Magazine cost 2 Combat Points.
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Tactical Sniper Rifle Reload: Reload Sniper rifles and Bolt Action Rifles for less combat points.
Top Off: Reload a single cartridge in a Sniper Rifle or Bolt Action Rifle for no combat points.
Technosavant: Gives +2 to Technology Use Skill
Toughness: +3 Extended Hit Points, +1 Core Hit point
Two Weapon Defense:When using double or two melee weapons, gain +1 to Defense
Two-Weapon Melee Fighting: Lessen melee two-weapon penalties by 2
Two-Weapon Ranged Fighting: Lessen ranged two-weapon penalties by 2
Unarmed Combat Specialist: +4 for called shots when fighting unarmed
Vehicle Dodge: +1 dodge bonus to selected target when driving
Vehicle Expert: Gives +2 to Drive skill
Weapon Finesse: Use Dex Modifier instead of Str modifier for melee weapons
Weapon Focus: +3 on attack rolls with selected weapons
Well Spoken:Gives +2 to Speechcraft
Wheelgunner: +1 to attack when firing Holdout Handgun, Backup Handgun, Full Sized Handguns and Target
Handguns that have cylinders.
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Acrobat-
Aircraft Operations-
79
Archery Specialist-
80
Axe MasteryAutofire ProficiencyPrerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm Choose Battle Axe, Broad Axe, or Hand Axe.
on autofire without penalty (provided, of course, that
it has an autofire setting), can bump fire any semiBenefit: When wielding the chosen weapon, the critical
automatic personal firearm on at a -4
threat range for the chosen weapon is 15-20, and the
penalty(provided it can bumpfire), and can perform character receives a +4 attack bonus when confirming
sweepfire and sprayfire attacks at a -8
a critical strike.
Normal: Characters without this feat take a -4
Special: A character can gain this feat as many as
penalty on attack rolls made with personal firearms three times. Each time a character takes the feat,
set on autofire, a -8 on bump fire attacks, and a -12 on they select a different weapon.
sprayfire and sweepfire attacks.
Blind SenseAutofire MasteryBenefit: In melee combat, every time the character
Prerequisites: Personal Firearm Proficiency, Autofire misses because of concealment, the character can
Proficiency, Burst Fire Proficiency
reroll the miss chance roll one time to see if the
character actually hits. The character takes for
Benefit: A character gains a +4 attack bonus when
being unable to see. Darkness and poor visibility in
performing all Autofire, Sprayfire, and Sweepfire
general increase the characters Combat Point cost to
attacks.
move by two, instead of four.
Aviator-
Benefit: When wielding a Battle Axe, a Broad Axe, or a Black Powder Firearm Specialist
Hand Axe, the critical threat range for any of these
weapons is 17-20.
Prerequisites: Black Powder Firearm Proficiency
Normal: The critical Threat range for a Battle Axe,
Broad Axe or hand Axe is 19-20.
Axe Specialist-
Blunt Specialist-
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Brawl-
Cleave-
Benefit: The character gains a +2 bonus to all Disable Prerequisites: Power Attack.
Device Checks.
Benefit: If you reduce a creature to 0 hit points or
less, you get an immediate, extra melee attack against
another creature within reach for no combat point
cost. You cannot take a 5-foot step before making this
extra attack. The extra attack is with the same
weapon and at the same bonus as the attack that
dropped the previous creature. You can use this
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ability once per round.
Combat Martial ArtsClub ExpertBenefit: With an unarmed strike, the character deals
Prerequisites: Simple Weapon Focus, Blunt Specialist lethal or nonlethal damage (the character s choice)
equal to 1d4 + the characters Strength Power
Choose Light Club or Heavy Club
modifier. The characters unarmed attacks count as
armed, which means that opponents do not get attacks
Benefit: When wielding the chosen weapon, the critical of opportunity when the character attacks them
threat range for the selected weapon is 17-20
unarmed. The character may make attacks of
opportunity against opponents who provoke such
Special: A character can gain this feat as many as two attacks.
times. Each time a character takes the feat, they
select a different weapon.
Normal: Without this feat, a character deals only 1d3
points of nonlethal damage. Unarmed attacks
Club Martial Artsnormally provoke attacks of opportunity, and
unarmed combatants cannot normally make attacks of
Prerequisites: Simple Weapon Focus, Blunt Specialist opportunity.
Benefit: When wielding a Light Club or a Heavy Club
the character receives a +4 bonus when confirming
Critical.
Controlled Shot-
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Creative-
Danger Sense-
84
Designated Marksman Rifle Expert-
Double Bowman-
85
Evasive Martial Arts-
86
Favored CaliberFencing MasteryPrerequisites: Proficient with Weapon the caliber
fires
87
Force StopHandgun SpecialistPrerequisites: Drive 5 ranks, Vehicle Expert.
Prerequisites: Personal Firearms Proficiency
Benefit: When the character attempts a sideswipe
stunt with a surface vehicle, the character can force Benefit: When firing a Holdout Handgun, Backup
the other vehicle to a stop by nudging it into a
Handgun, Full Sized Handgun or Target Handgun, the
controlled sideways skid. In addition to the normal Combat Point cost is 1 less.
requirements for attempting a sideswipe stunt, the
character must have sufficient movement remaining Heavy Armor Proficiencyto move a number of squares equal to the character s
turn number. After succeeding on the check to attempt Prerequisite: Light Armor Proficiency, Medium Armor
the sideswipe, the character makes a Drive check
Proficiency.
opposed by the other driver. If the character
succeeds, turn the other vehicle 90 degrees across the Benefit: When the character wears a type of armor in
front of the characters, so that they form a tee. Move which they are proficient, the character can add the
them forward a distance equal to the characters turn armor's equipment bonus to their Defense, and the
number. The vehicles end their movement at that
armor check penalty only applies to the following
location, at stationary speed, and take their normal skills: Acrobatics, Athletics, and Stealth.
sideswipe damage.
If the character fails the check, resolve the
Normal: A character who wears armor with which they
sideswipe normally.
are not proficient only receives the Damage
Reduction bonus, and suffer the armor penalty on the
Great Fortitudelisted skill checks.
Benefit: The character gains a +2 bonus on all
Fortitude saving throws.
Grenadier-
Benefit: The character gains a +3 attack bonus on all Benefit: When wielding a Light Mace, Heavy Mace,
attacks made using a thrown explosive or splash
Light Pick, or heavy pick, the character receives +1
weapon.
damage die of bludgeoning damage.
Hammer Expert-
Prerequisites: Simple Weapon Focus, Blunt Specialist, Prerequisite: Archaic Weapon Proficiency(Mace) or
Hammer Martial Arts
Archaic Weapons Proficiency(Pick), Heavy Melee
Weapon Martial Arts Martial Arts, Base Attack Bonus
Benefit: When Wielding a Tool Hammer or
+2
Sledgehammer, the Critical Threat range is 16-20
Benefit: When wielding a Light Mace, Heavy Mace,
Hammer Martial ArtsLight Pick, or Heavy Pick, the character receives +1
damage die when sundering an object.
Prerequisites: Simple Weapon Focuses, Blunt
Specialist
Select Tool Hammer or Sledgehammer
Benefit When wielding Tool Hammer or Sledgehammer,
The Critical threat range is 17-20 and the character
receives a +2 bonus to confirm critical strike for the
selected Hammer.
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Heavy Melee Weapon Mastery-
Improved DisarmImproved Two Weapon Melee FightingPrerequisites: Intelligence 13, Combat Expertise.
Prerequisites: Str 13, Two Weapon Melee Fighting, Two
Benefit: The character does not provoke an attack of Weapon Defense.
opportunity when the character attempts to disarm an
opponent, nor does the opponent get a chance to
Benefit: The characters penalties for fighting with
disarm the character.
two melee weapons are lessened by 4 for the primary
hand and 8 for the off hand.
Special: If the character has the Two Weapon Ranged
Fighting feat, they can mix both Ranged, and Melee
weapons.
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Improved Two Weapon Ranged Fighting-
Knockout Punch-
90
Machine Gun Specialist-
91
Mozambique Drill MasterMedicinal ExpertBenefit: The character gains a +2 bonus to all
Craft(Pharmaceutical) Checks.
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Point Blank Shot-
Power Throw-
Quickshot-
93
Rifle Lever Shooter-
Sling Steady-
94
Sharpshooter-
Slamfire Proficiency-
Benefit: Your target only receives a half of the bonus Benefit: The character can perform a two-shot
to Defense due to cover. This feat has no effect
Slamfire attack with any personal firearm without
against foes with no cover or total cover.
penalty, and perform a three-shot Slamfire attack at
a -3 penalty (provided, of course, that it has a
Normal: Cover normally gives a bonus to Defense,
slamfire rate of fire).
depending on how much cover they currently have.
Normal: Characters without this feat take a -3
Shotgun Specialistpenalty on two-shot slamfire attack rolls and a -6
penalty on three-shot slamfire attack rolls.
Prerequisites: Personal Firearms Proficiency
Slamfire ExpertBenefit: When firing a Sporting Shotgun or Combat
Shotgun, the Combat Point cost is 1 Combat Point Less. Prerequisites: Slamfire Proficiency, Point Blank Shot
Shotgun Lever Shooter-
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Spear Mastery-
Stealthy-
Benefit: When wielding a Long staff, Quarter Staff, or SunderShort Staff, the character gains +5 ft. of reach with
the weapon, and can strike adjacent foes with the
Prerequisites: Strength 13, Power Attack.
weapon.
Benefit: When the character strikes an object held or
Staff Masterycarried by an opponent, such as a weapon, the
character does not provoke an attack of opportunity.
Prerequisite: Archaic Weapon Proficiency(Staffs),
Staff Martial Arts, Staff Specialist, Base Attack
The character gains a +4 bonus on any attack roll
Bonus +4
made to attack an object held or carried by another
character. The character deals double normal damage
Choose Long staff, Quarter Staff, or Short Staff.
to objects, whether they are held or carried or not.
Benefit: When wielding the chosen weapon, the critical Normal: A character without this feat incurs an
threat range for the chosen weapon is 16-20, and the attack of opportunity when they strike at an object
character receives a +4 attack bonus when confirming held or carried by another character.
a critical strike.
Special: A character can gain this feat as many as
three times. Each time a character takes the feat,
they select a different weapon.
96
Surface Vehicle OperationSword MasterySelect a class of surface vehicle (heavy wheeled,
powerboat, sailboat, ship, or tracked). The character is Prerequisite: Archaic Weapon Proficiency(Combat
proficient at operating that class of vehicle. The
Swords), Sword Martial Arts, Sword Specialist, Base
heavy wheeled class includes all kinds of semi-trucks Attack Bonus +4
and tractor-trailers, as well as wheeled construction
vehicles (such as earth movers) and wheeled armored Choose Short Sword, Bastard Sword, Broad Sword, or
vehicles (such as some armored personnel carriers).
Long Sword
Powerboats are engine-powered water vessels designed
for operation by a single person and usually no more Benefit: When wielding the chosen weapon, the critical
than 100 feet in length. Sailboats are wind-powered threat range for the chosen weapon is 16-20, and the
water vessels. Ships are large, multi-crewed water
character receives a +4 attack bonus when confirming
vessels. Tracked vehicles include bulldozers and
a critical strike.
tanks and other military vehicles.
Special: A character can gain this feat as many as
Prerequisite: Drive 5 ranks.
three times. Each time a character takes the feat,
they select a different weapon.
Benefit: The character takes no penalty on Drive
checks or attack rolls made when operating a surface Tactical Drawvehicle of the selected class.
Prerequisites: Proficient with weapon.
Normal: Characters without this feat take a -4
penalty on Drive checks made to operate a surface
Benefit: Choose a specific weapon. The character can
vehicle that falls under any of these classes, and to draw that weapon from a holster or sheath for 3
attacks made with vehicle weapons. There is no
Combat Points and from Mexican carry for 5 Combat
penalty when you operate a general-purpose surface Points.
vehicle.
Normal: A character can draw a weapon from a holster
Special: A character can gain this feat as many as five or sheath for 6 Combat Points and from Mexican carry
times. Each time the character takes the feat, they
for 10 points.
select a different class of surface vehicle.
Special: This Feat can be taken multiple times. Each
Sword Martial Artstime it is taken, it applies to a different weapon.
Prerequisite: Archaic Weapon Proficiency(Combat
Swords)
97
Tactical Automatic Action Shotgun Reload-
Prerequisites: Personal Firearms Proficiency, Shotgun Prerequisites: Personal Firearms Proficiency, Shotgun
Specialist, Automatic Action Shotgunner
Specialist, Fixed Barrel Shotgunner
Benefit: Reloading a Semi-automatic or Fully
automatic Shotgun with a filled box magazine cost 2
Combat Points. Reloading a Semi-automatic or Fully
automatic Shotgun from loose rounds, or refilling a
box magazine cost 1 Combat Point per round loaded.
Benefit: Reloading a Designated Marksman Rifle with Normal: Reloading a firearm with a filled box
a filled box magazine cost 2 Combat Points. Refilling magazine cost 4 Combat Points. Refilling a box
a box magazine cost 1 Combat Points per round loaded. magazine cost 3 Combat Points per round loaded.
Refilling a box magazine with a full stripper clip
cost 2 Combat Points per clip.
Normal: Reloading a firearm with a filled box
magazine 4 Combat Points. Refilling a box magazine
cost 3 Combat Points per round loaded. Refilling a box
magazine with a full stripper clip cost 3 Combat
Points per clip.
98
Tactical Manual Action Shotgun Reload-
Prerequisites: Personal Firearms Proficiency, Shotgun Prerequisites: Personal Firearms Proficiency, Assault
Specialist, Manual Action Shotgunner
Specialist, Assault Rifleman, Assault Rifle Clubber
Benefit: Reloading a Bolt Action, Pump Action or
Lever Action Shotgun with a filled box magazine cost
2 Combat Points. Reloading a Bolt Action, Pump Action
or Lever Action Shotgun from loose rounds, cost 1
Combat Points per round loaded.
Normal: Reloading a firearm with a filled box
magazine cost 4 Combat Points. Reloading a firearm
from loose rounds, or cost 3 Combat Points per round
loaded.
Tactical Pistol ReloadPrerequisites: Personal Firearms Proficiency,
Handgun Specialist, Pistoleer
99
Technosavant-
Prerequisites: Brawl
Weapon Finesse-
Prerequisites: Str 13
100
Weapon FocusChoose a specific weapon. A character can choose
unarmed strike or grapple for your weapon for
purposes of this feat.
Prerequisites: Proficient with weapon
Benefit: The character gains a +3 bonus on all attack
rolls they make using the selected weapon.
Special: A character can gain this feat multiple times.
Each time the character takes the feat, the character
must select a different weapon.
Well SpokenBenefit: The character gains a +2 bonus to all
Speechcraft Checks.
WheelgunnerPrerequisites: Personal Firearms Proficiency,
Handgun Specialist
Benefit: When firing a Holdout Handgun, Backup
Handgun, Full Sized Handgun or Target Handgun that
uses a cylinder, the character gains a +1 to attack.
101
EQUIPMENT
Restricted Objects
Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or
individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A
license or fee is a separate item, purchased in addition to (and usually before) the object to which it
applies. The four levels of restriction are as follows. When dealing with licenses and weapons, the license
type includes any papers or cards necessary to carry the weapon, open or concealed, without being hassled
by law enforcement.
None: No license or restriction is required to own or operate the object.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not
expensive, and obtaining it has few if any additional legal requirements.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object.
However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can
eventually acquire the necessary license.
Military and Police: The object is sold primarily to legitimate police and military organizations. A military
and police rating is essentially the same as restricted (see above), except that manufacturers and dealers
are generally under tight government scrutiny and are therefore especially wary of selling to private
individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
Table: Restricted Objects
Registration
Rating
Licensed
Restricted
Military and
Police
Illegal
Knowledge(Business)
DC
15
20
25
Time Required
for license
Issue
5 days
1 week
2 week
Wealth
Point
Cost
5
15
25
30
200%
3 weeks
35
Purchasing a License
To purchase a license or pay necessary fees, a character pays the fee on the chart, and waits the appropriate
time. To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license
DC. Success results in the license being issued in 1d4 days. (During the process of character creation, a
character just needs to purchase the license or pay the fee; the time required takes place before game play
begins.) As a general rule, a character must obtain the appropriate license before buying a restricted
object. When a character has purchased the appropriate license once, it is applicable for all items with the
same rating, so a character does not have to purchase a license for each item of the same level. A higher
license grants the ability to purchase any object at the same restriction level, or lower. Legitimate dealers
will not sell restricted objects to a character who does not have the necessary license. However, a character
may be able to turn to the black market (see below) to obtain restricted objects without a license.
102
The Black Market
Sometimes a character wants to obtain an object without going through the hassle of getting a license first.
Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a
black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a
big city, or 20, 25, or higher in small towns and rural areas. Objects purchased on the black market are more
expensive than those purchased legally. Add the black market purchase percentage increase from Table:
Restricted Objects to the objects Cost. Obtaining an object on the black market takes a number of days
according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day
cut out of the process (to a minimum of one day) increases the purchase cost by an additional 25%.
New Vs Used
The prices listed for the various objects are the price you'd pay for something NIB-New in box, but it's not
often that a character would purchase something used, such as a Car, or a firearm, or try to get rid of some
excess gear. When purchasing or selling something used, use these rate:
New in box 100% of normal price. Object has never seen use, and even still comes with the receipt for
purchase.
Like New-90% of normal price. no major problems, gear works as advertised, includes most, if not all of the
listed equipment
Good-75% of normal price. Object shows some wear, but still works as advertised, does not include any of the
extra listed gear outside of what's attached to it.
Fair-50% of normal price. Object shows wear and has light damage, firearms would have to be cleaned in this
state, and cars may have to have minor repairs(15% HP lost or less)
Usable-25% of normal price. Objects need repair to use functionally, firearms considered damaged and need
to be repaired before use, cars would need major repairs(16-25%HP lost)
Poor-10% of normal price. Objects are basically junk at this point. Firearms are no more than spare parts(Or
a spare magazine),a vehicle would have to be rebuilt from this stage(50% or more HP lost).
Mastercraft Objects
Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The
exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some
other characteristic that improves when the object is used. A mastercraft object that provides a +1 bonus to
can usually be purchased on the open market as a custom version of a common object. The increased cost of
this item is 75% of the item's cost.
A rare few objects are of mastercraft quality even without customization the off-the-shelf version of the
object is of such high quality that it is always provides a bonus of +1. In these cases, the cost is not
increased (such objects are already priced higher than similar objects of lower quality).
Mastercraft objects with a bonus of +2 or +3 are considered grandmastercraft and are not common and are
generally not for sale. If a grandmastercraft +2 object could be found for purchase, its cost would add 125%
to the normal cost. The cost of a grandmastercraft +3 object would add 200% to the normal cost.
Concealed Weapons and Objects
Its assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate
clothing. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon. Keeping
the weapon in an easier-to-draw position makes concealing it more difficult.
Mexican Carry
Mexican carry is holstering a weapon in the waistband without a proper holster. When carrying a weapon in
this manner, it isn't properly secured, and will fall out under any strenuous movement. When Mexican
carrying, a character must make a Reflex Saving throw (DC 15) to keep their weapon in their belt, when doing
any actions that cause them to roll an Attack Roll, or a dexterity or strength based skill. If they fail this
check, the weapon falls to the ground.
103
Stealth Checks
To conceal a weapon or other object, make a Stealth check. A character concealing an object before they head
out into public can usually take 10 unless they are rushed, trying to conceal it when others might see, or
under other unusual constraints. Stealth can be used untrained in this instance, but the character must
take 10.
Size and Concealment
The objects size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of
holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Table: Concealing Weapons and Objects
Condition
Size of weapon or object
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge or larger
Clothing is tight or small
Clothing is especially loose or bulky
Clothing is specifically modified for
concealing object
Firearm that is carried in a concealed carry or
holdout holster
Firearm that is carried in a shoulder holster
Stealth Modifier
+12
+8
+4
+0
-4
-8
cant conceal
-4
+2
+2
+2
+1
104
Carrying Capacity
A characters carrying capacity depends directly on the character s Strength score, as shown on Table:
Carrying Capacity.
Table: Carrying Capacity
Strength
Light Load
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
up to 3 lb.
(48 oz.)
up to 6 lb.
(96 oz.)
up to 10 lb.
(160 oz.)
up to 13 lb.
(208 oz.)
up to 16 lb.
(256 oz.)
up to 20 lb.
(320 oz.)
up to 23 lb.
(368 oz.)
up to 26 lb.
(416 oz.)
up to 30 lb.
(480 oz.)
up to 33 lb.
(528 oz.)
up to 38 lb.
(608 oz.)
up to 43 lb.
(688 oz.)
up to 50 lb.
(800 oz.)
up to 58 lb.
(928 oz.)
up to 66 lb.
(1,056 oz.)
up to 76 lb.
(1,216 oz.)
up to 86 lb.
(1,376 oz.)
up to 100 lb.
(1,600 oz.)
up to 116 lb.
(1,856 oz.)
up to 133 lb.
(2,128 oz.)
up to 153 lb.
(2,448 oz.)
up to 173 lb.
(2,768 oz.)
up to 200 lb.
(3,200 oz.)
up to 233 lb.
(3,728 oz.)
Medium Load
Heavy Load
4-6 lb.
(96 oz.)
7-13 lb.
(208 oz.)
11-20 lb.
(320 oz.)
14-26 lb.
(416 oz.)
17-33 lb.
(528 oz.)
21-40 lb.
(640 oz.)
24-46 lb.
(736 oz.)
27-53 lb.
(848 oz.)
31-60 lb.
(960 oz.)
34-66 lb.
(1,056 oz.)
39-76 lb.
(1,216 oz.)
44-86 lb.
(1,376 oz.)
51-100 lb.
(1,600 oz.)
59-116 lb.
(1,856 oz.)
67-133 lb.
(2,128 oz.)
77-153 lb.
(2,448 oz.)
87-173 lb.
(2,768 oz.)
101-200 lb.
(3,200 oz.)
117-233 lb.
(3,728 oz.)
134-266 lb.
(3,616 oz.)
154-306 lb.
(4,896 oz.)
174-346 lb.
(5,536 oz.)
201-400 lb.
(6,400 oz.)
234-466 lb.
(7,456 oz.)
7-10 lb.
(160 oz.)
14-20 lb.
(320 oz.)
21-30 lb.
(480 oz.)
27-40 lb.
(640 oz.)
34-50 lb.
(800 oz.)
41-60 lb.
(960 oz.)
47-70 lb.
(1,120 oz.)
54-80 lb.
(1,280 oz.)
61-90 lb.
(1440 oz.)
67-100 lb.
(1,600 oz.)
77-115 lb.
(1,840 oz.)
87-130 lb.
(2,080 oz.)
101-150 lb.
(2,400 oz.)
117-175 lb.
(2,800 oz.)
134-200 lb.
(3,200 oz.)
154-230 lb.
(3,680 oz.)
174-260 lb.
(4,160 oz.)
201-300 lb.
(4,800 oz.)
234-350 lb.
(5,600 oz.)
267-400 lb.
(6,400 oz.)
307-460 lb.
(7,360 oz.)
347-520 lb.
(8,320 oz.)
401-600 lb.
(9,600 oz.)
467-700 lb.
(11,200 oz.)
Lift Over
Head
10 lb.
(160 oz.)
20 lb.
(320 oz.)
30 lb.
(480 oz.)
40 lb.
(640 oz.)
50 lb.
(800 oz.)
60 lb.
(960 oz.)
70 lb.
(1,120 oz.)
80 lb.
(1,280 oz.)
90 lb.
(1440 oz.)
100 lb.
(1,600 oz.)
115 lb.
(1,840 oz.)
130 lb.
(2,080 oz.)
150 lb.
(2,400 oz.)
175 lb.
(2,800 oz.)
200 lb.
(3,200 oz.)
230 lb.
(3,680 oz.)
260 lb.
(4,160 oz.)
300 lb.
(4,800 oz.)
350 lb.
(5,600 oz.)
400 lb.
(6,400 oz.)
460 lb.
(7,360 oz.)
520 lb.
(8,320 oz.)
600 lb.
(9,600 oz.)
700 lb.
(11,200 oz.)
Lift Off
Ground
20 lb.
(320 oz.)
40 lb.
(640 oz.)
60 lb.
(960 oz.)
80 lb.
(1,280 oz.)
100 lb.
(1,600 oz.)
120 lb.
(1,920 oz.)
140 lb.
(2,240 oz.)
160 lb.
(2,560 oz.)
180 lb.
(2,880 oz.)
200 lb.
(3,200 oz.)
230 lb.
(3,680 oz.)
260 lb.
(4,160 oz.)
300 lb.
(4,800 oz.)
350 lb.
(5,600 oz.)
400 lb.
(6,400 oz.)
460 lb.
(7,360 oz.)
520 lb.
(8,320 oz.)
600 lb.
(9,600 oz.)
700 lb.
(11,200 oz.)
800 lb.
(12,800 oz.)
920 lb.
(14,720 oz.)
1,040 lb.
(16,640 oz.)
1,200 lb.
(19,200 oz.)
1,400 lb.
(22,400 oz.)
Push or Drag
50 lb.
(800 oz.)
100 lb.
(1,600 oz.)
150 lb.
(2,400 oz.)
200 lb.
(3,200 oz.)
250 lb.
(4,000 oz.)
300 lb.
(4,800 oz.)
350 lb.
(5,600 oz.)
400 lb.
(6,400 oz.)
450 lb.
(7,200 oz.)
500 lb.
(8,000 oz.)
575 lb.
(9,200 oz.)
650 lb.
(10,400 oz.)
750 lb.
(12,000 oz.)
875 lb.
(14,000 oz.)
1,000 lb.
(16,000 oz.)
1,150 lb.
(18,400 oz.)
1,300 lb.
(20,800 oz.)
1,500 lb.
(24,000 oz.)
1,750 lb.
(28,000 oz.)
2,000 lb.
(32,000 oz.)
2,300 lb.
(36,800 oz.)
2,600 lb.
(41,600 oz.)
3,000 lb.
(48,000 oz.)
3,500 lb.
(56,000 oz.)
105
25
26
27
28
29
+10
up to 266 lb.
(3,616 oz.)
up to 306 lb.
(4,896 oz.)
up to 346 lb.
(5,536 oz.)
up to 400 lb.
(6,400 oz.)
up to 466 lb.
(7,456 oz.)
x4
267-533 lb.
(8,848 oz.)
307-613 lb.
(9,808 oz.)
347-693 lb.
(11,088 oz.)
401-800 lb.
(12,800 oz.)
467-933 lb.
(14,928 oz.)
x4
534-800 lb.
(12,800 oz.)
614-920 lb.
(14,720 oz.)
694-1,040 lb.
(16,640 oz.)
801-1,200 lb.
(19,200 oz.)
934-1,400 lb.
(22,400 oz.)
x4
800 lb.
(12,800 oz.)
920 lb.
(14,720 oz.)
1,040 lb.
(16,640 oz.)
1,200 lb.
(19,200 oz.)
1,400 lb.
(22,400 oz.)
x4
1,600 lb.
(25,600 oz.)
1,840 lb.
(29,440 oz.)
2,080 lb.
(33,280 oz.)
2,400 lb.
(38,400 oz.)
2,800 lb.
(44,800 oz.)
x4
4,000 lb.
(64,000 oz.)
4,600 lb.
(73,000 oz.)
5,200 lb.
(83,200 oz.)
6,000 lb.
(96,000 oz.)
7,000 lb.
(112,000 oz.)
x4
A medium encumbered character performs as if their Dexterity modifier were no higher than +3. In addition,
the character takes a -3 encumbrance penalty on attack rolls and checks involving the following skills:
Acrobatics, Athletics, and Stealth. This encumbrance penalty stacks with any armor penalty that may also
apply. A medium encumbered character spends 2 Combat Points per 5 feet to move. If the weight of a
characters gear falls in their heavy load range, the character is considered heavily encumbered. A heavily
encumbered character performs as if their Dexterity modifier were no higher than +1. In addition, the
character takes a -6 encumbrance penalty on attack rolls and checks involving the following skills:
Acrobatics, Athletics, and Stealth. This encumbrance penalty stacks with any armor penalty that may also
apply. A heavily encumbered character spends 3 Combat Points per 5 feet to move. The figure at the upper
end of a characters heavy load range is their maximum load. No character can move or perform any other
actions while carrying more than their maximum load.
Lifting and Dragging: A character can lift up to their maximum load over their head.
A character can lift up to double their maximum load off the ground, but they can only stagger around with
it. While overloaded in this way, the character loses any Dexterity bonus to Defense and can only move 5
feet per round (for 12 Combat Points). A character can generally push or drag along the ground up to five
times their maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these
numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or
less.
Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium-size bipedal
creatures. Larger bipedal creatures can carry more weight depending on size category: Large x2, Huge x4,
Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight depending on size category: Small
x3/4, Tiny x1/2, Diminutive x1/4, and Fine x1/8. Quadrupeds, such as horses, can carry heavier loads than
characters can. Use these multipliers instead of the ones given above: Fine x1/4, Diminutive x1/2, Tiny x3/4,
Small x1, Medium-size x1.5, Large x3, Huge x6, Gargantuan x12, and Colossal x24.
Tremendous Strength: For Strength scores not listed, find the Strength score between 20 and 29 that has the
same ones digit as the creatures Strength score. Multiply the figures by 4 if the creature s Strength is in
the 30s, 16 if its in the 40s, 64 if it s in the 50s, and so on.
General Equipment
Bags and Boxes
With the wide variety of equipment available, it's quite often critical to have something to store the
equipment or carry it around in.
Aluminum Travel Case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it
from opening accidentally.
106
Backpack: This is a good-sized backpack, made of tough water-resistant material. It has one or two central
sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can
carry up to 60 pounds of gear. A backpack gives a character a +1 equipment bonus to Strength for the
purpose of determining carrying capacity.
Briefcase: A briefcase can carry up to 80 oz. worth of gear. A briefcase can be locked, but its cheap lock is
not very secure (Disable Device DC 15; break DC 10).
Contractors Field Bag: A combination tool bag and notebook computer case, this has pockets for tools, pens,
notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it
holds 160 oz. worth of equipment and comes with a shoulder strap.
Day Pack: This is a small backpack, the sort often used by students to carry their books around, or by
outdoor enthusiasts on short hikes. It holds 240 oz. of gear and fits comfortably over one shoulder in a
messenger type style or on both shoulders in a traditional pack type.
Handbag: Handbags provide another way to carry 32 oz. of equipment. The wealth point cost shown is for a
basic bag; high-fashion purses can be exponentially expensive.
Range Pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 230 oz.
of gear and can hold an additional 64 oz. in six zippered external compartments. The larger version holds
400 oz. of equipment in the internal compartment and another 96 oz. in the zippered external pouches. A
range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled
rifles.
Duffel Bag: A simple bag with either zipper or draw sting closures and a strap, Duffel bags come in all
different sizes and shapes, but usually hold about 160 oz. of equipment comfortably.
Waist Pack: This small zippered pouch is fitted with an integral belt and is designed to be fastened around
the waist. It holds 48 oz. of equipment comfortably.
Table: Bags and boxes
Object
Bags and Boxes
Backpack
Aluminum travel case
10 lb. Capacity
40 lb. Capacity
75 lb. capacity
Briefcase
Contractors field bag
Day pack
Handbag
Range pack
Standard
Oversized
Duffel Bag
Waist Pack
Size
Weight
Wealth
Point Cost
Restriction
Medium
32 oz.
None
Medium
Large
Large
Medium
Medium
Small
Small
70 oz.
160 oz.
240 oz.
32 oz.
17 oz.
16 oz.
10 oz.
2
4
7
2
1
1
1, See Text
None
None
None
None
None
None
None
Small
Medium
Medium
Small
32 oz.
348oz.
12 oz.
8 oz.
7
11
1
2
None
None
None
None
Clothing
The items described here represent special clothing types, or unusual outfits that a character might need
to acquire. For the most part, clothing choice is based on character concept. It s assumed that a character
owns a reasonable wardrobe of the sorts of clothes that fit their lifestyle. Sometimes, however, a character
might need something out of the ordinary. When that s the case, they will have to purchase it like any other
piece of gear. Clothes have three effects on game mechanics: one on Presence checks, one on Stealth checks,
and one on Environmental factors. First, clothing is part of a disguise.
107
See the Presence skill description for more on how appropriate dress affects Presence checks. Clothes also
help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an
attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus. Clothing also
includes worn accessories, such as holsters, sheathes, and armor.
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt,
undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The
clothes a character wears does not count against the weight limit for encumbrance. Each outfit has a level
that is appropriate for a given temperature range (extremely hot, hot, mild, or cold), and the wearer can
remove layers or roll up cuffs to make it acceptable, if not completely comfortable, for the next higher
range. The Price listed is for the base set of clothes, high-fashion clothing can be exponentially expensive.
Business: A business outfit generally includes a jacket or blazer, but can incorporate everything up to, and
including three piece suits. Business clothing tend to look sharp and well groomed without being overly
formal.
Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit
sweater.
Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for black
tie occasions. Special designer creations can have wealth point cost much higher than shown on the table.
Fatigues: Called battle dress uniforms (or BDUs) in the United States Armed Forces, these are worn by
hardened veterans and wannabes alike. They re rugged, comfortable, and provide lots of pockets. They are
also printed in camouflage patterns: woodland, desert, winter, urban (gray patterned), and black are
available. When worn in an appropriate setting, fatigues grant a +2 bonus on Stealth checks.
Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms making
such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
Wearing a Uniform grants a +2 circumstance bonus on all applicable Presence Checks. The price of the
uniform is based on what particular uniform a character is trying to acquire, and is set by the GM.
Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of
burlap in camouflage of the purchaser's choice. Other camouflaging elements can easily be added. A figure
under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate
coloration gains a +10 bonus on Stealth checks. (The suit s coloration can be changed for 6 Combat Points.
However, the bulky suit imposes a penalty of -4 on all Dexterity checks, Dexterity-based skill checks (except
Stealth), and melee attack rolls.
Outerwear: In addition to keeping a character warm and dry, coats and jackets provide additional
concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed
Weapons and Objects).
Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use. The
Price listed is for a simple coat, high-fashion clothing can be exponentially expensive.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military
personnel when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor clothing. The Price listed is for a simple overcoat,
high-fashion clothing can be exponentially expensive.
Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects
of cold weather.
108
Work Gloves: These gloves are thick leather working gloves, protecting from heat, cold, and generally
corrosive or sharp objects, allowing someone to work comfortably with these objects and elements.
Utility belts: Tool belts and police gun belts fall into this category. They can comfortably hold 144 oz. of
equipment, and keep them on hand at all times.
Flotation Vest: A character wearing a flotation vest need not make Athletics checks to stay afloat, and
their encumbrance load is considered 50 lbs. lighter for the purpose of determining weight penalties with
Athletics checks to swimming. A flotation vest can be worn over normal clothing and light to medium armor.
Gas Mask: The gas mask provides full protection against the effects of tear gas, pepper balls, and chemical
irritants and grants the wearer a +4 bonus to Fortitude saves made to resist inhaled cotangents.
Eye-wear
Eye-wear encompass everything from basic sunglasses, to the most covering night vision goggles. A character
can have only one pair of eye-wear on at one time.
Flash Goggles: these eye coverings provide total protection against blinding light. They negate all will
rolls against blindness, but the wearer suffers a -4 ranged attack roll while wearing them.
Sunglasses: Sunglasses are tinted glasses that block UV rays and bright light. They grant a +1 to all will
rolls against blindness.
Night Vision Goggles: Night Vision Goggles are goggles that use passive light gathering to improve vision in
near-dark and dark conditions. They grant the user the ability to see in darkness, but because of the
restricted view, grant a -5 penalty to all perception checks using sight made by someone wearing them. When
In complete darkness, night vision goggles must either be purchased with an infrared illuminator(at a +8 to
the Wealth Point Cost), or use another source of infrared light. Mounts can be purchased to mount the Night
Vision goggles to a Combat Helmet, at +1 to the Wealth Point cost.
Table: Clothing and Eye wear
Object
Size
Clothing
Clothing outfit
Business
Hot
Mild
Cold
Casual
Extreme Hot
Hot
Mild
Cold
Formal
Hot
Mild
Cold
Fatigues
Hot
Mild
Cold
Uniform
Ghillie suit
Outerwear
Coat
Weight
Wealth
Point Cost
Restriction
Medium
Medium
Medium
48 oz.
32 oz.
64 oz.
5, See Text
5, See Text
6, See Text
None
None
None
Medium
Medium
Medium
Medium
30 oz.
48 oz.
32 oz.
64 oz.
2, See Text
2, See Text
3, See Text
4, See Text
None
None
None
None
Medium
Medium
Medium
48 oz.
32 oz.
64 oz.
6, See Text
7, See Text
8, See Text
None
None
None
Medium
Medium
Medium
Medium
Medium
48 oz.
32 oz.
64 oz.
32 oz.
96 oz.
7
6
9
See Text
6
None
None
None
None
None
Medium
32 oz.
2, See Text
None
109
Fatigue jacket
Overcoat
Parka
Work Gloves
Utility belt
Flotation Vest
Gas mask
Eye wear
Flash goggles
Sunglasses
Night vision goggles
Medium
Medium
Medium
Small
Small
Medium
Medium
28 oz.
50 oz.
80 oz.
6 oz.
29 oz.
16 oz.
25 oz.
3
3, See Text
7
1
2
1
4
None
None
None
None
None
None
None
Tiny
Tiny
Small
6 oz.
6 oz.
26 oz.
1
4
17
None
None
None
MOLLE
MOLLE is Modular Lightweight Load-carrying Equipment. It is customizable load-bearing equipment utilized
by the Various armed forces. MOLLE can be configured to the user's specifications, based on the needs of the
user. MOLLE has a number of attachment slots, that can be filled by various pouches.
Kit Pouch(1 slot per 5 pounds): This pouch can hold a small kit, keeping it on hand at all times for quick use.
Holster Pouch(2 slots): This pouch encompasses a holster that holds a firearm of medium or smaller size.
Single Large Magazine Pouch(1 slot): This pouch can hold a single Rifle, Machine Pistol, or SMG magazine.
Dual Large Magazine Pouch(1 slot): This pouch can hold two Rifle, Machine Pistol, or SMG magazines.
Quad Large Magazine Pouch(3 slot): This pouch can hold four Rifle, Machine Pistol, or SMG magazines.
Sextuple Large Magazine Pouch(4 slot): This pouch can hold six Rifle, Machine Pistol, or SMG magazines.
Small Magazine/Speedloader Pouch(1 slot): This pouch can hold up to two handgun magazines or two
speedloaders.
Shell Pouch(1 slot): This pouch can hold twenty five shotgun shells of any caliber.
Cased Ammunition Pouch(1 slot): This Pouch can fifty rounds of cased ammunition, either in stripper clips, or
loose rounds.
Grenade Pouch(1 slot): This pouch can hold two grenades, either hand grenades or grenade launcher grenades.
Shell Loops(1 slot): This pouch is a simple group of elastic loops, made to hold shotgun shells. The loops can
hold six shells of any caliber. Using shell loops negates the necessity to reach into a pack to retrieve
ammunition.
Cartridge Loops:(1 slot):This pouch is a simple group of elastic loops, made to hold cased rounds. The loops
can hold ten shells of any caliber. Using cartridge loops negates the necessity to reach into a pack to
retrieve ammunition.
Utility Pouch(2 slots): This general purpose pouch can hold small electronic devices, such as a radio, GPS,
Cell Phone, or other devices. Utility pouch can also be used to carry 100 round linked belts of ammunition. It
can comfortably hold 64 oz.
Plate Carrier Pouch(6 slots): This pouch is specially built to hold trauma plates, that can help decrease
damage taken.
110
Weapon Carrier Loops(6 slots): These loops secure a Large weapon to the back of the wearer, allowing them to
carry a large weapon without a sling. It takes 5 minutes to attach or remove a weapon from these loops.
Quiver Pouch(3 slots): This pouch holds 20 arrows or crossbow bolts.
Sheath Pouch(1 slot): This pouch encompasses a sheath that holds a melee weapon of small or smaller size.
Canteen Pouch(1 slot): This pouch can hold a single canteen, for easy use and access.
Hydration Pouch (4 slots): This pouch carries a hydration bladder that holds 1 gallon of desired liquid,
usually water.
Table: MOLLE
Object
MOLLE
Kit Pouch
Holster Pouch
Single Large Magazine
Pouch
Dual Large Magazine
Pouch
Quad Large Magazine
Pouch
Sextuple Large
Magazine Pouch
Small
Magazine/Speedloader
Pouch
Shell Pouch
Cased Ammo Pouch
Grenade Pouch
Shell Loops
Cartridge Loops
Utility Pouch
Plate Carrier Pouch
Weapon Carrier Loops
Quiver Pouch
Sheath Pouch
Canteen Pouch
Hydration Pouch
Size
Weight
Wealth
Point Cost
Restriction
Small
Small
Small
8 oz.
8 oz.
8 oz.
3 per slot
2
1
None
None
None
Small
10 oz.
None
Small
12 oz.
None
Small
16 oz.
None
Small
20 oz.
None
Small
Small
Small
Small
Small
Small
Large
Medium
Medium
Small
Small
Medium
8 oz.
7 oz.
9 oz.
4 oz.
4 oz.
10 oz.
18 oz.
11 oz.
16 oz.
9 oz.
16 oz.
40 oz.
1
1
1
1
1
1
5
4
2
1
1
4
None
None
None
None
None
None
None
None
None
None
None
None
General Kits
General Kits are professional gear packages that support skill checks. Each kit is presented in 3 sizes, and
though the contents of each set of kits varies widely, all kits share the same rules. The kits list everything
that comes with the selected kit.
Using Supplies and Replenishing Kits
Generally, most kits can be used multiple times without worrying about supplies. When using the First aid
Kit or the Surgery Kit, however, the bandages, disinfectant, and disposable medical supplies are to be
disposed of and these supplies eventually will need to be replenished. A Small First aid kit can be used 4
times, a Standard First aid kit can be used 10, and a Deluxe First aid Kit can be used 25 before needing to
be replenished. A Surgery Kit can be used 12 times before needing to be replenished. It cost 1 WP to
replenish a Small First aid kit, 3 WP to replenish a Standard First aid kit, and 9 WP to Replenish a Deluxe
First aid kit. It cost 9 WP to replenish a Surgery kit.
111
Small Kit: This bare essentials kit reduces the penalty to a -2 with skill checks.
Standard Kit: This specialized field package confers the benefits of the Small kit and grants a +2 Equipment
bonus with skill checks.
Deluxe Kit: This expert tool suite confers the benefits of the Small and Standard kits, and grants a +4
equipment bonus with skill checks. Often, however, Deluxe kits are too large or bulky for easy transport.
Small Chemistry Kit: Personal microscope, scale, test tube stand, analytical and precision balances, multiple
various volume beakers and styrene cylinders, alcohol lamp, digital multimeter, 12-in. thermometer, ten
shallow 4-in. dishes, plastic funnel, legal chemical samples.
Standard Chemistry Kit: Small Chemistry kit + professional burner, professional microscope with integral
camera, ultraviolet examination lamp, personal centrifuge, water bath, flash evaporator, licensed chemical
samples.
Deluxe Chemistry Kit: Standard Chemistry kit + wide-angle dissection microscope, electric muffle furnace,
draft and vacuum ovens, chromatogram viewer, professional centrifuge, illegal chemical samples.
Small Construction Kit: Sledgehammer(Non-weapons grade), power drill, power saw, nail gun, caulking gun,
shovel, hard hat, work gloves, safety goggles, tool belt, trowel, steel-toe boots, stud finder, duct tape, sand
paper, tape measure, and building supplies (cement and drywall mix, lumber, glass, and so on, as needed),
paint and painting supplies (brushes, mixing tins, etc.), Do-It-Yourself handbook.
Standard Construction Kit: Small Construction kit + drill press, grinder, lathe, table saw, sawhorse, cutting
torch, shop vacuum cleaner, woodworking tools, and metalworking tools.
Deluxe Construction Kit: Standard Construction kit + mini-bulldozer, cement mixer, portable generator, twowheel transport trailer (for use with any non-personal ground vehicle).
Small Demolitions Kit: Dentists mirror, non-conductive simple tools (sticks, tweezers, dull blades), wire
crimper/cutter/stripper, needle-nose pliers, folding knife, cigarette lighter or waterproof matches, tape
(duct, masking, and electrical, 25 ft. each), grease pencils, chem-lights, pen flashlight, good-luck charm.
Standard Demolitions Kit: Small Demolitions + kit hand-held blasting machine, electrical wire, non-electric
fuse (75 ft.), marker flags.
Deluxe Demolitions Kit: Standard Demolitions kit + fiber optic probe, spectrometer, Geiger counter,
explosives reference manuals (CD-ROM or hard copy).
Small Disguise Kit: Makeup base (flesh tones, shadows, highlights, rouge, etc.), pigments, makeup binding
compound (to prevent sweating off of the disguise), putty and liquid latex compound (for sculpting scars,
boils, warts, etc.), spirit gum adhesive, clear adhesive surgical tape, assorted fake facial hair, makeup
brushes and sponges, facial cleanser, general personal grooming items (hairbrush, comb, toothbrush, nail
clippers, tweezers, razor), lighted makeup mirror.
Standard Disguise Kit: Small Disguise kit + 2 or 3 changes of casual clothing, colored contact lenses, wigs,
incidental props (eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap and hand towels, hair
dyes and colors (whitener, highlights, etc.).
Deluxe Disguise Kit: Standard Disguise kit + wound and deformity prostheses with fake blood, full-face
latex mask molds, detailed photographic records of potential subjects, minor props (canes, height-altering
shoes, etc.), digital photo makeover software.
112
Small Electronics Kit: Wire crimper/cutter/stripper, screwdrivers (assorted small sizes), needle-nose pliers,
soldering iron and roll of solder, flux, electrical tape(40 ft.), epoxy glue, voltage meter, circuit tester,
compressed air duster, wire (varying lengths and widths),assorted spare components (resistors, capacitors,
screws, LEDs, etc.), assorted spare batteries, pocket reference of component color codes and mathematical
conversions.
Standard Electronics Kit: Small Electronics kit + electrostatic mat, de-soldering iron/vacuum, personal
oscilloscope, signal generator, table arm lamp with magnifying glass, common schematic manuals
Deluxe Electronics Kit: Standard Electronics kit + 2-person clean room, EPROM burner, oscilloscope,
microscope, RF meter.
Small First Aid Kit: Adhesive bandages (various shapes and sizes), gauze (pads and rolls), elastic compress
bandages, blister pads, wooden splints, tourniquets, latex gloves, thermometer, tweezers, razor blades,
safety pins, cotton swabs (dry and alcohol-saturated), antibacterial soap, antiseptic solution, antibiotic
cream, surgical tape, painkiller pills, antihistamine pills, antiviral pills, antacid pills, salt tablets.
Standard First Aid Kit: Small First Aid kit + CPR mask, stethoscope, shears, forceps, surgical needles and roll
of suturing thread, burn gel, sedative pills, folding stretcher, antivenin solution, disposable syringes,
blankets, stuffed animal, medical reporting forms and waterproof marker.
Deluxe First Aid Kit: Standard First Aid kit + portable defibrillator, intravenous blood expander and fluid
packs, oxygen tank and mask, backboard, cervical collar, local anesthetic solution, field surgical tools
(This Kit can be used as a Small Surgery Kit).
Small Lockpicking Kit: Picks and shims (assorted sizes and shapes), tweezers, stethoscope, screwdrivers
(assorted small sizes), penlight.
Standard Lockpicking Kit: Small Lockpicking kit + slim jim auto entry tools, keyhole saw, glass cutter, power
drill, ball-peen hammer, metal files, stethoscope.
Deluxe Lockpicking Kit: Standard Lockpicking kit + key blanks, key grinder, lock samples (for practice,
disassemble, and analysis), fiber optic probe, library of lock manufacturers catalogs.
Small Mechanics Kit: Tool box, car jack, screwdrivers (assorted sizes), wrenches (assorted sizes), socket set,
pliers (regular and needle-nose), metal file, hammer, measuring tape, flashlight, pressure gauge, waterproof
markers, baling wire, epoxy glue, tape (duct, masking, and electrical), machine oil, wax, work gloves, safety
goggles, professional solvents/cleaners, rubber gaskets, tarp, electrical wires and tubing, clamps, tap and
die set.
Standard Mechanics Kit: Small Mechanics kit + diagnostic machine, timing light, electric drill, hacksaw, shop
lights, hot glue gun, air blower, crowbar, snake light, paint sprayer.
Deluxe Mechanics Kit: Standard Mechanics kit + 1-ton crane, hydraulic car lift, bench lathe, bench vise,
rotary saw, welding torch, air compressor, angle grinder, block and tackle.
Small Visual Art Kit: Sketchpads of various sizes, colored chalk, art gum, pencils of various hardness and
colors, a small watercolor set including 12 colors, various small brushes.
Standard Visual Art Kit: Small Visual Art Kit + pose able wooden model, small cloth canvas, easel, set of
various oil based paints with a color chart, calligraphy paper with brushes and various bottles of colored
ink, and medium sized brushes.
Deluxe Visual Art Kit: Standard Visual Art Kit + Plaster mix, pure pigments, mortar and pistil, water based
paints, digital color analyzer, large cloth canvas, large brushes, paper of various textures and materials,
hammer and chisel, and a beret.
113
Specialty Kits
While the Kits listed provide bonuses to general aspects of skills, the specialty kits focus on a specif, but
useful aspect of a skill. Specialty Kits provide a bonus to a specific aspect of a skill. When using the kit,
the character is considered to be using an applicable kit.
Firearm Cleaning Kit
A firearm cleaning kit contains various brushes, oils, bore cleaners, and polishes, that allow the
maintaining of a firearm. Without one, it is impossible to maintain and clean a firearm. One cleaning kit will
work for all types of firearms. A cleaning kit grants a +4 equipment bonus when restoring a weapon's
unreliability level due to age.
Gunsmithing Kit
Most gunsmiths assemble their toolkits gradually as their skills grow. This kit represents a complete
collection typical
for an experienced gunsmith, including watchmakers screwdrivers, metal files,
clamps, punches, a small hammer, and
A micrometer calipers. It also contains a Firearm cleaning kit (above) with brushes and rods suitable for all
calibers and barrel lengths. A Gunsmithing kit grants a +4 Equipment bonus when repairing a firearm or
when performing upgrades on any firearm.
Reloading Kit
A Reloading kit contains All of the tools necessary for reloading small
arms ammunition, including
powder measures, a reloading press, a small digital scale, a case cleaner, and ballistics reference manuals,
as well as the various dies needed to reload all kinds of ammunition. It allows a character to reload
ammunition.
Surgery Kit
A Surgery Kit is a kit used for performing surgery, such as pulling out bullets and closing up wounds. It
contains a box of Latex gloves, surgical scissors, scalpels and extra blades, surgical needles and suturing
thread, forceps, a small box of 20 disposable syringes, gauze (pads and rolls), sponges, surgical tape, cotton
swabs (dry and alcohol-saturated), disinfectant solution, sedative pills, head-mounted flashlight, a small
pack of surgical masks, sterile draping cloth, plastic safety goggles, surgical staple gun, local anesthetic
and antibiotics, blood coagulant solution, suction bulb, clamps, intravenous blood expander, fluid packs, a
rib spreader, bone saws, a heart monitor, a defibrillator, intravenous blood packs, an anesthesia tank and
mask, and an oxygen tank and mask. A Surgery Kit grants a +4 Equipment bonus while performing a surgery.
Forgery Kit
A Forgery kit is used in the finer points of creating fake documents, for creating borders, stamps, and
papers. It includes a Fine-edge knife set, ink pads with various inks, blank stamps, colored pens, paint and
fine brushes, stencils, a magnifying glass, a disposable camera, a scale, calipers, tweezers, fine-grain
sandpaper, a document scanner, a laminator, a foil press, a shrink wrapper, a table arm lamp with magnifying
glass, holographic film, currency/document manual, a display case, a personal printing press, and casting
supplies and various molding materials (plaster, plastic, etc.). It grants a +6 Equipment Bonus while creating
Forgeries.
Climbing Kit
A climbing kit is a kit used to scale tall landmarks, such as buildings, rocks, or other objects. It contains a
backpack or waist pack, rope(150 ft., rated for 1,200 lb.),a wristwatch altimeter, climbing harness, leather
gloves and finger tape, rock shoes or crampons, carabiners, various markers, belayers, cams, quickdraws,
ascendents, cordlettes, a chalk bag, pitons and a hammer, crampons, and an ice ax. It grants a +4 while
climbing.
114
Authentication Kit
An authentication kit is a kit used to verify the authenticity of documents, money, gold, and other types of
valuable or important artifacts or objects. It includes a Hand-held microscope, a magnifying glass, personal
standard and black lights, an infrared viewer, a document scanner, a chemical analyzer, 3D modeling and
comparison software, signature analysis software (CD-ROM), a video spectral comparator (with built-in
microscope, video camera, and high-resolution color printer),and a back-illuminated comparison table. It
grants a +6 while checking for forgeries.
Table: Kits
Object
General Kits
Chemistry Kit
Small
Standard
Deluxe
Construction Kit
Small
Standard
Deluxe
Demolitions Kit
Small
Standard
Deluxe1
Disguise Kit
Small
Standard
Deluxe
Electronics Kit
Small
Standard
Deluxe
First Aid Kit
Small
Standard
Deluxe
Lockpicking Kit
Small
Standard
Deluxe
Mechanics Kit
Small
Standard
Deluxe
Visual Art Kit
Small
Standard
Deluxe
Specialty Kits
Firearm Cleaning Kit
Gunsmithing Kit
Reloading Kit
Surgery Kit
Forgery Kit
Climbing Kit
Size
Weight
Wealth
Point Cost
Restriction
Huge
Huge
Gargantuan
30 lb.
75 lb.
N/a
70
140
210
None
Licensed
Restricted
Huge
Gargantuan
Colossal
50 lb.
500 lb.
N/a
25
35
200
None
None
None
Small
Large
Large
80 oz.
50 lb.
60 lb.
6
20
25
None
Restricted
Restricted
Medium
Medium
Huge
20 lb.
35 lb.
50 lb.
6
10
20
None
None
None
Large
Huge
Colossal
20 lb.
200 lb.
N/a
7
15
40
None
None
None
Small
Medium
Large
80 oz.
20 lb.
80 lb.
2
6
15
None
None
None
Small
Large
Huge
32 oz.
25 lb.
150 lb.
2
7
15
None
None
Licensed
Large
Huge
Gigantic
30 lb.
100 lb.
N/a
7
15
50
None
None
None
Large
Large
Gigantic
80 oz.
160 oz.
25 lb.
3
10
25
None
None
None
Small
Large
Huge
Large
Huge
Huge
48 oz.
20 lb.
50 lb.
35 lb.
400 lb.
30 lb.
3
20
25
40
20
18
None
None
None
None
None
None
115
Authentication Kit
Huge
200 lb.
40
None
116
Professional: This high-end civilian model allows a character to program in twenty different frequencies
from thousands of choices making it likely that the character can find a frequency that s not being used
by anyone else within range. The device can be used with or without a voice-activated headset (included). It
has a range of 15 miles.
Table: Consumer Electronics
Object
Size
Weight
Wealth
Point Cost
Restriction
12 oz.
32 oz.
10 oz.
5
15
1
None
None
None
15 oz.
18 oz.
4
20
None
None
15 lb.
96 oz.
16
20
None
None
20 oz.
35 oz.
1
4
None
None
Weapon Accessories
Weapon accessories include holsters and sheaths to hold weapons, quivers and ammo pouches to keep
ammunition close by, as well as cases to store larger weapons.
Holsters
A holster is a device used to hold, or restrict the undesired movement of a firearm, most commonly in a
location where it can be easily withdrawn for immediate use. Holsters allow a character to draw a firearm
for 6 Combat Points. Holsters are generally available for all Medium-size or smaller firearms.
Belt Holster: This holster is a simple no-frills holster that slips through a belt, usually made of leather. It
holds any small and smaller firearm. Because of it's placement, it can only be concealed with outerwear, and
even then, grants a -4 penalty to all stealth checks to hide all small and smaller guns.
Concealed Carry Holster: This holster is worn on the belt inside the waistband or in the small of the back.
This holster grants a +2 to Stealth checks to hide all small and smaller guns.
Pocket Holster: This holster may be a fake wallet, or a formed stiff cloth, helping to break up the pattern
of a firearm in a pocket. This holster grants a +3 to Stealth checks to hide all tiny and smaller guns.
Ankle Holster: This holster is a holster that attaches to the ankle, providing concealment for the weapon
without worrying about printing or showing the weapon accidentally. This holster grants a +4 to Stealth
checks to hide all tiny and smaller guns, but the Combat Point cost to draw the firearm is 3 points more.
Tactical Holster and Tactical Holder: This holster is worn on the thigh, with a strap attaching it to the belt,
or on the hip, attached to a belt. It also comes with a tactical holder, which can be purchased in any
combination to hold handgun magazines, speedloaders, standard flashlights, or pairs of handcuffs. (A
tactical holder can be purchased to hold a single handgun magazine and a pair of handcuffs, for example)
using a tactical holder eliminates the need to reach into a pocket or bag to retrieve the holstered items. A
Tactical Holder can also be purchased by itself, in any combination, for 1 WP.
117
Shoulder Holster: This holster uses a set of straps around both of the wearer s shoulders to stash the gun
under one armpit, with pouches for two handgun magazines or speedloaders under the opposite armpit to
balance the weight, or a second gun. This holster grants a +1 to Stealth checks to hide all small and smaller
guns, when worn with outerwear.
Undercover Holster: This holster is padded to break up the outline of a firearm, usually worn on the small
of the back. It grants a +6 stealth to hide all Small and smaller guns, however it cost 6 additional combat
points to draw the firearm from this holster.
Tummy Holster: This Holster is an elastic band that is worn under a shirt that holds a firearm, as well as two
spare magazines, right against the abdomen region. It grants a +4 to Stealth checks to hide all small and
smaller guns, but the Combat Point Cost to draw the firearm is 4 points more.
Quick Draw Holster: This holster, worn on the belt or hip, is designed for characters who wish to have a
faster draw with their weapon. A quick draw holster is designed for a specific firearm, and can not be used
with any other firearm but the one designed for. A quick draw holster can be purchased for all small, and
smaller firearms. When drawing from a quick draw holster, the Combat Point cost to draw the firearm is 1
point less.
Gun Belt: This holster is a loose leather holster, that allows the gun to sit comfortably in the holster,
commonly used with single action revolvers, but can be purchased for any medium-sized and smaller gun. The
single gun holster holds one gun and 36 extra cartridges on the belt, and the dual gun holster holds two
guns and 24 extra cartridges on the belt. The shotgun version of this holster can hold a single gun, and 15
shotgun shells.
Sheaths
A Sheath is a device used to restrict the movement of a melee weapon, most commonly located where it can
easily withdrawn for immediate use, and kept out of the way when not being used. Sheathes are generally
available for all large and smaller melee weapons.
Concealed Sheath: This sheath is a worn on the inside of the waistband. This sheath grants a +2 to Stealth
checks to hide all small and smaller melee or thrown weapons.
Shoulder Sheath: This sheath uses a set of straps around both of the wearer s shoulders to stash two melee
weapons, one under each armpit. This holster grants a +1 to Stealth checks to hide all small and smaller
weapons, when worn with outerwear.
Holdout Sheath: This sheath is an ankle strap, or a thigh clip. This sheath grants a +2 to Stealth checks to
hide all tiny and smaller melee or thrown weapons.
Tactical Sheath: This sheath is worn either on the back attached to a strap, or on the hip, attached to a belt.
A Tactical sheath can fit any large or smaller melee weapon.
Undercover Sheath: This sheath is padded to break up the outline of a weapon, usually worn on the small of
the back. It grants a +6 stealth to hide all Small and smaller weapons, however it cost 6 additional Combat
points to draw a weapon from this sheath.
LBE Gear
Load Bearing Equipment is equipment used to carry a fighting load, and keep it handy at all times. When
using a LBE rig, The weight of all of the weapons and equipment in the rig is halved. LBE gear can be worn
over any armor that doesn't have any MOLLE slots or attachments. They are also printed in camouflage
patterns: woodland, desert, winter, urban (gray patterned), and black are available. When worn in an
appropriate setting, LBE gear grant a +2 bonus on Stealth checks.
Pistol Rig: A pistol rig has a Tactical Holster, spaces for 6 handgun magazines or speedloaders, a grenade
loop that can hold a single grenade, and two utility pouches, that can comfortably hold 6 pounds each.
118
SMG rig: A SMG rig has spaces for 6 SMG or Machine pistol Magazines, two grenade loops that can hold a single
grenade each, and a utility pouch, that can comfortably hold 6 pounds.
Shotgun Rig: A Shotgun rig has Shell loops that can hold 40 Shotgun Shells, two grenade loops that can hold
a single grenade each, and two utility pouches, that can comfortably hold 6 pounds each.
Rifle Rig: A Rifle rig has spaces for 4 Rifle Magazines, two grenade loops that can hold a single grenade
each, and a Utility pouch that can comfortably hold 6 pounds.
Concealment Case
A concealment case is a case disguised as an inconspicuous object, such as a guitar case or violin case, that
has a secret compartment for storing a large or smaller weapon. A Concealment Case can comfortably hold a
single large weapon, two medium weapons, four small weapons, eight tiny weapons, or sixteen diminutive
weapons. The case grants a +10 to stealth checks when hiding a large or smaller weapon within it.
Roll Case
A roll case is a soft case designed to be rolled up while carried. It allows for the storing of both weapons
and ammunition in the same place securely. A small roll case can hold a single firearm of medium size or
smaller and 40 rounds of ammunition, the larger version holding two medium sized weapons and 100 rounds of
ammunition.
Quiver
A quiver is a container for arrows or crossbow bolts, worn either on the back attached to a strap, or on the
hip attached to a belt. A quiver can hold 20 arrows or crossbow bolts.
Removable Magazine
A removable magazine is a device that stores cartridges in an encasing, that is removable from the firearm.
The magazine functions by moving the cartridges stored in the magazine into a position where they may be
loaded into the chamber by the action of the firearm. For weapons that use a removable magazines, a
character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy
place makes it easy to reload a weapon in combat. The price and capacity of a removable magazine is listed
with the weapon's statistics.
Double-Magazine Clip
Sometimes referred to as a jungle-style magazine , this accessory binds two Machine Pistol, Rifle, SMG,
Machine Gun, or Shotgun box magazines together for quicker reloading, allowing him to perform one reload
at 1 less Combat Point . The character still must be proficient in the weapon he is using, in order to take
advantage of this accessory. A character may also duct tape two magazines together for the same effect, but
the weapon gets a -5 to Stealth checks to hide the weapon when using this method. The clip must be purchased
for a specific type of magazine, and are not compatible with any other magazine.
Speedloader
A speedloader holds a number of cartridges in a ring, in a position that mirrors the chambers in a revolver
cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the
cartridges at once. Speedloaders come in sizes from five to nine rounds, in various calibers. A Speedloader
can be purchased in any size, in any caliber, costing 1 Wealth Point per 2 speedloaders in that
configuration.
Stripper Clip
A stripper clip is a speedloader that holds several cartridges together in a single unit for easier loading
of a firearm's magazine. They come in sizes from five to ten rounds, in various calibers.
Cartridge Wallet
A cartridge wallet is a wallet made of cloth or leather, that keeps ammunition dry and separated. Cartridge
wallets can be made for any caliber, and hold 10 cartridges per wallet. They are best used for special
ammunition that is best kept away from the general ammunition.
119
Shell Belt
A shell belt is a belt that is specially made to hold 25 shotgun shells for quick access, but disallows the
wearing of any holster, or Gunbelt when worn. Using a shell belt negates the necessity to reach into a pack
to retrieve ammunition.
Shell Bag
A shell bag is a canvas bag worn on the waist that holds up to 45 shotgun shells for quick access. It doesn't
keep the shells separated and multiple shells will often mix up in the bag. Using a Shell Bag negates the
necessity to reach into a pack to retrieve ammunition.
Shell Caddy
A shell caddy is a small metal caddy that Is worn on the belt, that holds 4 shotgun shells for quick access
discretely. Because of it's size, it's easily concealable, and grants a +3 to all stealth checks to hide it. Using
a shell caddy negates the necessity to reach into a pack to retrieve ammunition.
Magazine Caddy
A magazine caddy is a small metal or plastic caddy that is worn on the belt, that holds a single rifle, or SMG
magazine with the capacity of 30 rounds or less. Using a rifle caddy negates the necessity to reach into a
pack to retrieve ammunition.
Cartridge Belt
A cartridge belt is a belt that is specially made to hold 55 cased rounds for quick access, but disallows the
wearing of a Belt Holster, Quick Draw Holster, Tactical Holster, Conceal Carry Holster, Under Cover Holster,
or a Gunbelt when worn. Using a cartridge belt negates the necessity to reach into a pack to retrieve
ammunition.
Bandolier
A bandolier is a strap of leather or nylon webbing that is worn around the shoulder, that holds various
ammunition or objects. It is commonly worn when hunting, or to carry more items readily available. Using a
bandolier negates the necessity to reach into a pack to retrieve the object stored, but as such makes the
ammunition clearly visible.
Shell Bandolier: This bandolier holds 60 shotgun shells.
Cased Round Bandolier: This bandolier holds 45 rounds of cased ammunition.
Grenade Bandolier: This bandolier holds 8 grenades, of either the thrown, or fired variety.
Refill Tube
A refill tube is a plastic tube that holds 100 paintballs for quick reloading. It clips onto a belt for ease.
The price listed is for four tubes, and comes with a harness to hold the tubes on one's belt.
Powder Horn and Bullet Bag
A powder horn is a leather, ivory, bone, or metal container that holds 1 lb of black powder. A bullet bag is a
leather bag that holds 60 lead balls, for black powder weapons.
Table: Weapon Equipment
Object
Weapon Accessories
Double Magazine clip
Speedloader(2)
Shell Belt
Cartridge Belt
Bandolier
Shell Bandolier
Size
Weight
Wealth
Point Cost
Restriction
Tiny
Tiny
Medium
Medium
4 oz.
8 oz.
16 oz.
16 oz.
4
1
3
3
None
None
None
None
Medium
32 oz.
None
120
Cased Round Bandolier
Grenade Bandolier
Shell Bag
Shell Caddy
Magazine Caddy
Cartridge Wallet
Refill Tube(4)
Powder Horn and Bullet
Bag
Concealment Case
Quiver
Roll Case
Small
Large
Holsters
Belt
Pocket
Concealed Carry
Ankle
Tactical
Shoulder
Quick Draw
Tummy
Undercover
Gunbelt
Sheaths
Concealed
Holdout
Tactical
Shoulder
Undercover
LBE Gear
Pistol Rig
SMG Rig
Shotgun Rig
Rifle Rig
Medium
Medium
Small
Diminutive
Diminutive
Small
Small
Small
32 oz.
32 oz.
16 oz.
6 oz.
7 oz.
6 oz.
10 oz.
32 oz.
4
1
1
1
2
1
1
1
None
None
None
None
None
None
None
None
Large
Small
64 oz.
14 oz.
5
1
None
None
Large
Large
32 oz.
45 oz.
2
4
None
None
Small
Tiny
Small
Tiny
Small
Medium
Small
Small
Small
Medium
16 oz.
8 oz.
10 oz.
10 oz.
20 oz.
16 oz.
32 oz.
9 oz.
12 oz.
48 oz.
1
2
2
4
2
3
9
3
6
4
None
None
None
None
None
None
None
None
None
None
Small
Tiny
Large
Medium
Small
8 oz.
6 oz.
12 oz.
12 oz.
7 oz.
1
1
2
3
5
None
None
None
None
None
Medium
Medium
Medium
Medium
32 oz.
32 oz.
32 oz.
32 oz.
3
2
2
2
None
None
None
None
121
Duct Tape
The usefulness of duct tape is limited only by a character s imagination. Duct tape can support up to 200
pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a
Strength or Dexterity check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.
Bluetooth headset
Cheap and promiscuously available, these headsets allow you to communicate hands-free. All cell phones and
Professional-level radios can sync with them.
Musical Instruments
A musical instrument is a device created or adapted for the purpose of making musical sounds. A character
cannot use any Perform skills that involve instruments without a musical instrument.
Instrument, Keyboard: A portable keyboard or Keytar, necessary in order to use the Perform (keyboard
instrument) skill.
Instrument, Percussion: A set of drums, necessary in order to use the Perform (percussion instrument) skill.
Instrument, Stringed: An electric or acoustic guitar, a harp, a sitar, or various other stringed instruments
necessary in order to use the Perform (stringed instrument) skill.
Instrument, Wind: A flute, trumpet, french horn, saxophone or various wind instruments necessary in order
to use the Perform (wind instrument) skill.
Shovel
A shovel is a tool for lifting and moving loose material such as coal, gravel, snow, soil, or sand. This
particular variant is an Entrenching tool, a compact version of the full sized shovel. When pressed into
battle as a weapon, it carries the same stats as a short sword, but always has a -2 to attack, as it is an
improvised weapon.
Caltrops
Caltrops are four-pronged steel spikes designed so that one prong is pointing up when the caltrop rests on a
surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag
of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square
containing caltrops at any rate greater than 15 feet a turn or each round a creature spends fighting in
such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage
on a successful hit, and the injury reduces foot speed to 2 Combat Points per 5 (a successful Treat Injury
check, DC 15, or one day's rest removes this penalty). Improvised versions of this weapon include jacks and d4
gaming dice(These improvised weapons do not work on vehicles, however). A charging or running creature must
immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.
Binoculars
Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for perception checks to -1 for every 50 feet
(instead of -1 for every 10 feet). Using binoculars for Perception checks takes five times as long as making
the check unaided.
Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital
readout that indicates the exact distance to the object on which they are focused.
Night Vision Binoculars: Night Vision binoculars function the same as standard binoculars in normal light.
In darkness, however, users looking through them see as if they were using night vision goggles.
122
Camp Axe
This Axe can be used to chop down small trees, as an impromptu weapon, or to hammer in steaks for a tent.
Flare
A flare is a bright chemical burning reaction in a stick, that negate penalties for darkness within its
illuminated areas. It projects light in a 40 foot circle from itself, and last for 1 hour per flare. Once
activated, it cant be turned off or reused. It can also be used to immediately set any flammable material or
substances ablaze.
Compass
A compass relies on the Earths magnetic field to determine the direction of magnetic north.
Chemical Light Stick
This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It
projects light in a 10 foot circle from itself. Once activated, it can t be turned off or reused. The listed
price is for a pack of 5 sticks.
Flashlight
Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavyduty models, rugged enough to withstand the rigors of modern, heavy use. Flashlights negate penalties for
darkness within their illuminated areas.
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5
feet wide at its end.
Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. There are
wearable versions of these flashlights, that can be clipped to clothing to facilitate hands free usage,
which cost +1 WP of the listed price.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet
across at its end.
Rope
This is 200 feet of paracord rope that can support up to 500 pounds.
Tent
A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves
against the effects of cold weather.
Multipurpose Tool
This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file,
short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A
multipurpose tool can lessen the penalty for making Craft (mechanical), Craft (electronic),Craft (structural),
Demolitions, or Disable Device checks without appropriate tools to -4 instead of the normal -6. The tool is
useful for certain tasks, as determined by the GM, but may not be useful in all situations.
Canteen
A canteen is a drinking water bottle designed to be used by hikers, campers, soldiers and workers in the
field. A canteen holds 2 quarts of liquid.
Fire Extinguisher
This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher
ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area. It contains enough
material for two such uses. It does 1d4 Cold damage.
123
Handcuffs
Handcuffs are restraints designed to lock two limbsnormally the wrists of a prisoner together. They fit
any Medium-size or Small human or other creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device
check (DC 25) or Acrobatics check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4
hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Acrobatics
checks automatically fail).
Map
While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a
character where they are going and what to expect when they get there.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state.
They can also be purchased for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small areausually a few miles on a side in exacting detail.
Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical
maps are not available for all areas, and, though inexpensive, they generally have to be ordered from
federal mapping agencies (taking a week or longer to obtain).
Lighter
This is either an oil based or butane cigarette lighter, that can be used to create fire at a moment's
instance.
Matches
For the Cigar Connoisseur, or simply who likes to strike wood to seem dramatic, these matches come in a large
batch. The price listed is for a hundred boxes of matches, which each contain 20 matches.
Sleeping Bag
This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather,
providing a +1 equipment bonus on Fortitude saves against the effects of cold weather.
Parachute
A parachute is a device used to slow down an object in free fall through an atmosphere. They come in various
types, based on use, but all stop fall damage from heights greater than 100 feet.
Military Parachute: A typical circular canopy used for static line jumps. A standard military chute has
limited maneuverability, being designed for simplicity and reliability. These parachutes fall straight
down.
Reserve Parachute: A small emergency parachute designed to be worn on the chest and used if the jumpers
mainchute fails. A reserve chute is a lifesaving, rather than aerobatic device, and do not possess the
maneuverability that Sports Parachutes have. These parachutes fall straight down.
Sports Parachute:
A rectangular aerobatic parachute. Consumer models tend to be brightly-colored for
aesthetic appeal
and emergency visibility, but a character can purchase a darker parachute at request. Sports Parachutes
allow a character to glide at 20 feet per round forward as they fall, as well as make a turn after moving 10
feet.
124
Table: Misc Equipment
Object
Size
Weight
Wealth
Point Cost
Restriction
2
2
1
3
2
2
1
1
None
None
None
None
None
None
None
None
22
30
25
None
None
None
2
1
None
None
13
14
10
8
2
1
None
None
None
None
None
None
2
8
12
1
2
2
None
None
None
None
None
None
1
2
5
None
None
None
3
5
2
1
2
None
None
None
None
None
2
4
8
1
1
None
None
None
None
None
125
Reloading Supplies
Reloading supplies spans everything from the powder to the cases, that are needed to reload ammunition.
Cases
Cases are split into eight different categories, based on the type of ammunition. Each category's price is
listed for a single unit, which is enough to create a single batch of ammunition. When purchasing a unit of
cases, a specific caliber must be specified.
Tiny Pistol: Tiny pistol calibers include .22 Short, .25 ACP, .32 ACP, .32 WCF and .32 S&W.
Small pistol: Small pistol calibers include 9x19mm, .38 Special, .38 Long Colt, .38/200, .38 S&W, .380 ACP, .
3x22mm Nambu, 9x18mm PM, .40 S&W, .41 Long Colt, 9mm Japanese Revolver, 7.63 Mannlicher, 7.63x25mm Mauser
and the 7.62x25mm Tokarev, .38 Super
Large pistol: Large pistol Calibers include .45 ACP, .45 GAP, .455 Webley, .44 American, .44 Russian, .44 Special, .
44 Magnum, .44 WCF, .45 Long Colt, .357 Magnum, .357 Sig, 10mm Auto, 7.62x38mmR Nagant, 50 Action Express,
9x23mm Steyr, and .454 Casull
Tiny Rifle: Tiny rifle calibers include 5.7x28mm FN, and 4.6x30 HK
Small Rifle: Small rifle calibers include .30 Carbine and 6.5 SPC
Medium Rifle: Medium rifle calibers include 5.56x45mm, 5.8x42mm Chinese, 6.5x50mm Arisaka, 5.45x39mm
Russian, .243 Winchester, and 6mm Lee Navy
Large Rifle: Large Rifle calibers include 7.62x51mm, .303 British, 8x57mm Mauser, .30-06 Springfield, .30-40
Krag, 7.7x58mm Arisaka, .300 Winchester Magnum, .45-70 Government, 7.62x54mmR, 8mm Lebel, and 7.62x39mm
Huge Rifle: Huge Rifle calibers include .338 Laupa, .50 BMG, 56-56 Spenser, .50-70 Government, 14.5x114mm,
20x124mm, and 20x105mm
Shotgun Shell: Shotgun shells include .410 Gauge, 16 Gauge, 20 Gauge, 12 Gauge and 10 Gauge.
Powder: The powder listed here is modern smokeless powder, and provides enough for one batch of any caliber
of ammunition.
Payloads
Payloads are split into two categories, cased and shell, and the types available for each vary differently.
Each listing is enough for a single batch of ammunition, but a specific caliber must be specified.
Cased Ammunition Payloads
Lead: These are simple, plain cast lead bullets. They have no special rules.
Steel Core: These are lead bullets with a hardened steel core. They grant a +3 damage bonus to armored
targets.
JSP/JHP: These are either Jackets Hollow Point or Jacket Soft Point Bullets. They grant a +2 damage to
unarmored targets, but a -2 damage to armored targets.
Tungsten: These heavy rounds are the best penetrators available. They grant a +6 damage bonus to armored
targets.
Silver: These are cast silver bullets, suited for would-be vampire hunters and dispensers of justice alike.
They affect certain creatures in certain ways, but otherwise perform as lead bullets.
126
Shell Ammunition Payloads
Lead: These are simple lead balls. They come in Slug,00 Buckshot, and #3, #6 and #9 birdshot.
Glass: These are glass marbles, in 00 Buckshot and Slug sizes. They deal slashing damage, instead of
ballistic, but any armored plates immediately defeats them.
Wood: These are wooden dowels, cut to fit in the selected shell. They deal bludgeoning damage, instead of
ballistic, but they reduce the range increment of the firearm by half, while using these types of shells.
Buckshot/Birdshot Mix: This load is a mixture of both birdshot and buckshot, allowing for a better spread
pattern as well as the solid punch of buckshot. They grant a +2 to attack rolls, at only a -1 damage dice.
Silver: These are cast silver pellets. They come in various sizes, from Slug all the way to #9 birdshot.
Primers: This is a box of either Pistol, Rifle, or Shotgun primers. It contains 500 primers, of the selected
type.
Table: Reloading Components
Object
Size
Reloading supplies
Cases
Tiny Pistol
Small Pistol
Large Pistol
Tiny Rifle
Small Rifle
Large Rifle
Huge Rifle
Shotgun Shells
Payload
Cased Ammunition
Lead
Steel Core
JHP/JSP
Tungsten
Silver
Shell Ammunition
Lead
Glass
Wood
Buckshot/Birdshot
Mix
Silver
Powder
Primers
Weight
Wealth
Point Cost
Restriction
Small
Small
Small
Small
Small
Small
Medium
Medium
32 oz.
32 oz.
32 oz.
32 oz.
32 oz.
32 oz.
32 oz.
32 oz.
1
2
3
2
3
4
5
3
None
None
None
None
None
None
None
None
Small
Small
Small
Small
Small
48 oz.
48 oz.
48 oz.
48 oz.
48 oz.
2
4
5
6
15
None
None
None
None
None
Small
Small
Small
Small
48 oz.
48 oz.
48 oz.
48 oz.
2
3
1
4
None
None
None
None
Small
Small
Small
48 oz.
64 oz.
16 oz.
15
3
3
None
None
None
127
MRE
A MRE, also known as the Meal, Ready to eat, is a self contained individual field ration issued by militarizes
to feed their soldiers while away from organized food facilities. They are also popular with survivalist,
and hikers for their compact size, and filling nature. MREs come in two different types: Civilian and
Military.
Military: The Military MRE has enough food to feed a single character for an entire day, even if they don't
taste all that great.
Civilian: The Civilian MRE is more focused on taste, and loses calories, feeding a character for half a day.
Trail Rations: A trail ration is a mix of high calorie content mix, usually containing dried fruit and nuts.
The price listed is for a box of eight.
Drinks
Drinks are a wide variety of flavors and types, all having their effects. When a character drinks, they must
make a fortitude save(DC 10 + Number of serving they have), or become inebriated.
Beer: Beer is the world's most widely consumed and probably oldest alcoholic beverage; it is the third most
popular drink overall, after water and tea. It is produced by the brewing and fermentation of sugars,
mainly derived from malted cereal grains, most commonly malted barley and malted wheat. The price for beer
is for a pack of twelve. Each beer is a serving.
Wine: Wine is an alcoholic beverage, made of fermented fruit juice, usually from grapes. The price listed is
for a single bottle, which contains six servings.
Brandy: Brandy is a spirit produced by distilling wine, typically taken as an after-dinner drink. The price
listed is for a single bottle, which contains about 30 servings.
Gin: Gin is a spirit which derives its predominant flavor from juniper berries, used in drinks such as
martinis, and Gin and Tonics. The price listed is for a single bottle, which contains about 30 servings.
Rum: Rum is a distilled spirit made from sugarcane by-products such as molasses, or directly from sugarcane
juice, by a process of fermentation and distillation. It is used in drinks such as Rum punch, Mojitos, and Pina
Coladas. The price listed is for a single bottle, which contains about 35 servings.
Tequila: Tequila is a spirit made from the blue agave plant. The price listed is for a single bottle, which
contains about 20 servings.
Vodka: Vodka is a distilled beverage. It is composed primarily of water and ethanol with traces of
impurities and flavorings. Vodka is made by distillation of fermented substances such as grains, potatoes,
or sometimes fruits. The price listed is for a single bottle, which contains about 25 servings.
Whiskey: Whiskey is a type of distilled alcoholic beverage made from fermented grain mash. Different grains
are used for different varieties, including barley, malted barley, rye, malted rye, wheat, and maize (corn).
The price listed is for a single bottle, which contains about 15 servings.
Cigarettes and Cigars
A cigarette is a small roll of finely cut tobacco leaves wrapped in a cylinder of thin paper for smoking. A
cigar is a tightly-rolled bundle of dried and fermented tobacco that is ignited so that its smoke may be
drawn into the mouth. Smoking a pack of cigarettes or a single Cigar causes 1 Non-lethal Hit point damage
per pack smoked. If a character loses their last non-lethal hit point due to smoking, they are nauseated for
two hours, and gain that hit point back after those two hours. The price listed is for a Box of twenty Cigars,
or a Carton of Cigarettes, which contain ten packs of twenty cigarettes each.
128
Table: Food and Drink
Object
Size
Weight
Wealth
Point Cost
Restriction
16 oz.
16 oz.
8 oz.
1
1
1
None
None
None
16 oz.
16 oz.
16 oz.
16 oz.
32 oz.
32 oz.
32 oz.
32 oz.
1 oz.
1
2
4
2
2
2
2
2
2
None
None
None
None
None
None
None
None
None
4 oz.
None
129
Standard Antiseptics: These include grain alcohol, and proper strength isopropyl alcohol. They grant a +2 to
Treat Injury.
Strong Antiseptics: This includes Iodine. They grant a +3 to Treat Injury.
Concentrated Antiseptic: These include Hydrogen Peroxide. They grant a +4 to Treat Injury.
Antidote
Antidote is a substance used to counteract a specif poison. The cost per antidote is the raw material cost for
the poison + 15, and the character purchasing must know the specific poison used. The cost listed is for a
single dose.
Spray-on Bandage
Spray-on bandage is antiseptic and bandage all in a convenient little bottle, used for small nicks and
scratches. It heals 1 damage per use, and can only be used to restore Extended HP that was lost by by
slashing or piercing damage. The price listed is for a 10 dose bottle.
Poisons
Poisons are chemical substances that can cause disturbances to organisms, usually by chemical reaction or
other activity on the molecular scale, when a sufficient quantity is absorbed by an organism. While nearly
any substance ingested, injected, or inhaled into the body technically counts as a poison, the poisons listed
here are specifically listed for their effects. The price listed is for 5 doses in a synthesized solid or liquid
poison stored in a bottle, or a gas stored in a pressurized cylinder. Table:Poisons list the type of poison, it's
Fortitude Save DC, and it's effects.
Table: Pharmaceuticals and Poisons
Object
Size
Medicine and Poison
Antibiotics and Antiviral
+1 Bonus
+2 Bonus
+3 Bonus
+4 Bonus
+5 Bonus
+6 Bonus
+7 Bonus
Painkillers
Restore 1d4 HP
Restore 2d4 HP
Restore 3d4 HP
Restore 4d4 HP
Restore 5d4 HP
Hemostat
Removes 1 bleed
damage bonus
Removes 2 bleed
damage bonus
Removes 3 bleed
damage bonus
Removes 4 bleed
damage bonus
Removes 5 bleed
damage bonus
Antiseptics
Weak Antiseptic
Weight
Wealth
Point Cost
Restriction
Fine
Fine
Fine
Fine
Fine
Fine
Fine
4 oz.
4 oz.
4 oz.
4 oz.
4 oz.
4 oz.
4 oz.
4
8
12
16
20
24
28
None
None
None
None
None
None
None
Fine
Fine
Fine
Fine
Fine
4 oz.
4 oz.
4 oz.
4 oz.
4 oz.
8
12
16
20
24
None
None
Licensed
Licensed
Restricted
Fine
4 oz.
None
Fine
4 oz.
11
None
Fine
4 oz.
17
None
Fine
4 oz.
23
None
Fine
4 oz.
29
None
Fine
4 oz.
None
130
Standard Antiseptic
Strong Antiseptic
Concentrated
Antiseptic
Antidote
Spray-on Bandage
Poisons
Arsenic
Atropine(2)
Blue Vitriol(2)
Chloral hydrate
Chloroform
Cyanide
Fine
Fine
Fine
4 oz.
4 oz.
4 oz.
6
12
16
None
None
None
Fine
Tiny
4 oz.
4 oz.
See Text
2
None
None
Small
Small
Small
Small
Small
Small
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
8
3
3
15
8
35
Cyanogen
Small
16 oz.
12
DDT
Knockout gas
Lead Arsenate(Gas)
Lead Arsenate (solid)
Mustard gas
Small
Small
Small
Small
Small
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
13
14
2
2
3
Small
Small
Small
Small
Small
Small
Small
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
16 oz.
8
8
35
12
8
4
300
Restricted
Restricted
Restricted
Restricted
Restricted
Military
and Police
Military
and Police
Illegal
Restricted
Restricted
Restricted
Military
and Police
None
None
Illegal
Restricted
Restricted
Restricted
Illegal
Table: Poisons
Poisons
Type
Save DC
Damage
(Primary/Secondary)
Arsenic
Ingested
15
Atropine(2)
Injected
13
Blue Vitriol(2)
Injected
12
Chloral hydrate
Ingested
15
Chloroform
Inhaled
17
Cyanide
Injected
16
Cyanogen
Inhaled
19
DDT
Inhaled
17
Knockout gas
Inhaled
18
(1d3 Dex/
Unconscious 1d3 hours)
Lead Arsenate(Gas)
Inhaled
12
Ingested
12
Mustard gas
Inhaled
17
Inhaled
14
131
Paris green (solid)
Ingested
14
Inhaled
18
Strychnine
Injected
19
Tear gas
Inhaled
15
Tranquilizer
Injected
15
VX nerve gas
Inhaled
21
132
Weapons
The weapons covered here are grouped into categories based on their general utility: Melee Weapons and
Ranged Weapons
Melee Weapons
Melee weapon damages are classified according to type: bludgeoning (weapons with a blunt striking surface),
energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade).
Certain types of armor only protect against particular forms of damage.
Weapons are also classified by size. Medium and smaller sized weapons can be used with one hand. Large or
larger sized weapons require two hands to use.
A small or smaller weapon is considered a light weapon and is easier to use in a character's off-hand.
Simple Melee Weapons
Generally inexpensive and light in weight, simple weapons get the job done nevertheless. Any humanoid
character can use Simple Melee weapons without penalty.
Brass Knuckles: These pieces of molded metal fit over the outside of a character s fingers and allow him or
her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles
is otherwise considered an unarmed attack. An improvised version of this weapon is a set of heavy finger
rings.
When used by a character with the Brawl, Improved Brawl, or Street Fighting feat, brass knuckles increase
the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.
Push Blade/Punch Dagger: This blade extends in line with the wielder s arm when held in a clenched fist. An
improvised version is a corkscrew.
Survival/Folding/Escape Knife: A survival knife is a typical fighting knife and also represents a variety
of field weapons like daggers and bayonets. Improvised versions of this weapon include broken bottles and
large kitchen knives. A Folding knife is 3 to 6 in. long and includes weapons such as balisongs and spring
loaded stilettos. A Folding possesses the ability to fold or retract, which decreases the size rating by one
increment. Extending or retracting cost 1 Combat Point. Improvised versions include ice picks, letter
openers, straight razors and screwdrivers. The improvised version of this weapon does not possess the
ability to fold or retract. An escape knife is a blade easily hidden and commonly stashed in a place where
the owner might be able to grab it when tied up. Improvised versions of this weapon include prison shivs and
pieces of broken glass.
Light/Heavy Club: A light club is less than 12 inches long, lighter than 3 lbs., and easily used with 1 hand.
There are countless examples, including such deliberately crafted items as escrima sticks, metal batons, and
police clubs. Improvised versions of this weapon include chair legs, frying pans, pool cues, framing hammers,
tire irons, and small tree branches. A heavy club is between 12 and 24 inches long, weighs between 3 and 6
lbs., and requires the use of 2 hands. The classic modern example is the wooden baseball bat. Improvised
versions of this weapon include chairs, table legs, crowbars, and heavy tree branches.
Sap: This weapon consists of a soft leather sack loaded with lead shot. It is typically brought down on the
back of an opponents head, knocking him out cold. Improvised versions of this weapon include sweat socks
stuffed with rolls of quarters or marbles.
Note: This weapon does Non-lethal damage only.
133
Tool/Sledge Hammer A sledgehammer is a common rock-breaking implement ,stunningly effective, though slow
and cumbersome to use. Improvised versions of this weapon include CD racks, iron crowbars, and table lamps
with heavy bases. A tool hammer is household hammer can be found in any hardware store in the world.
Improvised versions of this
weapon include short lengths of pipe, stone statuettes, and tire irons.
Stun Gun: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its
target. (The Taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3
points of electricity damage,(do not add the character s Str bonus) and the target must make a Fortitude
saving throw (DC 15) or be paralyzed for 1d6 rounds. Improvised versions of this weapon include cattle prods
and electric cords with stripped insulation.
Riot/Entry Shield: A riot shield is a shield composed of high impact plastic, often used in riot situations by
law enforcement. A riot shield provides one-quarter cover in one direction. Improvised versions of riot
shields include end tables, trash-can lids and low quality, homemade versions. An Entry shield is a shield
used in high risk situations to protect against gunfire. An Entry shield provides three-quarters cover in
one direction. A shield may be used to bat, bash, or shove opponents. Improvised versions of entry shields
include heavy steel plates.
Pistol Whip: A pistol whip is not a melee weapon in the traditional sense, rather using the side of a handgun
to strike a target. While Pistol whipping is an improvised weapon, it does not incur the penalties for being
one. All Small and larger Handguns can be used to pistol whip. If a character provokes an Attack of
Opportunity on a character wielding a handgun that can pistol whip, that character can use the pistol whip
to perform their Attack of Opportunity. A pistol whip can not be upgraded with any melee upgrades.
Rifle Butt: A rifle butt is not a melee weapon in the traditional sense, rather using the butt of a longarm to
strike a target. While rifle butting is an improvised weapon, it does not incur the penalties for being one.
All weapons with a fixed stock can be used to rifle butt. If a character provokes an Attack of Opportunity
on a character wielding a longarm that can rifle butt, that character can use the rifle butt to perform
their Attack of Opportunity. A rifle butt can not be upgraded with any melee upgrades.
Table:Simple Melee Weapons
Weapon
Damage
Critical
Damage Type
Range
Increment
Size
Weight
Wealth
Point Cost
Brass
Knuckles
1d4
20
Bludgeoning
N/a
Tiny
18 oz.
Push Blade/
Punch Dagger
1d3
20
Piercing
N/a
Tiny
16 oz.
Pistol Whip
1d4
20
Bludgeoning
N/a
N/a
N/a
N/a
Rifle Butt
1d6
20
Bludgeoning
N/a
N/a
N/a
N/a
Survival
Knife/Bayonet
1d4
18-20
Slashing
N/a
Small
24 oz.
Folding Knife
1d4
19-20
Piercing
N/a
Tiny
16 oz.
Escape Knife
1d2
20
Piercing
N/a
Diminutive
6 oz.
Light Club
1d6
20
Bludgeoning
N/a
Small
20 oz.
Heavy Club
1d8
20
Bludgeoning
N/a
Large
32 oz.
Knife
Club
134
Hammer
Tool hammer
2d4
20
Bludgeoning
N/a
Small
26 oz.
Sledgehammer
3d4
20
Bludgeoning
N/a
Large
160 oz.
Sap
1d6
20
Bludgeoning
N/a
Small
32 oz.
Stun Gun
1d3
20
Electricity
N/a
Tiny
18 oz.
Riot Shield
1d4
20
Bludgeoning
N/a
Medium
48 oz.
Entry Shield
1d6
20
Bludgeoning
N/a
Large
208 oz.
75
Shield
135
Parrying Dagger: A parrying dagger a is category of small hand-held knives, designed to be used as off-hand
weapons in conjunction with a single-handed sword, such as a Rapier or Saber. As the name implies they were
designed to parry, or defend. An improvised version of this weapon is extremely unlikely.
When used by a character with the Two Weapon Defense Feat, a parrying dagger grants a +2 equipment bonus
to defense, and when fighting defensively or using the parry action, the character gets an additional +2 to
defense.
Staffs: A long staff ranges from 1 to 2 ft. taller than its wielder. A classic example is the bo stick.
Improvised versions of this weapon include flagpoles and long pipes. A quarterstaff is roughly the same
height as its wielder. Improvised versions of this weapon include broom handles, handy tree branches, skis,
and walking sticks. A short staff is roughly waist- to chest-high on its wielder. A classic example is the jo
stick. Improvised versions of this weapon include ski poles and the remains of a long staff cut in two. A
character can strike opponents up to 10 feet away with a Long staff, but can t use it against an adjacent foe.
A character can strike opponents up to 5 feet away with a quarterstaff, but can t use it against an adjacent
foe.
Rifle Bayonet: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate
mount. With the bayonet fixed, the longarm becomes a double weapon, clublike at one end and spearlike at
the other. A character can fight with it as if fighting with two weapons, but if the character does so, they
incur all the normal attack penalties associated with fighting with two weapons, as if using a one-handed
weapon and a Small weapon. When a bayonet is not fixed, it is considered a survival knife, and uses the
statistics of one.
Spears: A long spear ranges from 1 to 2 ft. taller than its wielder. A classic example is the pike or the
naginata. Improvised versions of this weapon include flagpoles with points and long pipes with sharp ends.
A short spear is roughly waist- to chest-high on its wielder. A classic example is the Hasta. Improvised
versions of this weapon include hiking poles and the remains of a long spear cut in two. A character can
strike opponents up to 10 feet away with a Long Spear, but can t use it against an adjacent foe. A character
can strike opponents up to 5 feet away with a Short Spear, but can t use it against an adjacent foe.
Heavy/Light Mace: A light mace is a development of the club, weighted with flanges to deal more damage to
the target. A Heavy Mace is just as a light mace, but must be wielded with two hands. This weapon does
bludgeoning. Improvised version of this weapon would include baseball bats with nails or rivets.
Light/Heavy Pick: A light pick is a weapon designed to concentrate its force on a small, penetrating point, in
order to defeat armor. It is a small, one-handed instrument that includes A improvised version of this
weapon might include rock cutting picks. A heavy pick is a larger, two-handed version of the light pick.
Improvised version of this weapon might include a miner's pickaxe.
Table: Archaic Melee Weapons
Weapon
Damage
Critical
Damage Type
Range
Increment
Size
Weight
Wealth
Point Cost
Battle Axe
1d10
19-20
Slashing
N/a
Large
128 oz.
Broad Axe
1d8
19-20
Slashing
N/a
Large
80 oz.
Hand Axe
1d6
19-20
Slashing
N/a
Medium
48 oz.
1d6
19-20
Slashing
N/a
Medium
32 oz.
Axes
Combat Swords
Short Sword
136
Bastard
Sword
2d6
19-20
Slashing
N/a
Large
80 oz.
Broad Sword
1d6
17-20
Slashing
N/a
Medium
96 oz.
Long Sword
1d8
19-20
Slashing
N/a
Large
50 oz.
Rapier
1d6
18-20
Piercing
N/a
Medium
48 oz.
Saber
1d8
19-20
Slashing/
Piercing
N/a
Medium
50 oz.
Cutlass
1d6
19-20
Slashing
N/a
Small
40 oz
Parrying
Dagger
1d3
20
Slashing
N/a
Small
18 oz.
1d10/1d10
20
Bludgeoning
10 ft
Large
64 oz.
Quarterstaff
1d8/1d8
20
Bludgeoning
5 ft
Large
48 oz.
Short Staff
1d6/1d6
20
Bludgeoning
N/a
Medium
32 oz.
Rifle
Bayonet
1d4/1d6
20
Piercing/
Bludgeoning
N/a
Large
80 oz.
Long Spear
1d8/1d10
19-20
Piercing/
Bludgeoning
10 ft
Large
96 oz.
Short Spear
1d4/1d6
19-20
Piercing/
Bludgeoning
5 ft.
Medium
64 oz.
Light Mace
1d12
20
Bludgeoning
N/a
Medium
80 oz.
Heavy Mace
2d12
20
Bludgeoning
N/a
Large
144 oz.
Light Pick
1d10
17-20
Piercing
N/a
Medium
48 oz.
Heavy Pick
3d6
17-20
Piercing
N/a
Large
128 oz.
15
Fencing Swords
Staffs
Long Staff
Spears
Maces
Picks
137
Weighted/Whip Chain:A weighted chain consists of a light 10- to 15-ft. chain and a set of metal weights used
to entangle an opponent, or their weapon. It can be whirled quickly, striking with hard blows from the
weights. An improvised version of this weapon is a pair of horseshoes tied to the ends of a rope. A whip chain
is a flexible weapon is similar to a three-section staff, featuring 8-10 short metal bars, connected by 3-4
links of chain. It is wielded much like a whip, with a single handle at one end. An improvised version of this
weapon might consist of links of steel cable.
The weighted chain can be used as a double weapon. A character can fight with it as if fighting with two
weapons, incurring all the normal attack penalties as if using a one-handed weapon and a Small weapon. In
this case, the character can only strike at an adjacent opponent. The whip chain can be used as a reach
weapon. If a character uses the chain as a reach weapon, they can strike opponents up to 10 feet away. In
addition, unlike other weapons with reach, the character can use it against an adjacent foe. Because a chain
can wrap around an enemys leg or other limb, a character can make a trip attack with it. If the character is
tripped during their own trip attempt, the character can drop the chain to avoid being tripped. When using
a chain, the character receives a +2 equipment bonus when attempting to trip, or disarm (including the roll
to avoid being disarmed if the character fails to disarm the opponent). A character can select the Weapon
Finesse feat to apply their Marksmanship modifier instead of Focus modifier to attack rolls with a chain.
Flail: This weapon, often also referred to as a morning star, is a spiked iron ball attached to an iron or
wooden rod by a long piece of chain. No improvised weapons mimic this unique weapon.
Garrote: This weapon consists of a short cord, often with handles at each end. It is used to improve leverage
when choking someone from behind, and grants a +2 equipment bonus to for all grapple checks to strangle.
Improvised versions of this weapon include shoelaces and lengths of extension cord.
Chain Saw: Military and police units use powered saws to cut through fences and open doors rapidly. They are
sometimes pressed into service as weapons, often by people who watch too many movies. Improvised versions of
this unique weapon do not exist.
Injection Knife: An injection knife is a diving knife that has a CO2 cartridge in the handle. When stabbed
into an object, a small button can be pressed(for 1 Combat Point), that will inject freezing cold CO2 into it's
target. It has an internal magazine of one, and requires a new CO2 cartridge for every use. Improvised
versions of this unique weapon do not exist. Threatening critical for this weapon only changes the initial
blade damage, not the cold damage.
Kama: A Kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft.
Improvised versions of this unique weapon are extremely unlikely.
Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve. Improvised versions of this
unique weapon are extremely unlikely.
Nunchucku: A popular martial arts weapon, the Nunchucku is made of two wooden shafts connected by a short
length of rope or chain. Improvised versions of this unique weapon are extremely unlikely.
Three-Section Staff: Originally a farm implement for threshing grain, this weapon is composed of three
sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff
requires two hands to use. Improvised versions of this unique weapon are extremely unlikely.
The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons,
but if they do, the character incurs all the normal attack penalties associated with fighting with two
weapons, as if using a one-handed weapon and a Small weapon.
138
Table: Exotic Melee Weapons
Weapon
Damage
Critical
Damage Type
Range
Increment
Size
Weight
Wealth
Point Cost
1d6/1d6
20
Bludgeoning
10 ft
Large
85 oz.
Whip Chain
1d6
20
Bludgeoning
10 ft
Large
70 oz.
Great Sword
1d10
18-20
Slashing
N/a
Huge
240 oz.
10
Jagged
Sword
1d6
20
Piercing/
Slashing
N/a
Medium
96 oz.
Garrote
Special
N/a
N/a
N/a
Tiny
8 oz.
Injection
Knife
1d4
8d4
20
Piercing
Cold
N/a
Small
19 oz.
20
Chainsaw
4d6
20
Slashing
N/a
Large
176 oz.
Flail
3d4
20
Piercing/
Bludgeoning
N/a
Large
144 oz.
Kama
2d6
20
Slashing
N/a
Small
40 oz.
Kukri
1d4
16-20
Slashing
N/a
Small
18 oz.
Nunchucku
1d6
20
Bludgeoning
N/a
Small
16 oz.
1d12/1d12
20
Bludgeoning
N/a
Large
100 oz.
Chain
Weighted
Chain
Three
Section
Staff
Improvised weapons
Any improvised weapon does the same amount of damage as a real weapon in it's class, but unlike real
weapons, improvised weapons are not designed to take the amount of stress a real weapon can take. An
improvised weapon has a 50% chance of breaking each time it is used. Improvised weapons also incur a -2
penalty when being used in combat.
139
Detailing(Contact/Handle): This upgrade gives the weapon an engraved or a precious metal inlay, granting
its wielder a +2 equipment bonus with Presence checks while the target has line of sight to it. This upgrade
also increases the weapon's worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the
nearest full point) The weapon loses this quality if it suffers any damage. (though it may be restored with a
successful repair check)
Practice Weapon(Contact): This upgrade replaces the weapon's contact with a wooden, softened or blunted
version that inflicts non-lethal damage equal to the weapon s standard damage.
Razor Sharp(Contact): This upgrade sharpens the blade on a bladed weapon as sharp as possible, granting a +3
Damage Bonus. This upgrade may only be performed on weapons with blades or points.
Retractable(Contact): This upgrade allows the weapon to be folded down to one Size category smaller than
standard. Folding or unfolding the weapon requires 1 Combat Point.
Silvered(Contact): This upgrade infuses the weapon with alchemical silver, which has adverse affects to
certain creatures.
Weighed(Contact): This upgrade adds weight to the contact of a blunt weapon, increasing it's lethality, but
making it unwieldy. It grants a -2 to attack rolls, a +1 damage die, and increases the weapon's weight by 50%.
Only weapons that deal bludgeoning damage may be weighted.
Jagged(Contact): This upgrade adds ridges and serrations in the knife, that rip and tear as they move
through an object. When hit with a knife with the jagged upgrade, the character is immediately considered
bleeding(As if they had taken 3 damage), as long as they are not wearing protective armor.
140
Table: Melee Weapons Upgrades
Upgrade
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Composite
Any weapon
Contact
Handle
300% of the
weapon's cost,
per upgrade
1 week
N/a
None
Concealed
Any medium or
smaller sword
or knife.
Contact
100% of the
weapon's cost
3 days
25% of the
weapon
None
Custom
Handle
Any weapon
Handle
8 hours
N/a
None
Detailing
Any weapon
Contact
Handle
70% of the
weapon's cost
1 week
N/a
None
Practice
Weapon
Any weapon
Contact
50% of the
weapon's cost
4 hours
N/a
None
Razor Sharp
Any piercing
or slashing
Contact
100% of the
weapon's cost.
2 days
N/a
None
Retractable
Any small or
smaller weapon
Contact
25% of the
weapon's cost
1 week
N/a
None
Silvered
Any piercing
or slashing
Contact
12
4 days
N/a
None
Weighted
Any
bludgeoning
weapon
Contact
1 day
50% of the
weapon
None
Jagged
Any small or
smaller knife
Contact
2 days
N/a
Non
141
Ranged Weapons
Ranged weapons are classified into three categories: Firearms, Thrown, and Non-ballistic.
When using a ranged weapon, the wielder applies their Dexterity modifier to the attack roll.
Range Increment and the Range Penalty
The range penalty for a ranged weapon depends on what weapon the character is using and how far away the
target is. All ranged weapons and thrown weapons have a range increment. Any attack from a distance of less
than one range increment is not penalized for range. However, each full range increment causes a cumulative
-2 penalty on the attack roll. When a weapon uses shells, the range increment affects both it's attack roll
and it's damage roll, providing a cumulative-2 penalty for each. A thrown weapon has a maximum range of
five range increments. Ranged weapons that fire projectiles can shoot up to ten increments.
Firearms
Handguns, Machine pistols, Submachine guns, Carbines, Shotguns, Rifles, Grenade launchers, Machine guns and
some Rocket launchers are all personal firearms. A personal firearm is any firearm designed to be carried
and used by a single person.
Firearms are cartridge weapons. A cartridge is a self-contained package consisting of the projectile, the
propellant, a primer, and a casing to hold it all together. The projectile is the bullet or shot that the
weapon fires. The propellant is a charge of gunpowder. When the round is fired, the propellant charge burns
up very quickly; in a tiny fraction of a second. In doing so, it expands to many times its original volume.
This creates tremendous pressure within the weapon, which forces the bullet or shot down the gun s barrel
and out toward the target. The primer is a small explosive cap in the base of the cartridge. When the primer
is struck by the weapons hammer or firing pin, it explodes. This, in turn, ignites the propellant and fires
the weapon. The casing is a cylindrical shell that holds the various components together. The bullet goes at
one end, and the primer goes at the other. The propellant charge goes in between. In high-powered weapons,
such as rifles, casings are often necked, meaning that the casing is wider than the bullet. This
configuration allows more propellant to be loaded, which results in a more powerful blast when the weapon
is fired. Casings are usually made out of metal (brass is the most common material). Shotgun shells are often
made from paper or plastic instead.
Black Powder Weapons
Black Powder weapons differ from modern firearms in that they do not use cartridges, rather loading the
bullet, primer, and powder in the gun's barrel or cylinder. Each barrel or cylinder takes 12 Combat Points
to load. Because the powder has to be loaded manually, a black powder firearm can be loaded in one of three
configurations. It can be loaded lightly, which grants -1 damage die but reduces the error range by 10% ,
normally, which grants no bonus or penalties, or heavily, which grants +1 damage die, but increases the
weapon's Error range by 20%. If a black powder weapon is loaded heavily, and fails it's Error Range check, it
explodes, and causes 1d8 slashing damage to it's user, and destroys the firearm. One lb. Of powder provides 60
light loads, 30 normal loads, or 15 heavy loads. The Black Powder Firearms Proficiency Feat is required to
load black powder firearms, and use them without a -4 attack penalty, however, any character with the
Personal Firearms Proficiency can use a Black Powder weapon without penalty, but cannot reload them.
Because of how black powder weapons work, the error range is checked before, not after, a weapon is fired, to
see if the gun went off at all.
142
Different types of firearms accept ammunition in different ways. The box magazine is the most common
method for loading modern firearms. The box magazine is essentially a detachable box that holds a number
of ammunition cartridges. The magazine is inserted into a well on the weapon to load it. When the weapon is
fired, it takes a cartridge from the magazine and sends the bullet down range. After firing, the action is
cycled to load the next cartridge. In automatic weapons, this occurs mechanically as part of the firing
cycle. When the magazine is empty, it is removed and replaced with a fresh one. Secondly, there are revolvers.
Instead of getting ammunition from a box magazine, a revolver has a rotating cylinder that holds the ready
ammunition. As the weapon is fired, the chamber revolves to advance the next cartridge to the firing
position. Thirdly, there are belt fed weapons, which fire ammunition from interlinked belts. As the weapon is
fired, the old belt link is moved to the side, and the link with the new ammunition comes forward. Finally,
there is the internal magazine, holding ammunition in a non-detachable part of the weapon. Internal
magazines include tubular magazines, which consists of a metal tube running along the barrel, usually
underneath it, that holds the ready ammunition. As each bullet or shell is fired , a spring pushes the next
cartridge in the tube back to be fed into the firing chamber. There are also Blind Magazines. Blind
magazines are similar to a box magazines, except that they are built into the weapon and are not removed.
Instead, the action is opened and cartridges are inserted directly into it. Tubular magazines are most
common in shotguns, and blind magazines are used on some precision-target rifles or sniper rifles. After
loading the weapon with ammunition, it must be cocked. This means that the bolt or hammer is drawn back
into position and the first cartridge is loaded from the magazine into the firing chamber. The weapon is
then ready to be fired.
Once the gun is loaded, the shooter pulls the trigger to fire it. Pulling the trigger sets the firing cycle in
motion. The trigger mechanism moves an internal arm or lever, called the sear, which releases the weapon s
hammer or firing pin. The hammer springs forward, striking the back of the cartridge where the primer is
located. The impact detonates the primer, which in turn ignites the propellant and fires the projectile. With
single-shot weapons, that is all that happens. The user must then manually cycle the action, which
accomplishes three things. First, the empty cartridge case is extracted and ejected from the weapon. Then,
the next cartridge in the magazine feeds into the firing chamber, or the user reloads the firearm by hand.
Finally, the bolt closes on the chamber, which seals it, cocks the firing pin back, and readies the weapon for
firing again. Double shot weapons can be fired twice, one for each barrel, before this must take place. On
auto-loading weapons (those that operate semi-automatically or automatically), this process of cycling is
carried out by the mechanical action of the weapon. The action cycles by itself, driven either by the recoil
force or the pressure from the propellant gases. For semi-automatics, the user simply pulls the trigger
again to fire another shot and repeat the cycle, until the magazine is emptied and the weapon must be
reloaded. On automatic designs, the action will continue to cycle and fire as long as the trigger is held down
or until the weapon runs out of ammunition. Select-fire weapons are those capable of firing in either
semiautomatic or automatic mode, as desired. Bolt, Pump, and Lever action weapons require the user to work
the action themselves, to remove the used casing, and chamber a new round into the barrel, to be fired again.
Single Action firearms require the hammer to be pulled back manually, which prepares for the next shot to
be fired.
Any firearm that uses a box magazine, or any lever action or pump action weapon can carry an extra
cartridge in the chamber. To put a cartridge in the chamber, the weapon is loaded as normal. (Chambering a
round is part of the normal loading process.) Then the magazine is removed, an extra bullet or shell is added
(to replace the one that was chambered), and the magazine is reinserted. This process takes 12 Combat Points.
For lever action and pump action weapons, the weapon is loaded as normal. (Chambering a round is part of the
normal loading process.) then an extra bullet or shell is added (to replace the one that was chambered) This
process takes 4 Combat Points.
Generally, the closer a target is to the shooter, the easier it is to score a hit. The farther away a target is,
the smaller it appears and the more difficult it is to hit. To counteract this difficulty, the use of
telescopic scopes has become popular. A telescopic scope gives the shooter a magnified view of a distant
target, facilitating aim. It also uses a targeting reticule or cross hair to identify the bullet s point of
impact. When a scope is fitted to a rifle, it must be zeroed, meaning that it must be adjusted so that the cross
hairs accurately show the actual impact point at a given range. This process requires the personal weapons
proficiency, and 5 bullets or shells, as well as somewhere to test fire the weapon.
143
All firearms are ballistic damage weapons and have a critical range of 20, unless otherwise noted.
Using a magazine with a higher capacity than the standard magazine issued imposes a -4 penalty to Stealth
checks to hide the weapon.
Close Combat and Firearms
Firearms are anything but close ranged weapons: they're designed with range in mind, and the benefits that
come from it. Because of this, many firearms are unwieldy to use in close quarters.
When using a shotgun with a choked or slug barrel or a full stock or an extended folding stock against an
adjacent
opponent, the character takes a -3 penalty on all ranged attacks.
When using an assault rifle, battle rifle, or target rifle with any full stock or an extended folding stock
against an adjacent opponent, the character takes a -4 penalty on all ranged attacks.
When using a Designated Marksman Rifle, sniper rifle, or anti-material rifle with any full stock or an
extended folding stock against an adjacent opponent, the character takes a -6 penalty on all ranged
attacks.
When using a machine gun, rocket launcher or grenade launcher against an adjacent opponent, the
character takes a -8 penalty on all ranged attacks.
Error Range
Error Range represents the likelihood a firearm will fail when used. A character using a weapon with a
error range checks for weapon failure after making the attack roll and checking if the character's attack
hit or missed it's target. If a d% roll is equal or lower than the weapon failure chance, the firearm has
become jammed; the weapon cant be fired until the shooter spends 12 Combat Points to clear the jam. Error
Range can be removed from weapons that are manufactured with it by upgrading the weapon with Clockwork
Action, or a Precision Upgrade. There are many things that can increase the Error Range in a weapon, and
make it unreliable to use. Weapons with cylinders, single shot weapons, and specially noted weapons do not
suffer the error range penalty that comes from using alternate types of ammunition.
Age: Age and heavy use can render a weapon unreliable. While this should never be a factor through the
degree of time and use typical to a normal campaign, the GM can determine that an older weapon obtained by
the characters is already unreliable due to age. A weapon that has been sitting in a museum might not
become unreliable for fifty years, but one that has sat in the leaky trunk of an abandoned car for a couple
of months might be unreliable. This grants a +40% towards the weapon's error range and only goes away if the
weapon is repaired and cleaned(Craft (Mechanical) Repair(DC 20)).
Damage: Any firearm that has taken 1 point or more of damage is unreliable. This grants a +15% toward the
weapon's error range and only goes away if the weapon is repaired(Craft( Mechanical) Repair DC 22).
Immersion: Immersion in water, mud, or other liquids can affect reliability. Any time a weapon is immersed in
a liquid it gains a +20% toward the weapon's error range. (Slight wetness, such as that caused by rain, is not
sufficient to affect the weapon.) The error range increase goes away when the weapon is dried out, which
takes 1 minute if the weapon is disassembled and dried by hand, or 6 hours if it is left to dry on its own.
Unreliable Ammunition: Alternate forms of Ammunition can cause a weapon's error range to increase, and
affect the
weapon's overall reliability. The error range goes away when the ammunition is removed, or is no longer used.
144
Checking for Error Range
When Checking for error range for single shot and Double Fire attacks is a d% roll, checking if the roll is
equal to or lower than the Error Range percentage. When determining the error range and damages for
Autofire, Burst Fire, Suppressive Fire, Bumpfire, Sweepfire or Sprayfire based on ammunition, use the most
rounds of a single type fired. If there are an equal amount of rounds from separate categories fired, the
GM will designate a roll for each, and roll a d% to check. The only exception to this rule is Blank
ammunition. If Blank ammunition makes up more than one-fifth of the bullets or shells fired, the firearm
does no damage. When checking the error range for a weapon after firing it on Autofire,Burst Fire,
Bumpfire, Sprayfire or Sweepfire, you add up the error range from all of the types of ammunition used,
plus any error range from the firearm.(Example: If a character used Autofire and used JHP and Frangible
Ammunition in a firearm with 0% error range, the error range check would be 15%)
When determining the error range for Double Tap, a character checks for error range after they have fired
both bullets or shells instead of rolling for each round fired, however, the error range from both bullets
or shells are added together, plus any error range from the firearm.
145
FIREARMS TABLES
These tables list firearms in various categories, as well as the game statistics that go along with them.
Firearm: The Name and Model of the Firearm
Caliber: The caliber of the round the firearm fires. Multiple listings with a slash (Example: .357 Magnum/.38
Special)means that the firearm can fire any of the listed calibers, and Multiple listings without means that
the weapon can chamber both rounds at the same time.
Magazine Size, Cost, and Type: The size of all available magazines for the firearm, how much each one cost,
and what type of device the firearm uses. Listings of specific firearms means that this firearm uses that
type of magazine, and they are interchangeable, if the magazine size, firearm model, and caliber match on
both firearms. For box magazine firearms, the number on the left represents the capacity, and the number on
the right represents how much it cost to purchase one magazine of that size.
Upgrade Points: The type of upgrades the firearm can accept.
Range Increment: The Range increment for the firearm. All Shotgun range increments affects both their
damage, and their range. All benefits from upgrades have been already calculated in the weapon's range
increment.
Rate of Fire: The rate of fire for the firearm, as listed below. Semi stands for semi-automatic, where the
firearm cycles itself for the next shot, and can perform a single fire attack, a bump fire attack(if it meets
all the prerequisites), a double tap attack or a Potshot attack. Auto stands for fully automatic, where the
firearm can perform an autofire attack, a suppressive fire attack, a sweepfire attack, a sprayfire attack or
five round burst fire attack. 2R burst or 3R burst stands for Three or two round burst, which allows the
weapon two perform a three round burst fire attack if three round burst, or a two round burst attack if two
round burst. Single stands for single fire, where the firearm must be reloaded after it's fired. These types
of weapons can perform single fire attacks. Double stands for double fire, where a firearm has two triggers,
which can both be pulled to perform a doublefire attack, or one at a time, for two single fire attacks. SA
stands for Single Action, which requires the hammer to be pulled back before firing again. These types of
weapons can perform single, and fanning attacks. Lever stands for lever action, bolt stands for bolt action,
and pump stands for pump action, where the firearm's cocking lever, bolt or pump must be worked manually
to eject the spent casing or shell, and cycle a new one. These weapons can perform single fire attacks. Slam
stands for slamfire, where a weapon can perform Slamfire attacks.
Size: The size of the firearm. The Smaller size denotes how large the weapon is when it is folded up, while the
larger size denotes how large the weapon is fully extended, or assembled.
A small or smaller weapon is considered a light weapon and is easier to use in a character's off-hand.
Weight: How much the firearm weights, with all of the accessories equipped.
Wealth Point Cost: The cost of the firearm to purchase, not including the license.
Error Range: The range of error the firearm posses when purchased brand new.
Restrictions: The restriction rating to purchase the firearm, if any.
Standard Equipment: What you receive when you purchase the firearm, fully assembled. If the firearm has a
permanent piece of equipment, that equipment cannot be removed or modified.
146
Caliber
1d3
.25 ACP,
1d4
.22 LR
1d4+2
.17 HMR
2d4
2d4+1
2d4+2
3d4
.40 S&W
3d4+2
3d4+4
.38 Super
4d4
5d4
6d4
1d6
.32 ACP
2d6
2d6+1
2d6+2
2d6+4
10mm Auto
3d6
3d6+2
4d6
20 Ga.
4d6+2
5d6
5d6+2
7.62x54mmR
6d6
7d6
1d8+2
7.62x38mmR Nagant
7d8
.338 Lapua
10d8
.50 BMG/12.7x99mm
3d10+5
.50-70 Government
147
Holdout Handguns
A holdout handgun is a handgun designed as a last ditch defensive weapon, to be drawn when all other weapons are compromised. Holdout handguns
go well with a holdout holster.
Table: Holdout Handguns
Weapon
Caliber
Magazine
Size, Cost
and Type
Int:4
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
20 ft.
Semi
28 oz.
21
0%
Licensed
7:1 WP
Box
Frame
20 ft.
Semi
14 oz.
16
0%
Licensed
.25 ACP
8: 1 WP
Box
Frame
20 ft.
Semi
11 oz.
0%
Licensed
Int:2
Frame
25 ft.
SA
20 oz.
20
0%
Licensed
Int:2
Frame
10 ft.
SA
14 oz.
0%
Licensed
CZ 92
.25 ACP
8:1 WP
Box
Frame
15 ft.
Semi
10 oz.
19
0%
Licensed
Davis Derringer2
.22 LR
Int:2
Frame
10 ft.
SA
10 oz.
10%
Licensed
Downsizer WSP2
9x19mm
Int:1
Frame
15 ft.
Single
7 oz.
16
0%
Licensed
Downsizer WSP2
.45 ACP
Int:1
Frame
15 ft.
Single
7 oz.
16
0%
Licensed
Empty
Firearm
Empty
Firearm
with two 7
round
magazines
Empty
Firearm
with two 8
round
magazines
Empty
Firearm
Empty
Firearm
Firearm
with one 8
round
magazines
Empty
Firearm
Empty
Firearm
Empty
Firearm
American Derringer
COP 4-Shot2
Beretta 3032 Tomcat
Beretta 21 Bobcat
.357 Magnum/
.38 Special
.32 ACP
148
IMI Micro Desert
Eagle
.380 ACP
6:2 WP
Box
Frame
20 ft.
Semi
14 oz.
22
0%
Licensed
Jennings J22
.22 LR
6:1 WP
Box
Frame
Barrel
20 ft.
Semi
12 oz.
20%
Licensed
Jennings-Bryco
Model 38
.32 ACP
6:1 WP
Box
Frame
Barrel
20 ft.
Semi
12 oz.
20%
Licensed
North American
Arms Mini Revolver2
Taurus 732 TCP
.22 WMR
Cyl:5
Frame
15 ft.
SA
5 oz.
0%
Licensed
.32 ACP
6:1 WP
Frame
Barrel
25 ft.
Semi
10 oz.
17
0%
Licensed
.22 LR
8:1 WP
Box
Frame
Barrel
20 ft.
Semi
12 oz.
14
0%
Licensed
Taurus P22
1 This weapon receives a +2 to all stealth checks made to hide the weapon.
2 This weapon is not affected by the error range that comes from using alternate forms of ammunition
All Firearms and magazines are unloaded and empty when purchased
Empty
Firearm
with two 6
round
magazines
Empty
Firearm
with two 6
round
magazines
Empty
Firearm
with two 6
round
magazines
Empty
Firearm
Empty
Firearm
with two 6
round
magazines
Empty
Firearm
with two 8
round
magazines
149
Backup Handguns
A backup handgun is a scaled down version of a service revolver or pistol, designed for easy concealment. Their ammunition capacities are likewise
scaled down, however, making them poor sidearms. Backup Handguns go well with shoulder holsters, and conceal carry holsters.
Table: Backup Handguns
Weapon
Caliber
Beretta Px4 Storm
Compact2
9x19mm
.40 S&W
Colt Detective
Special1,3
Glock 26
Magazine
Size, Cost
and Type
10:2 WP
15:2 WP
17:2 WP
20:2 WP
Px4 9mm
Box
10:2 WP
Px4 .40
Box
.38 Special
Cyl:6
9x19mm
10:1 WP
12:1 WP
15:1 WP
17:1 WP
19:1 WP
33:2 WP
Box
9:1 WP
11:1 WP
13:1 WP
15:1 WP
17:1 WP
Box
13:1 WP
10:1 WP
9:1 WP
Box
Glock 27
.40 S&W
Glock 30
.45 ACP
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
1 Tactical
25 ft.
Semi
27 oz.
30
0%
Licensed
Empty
Firearm
with two 10
or 15 round
magazines
Frame
Barrel
1 Tactical
20 ft.
Semi
26 oz.
25
0%
Licensed
Frame
Barrel
Frame
Barrel
25 ft.
21 oz.
24
0%
Licensed
20 ft.
Semi/
SA
Semi
19 oz.
20
0%
Licensed
Empty
Firearm
with two 10
round
magazines
Empty
Firearm
Empty
Firearm
with two 10
round
magazines
Frame
Barrel
20 ft.
Semi
19 oz.
20
0%
Licensed
Empty
Firearm
with two 9
round
magazines
Frame
Barrel
1 Tactical
20 ft.
Semi
24 oz.
22
0%
Licensed
Empty
Firearm
with two 10
round
magazines
150
Weapon
Caliber
Magazine
Size, Cost
and Type
8:1 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Hi-Point Model C2
9x19mm
Frame
Barrel
25 ft.
Semi
29 oz.
5%
Licensed
.40 S&W
8:1 WP
Box
Frame
Barrel
25 ft.
Semi
35 oz.
5%
Licensed
Empty
Firearm
with two 8
round
magazines
Empty
Firearm
with two 8
round
magazines
H&K P7
9x19mm
10:1 WP
Box
Frame
Barrel
30 ft.
Semi
28 oz.
35
0%
Licensed
Jennings JA-NINE
9x19mm
12:1 WP
Box
Frame
Barrel
30 ft.
Semi
30 oz.
20%
Licensed
Kahr K9
9x19mm
7:2 WP
Box
Frame
Barrel
30 ft.
Semi
25 oz.
21
0%
Licensed
Makarov PM2
9x18mm PM
8:1 WP
Box
Frame
Barrel
25 ft.
Semi
26 oz.
10
5%
Licensed
Ruger SP1013
.357 Magnum
.38 Special
.38 Special
Cyl:5
Frame
Barrel
Frame
Barrel
25 ft.
Semi/
SA
Semi
28 oz.
21
0%
Licensed
15 oz.
24
0%
Licensed
Cyl:5
25 ft.
Empty
Firearm
with two 10
round
magazines
Empty
Firearm
with two 12
round
magazines
Empty
Firearm
with two 7
round
magazines
Empty
firearm
with one 8
round
magazine
Empty
Firearm
Empty
Firearm
151
Sig-Sauer P2281,2
9x19mm
10:2 WP
13:2 WP
Box
Frame
Barrel
30 ft.
Semi
29 oz.
30
0%
Licensed
Empty
Firearm
with two 10
or 13 round
magazines
Sig-Sauer P2321
.380 ACP
7:2 WP
Box
Frame
Barrel
25 ft.
Semi
17 oz.
19
0%
Licensed
.38 Special
Cyl:5
20 ft.
Semi
21 oz.
10
0%
Licensed
.32 ACP
8:1 WP
Box
Frame
Barrel
Frame
Barrel
25 ft.
Semi
22 oz.
21
0%
Licensed
Empty
Firearm
with two 7
round
magazines
Empty
Firearm
Empty
Firearm
with two 8
round
magazines
152
Full Size Handguns
Full Size Handguns usually serve as the duty weapons of most military forces and law enforcement officers around the world. They re built for
effectiveness over concealment, with bulky utilitarian frames, heavy grips, and high ammunition capacities. Full Size Handguns go well with
Tactical holsters, conceal carry holsters, or shoulder holsters.
Table: Full Size Handgun
Weapon
Caliber
Beretta 92FS/
Beretta M9
9x19mm
.40 S&W
Browning Hi-Power1
9x19mm
Colt Government 70
Colt Python, 4
inch1,3,
Magazine
Size, Cost
and Type
10:1 WP
15:1 WP
20:3 WP
30:4 WP
92FS
Box
10:2 WP
14:2 WP
17:2 WP
Px4 .40
Box
13:3 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
35 ft.
Semi
34 oz.
22
0%
Licensed
Empty
Firearm
with two 10
or 15 round
magazines
Frame
Barrel
1 Tactical
30 ft.
Semi
30 oz.
25
0%
Licensed
Frame
Barrel
35 ft.
Semi
35 oz.
25
0%
Licensed
Empty
Firearm
with two 10
or 14 round
magazines
Empty
Firearm
with two 13
round
magazines
Empty
Firearm
with one 8
round
magazine
Empty
Firearm
with one 7
round
magazine
Empty
Firearm
10mm
8:2 WP
Box
Frame
Barrel
30 ft.
Semi
39 oz.
26
0%
Licensed
.45 ACP
7:1 WP
8:1 WP
10:1 WP
1911
Box
Cyl:6
Frame
Barrel
30 ft.
Semi
39 oz.
25
0%
Licensed
Frame
Barrel
40 ft.
Semi/
SA
42 oz.
42
0%
Licensed
.357 Magnum
.38 Special
153
Weapon
Caliber
FN Five-seveN
5.7x28mm
Glock 17
9x19mm
Glock 19
9x19mm
Glock 22
.40 S&W
Glock 23
.40 S&W
H&K USP 9
9x19mm
Ruger GP100
Ruger Security Six
.357 Magnum
.38 Special
.357 Magnum
.38 Special
Magazine
Size, Cost
and Type
10:2 WP
20:3 WP
30:4 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
1 Tactical
30 ft.
Semi
24 oz.
50
0%
Licensed
17:1 WP
19:1 WP
33:2 WP
Glock 26
Box
15:1 WP
17:1 WP
19:1 WP
33:2 WP
Glock 26
Box
15:1 WP
17:1 WP
Glock 27
Box
Frame
Barrel
1 Tactical
35 ft.
Semi
22 oz.
20
0%
Licensed
Frame
Barrel
1 Tactical
35 ft.
Semi
21 oz.
19
0%
Licensed
Empty
Firearm
with three
10 or 20
round
magazines
Empty
Firearm
with two 17
round
magazines
Empty
Firearm
with two 15
round
magazines
Frame
Barrel
1 Tactical
30 ft.
Semi
23 oz.
22
0%
Licensed
13:1 WP
15:1 WP
17:1 WP
Glock 27
Box
15:2 WP
Box
Frame
Barrel
1 Tactical
30 ft.
Semi
21 oz.
22
0%
Licensed
Frame
Barrel
1 Tactical
35 ft
Semi
26 oz.
32
0%
Licensed
Cyl:6
Frame
Barrel
Frame
Barrel
35 ft.
Semi/
SA
Semi/
SA
35 oz.
19
0%
Licensed
33 oz.
15
0%
Licensed
Cyl:6
30 ft.
Empty
Firearm
with two 15
round
magazines
Empty
Firearm
with two 13
round
magazines
Empty
Firearm
with two 15
round
magazines
Empty
Firearm
Empty
Firearm
154
S&W Model 29 4-inch3
Sig-Sauer P2261
.44 Magnum/
.44 Special
.357 SIG
Springfield Armory
GI 1911A1
.45 ACP
Springfield Armory
1911A1 Loaded
Operator1
.45 ACP
.357 Magnum
.38 Special
.45 Long Colt
.410 Ga.
9x19mm
Cyl:6
10:2 WP
12:2 WP
Box
7:1 WP
8:1 WP
10:1 WP
1911
Box
7:1 WP
8:1 WP
10:1 WP
1911
Box
Cyl:6
Cyl:5
16:1 WP
Box
Frame
Barrel
Frame
Barrel
45 ft.
40 oz.
50
0%
Licensed
30 ft.
Semi/
SA
Semi
32 oz.
30
0%
Licensed
Frame
Barrel
30 ft.
Semi
39 oz.
20
0%
Licensed
Frame
Barrel
1 Tactical
30 ft.
Semi
42 oz.
42
0%
Licensed
Frame
Barrel
Frame
Barrel
Frame
Barrel
1 Tactical
30 ft.
Semi/
SA
Semi/
SA
Semi
38 oz.
12
0%
Licensed
29 oz.
24
0%
Licensed
22 oz.
27
0%
Licensed
30 ft.
30 ft.
Empty
Firearm
Empty
Firearm
with two 10
or 12 round
magazines
Empty
Firearm
with one 7
round
magazine
Empty
Firearm
with two 7
round
magazine
Empty
Firearm
Empty
Firearm
Empty
firearm
with two 16
round
magazines
155
Target Handguns and Hunting Handguns
A target handgun is a handgun that is built specifically for long range target shooting. A hunting handgun is a large handgun that shoots a large
caliber bullet, usually used for hunting large game. Target handguns and Hunting handguns are too big to conceal, and go well with tactical
holsters.
Table: Target Handguns and Hunting Handguns
Weapon
Caliber
Magazine
Size, Cost
and Type
AMT Hardballer
.45 ACP
7:1 WP
Long Slide
1911
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
40 ft.
Semi
46 oz.
25
5%
Licensed
Empty
Firearm
with one 7
round
magazine
Empty
Firearm
with two 5
round
magazine
Empty
Firearm
with two 10
round
magazines
Empty
Firearm
Benelli MP90S
Match1
.22 LR
5:2 WP
8:2 WP
Box
Frame
Barrel
40 ft.
Semi
39 oz.
40
0%
Licensed
.22 LR
10:1 WP
Box
Frame
Barrel
Optics
35 ft.
Semi
35 oz.
11
0%
Licensed
Colt Anaconda, 6
inch1,2
.44 Magnum/
.44 Special
Cyl:6
Frame
Barrel
50 ft.
Semi/
SA
53 oz.
38
0%
Licensed
Glock 34
9x19mm
Frame
Barrel
1 Tactical
45 ft.
Semi
22 oz.
23
0%
Licensed
Glock 35
.40 S&W
17:1 WP
19:1 WP
33:2 WP
Glock 26
Box
15:1 WP
17:1 WP
Glock 27
Box
Frame
Barrel
1 Tactical
45 ft.
Semi
24 oz.
25
0%
Licensed
Empty
Firearm
with two 15
round
magazines
Empty
Firearm
with two 15
round
magazines
156
Weapon
Caliber
Magazine
Size, Cost
and Type
Int:1
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
45 ft.
Single
40 oz.
50
0%
Licensed
Empty
Firearm
with a Match
Barrel
Empty
Firearm
with two 12
round
magazines
Empty
Firearm
with two 7
round
magazines
Empty
Firearm
with two 8
round
magazines
Empty
firearm
with one 20
round
magazine
Hamerelli 1501,2
.22 LR
.45 ACP
12:2 WP
Box
Frame
Barrel
1 Tactical
35 ft.
Semi
48 oz.
33
0%
Licensed
.50 AE
7:2 WP
Box
Frame
Barrel
50 ft.
Semi
70 oz.
45
0%
Licensed
.44 Magnum
8:2 WP
Box
Frame
Barrel
45 ft.
Semi
62 oz.
45
0%
Licensed
.22 WMR
30:1 WP
Frame
Barrel
Optics
40 ft.
Semi
14 oz.
20
0%
Licensed
.50 AE
7:2 WP
Box
Frame
Barrel
45 ft.
Semi
50 oz.
57
0%
Licensed
.38 Special
.357 Magnum
.22 LR
Int:6
Frame
Barrel
Frame
Barrel
60 ft.
Lever
64 oz.
26
0%
Licensed
35 ft.
Semi
46 oz.
13
0%
Licensed
Kel-Tec PMR-30
10:1 WP
Box
Empty
Firearm
with two 7
round
magazines
Empty
Firearm
Empty
Firearm
with two 10
157
Ruger Redhawk2
.44 Magnum/
Cyl:6
Frame
30 ft.
Semi/
S
51 oz.
24
.44 Special
Barrel
SA
Taurus Raging
.454 Casull
Cyl:5
Frame
40 ft.
Semi/
M
51 oz.
25
Bull2
.45 Long Colt
Barrel
SA
1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
2 This weapon is not affected by the error range that comes from using alternate forms of ammunition
All Firearms and magazines are unloaded and empty when purchased
0%
Licensed
0%
Licensed
round
magazines
Empty
Firearm
Empty
Firearm
Machine Pistols
A Machine pistol is a pistol that can lay down a high volume of fire, usually with a high capacity magazine. Machine pistols are too large to
conceal, and go well with tactical holsters.
Table: Machine Pistols
Weapon
Caliber
Beretta 93R
9x19mm
7.62x39mm
Magazine
Size, Cost
and Type
10:1 WP
15:1 WP
20:2 WP
92FS
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
40 ft.
Semi/
3R
Burst
M/L
41 oz.
45
0%
Military
and Police
10:1 WP
20:1 WP
30:1 WP
40:2 WP
75:5 WP
AK-47
Box
Frame
Barrel
55 ft.
Semi
88 oz.
19
0%
Licensed
Empty
Firearm
with one 20
round
magazine, a
permanent
vertical
foregrip
and, a
detachable
stock
Empty
Firearm
with one 20
round
magazine
158
Weapon
Caliber
Glock 18
9x19mm
H&K MP7A11
4.7x30mm HK
Magazine
Size, Cost
and Type
17:1 WP
19:1 WP
33:2 WP
Glock 26
Box
20:2 WP
30:3 WP
40:4 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
1 Tactical
30 ft.
Semi/
Auto
21 oz
25
0%
Military
and Police
Frame
Barrel
Optics
2 Tactical
45 ft.
Semi/
3R
Burst/
Auto
42 oz.
60
0%
Military
and Police
Empty
Firearm
with two 17
round
magazines
Empty
Firearm
with two 20
round
magazines, a
folding
stock, and a
permanent
vertical
foregrip
Ingram MAC-102
.45 ACP
30:1 WP
Box
Frame
Barrel
30 ft.
Semi/
Auto
M/L
100 oz.
20
0%
Military
and Police
Ingram MAC-112
.380 ACP
16:1 WP
32:1 WP
Box
Frame
Barrel
30 ft.
Semi/
Auto
M/L
56 oz.
25
0%
Military
and Police
9x19mm
20:1 WP
32:1 WP
50:2 WP
Uzi
Box
Frame
Barrel
30 ft.
Semi
59 oz.
45
0%
Licensed
Empty
Firearm
with one 30
round
magazines
and a
folding
stock
Empty
Firearm
with one 16
round
magazines
and a
folding
stock
Empty
Firearm
with one 20
round
magazine
159
Intratec TEC-9M
9x19mm
Skorpion Vz 61
.32 ACP
Styer TMP
9x19mm
10:1 WP
20:1 WP
32:1 WP
36:1 WP
50:2 WP
Box
10:1 WP
20:2 WP
Box
Frame
Barrel
30 ft.
Semi
43 oz.
10
25%
Licensed
Empty
Firearm
with one 32
round
magazine
Frame
Barrel
30 ft.
Semi/
Auto
M/L
44 oz.
30
0%
Military
and Police
15:1 WP
30:2 WP
SSP
Box
Frame
Barrel
40 ft.
Semi/
Auto
46 oz.
44
0%
Military
and Police
Empty
Firearm
with two 20
round
magazines
and a
folding
stock
Empty
firearm
with one 15
round
magazine,
one 30 round
magazine
and a
permanent
vertical
foregrip
160
Sub-Machine Guns
A sub-machine guns is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun with the cartridge
of a pistol. Sub-machine guns go well with tactical slings, or patrol slings
Table: Sub-Machine Guns
Weapon
Caliber
Magazine
Size, Cost
and Type
10:1 WP
15:1 WP
20:3 WP
30:4 WP
92FS
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
1 Tactical
60 ft.
Semi/
Auto
87 oz.
28
0%
Military
and Police
Empty
Firearm
with two 30
round
magazines
and a fixed
stock
Empty
Firearm
with one 50
round
magazine
and a
permanent
fixed stock
Empty
Firearm
with one 30
round
magazine
and a fixed
stock
Empty
Firearm
with one 15
round
magazine,
and a
permanent
vertical
foregrip
Beretta Mx4
9x19mm
FN P90
5.7x28mm
30:1 WP
50:2 WP
Box
Frame
Barrel
60 ft.
Semi/
Auto
96 oz.
55
0%
Military
and Police
H&K MP5A51
9x19mm
15:1 WP
30:2 WP
100:10 WP
MP5
Box
Frame
Barrel
Optics
50 ft.
Semi/
3R
Burst/
Auto
108 oz.
45
0%
Military
and Police
H&K MP5K1
9x19mm
15:1 WP
30:2 WP
100:10 WP
MP5
Box
Frame
Barrel
Optics
40 ft.
Semi/
Auto
70 oz.
48
0%
Military
and Police
161
Weapon
Caliber
Magazine
Size, Cost
and Type
25:2 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
H&K UMP45
.45 ACP
Frame
Barrel
Optics
45 ft.
Semi/
2R
Burst/
Auto
92 oz.
40
0%
Military
and Police
9x19mm
20:1 WP
32:1 WP
50:2 WP
Box
Frame
Barrel
40 ft.
Semi/
Auto
115 oz.
35
0%
Military
and Police
9x19mm
25:1 WP
32:1 WP
Box
Frame
Barrel
50 ft.
Semi/
Auto
116 oz.
57
0%
Military
and Police
Sterling2
9x19mm
32:1 WP
Sten
Box
Frame
Barrel
40 ft.
Semi/
Auto
95 oz.
32
0%
Military
and Police
Empty
Firearm
with two 25
round
magazines
and a
folding
stock
Empty
Firearm
with one 32
round
magazines
and a
folding
stock
Empty
Firearm
with two 25
round
magazines,
permanent a
fixed
stock,a
permanent
vertical
foregrip
and a fixed
1.5
telescopic
sight
Empty
Firearm
with one 32
round
magazine
and a
IMI Uzi2
162
folding
stock
1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
2 This weapon cannot chamber an extra round in the barrel
All Firearms and magazines are unloaded and empty when purchased
Sporting Shotguns
A Sporting shotgun is a shotgun that focuses on accuracy, rather than ammo capacity. Sporting shotguns are simple to maintain, use, and clean.
Sporting shotguns go well with tactical holsters, and patrol holsters.
Table: Sporting shotguns
Weapon
Caliber
Benelli Nova Pump
Field,2
12 Ga.
Magazine
Size, Cost
and Type
Int:4
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
60 ft.
Pump
128 oz.
23
0%
Licensed
Empty
firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a
fixed stock
and a
straight
barrel
Empty
Firearm
with a
choked
barrel and
fixed stock
Empty
firearm
with a fixed
stock and a
straight
barrel
Benelli M2 Field
12 Ga.
Int:5
Frame
Barrel
50 ft
Semi
113 oz.
40
0%
Licensed
Benelli Super
Sport1
12 Ga.
Int:5
Frame
Barrel
65 ft
Semi
115 oz.
100
0%
Licensed
Beretta Silver
Pidgeon1
12 Ga.
Int:2
Frame
2 Barrels
70 ft.
Semi/
Double
120 oz.
150
0%
Licensed
163
Weapon
Browning BSP 10
Ga.2
10 Ga.
Magazine
Size, Cost
and Type
Int:4
Harrington &
Richardson Single
Barrel Shotgun2
12 Ga.
Int:1
Frame
Barrel
50 ft.
Single
92 oz.
0%
Licensed
Mossberg 5002
12 Ga.
Int:5
Frame
Barrel
45 ft.
Pump
112 oz.
21
0%
Licensed
20 Ga.
Int:4
Frame
Barrel
40 ft.
Pump
90 oz.
18
0%
Licensed
.410 Ga.
Int:4
Frame
Barrel
35 ft.
Pump
80 oz.
15
0%
Licensed
12 Ga.
Int:5
Frame
Barrel
40 ft.
Semi
124 oz.
28
5%
Licensed
Mossberg 930
Waterfowl
Caliber
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
45 ft.
Pump
169 oz.
35
0%
Licensed
Empty
Firearm
with a
fixed stock
and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a
Choked
Barrel and a
Fixed Stock
164
Weapon
Caliber
Remington 870
Express2
12 Ga.
Magazine
Size, Cost
and Type
Int:4
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
45 ft.
Pump
115 oz.
21
0%
Licensed
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a
Fixed Stock
and a
straight
barrel
Empty
Firearm
with a
Fixed Stock
and a
straight
barrel
Empty
Firearm
with a Fixed
Stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Remington 1100
Sporting1
12 Ga.
Int:4
Frame
Barrel
60 ft.
Semi
128 oz.
45
5%
Licensed
Remington 1100
Sporting1
20 Ga.
Int:4
Frame
Barrel
60 ft.
Semi
112 oz.
45
5%
Licensed
.410 Ga.
Int:6
Frame
Barrel
Optics
55 ft.
Level
109 oz.
23
0%
Licensed
Winchester Model
18872
12 Ga
Int:4
Frame
Barrel
45 ft.
Lever
130 oz.
30
0%
Licensed
165
Combat Shotguns
A combat shotgun is a shotgun that focuses on close quarters combat and capacity, rather than accuracy. Combat shotguns go well with tactical
slings and patrol slings.
Table: Combat Shotguns
Weapon
Caliber
Auto Assault-125
12 Ga.
Magazine
Size, Cost
and Type
8:2 WP
20:4 WP
32:6 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
45 ft.
Semi/
Auto
240 oz.
55
5%
Military
and Police
Empty
Firearm
with two 8
round
Magazines
Empty
Firearm
with a
pistol grip,
a vertical
foregrip
and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Armsel Protecta
Bulldog
12 Ga.
Int:12
Frame
Barrel
40 ft.
Semi
150 oz.
30
10%
Restricted
Benelli M44
12 Ga.
Int:4
Frame
Barrel
50 ft.
Semi/
Pump
124 oz.
58
0%
Licensed
Benelli M10141,4
12 Ga.
Int:8
Frame
Barrel
50 ft.
Semi/
Pump
124 oz.
60
0%
Licensed
166
Weapon
Caliber
12 Ga.
Magazine
Size, Cost
and Type
Int:4
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
45 ft.
Pump
107 oz.
20
0%
Licensed
Empty
Firearm
with a Fixed
Stock and a
straight
barrel
Empty
Firearm
with a
folding
stock and a
straight
barrel
Empty
Firearm
with a fixed
stock and a
straight
barrel
Empty
Firearm
with a
pistol grip
and a
straight
barrel
Empty
Firearm
with a
bayonet lug
and a Fixed
stock and a
straight
barrel
12 Ga.
Int:8
Frame
Barrel
45 ft.
Semi/
Pump
140 oz.
50
0%
Licensed
Maverick 88
Security2
12 Ga.
Int:5
Frame
Barrel
45 ft.
Pump
112 oz.
11
10%
Licensed
Mossberg JIT2,3
12 Ga.
Int:5
Frame
Barrel
45 ft.
Pump
106 oz.
16
0%
Licensed
Mossberg 590A13
12 Ga.
Int:8
Frame
Barrel
45 ft.
Pump
120 oz.
32
0%
Licensed
167
Remington 870
Express Tactical3
12 Ga.
Int:6
Frame
Barrel
Optics
45 ft.
Pump
112 oz.
25
0%
Licensed
Saiga 12
12 Ga.
2:1 WP
5:1 WP
10:2 WP
20:3 WP
Box
Frame
Barrel
45 ft.
Semi
127 oz.
13
0%
Licensed
Empty
Firearm
with a Fixed
Stock
Empty
Firearm
with two 10
round
magazines, a
fixed stock
and a
straight
barrel
168
Carbine Rifles
A carbine rifle is a shortened, compact version of full sized rifles, but also encompasses semi-automatic, pistol caliber rifles as well. Carbine
rifles go well with tactical slings, or patrol slings
Table: Carbine Rifles
Weapon
Caliber
9x19mm
Colt M4A1
5.56x45mm
.223 Rem
Magazine
Size, Cost
and Type
10:1 WP
15:1 WP
20:3 WP
30:4 WP
92FS
Box
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
1 Tactical
60 ft.
Semi
90 oz.
28
0%
Licensed
Empty
Firearm
with two 15
round
magazines
Frame
Barrel
Optics
4 Tactical
70 ft.
Semi/
Auto
100
oz.
58
0%
Military
and Police
Empty
firearm
with one 30
round
magazine, a
synthetic
stock and a
patrol sling
Empty
Firearm
with a fixed
stock
Empty
Firearm
with one 30
round
magazine,
Permanent
Advanced
Combat
Sight, a
patrol
sling, and a
folding
stock
.357 Magnum
Int:10
Frame
Barrel
80 ft.
Lever
138
oz.
24
0%
Licensed
5.56x45mm
.223 Rem
30:2 WP
100:6 WP
G36
Box
Frame
Barrel
Optics
70 ft.
Semi/
Auto
116 oz.
55
0%
Military
and Police
169
Weapon
Caliber
Magazine
Size, Cost
and Type
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optical
75 ft.
Semi/
3R
Burst/
Auto
112 oz.
70
0%
Military
and Police
Empty
Firearm
with two 30
round
magazines
and a
permanent
fixed stock
Empty
Firearm
with two 30
round
magazines,a
bayonet, a
patrol
sling, and a
folding
stock
Empty
Firearm
with one 15
round
magazine
and a fixed
stock
5.56x45mm
.223 Rem
Kalashnikov AKS-74U
5.45x39mm
30:1 WP
45:2 WP
100:4 WP
AK-74
Box
Frame
Barrel
75 ft.
Semi/
Auto
96 oz.
25
0%
Military
and Police
.40 S&W
13:1 WP
15:1 WP
17:1 WP
Glock
22/23
Box
Frame
Barrel
50 ft.
Semi
64 oz.
15
5%
Licensed
170
L22 Carbine
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optics
75 ft.
Semi/
Auto
155 oz.
55
0%
Military
and Police
SIG 552
5.56x45mm
.223 Rem
5:1 WP
20:1 WP
30:2 WP
Sig
Box
Frame
Barrel
65 ft.
Semi/
3R
Burst/
Auto
113 oz.
70
0%
Military
and Police
Empty
Firearm
with one 30
round
magazine,
red dot
sight, a
permanent
vertical
foregrip
and a
permanent
fixed stock
Empty
Firearm
with one 30
round
magazine,
and a
folding
stock
171
Assault Rifles, Battle Rifles, and Target Rifles
Assault rifles are a selective fire rifle that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard infantry
weapons. Battle rifles are select fire rifles that use a full power rifle cartridge. Target rifles are semi automatic rifles that use a varying
degrees of cartridges, often in the same styling of assault rifles or battle rifles. Assault rifles, battle rifles, and target rifles go well with
tactical slings, and patrol slings.
Table:Assault Rifles, Battle Rifles and Target Rifles
Weapon
Caliber
Magazine
Upgrade
Size, Cost
Points
and Type
7.62x51mm
ArmaLite AR-10A3
20:2 WP
Frame
.308 Win
AR-10
Barrel
Box
ArmaLite AR-15
5.56x45mm
.223 Rem
Browning BLR1,2
5.56x45mm
.223 Rem
7.62x39
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
80 ft.
Semi
136 oz.
62
0%
Licensed
Empty
Firearm one
20 round
magazine
and a fixed
stock
Empty
Firearm
with one 30
round
magazine
and a fixed
stock
Empty
Firearm
with one 5
round
magazine
and a fixed
stock
Empty
Firearm
with one 30
round
magazine
and a fixed
stock
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
5:3 WP
Box
Frame
Barrel
Optics
80 ft.
Semi
112 oz.
50
0%
Licensed
Frame
Barrel
85 ft.
Lever
108 oz.
48
0%
Licensed
10:1 WP
20:1 WP
30:1 WP
40:2 WP
75:5 WP
AK-47
Box
Frame
Barrel
80 ft.
Semi
184 oz.
28
0%
Licensed
172
Weapon
Caliber
Magazine
Size, Cost
and Type
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
80 ft.
Semi/
Auto
142 oz.
55
0%
Military
and Police
Empty
firearm
with one 30
round
magazine, a
fixed stock
and a patrol
sling
Empty
firearm
with one 30
round
magazine, a
fixed stock
and a patrol
sling
Empty
Firearm
with one 30
round
magazine, a
integrated
1.6x
telescopic
sight and a
permanent
fixed stock
Empty
Firearm
with one 20
round
magazine,
and a fixed
stock
Colt M16A3
5.56x45mm
.223 Rem
Colt M16A4
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optics
4
Tactical
80 ft.
Semi/
3R
Burst
142 oz.
55
0%
Military
and Police
FN F2000
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
80 ft.
Semi/
Auto
126 oz.
60
0%
Military
and Police
FN FAL
7.62x51mm
.308 Win
10:1 WP
20:2 WP
30:3 WP
FAL
Box
Frame
Barrel
80 ft.
Semi/
Auto
151 oz.
45
0%
Military
and Police
173
Weapon
Caliber
Magazine
Size, Cost
and Type
10:1 WP
20:2 WP
30:3 WP
FAL
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
80 ft.
Semi
151 oz.
35
0%
Licensed
Empty
firearm
with one 20
round
magazine,
and a fixed
stock
Empty
Firearm
with one 20
round
magazine,
and a
folding
stock
Empty
Firearm
with one 30
round
magazine,
and a
folding
stock
Empty
Firearm
with one 30
round
magazine,
and a
permanent
fixed stock
L1A1 FAL
7.62x51mm
.308 Win
FN SCAR-H1
7.62x51mm
.308 Win
20:2 WP
M14
Box
Frame
Barrel
Optics
3 Tactical
80 ft.
Semi/
Auto
126 oz.
80
0%
Military
and Police
FN SCAR-L1
5.56x45mm
.223 Rem
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optics
3 Tactical
85 ft.
Semi/
Auto
116 oz.
80
0%
Military
and Police
FAMAS G2
5.56x45mm
.223 Rem
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
75 ft.
Semi/
Auto
134 oz.
40
0%
Military
and Police
174
Weapon
Caliber
Magazine
Size, Cost
and Type
30:2 WP
100:6 WP
G36
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
80 ft.
Semi/
Auto
128 oz.
55
0%
Military
and Police
Empty
Firearm
with one 30
round
magazine,
Integrated
Advanced
Combat
Sight, a
patrol
sling, and a
folding
stock
Empty
Firearm
with two 20
round
magazines, a
bayonet lug,
and a
folding
stock
Empty
Firearm
with two 35
round
magazines, a
fixed stock,
and a bipod
Empty
Firearm
with two 35
round
magazines,
and a
folding
stock
H&K G361
5.56x45mm
.223 Rem
H&K G3A4
7.62x51mm
.308 Win
20:3 WP
50:7 WP
G3
Box
Frame
Barrel
85 ft.
Semi/
3R
Burst/
Auto
160 oz.
55
0%
Military
and Police
5.56x45mm
.223 Rem
35:2 WP
50:4 WP
Galil 5.56
Box
Frame
Barrel
85 ft.
Semi/
Auto
153 oz.
60
0%
Military
and Police
5.56x45mm
.223 Rem
35:2 WP
50:4 WP
Galil 5.56
Box
Frame
Barrel
80 ft.
Semi/
Auto
131 oz.
63
0%
Military
and Police
175
Weapon
Caliber
Magazine
Size, Cost
and Type
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optical
80 ft.
Semi/
3R
Burst/
Auto
112 oz.
68
0%
Military
and Police
Empty
Firearm
with two 30
round
magazines
and a
permanent
fixed stock
Empty
Firearm
with two 30
round
magazines
and a
permanent
fixed stock
Empty
Firearm
with two 30
round
magazines,a
bayonet, a
patrol
sling, and a
fixed stock
Empty
Firearm
with two 30
round
magazines,a
bayonet, a
patrol
sling, and a
fixed stock
5.56x45mm
.223 Rem
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optical
70 ft.
Semi/
3R
Burst/
Auto
104 oz.
75
0%
Military
and Police
Kalashnikov AK-47
7.62x39mm
10:1 WP
20:1 WP
30:1 WP
40:2 WP
75:5 WP
AK-47
Box
Frame
Barrel
70 ft.
Semi/
Auto
184 oz.
20
0%
Military
and Police
Kalashnikov AK-74
5.45x39mm
30:1 WP
45:2 WP
100:4 WP
AK-74
Box
Frame
Barrel
75 ft.
Semi/
Auto
116 oz.
25
0%
Military
and Police
176
Weapon
Caliber
Magazine
Size, Cost
and Type
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
75 ft.
Semi
M/L
88 oz.
32
5%
Licensed
Empty
Firearm
with one 10
round
magazine,a
bipod, and a
folding
stock.
Empty
Firearm
with two 30
round
magazines, a
x4
telescopic
sight, and a
permanent
fixed stock
Kel-Tec SU-16C
5.56x45mm
.223 Rem
L85A1
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optics
85 ft.
Semi/
Auto
132 oz.
55
30%
Military
and Police
Springfield Armory
M1A
7.62x51mm
.308 Win
5:1 WP
10:2 WP
20:3 WP
M14
Box
Frame
Barrel
85 ft.
Semi
185 oz.
55
0%
Licensed
.22 WMR
10:1 WP
30:2 WP
Box
Frame
Barrel
75 ft.
Semi
80 oz.
11
0%
Licensed
Empty
firearm
with two 5
round
magazines, a
patrol sling
and a fixed
stock
Empty
Firearm
with one 10
round
magazine
and a fixed
stock.
177
Weapon
Caliber
.243 Win
Magazine
Size, Cost
and Type
5:1 WP
10:2 WP
Box
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
85 ft.
Semi
130 oz.
35
0%
Licensed
Empty
Firearm
with one 5
round
magazine
and a fixed
stock.
Empty
Firearm
with one 4
round
magazine
and a fixed
stock
Empty
Firearm
with one 5
round
magazine
and a fixed
stock
Empty
Firearm
with a Fixed
Stock
Empty
Firearm
with one 10
round
magazine
and a fixed
stock
Remington Model
76002
.30-06
Springfield
4:1 WP
10:2 WP
Box
Frame
Barrel
100 ft.
Pump
136 oz.
25
0%
Licensed
Remington Model
7600P2
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Int:10
Frame
Barrel
80 ft.
Pump
128 oz.
30
0%
Licensed
Frame
Barrel
70 ft.
Lever
112 oz.
26
0%
Licensed
5:1 WP
10:1 WP
20:1 WP
30:2 WP
100:5 WP
Mini-14
Box
Frame
Barrel
80 ft.
Semi
102 oz.
27
0%
Licensed
Ruger Mini-14
.38 Special
.357 Magnum
5.56x45mm
.223 Rem
178
Weapon
Caliber
Magazine
Size, Cost
and Type
Upgrade
Points
Range
Rate
of Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Simonov SKS
7.62x39mm
Int:10
Frame
Barrel
70 ft.
Semi
136 oz.
11
0%
Licensed
SIG 556
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
80 ft.
Semi
144 oz.
80
0%
Licensed
Steyr AUG1
5.56x45mm
.223 Rem
30:3 WP
AUG
Box
Frame
Barrel
100 ft.
Semi/
Auto
126 oz.
100
0%
Military
and Police
Empty
Firearm
with a
folding
bayonet, and
a fixed
stock
Empty
Firearm
with one 20
round
magazine,
and a
folding
stock
Empty
Firearm
with one 30
round
magazine, a
x4
telescopic
sight and a
permanent
fixed stock
179
Bolt Action Rifles and Sniper Rifles
A bolt action rifle is a rifle where the action must be worked manually. A Sniper rifle is a bolt action rifle, customized specifically for long range
engagement. Bipods, various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for both bolt action rifles, and
sniper rifles.
Table: Bolt Action Rifles and Sniper Rifles
Weapon
Caliber
Magazine
Size, Cost
and Type
7.62x51mm
Accuracy
5:4 WP
.308 Win
International
Box
AWP1,2
Barrett M98B1,2
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
130 ft.
Bolt
228 oz.
100
0%
Licensed
Empty
Firearm
with one 5
round
magazine
Empty
Firearm
with one 10
round
magazine
Empty
Firearm
with a fixed
stock
Empty
Firearm
with a fixed
stock
Empty
Firearm
with a fixed
stock
Empty
Firearm
with one 10
round
magazine
and a fixed
stock
.338 Lapua
10:14 WP
Box
Frame
Barrel
Optics
135 ft.
Bolt
216 oz.
200
0%
Licensed
.30-06
Springfield
4:1 WP
Box
Frame
Barrel
Optics
100 ft.
Bolt
106 oz.
30
0%
Licensed
CZ 452 American2
.22 LR
5:1 WP
Box
Frame
Barrel
Optics
85 ft.
Bolt
94 oz.
22
0%
Licensed
CZ 453 American2
.17 HMR
5:1 WP
Box
Frame
Barrel
Optics
90 ft.
Bolt
94 oz.
28
0%
Licensed
Draganov SV-982
7.62x54mmR
10:3 WP
Box
Frame
Barrel
Optics
110 ft.
Bolt
204
oz.
60
0%
Licensed
Browning A-Bolt II
Composite Stalker2
180
Weapon
Caliber
Magazine
Size, Cost
and Type
Int:5
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
M40A31,2
7.62x51mm
.308 Win
Frame
Barrel
Optics
230 ft.
Bolt
264 oz.
136
0%
Licensed
7.62x51mm
.308 Win
5:2 WP
Box
Frame
Barrel
Optics
200 ft.
Bolt
190 oz.
124
0%
Licensed
Remington M7002
.30-06
Springfield
Int:5
Frame
Barrel
Optics
130 ft.
Bolt
96 oz.
40
0%
Licensed
Remington M7002
7.62x51mm
.308 Win
Int:4
Frame
Barrel
Optics
120 ft.
Bolt
96 oz.
38
0%
Licensed
Remington M700P1,2
5.56x45mm
.223 Rem
Int:5
Frame
Barrel
Optics
135 ft.
Bolt
96 oz.
52
0%
Licensed
Empty
Firearm
with a x10
telescopic
sight, a
bipod, a
heavy
barrel, and
a fixed
stock
Empty
Firearm
with a x10
telescopic
sight, a
bipod, and a
fixed stock
Empty
Firearm
with a fixed
stock
Empty
Firearm
with a fixed
stock
Empty
Firearm
with a fixed
stock
M24 SWS1,2
181
Designated Marksman Rifles
A Designated Marksman Rifle is a rifle that is designed to fit a role in-between the Assault rifle, and the Sniper rifle, with accurate shots and
decent volume, at a medium range. Marksman rifles are often upgraded and specialized versions of assault rifles or battle rifles. Bipods, various
telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for marksman rifles.
Table: Marksman Rifles
Weapon
Draganov SVD
Caliber
7.62x54mmR
Magazine
Size, Cost
and Type
10:2 WP
Box
Upgrade
Points
Range
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
115 ft.
Rate
of
Fire
Semi
Frame
Barrel
Optics
151 oz.
55
0%
Licensed
Empty
Firearm
with one 10
round
magazine,
and a fixed
stock.
Empty
firearm
with two 5
round
magazines, a
x6
telescopic
sight, and a
fixed stock
Empty
Firearm
with two 35
round
magazines, a
folding
stock, and a
bipod
H&K PSG11
7.62x51mm
.308 Win
5:2 WP
20:5 WP
Box
Frame
Barrel
Optics
165 ft.
Semi
253 oz.
625
0%
Licensed
5.56x45mm
.223 Rem
25:2 WP
50:4 WP
Galil 5.56
Box
Frame
Barrel
Optics
90 ft.
Semi/
Auto
144 oz.
65
0%
Military
and Police
182
Weapon
Caliber
Magazine
Size, Cost
and Type
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Upgrade
Points
Range
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
105 ft.
Rate
of
Fire
Semi/
3R
Burst/
Auto
Frame
Barrel
Optical
129 oz.
75
0%
Military
and Police
Empty
Firearm
with two 30
round
magazines, a
bipod, a
permanent
fixed stock,
and a 4x
telescopic
sight
Empty
Firearm
with one 10
round
magazine, a
x10
telescopic
sight, a
bipod, and a
fixed stock
Empty
Firearm
with one 20
round
magazine, a
bipod, a x10
telescopic
sight, and a
synthetic
stock
5.56x45mm
.223 Rem
M21 SWS1
7.62x51mm
.308 Win
5:1 WP
10:2 WP
20:3 WP
M14
Box
Frame
Barrel
Optics
200 ft.
Semi
185 oz.
155
0%
Licensed
M110 SASS1,2
7.62x51mm
.308 Win
10:1 WP
20:1 WP
Box
Frame
Barrel
Optics
3 Tactical
210 ft.
Semi
244 oz.
300
0%
Licensed
183
SIG SG 556
5.56x45mm
.223 Rem
5:1 WP
20:1 WP
30:2 WP
Sig
Box
Frame
Barrel
Optics
100 ft.
Semi
124 oz.
114
0%
Licensed
Empty
Firearm
with one 5
round
magazine, a
bipod and a
folding
stock
Anti-Material Rifles
A Anti-Material rifle is a rifle designed to destroy at hard targets, such as equipment, vehicles, and weapons. Bipods are mandatory, and various
telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for anti-material rifles.
Table:Anti-material Rifles
Weapon
Caliber
Accuracy
International
AW501
.50 BMG
Barrett M951
.50 BMG
Magazine
Size, Cost
and Type
5:12 WP
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
270 ft.
Bolt
528 oz.
300
0%
Restricted
5:10 WP
Barrett
Box
Frame
Barrel
Optics
260 ft.
Bolt
376 oz.
240
0%
Restricted
Empty
Firearm
with one 5
round
magazine, a
fixed stock
and a bipod
Empty
Firearm
with one 5
round
magazine,a
fixed stock
and a bipod
184
Barrett M82A1
.50 BMG
5:10 WP
Barrett
Box
Frame
Barrel
Optics
220 ft.
Semi
494 oz.
300
0%
Restricted
Empty
Firearm
with one 5
round
magazine,a
fixed stock
and a bipod
1 This weapon is not affected by the error range that comes from using alternate forms of ammunition
All Firearms and magazines are unloaded and empty when purchased
5.56x45mm
.223 Win
FN MINIMI Para1
5.56x45mm
.223 Win
Magazine
Size, Cost
and Type
Linked
5:1 WP
10:1 WP
20:1 WP
30:1 WP
M4/M16
Box
Linked
5:1 WP
10:1 WP
20:1 WP
30:1 WP
M4/M16
Box
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
Optics
2 Tactical
100 ft.
Auto
241 oz.
95
5%
Military
and Police
Frame
Barrel
Optics
2 Tactical
100 ft.
Auto
232 oz.
100
5%
Military
and Police
Empty
Firearm
with one 100
round ammo
box, a fixed
stock, and a
bipod
Empty
Firearm
with one 100
round ammo
box, a
folding
stock, and a
bipod
185
L86 LSW
5.56x45mm
.223 Rem
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
Frame
Barrel
Optics
100 ft.
Semi/
Auto
232 oz.
90
0%
Military
and Police
M249 LMG1
5.56x45mm
.223 Win
Frame
Barrel
Optics
2 Tactical
100 ft.
Auto
320 oz.
105
5%
Military
and Police
RPK
7.62x39mm
Frame
Barrel
90 ft.
Semi/
Auto
169 oz.
55
10%
Military
and Police
RPD
7.62x39mm
Linked
5:1 WP
10:1 WP
20:1 WP
30:1 WP
100:8 WP
M4/M16
Box
10:1 WP
20:1 WP
30:1 WP
40:2 WP
75:5 WP
AK-47
Box
100:4 WP
Box
Frame
Barrel
95 ft.
Auto
260 oz.
60
5%
Military
and Police
1 When this weapon uses M4/M16 box magazines, the error range increases by 25%.
All Firearms and magazines are unloaded and empty when purchased
Empty
Firearm
with two 30
round
magazines, a
x4
telescopic
sight,a
bipod and a
permanent
fixed stock
Empty
Firearm
with 100
round ammo
box, a
folding
stock, and a
bipod
Empty
Firearm
with one 75
round
magazine, a
fixed stock,
and a bipod
Empty
Firearm
with one 100
round ammo
box, a fixed
stock, and a
bipod
186
General Purpose Machine Guns
A general purpose machine gun is a machine gun normally used as a vehicle mounted fire suppression gun, used for fire suppression through armor
and cover, though they can be used as a stand alone weapon. General Purpose Machine Guns require the Exotic Firearms Proficiency feat(Machine
Guns) in order to be used without a -4 attack penalty. Bipods, and tactical slings or patrol slings are often used with General Purpose Machine Guns.
Table: General Purpose Machine Guns
Weapon
Caliber
Magazine
Size, Cost
and Type
Linked
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
125 ft.
Auto
370 oz.
100
5%
Military
and Police
Empty
Firearm
with a Bipod
and a fixed
stock
Empty
Firearm
with a fixed
stock
Empty
Firearm
with 100
round ammo
box, a fixed
stock, and a
bipod
Empty
Firearm
with one 100
round ammo
box, a fixed
stock, and a
bipod
MG3
7.62x51mm
.308 Win
M60E4
7.62x51mm
.308 Win
Linked
Frame
Barrel
Optics
120 ft.
Auto
370 oz.
90
10%
Military
and Police
M240B
7.62x51mm
.308 Win
Linked
Frame
Barrel
Optics
120 ft,
Auto
441 oz.
115
10%
Military
and Police
7.62x54mmR
Linked
Frame
Barrel
100 ft.
Auto
264 oz.
65
15%
Military
and Police
PKM
All Firearms and magazines are unloaded and empty when purchased
187
Under-barrel Grenade Launchers
An under-barrel grenade launcher is a grenade launcher that attaches to a tactical rail under a rifle. It can not be used without being attached.
Under-barrel grenade launchers require the Exotic Firearms proficiency(Grenade Launchers) feat in order to be used without a -4 attack penalty.
Table: Under-barrel Grenade Launchers
Weapon
Caliber
Magazine
Size, Cost
and Type
FN40GL
40x46mm SR
Int:1
GP-30
40mm Caseless
Int:1
H&K AG36
40x46mm SR
Int:1
H&K HK79
40x46mm SR
Int:1
Colt M2031
40x46mm SR
Int:1
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
N/a
Attaches
to SCAR
L/N
rifles
N/a
Attaches
to
AK47/74
rifles
N/a
Attaches
to
G36
rifles
N/a
Attaches
to
G3/HK33
rifles
N/a
Attaches
to M4/16
rifles
70 ft.
Single
48 oz.
35
0%
Military
and Police
Empty
Firearm
80 ft.
Single
46 oz.
12
0%
Military
and Police
Empty
Firearm
70 ft.
Single
52 oz.
18
0%
Military
and Police
Empty
Firearm
70 ft.
Single
40 oz.
20
0%
Military
and Police
Empty
Firearm
70 ft.
Single
48 oz.
15
0%
Military
and Police
Empty
Firearm
1 This Grenade launcher may be attached to any rifle that can accept M4/M16 magazines.
All Firearms and magazines are unloaded and empty when purchased
188
Stand Alone Grenade Launchers
A stand alone grenade launcher is a grenade launcher that may be used without being attached to any rifle, serving as as stand alone weapon.
Stand alone grenade launchers require the Exotic Firearms proficiency feat(Grenade Launchers) in order to be used without a -4 attack penalty.
Table: Stand Alone Grenade Launchers
Weapon
Caliber
Magazine
Size, Cost
and Type
M79
40x46mm SR
Int:1
M32 MGL
RG-6
H&K XM251
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
Frame
Barrel
70 ft.
Single
103 oz.
30
0%
Military
and Police
Empty
Firearm
with a fixed
stock
Empty
Firearm
with a
folding
stock
Empty
firearm
with a
folding
stock
Empty
Firearm
with two 6
round
magazines, a
x4 Thermal
Sight, and a
permanent
fixed stock,
40x46mm SR
Int:6
Frame
Barrel
Optics
80 ft.
Semi
186 oz.
50
0%
Military
and Police
40mm Caseless
Int:6
Frame
60 ft.
Semi
218 oz.
40
0%
Military
and Police
2540mm
6:12 WP
Box
Frame
1 Tactical
90 ft.
Semi
224 oz.
1000
0%
Military
and Police
1 This Grenade Launcher can not use use Buckshot, Tear Gas, Flare or Fragmentation grenades
All Firearms and magazines are unloaded and empty when purchased
189
Rocket Launchers
A rocket launcher is a weapon that launches a high explosive rocket to destroy hard targets, such as vehicles, buildings, and equipment. Rocket
launchers require the Exotic Firearms proficiency(Rocket Launchers) feat in order to be used without a -4 attack penalty.
Table: Rocket Launchers
Weapon
Damage
Magazine Size,
Cost and Type
Int:1
Unreloadable
Upgrade
Points
None
Range
Size
Wt.
250 ft.
Rate of
Fire
Single
Error
Range
0%
Restriction
236 oz.
WP
Cost
74
AT41
30d12
M72 LAW1
26d12
Int:1
Unreloadable
None
200 ft.
Single
80 oz.
52
0%
Military
and Police
RPG-71
12d12
Int:1
20 WP Per
Rocket
None
150 ft.
Single
240 oz.
150
0%
Military
and Police
RPG-221
28d12
Int:1
Unreloadable
None
200 ft.
Single
96 oz.
40
0%
Military
and Police
Military
and Police
Standard
Equipment
Firearm
loaded with
one missile
Firearm
loaded with
one missile
Empty
firearm
with one
rocket
Firearm
loaded with
one missile
190
Mortar
A mortar is an indirect fire weapon that fires shells at low velocities, short ranges, and high-arcing ballistic trajectories. It is typically muzzleloading and has a barrel length less than 15 times its caliber. Mortars require the Exotic Firearms proficiency(Cannons) feat in order to be used
without a -4 attack penalty. Mortars have a maximum range increment of 5, and must be set up and stationary to use.
Table: Mortars
Weapon
Caliber
M224
60mm
Magazine
Size, Cost
and Type
Int:1
L9A1 51
51mm
Int:1
Upgrade
Points
Range
Rate of
Fire
Size
Wt.
WP
Cost
Error
Range
Restriction
Standard
Equipment
None
150 ft
Single
12 lb.
30
0%
Military
and Police
None
140 ft.
Single
13 lb.
28
0%
Military
and Police
Empty
launching
tube with
mounting
equipment
Empty
launching
tube with
mounting
equipment
All Firearms and magazines are unloaded and empty when purchased
191
Non-ballistic Ranged Weapons.
Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray.
The feat that provides proficiency with these weapons varies from weapon to weapon.
Bows and Crossbows
Bows are split into two categories: Recurve Bows and Compound Bows. Both Bows and Crossbows do piercing
damage. Bows and Crossbows require the Archaic Weapon Proficiency in order to be used without a -4 attack
penalty. Bows are also classified by the amount of strength it takes to pull one back.
Bow Pulls
A bow can be pulled back and readied in three different strengths: Light, Medium, and Heavy. The Light
pull allows a character to fire their bow for less combat points, but at a -1 penalty to damage. The Medium
pull is standard, allowing a character to fire as normal. A Heavy pull takes more Combat points, but
provides a +1 damage bonus.
Recurve Bow: A recurve bow is a bow that has tips that curve away from the archer when the bow is strung. By
definition, the difference between recurve and other bows is that the string touches a section of the limb
when the bow is strung. A recurve bow stores more energy and delivers energy more efficiently than an
equivalent straight-limbed bow, giving a greater amount of energy and hence speed, to the arrow.
Compound Bow: A compound bow is a bow that uses a levering system of cables and pulleys to bend the limbs
Compound bows are used for hunting, Olympic shooting, and general target practice.
Table: Recurve and Compound Bows
Weapon
Damage
Critical
Range
Rate
of Fire
Size
Weight
Light
1d4+2
20
25 ft.
Single Large
48 oz.
-1
None
Medium
2d4+2
20
30 ft.
Single Large
48 oz.
+0
None
Heavy
3d4+2
20
35 ft.
Single Large
48 oz.
+1
None
Super Heavy
4d4+3
20
40 ft.
Single Large
48 oz.
10
+2
None
Dreadnought
5d4+4
20
45 ft.
Single Large
64 oz.
12
+4
None
Juggernaut
6d4+4
20
50 ft.
Single Large
80 oz.
15
+6
None
Light
1d4+2
20
55 ft.
Single Large
48 oz.
-1
None
Medium
2d4+2
20
60 ft.
Single Large
48 oz.
13
+0
None
Heavy
3d4+2
20
70 ft.
Single Large
48 oz.
16
+1
None
Super Heavy
4d4+3
20
80 ft.
Single Large
48 oz.
25
+2
None
Dreadnought
5d4+4
20
90 ft.
Single Large
64 oz.
30
+4
None
Juggernaut
6d4+4
20
100 ft.
Single Large
80 oz.
40
+6
None
Recurve bows
Compound Bows
Crossbows: Still used by hunters for silent kills, nothing much has changed in hundreds of years. A crossbow
has an an internal magazine of 1, and loading a crossbow cost 4 Combat Points that provokes attacks of
opportunity.
192
Table: Crossbow
Weapon
Damage
Critical
Range
Rate
of
Fire
Upgrade
Points
Size
Weight
Wealth
Point Cost
Restriction
Light
2d3
18-20
25 ft.
Single
Frame
Optics
Medium
64 oz.
10
None
Medium
3d3
19-20
35 ft.
Single
Frame
Optics
Large
80 oz.
14
None
Heavy
5d3
19-20
50 ft.
Single
Frame
Optics
Large
112 oz.
16
None
Super-Heavy
6d3
20
60 ft.
Single
Frame
Optics
Large
128 oz.
20
None
Crossbows
Flamethrower
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It
shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and
objects in its path. No attack roll is necessary. This weapon is special, in that the Exotic weapon proficiency
feat is required to use this weapon. Any creature caught in the line of flame can make a Reflex save (DC 15)
to take half damage. Creatures with cover get a bonus on their Reflex save. A flamethrower s backpack has
hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer s Dexterity
Agility modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 8d6 points of fire
damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent
5-foot squares (Reflex save, DC 15, for half damage).
Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points
of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature
or object can be doused or smothered for 12 Combat Points. A flamethrower can shoot 8 times before the fuel
supply is depleted. A Flamethrower cannot double-tap, double fire, or perform any other special firing
modes.
Table: Flamethrower
Weapon
Flamethrower
Damage
Critical
Range
3d6
N/a
30 ft. Max
Rate of Magazine
Fire
size
Semi
Int: 8
Size
Large
35
Restricted
Chemical Irritants
A chemical irritant is a spray or fog that can temporarily blind and incapacitate target. It comes in various
forms, such as pepper spray and bear fogger. To use pepper spray, make a ranged touch attack against the
target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is
limited to 5 range increments. To use bear fogger, the user selects a 10 ft. by 10 ft. area within the range
incitement, that last for 1d4 rounds. Any targets caught in the fog must make a Fortitude saving throw (DC
19), or be blinded for 2d4 rounds. Bear fogger is limited to 1 range increment. A gas mask renders the target
immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude
saving throw.
193
Table: Chemical Irritants
Weapon
Damage
Damage Type
Range
Rate of Magazine
Fire
size
Size
Pepper
spray
Special
Special
Bear Fogger
Special
Special
5 ft.
Single
Int: 1
Tiny
8 oz.
None
5 ft.
Single
Int: 1
Small
12 oz.
None
Spear gun
A spear gun is a gun that uses rubber tubing to fire a thin metal spear at a target. When used underwater,
the spear gun's range triples. Spear guns do piercing damage. Spear guns require the Archaic Weapons
Proficiency feat(Bows) in order to be used without a -4 attack penalty.
Damage
Critical
Range
Rate of
Fire
Magazine
size
Size
Weight
1d10
20
25 ft.
Single
Int: 1
Large
80 oz.
Wealth Restriction
Point Cost
4
None
Taser
A taser is a weapon that 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 electricity damage and the
target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser cost 3
Combat Points that provokes attacks of opportunity. All tasers come with 3 extra cartridges. Tasers cannot
provoke a critical strike.
Table: Taser
Weapon
Damage Critical
Damage
Type
Size
C2 Taser
1d4
Electricity
Single
Int: 1
Small
18 oz.
20
None
X26
Taser
1d6
Int: 1
Small
18 oz.
18
Licensed
5 ft.
Tranquilizer Gun
A Tranquilizer gun is an airgun that fires a hypodermic needle-like dart, that injects a target with one dose
of tranquilizer agent. Tranquilizer guns do no damage on their own, but rather the damage is derived from
the poison in the dart. A tranquilizer dart can house one dose of any ingested or injected poison. A
Tranquilizer gun comes with 10 empty darts. Tranquilizer guns can not provoke critical. Reloading a
Tranquilizer gun cost 9 Combat Points that provokes attacks of opportunity.
Table: Tranquilizer Gun
Weapon
Tranquilizer
Gun
Special
25 ft.
Single
Int: 1
Size
Small
12
None
194
Paintball Marker
A paintball marker is a marker that's used to mark targets from a long range. It's original use was to mark
wandering cattle, or to mark trees by forestry personnel. They are also used for paintball games, and by law
enforcement for non-lethal long range engagement. Paintball Markers require CO2 or NO2 tanks to fire,
which is equated into the price of the paintball ammunition. Paintball markers damage is determined by the
ammunition it is firing. A paintball marker is a simple weapon, and requires no proficiencies to use without
penalty, and paintball markers cannot provoke a critical strike. Reloading a paintball marker cost 4
Combat points that provokes attacks of opportunity. Unlike most non-ballistic weapons, a Paintball marker
can be used to make double-tap attacks, at the normal Combat Point cost for a firearm.
Table: Paintball Marker
Weapon
Range
Rate of Magazine
Fire
size
Size
Tippman
98 Custom
.68 PB
Special
40 ft.
Semi
Int: 200
Large
48 oz.
20
None
Tippman
TPX
.68 PB
Special
20 ft.
Semi
7: 1 WP
Box
Small
18 oz.
15
None
Ballistic Knife
A ballistic knife is a specialized combat knife with a detachable blade that can be expelled from the
handle/frame as a projectile by means of a spring-operated mechanism. All Ballistic Knives come with two
blades, and require 4 Combat Points to reload. When it isn't fired, it functions like a combat knife, and can
be used as one. The damage listed is for when it is launched. It is limited to 2 range increments. A ballistic
knife requires the Exotic Melee Weapons Proficiency feat in order to be used without a -4 attack penalty.
Table: Ballistic Knife
Weapon
Ballistic
Knife
20
Piercing
Single
Int:1
Size
Small
20
None
Slingshot
A slingshot is a small handpowered weapon that uses rubber bands or tubing to fling a small projectile. The
classic form consists of a Y-shaped frame held in the off hand, with two rubber strips attached to the
uprights. The other ends of the strips lead back to a pocket which holds the projectile. The pocket is
grasped by the off-hand and drawn back to the desired extent to provide power for the projectile.
Slingshots are simple weapons, and require no feats to use, and are limited to three range increments.
Ammunition for slings usually encompasses rocks, small marbles, lead and steel balls and any generally any
Fine sized object. Slingshots can fire lead ball ammunition, as well as all paintball ammunition. The damage
listed is for lead balls and rocks. When calculating damage, a character adds 1.5 times their power modifier.
Slingshots must be used with two hands.
Table: Slingshot
Weapon
Slingshot
1d2
20
Rate
of
Fire
Magazine
size
Size
Int:1
Small
None
195
Whip
Although a character doesn't fire the weapon, treat a whip as a ranged weapon with a maximum range of 15
feet and no range penalties.
Because a whip can wrap around an enemys leg or other limb, a character can make a trip attack with it by
succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a
whip in this way. If the character is tripped during their own trip attempt, the character can drop the whip
to avoid being tripped.
When using a whip, a character receives a +2 bonus on your opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).
Table: Whip
Weapon
Whip
Damage
Critical
Damage Type
Range
Size
Weight
Wealth
Point Cost
Restriction
1d2
20
Slashing
15 ft.
Small
32 oz.
None
Thrown Weapons
These weapons are thrown by the user, dealing damage without the use of an outside power source to use.
Throwing Knives/Stars
These sleek and fast throwing stars and knives are omnipresent in classic martial arts movies and nearly
synonymous with ninja. Throwing Stars and Throwing Knives require the Exotic Melee Weapons Proficiency
feat in order to be used without a -4 attack penalty.
Throwing Axe
A Throwing Axe is an axe that has been balanced to be hurled through the air to be thrown at a target.
Classic examples of these include the Tomahawk. Throwing Axes require the Exotic Melee Weapons Proficiency
feat in order to be used without a -4 attack penalty.
Brick
A brick weapon is any blunt improvised weapon that is fist sized and primarily thrown. These weapons are
special, in the fact that they don't incur the improvised weapon penalty when thrown. Examples of this
weapon are numerous, including rocks, paperweights, actual bricks, staplers, thrown bottles, and anything
else that would fall under the brick definition.
Bolas
Bolas are throwing weapons made of weights on the ends of interconnected cords, designed to capture
animals by entangling their legs. Improvised versions of this weapon would include extension cord tied up
with weights at the end. Bolas can be used to make a ranged trip attempt, and you cannot be tripped during
your own trip attempt when using them. A bola is an Exotic Weapon, and requires the Exotic Melee Weapons
Proficiency to used without a -4 attack penalty.
Javelin
This is a light, flexible spear built for throwing, but can also be used in melee. Since it s not designed for
it, characters using it in this manner are always considered nonproficient and take a -4 penalty on their
melee attack rolls.
196
Table: Thrown Weapons
Weapon
Range
Rate of
Fire
Size
Brick(4)
1d4
20
Bludgeoning
10 ft.
Single
Small
16 oz.
None
Throwing
Knives/Stars
1d3
20
Piercing
10 ft.
Single
Tiny
8 oz.
None
Throwing Axe
1d6
20
Slashing
10 ft.
Single
Small
10 oz.
None
Bolas
1d4
20
Bludgeoning
10 ft.
Single
Medium
24 oz.
None
Javelin
1d6
20
Piercing
30 ft.
Single
Medium
36 oz.
None
197
Ammunition
Ammunition is the munitions used by ranged weapons to accomplish the ranged attack. Ranged weapons
cannot function without ammunition.
Speargun spears(5)
CO2 Cartridges(40)
Taser Cartridge
Wealth
Point Cost
Rounds
Per box
Restriction
Pepperball
20
None
Pava Round
10
Restricted
Marker
500
None
Glass Breaker
100
None
Self Defense
50
None
Practice
100
None
198
Crossbow bolt heads and Arrowheads
Crossbow Bolts and Arrowheads are used with bows and crossbows.
Fieldpoint head: These heads are the standard heads for arrows and crossbow bolts. They have no special
rules.
Blunt head: These heads are made of plastic, and rounded. They do non-lethal damage.
Bodkin head: These heads are hardened and tapered for maximum penetration, giving a +1 to attack bonus to
any armored target.
Broadhead head: These heads are wide and sharpened, for maximum damage upon impact. They do +1 damage
dice of damage.
Table: Bolt heads and arrowheads
Type of Head
Fieldpoint
Blunt
Bodkin
Broadhead
.31 Ball
.36 Ball
.44 Ball
199
Frangible Ammunition: This ammunition is designed not to pierce solid surfaces, such as schoolhouse walls or
aircraft bulkheads. It provides a -4 Damage penalty for armored targets, a +3 damage bonus to unarmored
targets, and a +15% error range. Any object with a hardness of 2 or greater immediately defeats this
ammunition.
Non-Lethal Ammunition: This ammunition consists of powdered chalk compacted into a bullet. It deals Nonlethal damage only.
Match Grade Ammunition: This ammunition is of high quality, used for competition targeting and precision
sniping. It provides a +3 attack bonus , but only when used with a match barrel.
Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when
firing multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.
Blank Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle flash. It
does no damage, and provides a 50% error range.
200
#3 Birdshot shot: This shot provides a +1 attack bonus, a -9 Damage Penalty to armored targets, and a +3
damage bonus to unarmored targets.
00 Buckshot shot: This shot provides a -6 Damage Penalty to armored targets, and a +6 damage bonus to
unarmored targets.
Blank Shell Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle
flash. It does no damage, and provides a 40% error range.
Breaching Ammunition: This ammunition is specially made for the purposes of door breaching. These shells
contain a metallic powder that disperses on contact. When fired at an object, it ignores 10 points of
hardness, and provides -2 damage dice. They also have a max range of 20 feet. It provides a +30% error range.
Flechette Ammunition: This ammunition is a bundle of flechette darts packed into a shell. When fired, the
fletchettes rip and shred their target. It does piercing damage, instead of ballistic, and provides a +30%
error range.
Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when
firing multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.
Marker Ammunition: This ammunition is a homemade round, replacing the shot with a highly visible, nontoxic, light refracting powder, that allows targets to be marked for future identification. It does no
damage, and is limited to 1 range increment. It provides a +60% error range.
Explosive Ammunition: This ammunition is a small shotgun grenade, working like a smaller grenade launcher
grenade. When fired at an object, it ignores 6 points of hardness. It provides a -1 attack penalty, and -1
damage dice, but all damage dealt is concussion and fire damage, with a burst radius of 5 ft. from the target,
and provides a +45% error range.
OC Shell: A OC gas shell is a shell that consists of tightly packed irritant powder in a shell. It shoots a 5foot-wide, 20-foot-long line of OC powder that causes all those caught in the blast to make a Fortitude
saving throw (DC 15) or be blinded for 1d4 rounds No attack roll is necessary. A gas mask renders the target
immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude
saving throw. It provides a +50% error range.
Flamethrower Ammunition: This ammunition consist of tightly packed magnesium powder in a shell. It shoots
a 5-foot-wide, 20-foot-long line of flame that deals 2d6 points of fire damage to all creatures and objects in
its path. No attack roll is necessary. Any creature caught in the line of flame can make a Reflex save (DC 15)
to take half damage. It provides a +50% error range.
Flare Ammunition: This ammunition is a flare that illuminates a 30 foot radius as if lit by daylight for 7
rounds. When used as a signal, a flare round may be spotted at a distance of 3 miles with a successful
Perception check, whichever appropriate (DC 20 during the day, or 15 at night). A flare may also be used as a
weapon, having a range of 30 feet maximum, and doing 2d4 fire damage. Anyone shot with a flare round must
make a Reflex check (DC18) or be caught on fire. A flare shell can also ignite flammable material and fluids.
This weapon provides a +45% error range.
Taser Ammunition: This ammunition is a miniaturized taser unit, packed into a shell. On impact, the shell
release a powerful electrical current. On a successful hit, the shell deals 1d3 electricity damage and the
target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. The Target also is dealt 1
dice damage of non-lethal damage.
Strung Buck Ammunition: This ammunition consist of two heavy lead balls with a steel cable in between the
two. It Provides a +4 damage bonus, a -2 attack penalty, and +25% error range.
201
Table: Cased Ammunition Prices
Caliber
Type
Wealth Rounds
Point Per box
Cost
Restrictions
.25 ACP
FMJ/Lead
50
None
JHP/JSP
50
None
Frangible
10
None
Match Grade
25
None
Blank
100
None
FMJ/Lead
500
None
JHP/JSP
400
None
Match Grade
50
None
Tracer
60
None
Blank
200
None
FMJ/Lead
100
None
JHP/JSP
100
None
Blank
200
None
FMJ/Lead
50
None
JHP/JSP
50
None
Frangible
10
None
Match Grade
25
None
Tracer
15
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
25
None
Armor
Piercing
Frangible
10
None
Match Grade
20
None
Tracer
10
None
Blank
100
None
FMJ/Lead
50
None
.22 LR
.17 HMR
.32 ACP
9x18mm PM
202
JHP/JSP
25
None
Armor
Piercing
Frangible
10
None
Match Grade
15
None
Tracer
10
None
Blank
100
None
FMJ/Lead
100
None
JHP/JSP
100
None
Match Grade
50
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
50
None
Armor
Piercing
Match Grade
None
Tracer
None
Blank
50
None
FMJ/Lead
20
Restricted
JHP/JSP
20
Restricted
FMJ/Lead
25
None
JHP/JSP
25
None
FMJ/Lead
50
None
JHP/JSP
25
None
Frangible
10
None
Tracer
10
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
50
None
Non-Lethal
None
Frangible
12
None
Incendiary
.22 WMR
5.7x28mm FN
4.6x30mm HK
.38 Super
.38 Special
.40 S&W
203
Match Grade
15
None
Tracer
20
None
Blank
100
None
FMJ/Lead
100
None
JHP/JSP
50
None
Frangible
12
None
Incendiary
10
Non-Lethal
None
Match Grade
25
None
Tracer
10
None
Blank
200
None
FMJ/Lead
20
None
JHP/JSP
20
None
Blank
50
None
FMJ/Lead
50
None
JHP/JSP
50
None
Frangible
50
None
Non-Lethal
None
Match Grade
25
None
Tracer
20
None
Blank
100
None
FMJ/Lead
25
None
JHP/JSP
25
None
Frangible
None
Non-Lethal
12
None
Blank
50
None
FMJ/Lead
50
None
JHP/JSP
25
None
Frangible
None
Blank
100
None
FMJ/Lead
50
None
9x19mm
.17 Remington
.45 ACP
.45 GAP
10mm Auto
204
JHP/JSP
20
None
Frangible
12
None
Match Grade
10
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
40
None
Tracer
20
None
Match Grade
10
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
20
None
Frangible
12
None
Match Grade
10
None
Tracer
10
None
Blank
100
None
FMJ/Lead
50
None
JHP/JSP
50
None
Frangible
12
None
Tracer
None
Blank
100
None
FMJ/Lead
20
None
JHP/JSP
20
None
Blank
50
None
FMJ/Lead
10
None
JHP/JSP
10
None
Frangible
None
Tracer
None
Blank
50
None
FMJ/Lead
50
None
JHP/JSP
50
None
Tracer
40
None
.357 SIG
.357 Magnum
.44 Magnum
.454 Casull
5.45x39mm/.21 Russian
205
Blank
100
None
FMJ/Lead
40
None
Armor
Piercing
25
FMJ/Lead
25
Restricted
JHP/JSP
25
Restricted
FMJ/Lead
50
None
JHP/JSP
50
None
Frangible
20
None
Incendiary
Armor
Piercing
50
Match Grade
15
None
Tracer
40
None
Blank
100
None
FMJ/Lead
100
None
JHP/JSP
100
None
Frangible
None
Incendiary
50
Armor
Piercing
50
Tracer
30
None
Blank
150
None
FMJ/Lead
60
None
JHP/JSP
40
None
Incendiary
Armor
Piercing
20
Tracer
30
None
Blank
100
None
FMJ/Lead
10
None
20
None
9x39mm
5.8x42mm Chinese
7.62x54mmR
.243 Winchester
.308 Winchester/7.62x51mm NATO
FMJ/Lead
206
JHP/JSP
20
None
Frangible
None
Match Grade
20
None
Tracer
30
None
Blank
40
None
FMJ/Lead
20
None
JHP/JSP
20
None
Frangible
None
Incendiary
Match Grade
10
None
Tracer
15
None
Blank
30
None
FMJ/Lead
20
None
JHP/JSP
15
None
Frangible
None
Match Grade
15
None
Blank
40
None
FMJ/Lead
None
JHP/JSP
None
FMJ/Lead
None
JHP/JSP
None
Incendiary
Frangible
None
Armor
Piercing
None
Match Grade
None
.30-06 Springfield
.50 BMG/12.7x99mm
Type
.410 Gauge
00 Buckshot
25
None
#6 Birdshot
40
None
#3 Birdshot
20
None
207
Non Lethal Rock Salt
50
None
Slug
10
None
Marker
25
None
Frangible 00 Buckshot
10
None
Frangible #3 Birdshot
20
None
Saboted Slug
25
None
Blank Shell
20
None
00 Buckshot
30
None
#9 Birdshot
100
None
#6 Birdshot
100
None
#3 Birdshot
100
None
150
None
Slug
20
None
Marker
25
None
Saboted Slug
10
None
Blank Shell
20
None
00 Buckshot
25
None
#9 Birdshot
100
None
#6 Birdshot
100
None
#3 Birdshot
100
None
Non-Lethal Beanbag
None
Non-Lethal Rubber
Ball
20
None
200
None
Slug
20
None
OC Shell
10
Restricted
Saboted Slug
10
None
Blank Shell
20
None
Tracer
10
None
Frangible 00 Buckshot
None
Frangible #3 Birdshot
10
None
Frangible #6 Birdshot
10
None
Breaching
None
Marker
25
None
Explosive
Military
and Police
20 Gauge
12 Gauge
208
Flamethrower
None
Flare
None
Strung Buck
None
00 Buckshot
12
None
#9 Birdshot
20
None
#6 Birdshot
20
None
#3 Birdshot
20
None
Slug
10
None
10 Gauge
Stripper Clips
Stripper clips are used to keep ammunition together, in order to facilitate faster reloading for magazines,
or for firearms with internal magazines.
Table: Stripper Clips
Caliber
Capacity
Clips per 1
Wealth Point
Restrictions
.223 Rem
5x56x45mm
10
40
None
.308 Win
7.62x51mm
20
None
.308 Win
7.62x51mm
10
40
None
.30-06 Springfield
10
None
.30-06 Springfield
(M1 Garand)
None
7.62x39mm
10
40
None
7.62x54mmR
20
None
.303 British
15
None
7.63x25mm
Mauser/7.62x25mm
Tokarev
20
None
8x57mm Mauser
20
None
7.63mm Mannlicher
10
None
7.7x58mm Arisaka
20
None
6.5x50mm Arisaka
15
None
209
Grenade Ammunition Types
Fragmentation Grenade: This is the most common type of launched grenade. It uses a small explosive charge
to fling shards of metal in all directions.
High Explosive(HE) Grenade: These grenades are packed with a shaped charge, that when impacted, destroy
armored targets and buildings. A HE grenade ignores 15 points of hardness.
High Explosive Dual Purpose(HEDP) Grenade: These grenades are a combination of the High Explosive, and the
Fragmentation Grenade, allowing for use on armored targets, or soft targets. A HEDP ignores 10 points of
Hardness.
Tear Gas Grenade: These grenades are used to disperse crowds and smoke out hostage takers. When the grenade
is shot, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all
squares within 10 feet, and on the third round it fills all squares within 15 feet. Any target caught in the
cloud of tear gas must make a fortitude saving throw(DC15) or be blinded and stunned for 2d4 rounds. A gas
mask renders the target immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a
+2 to the fortitude saving throw.
Smoke Grenade: These grenades create smoke to signal or to conceal. When the grenade strikes a hard surface,
it first burst and fills all squares within 10 feet with smoke. On the following round, it fills all squares
within 15 feet, and on the third round it fills all squares within 20 feet. The smoke obscures all sight,
including the dark-vision ability granted by night vision goggles. Anyone within the area has total
concealment (attacks suffer a 50% miss chance, and the attacker can t use sight to locate the target). It
disperses after 10 rounds. Smoke grenades are available in several colors, including white, red, yellow,
green, blue, orange and purple.
Beehive Grenade: These grenades fire a bundle of fletchette darts that rip and shred their target. It does
8d6 with a range increment of 20 feet, and has the same reductions as shotguns. This grenade must be used
against a specific target, and does not incur the bludgeoning damage or the attack penalty when firing a
grenade at a target.
Foam Slug Grenade: These grenades consists of a large foam slug, used when non-lethal force is necessary. It
deals 4d6 non-lethal damage. This grenade must be used against a specific target, and does not incur the
bludgeoning damage or the attack penalty when firing a grenade at a target.
Buckshot Grenade: These grenades fire a bundle of buckshot rounds, that penetrate the target, turning the
grenade launcher into a large shotgun. It deals 3d10 damage with a range of 25 feet, and has the same
reductions as shotguns. This grenade must be used against a specific target, and does not incur the
bludgeoning damage or the attack penalty when firing a grenade at a target.
Flare Grenade: These grenades illuminates a 60 foot radius as if lit by daylight for 10 rounds. When used as
a signal, a flare round may be spotted at a distance of 5 miles with a successful Perception check, whichever
appropriate (DC 20 during the day, or 15 at night). A flare round may also be used as a weapon, having a range
of 60 feet maximum, and doing 2d4 fire damage. Anyone shot with a flare round must make a Reflex check
(DC18) or be caught on fire. A flare round can also ignite flammable material and fluids. This grenade does
not incur the bludgeoning damage or the attack penalty when firing a grenade at a target.
210
Table: Grenade Ammunition
Grenade Type
Damage
Damage Type
Blast
Radius
Range
Increments
Fragmentation
5d6
Slashing
15 ft.
N/a
Tiny
16 oz.
Military
and Police
High
Explosive
10d6
Concussion/Fire
10 ft.
N/a
Tiny
16 oz.
10
Military
and Police
High
Explosive
Dual Purpose
7d6
Slashing/Fire
15 ft.
N/a
Tiny
16 oz.
Military
and Police
Special
Special
Special
N/a
Tiny
16 oz.
Military
and Police
Smoke
N/a
N/a
Special
N/a
Tiny
12 oz.
Licensed
Beehive
8d6
Slashing
N/a
20 ft.
Tiny
16 oz.
Military
and Police
Foam Slug
4d4
Nonlethal
Bludgeoning
N/a
N/a
Tiny
8 oz.
Military
and Police
Buckshot
3d10
Ballistic
N/a
25 ft.
Tiny
15 oz.
Military
and Police
Flare
2d4
Fire
N/a
60 ft. Max
Tiny
16 oz.
Licensed
Tear Gas
Damage
Damage Type
Blast
Radius
Range
Increments
Size
Weight WP Restriction
Cost
High
Explosive
20d6
Concussion/Fire
30 ft.
N/a
Small
32 oz.
100
Military
and Police
Smoke
N/a
N/a
Special
N/a
Small
32 oz.
80
Military
and Police
211
Ranged Weapon Upgrades
Ranged weapons can be customized with plenty of upgrades, weather for form, or fashion. There are 4
locations where an upgrade may be placed. The Optic mount, the Tactical mount, the Barrel, and the Frame.
Each ranged weapon listed has a certain amount of mounts, and some upgrades can only be performed on
certain types of weapons. A character can only benefit from ranged weapon upgrades, if they are proficient
in the ranged weapon the upgrade is performed on.
The Optic mount: The optic mount is a mount that can accept lasers, flashlights, and Optics. A ranged weapon
can have no more than one upgrade per optic point.
The Tactical Mount: The tactical mount is a system of rails that can accept lasers, flashlights, bipods, and
secondary weapons such as under-barrel shotguns or grenade launchers. A ranged weapon can have no more
than one upgrade per tactical point.
The Barrel: The barrel can be modified to accept suppressors, muzzle brakes, bayonet lugs or be upgraded
itself. A ranged weapon can have no more than three upgrades per barrel at one time.
The Frame: The frame is the large part of the ranged weapon, which holds and can accept extra rails,
different grips and stocks, slings, holds the the modified internal workings, and customize the styling of
the weapon. A ranged weapon can have no more than four upgrades on it's frame at one time.
Barrel Upgrades
Extended Barrel(Barrel): This longer replacement barrel increases accuracy but adds weight and makes the
weapon more noticeable. The firearms range increment increases by 10 ft. but the Perception DCs to detect it
decrease by 2. This upgrade also increases the weapon's weight by 5% (Multiply by 1.05, rounded up to the
nearest 2 oz.. )
Heavy Barrel(Barrel): This replacement barrel increases a rifle s range increment by 20% (Multiply by 1.20,
rounded to the nearest 5 ft.), and increases its weight by 15% (Multiply by 1.15, rounded up to the nearest .1
lbs. ). Only Rifles and Machine Guns may use this upgrade.
Ported Barrel(Barrel): This replacement barrel has large grooves or holes in the upper side of its tip,
through which muzzle blast is vented. A ported barrel provides a +1 equipment bonus on all multi-shot
attack rolls. If a barrel is threaded, it cannot be ported.
Threaded Barrel(Barrel): This replacement barrel is machined with screw threads on its tip, granting the
firearm a threaded barrel. A Threaded barrel may accept only one accessory on the barrel at a time. If a
barrel is ported, it cannot be threaded. Only Rifles, Handguns, and SMGs may use this upgrade
Match Barrel(Barrel): This replacement barrel is machined to tight specifications and tolerance for the
tightest shots and accuracy. A Match barrel provides a +3 to attack rolls, but only when used with match
grade ammunition. Only Rifles, Handguns, SMGs, and Machine Guns may use this upgrade
Straight Barrel(Barrel): This replacement barrel is the standard smooth barrel for a shotgun. When using
the Straight barrel, a shotgun's range penalty applies to both it's attack and damage, but it does not take
the ranged attack penalty when attacking an adjacent opponent. Only Shotguns may use this upgrade.
Slug Barrel(Barrel): This replacement barrel is machined with rifling, made specifically for slug
ammunition in shotguns. The firearm gains a +2 attack bonus when using slugs or saboted slugs, but takes a -4
penalty to attack rolls when using any other type of ammunition. Also, when using the slug barrel with slug
or saboted slug ammunition, the range increments for the shotgun only affect the attack roll, not the
damage roll. Only Shotguns may use this upgrade.
212
Choked Barrel(Barrel):This replacement barrel is choked, allowing for better spread patterns when using
birdshot. The firearm gains a +2 to attack rolls when using birdshot ammunition, but can not use any other
type of shell. If any other type of shell is used in the shotgun, the barrel is completely destroyed, and the
user takes 2d8 slashing damage. Only Shotguns may use this upgrade.
Shortened Barrel(Barrel): This replacement barrel is a shortened version of the original barrel, made for a
handgun. The firearm gains a +2 to conceal, but but decreases the handgun's range increment by 40%(Multiply
by .60, rounded to the nearest 5 ft.). The weapon is also unable to take any other barrel upgrades, and all
other barrel upgrades are removed. Only Handguns may use this upgrade.
Bayonet Lug(Barrel): This upgrade installs a bayonet mount, which can be used to attach a bayonet to fight.
Attaching or removing the bayonet requires 10 Combat Points. Only Rifles and Shotguns may use this
upgrade.
Muzzle Brake(Barrel): This accessory attaches to the tip of a firearm s barrel, providing a +3 to attack on all
multi-shot attack rolls. The barrel must be threaded in order to use the Muzzle Brake. It may be removed for
10 Combat Points.
Suppressor(Barrel):A suppressor is a device attached to or part of the barrel of a firearm to reduce the
amount of noise and flash generated by firing the weapon. When the suppressor is attached, each perception
check made to hear this weapon firing suffers a -10 penalty. This penalty increases to -15 if subsonic
ammunition is used. Suppressors are rated by how many damage dice a caliber has, and by any modifications
that the ammunition makes to those dice damage. A suppressor's level must meet or exceed the amount of
damage dice it is rated for in order to suppress the firearm successfully. (For example, a level 2 suppressor
can suppress 9x19mm, which uses 2d6, and .22 LR, which uses 1d4.)
213
Telescopic Sight(Optics): A telescopic sight is a sighting device that makes it easier to hit targets at long
range. However, although a scope magnifies the image of the target, it has a very limited field of view,
making it difficult to use at close range. The Telescopic sight increases the range increment for a ranged
weapon. However, to use a scope a character must spend 6 Combat Points acquiring their target. If the
character changes targets or otherwise lose sight of the target, they must reacquire the target to gain the
benefit of the scope. Also, any character attempting to attack a target within the weapon's first range
increment suffers a -4 penalty to their attack roll, but the second range increment at a +0 bonus. Shotguns,
machine-pistols, bows, crossbows, and handguns do not gain the benefit of using any telescopic sight
stronger than 3x, SMG's do not gain the benefit of using any telescopic sight stronger than 6x, and carbine
rifles do not gain the benefit from using any telescopic sight stronger than 9x.
Thermal Sight(Optics): This accessory literally sees heat. It negates all vision penalties for darkness and
smoke with regard to people, creatures, and objects warmer than the surrounding scenery , but only when
looking at sources of heat ambient or otherwise between 60 F and 120 F(outside this range, everything
appears cold blue or white hot). Further, a thermal sight cannot register warmth through heat-shielded
scenery or through any scenery over 2 inches thick. Finally, if the accessory is purchased with
magnification, it operates like an equivalent telescopic sight.
Night Vision Sight(Optics): Night vision optics amplify existing low levels of visible and near-infrared
light and convert them to a monochrome visual image. In twilight or brighter lighting conditions, a night
vision sight is useless as the electronics shut down to prevent damage. So long as at least Dim light is
available, this accessory negates the vision penalties applied by low ambient light except None . The
accessory can be purchased with magnification, operating like an equivalent telescopic sight.
Standard Laser Sight(Optics/Tactical) : This accessory projects a visible-frequency laser beam, usually red,
parallel to the weapons barrel. It grants a +1 to all single shot attack rolls and a +2 to all potshot attack
rolls made against any target within 40 ft. A laser sight can also be purchased in blue, green, or purple, but
these cost the original wealth point cost + 3.
Infrared Laser Sight(Optics/Tactical): This accessory operates like a standard laser sight but projects an
infrared dot that cannot be seen by the naked eye, visible only with night-vision equipment. It grants a +1
to all single shot and potshot attack rolls made against any target within 120 ft.
Multi-Mode Laser Sight(Optics/Tactical): This accessory combines a standard laser sight and an IR laser sight
in one housing. Switching between modes requires 2 Combat Points.
Ghost Ring Sight(Optics): This accessory is a tube ranging from 36 cm long, with the post mounted at the
inside end of the tube, or a ring on the optics mount still utilizing the standard end sight. It reduces the
range increment of the weapon by 25%(Multiply by .75, rounded to the nearest 5ft), but grants a +2 to all
attack rolls made within the weapon's first 4 range increments.
214
Grip Sight(Frame): This upgrade is a laser sight built into the grip of the weapon, forgoing the extra bulk
of a normal laser sight, but at a higher cost. It grants a +1 to all single shot attack rolls made against any
target within 40 ft. It grants a +1 to all single shot attack rolls made against any target within 40 ft. A
grip sight can also be purchased in blue, green, or purple, but these cost the original wealth point cost + 6.
Only Handguns may use this upgrade
Detailing(Frame): This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder
a +1 bonus to all Presence checks while the target has line of sight to it. This upgrade also increases the
weapon's worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the nearest full point)
The weapon loses this quality if it suffers any damage. (though it may be restored by repairing it with a
successful Craft(Mechanical) check).
Finish(Frame): This upgrade changes the finish to either blued(A dark finish), chrome(A shiny, light finish)
or , Camouflage(Woodland, Desert, or Winter). To change the finish of the gun to a Camouflage color, it cost
the original wealth point cost + 6. When used in the appropriate setting, Camouflage gives a +1 to all stealth
checks for all large and larger firearms. Changing the finish does not use any upgrade points.
Bipod(Tactical/Frame) : A bipod gives a weapon additional stability and, under the right circumstances,
improves aim. To use a bipod, a character must be able to place it on a solid surface at roughly shoulder
height. The most common method of using a bipod is to fire from the prone position, so that the user's
shoulder, like the weapon and the bipod, is close to the ground. However, a weapon with a bipod can be used
from a crouched or even standing position if the bipod is set on a wall or table. Only Large or larger
weapons can benefit from a bipod. A bipod used with a Large weapon grants the user a +1 bonus on all attack
rolls. Any Huge or larger weapon must be used with a bipod or other type of mount. Because the bipod or
mount is a necessary and standard part of such a weapon s support, it does not grant the +1 bonus on attack
rolls that a bipod provides when it is used with a Large weapon. Most bipods can be folded up for ease of
transport. Deploying a folded bipod cost 1 Combat Point.
Ergonomic Stock(Frame): This upgrade is usually seen on sniper rifles and competition shotguns. It requires
precise measurements of the intended wielders upper body(Which takes 1d4 days to acquire) to ensure that
the gun perfectly matches his shooting posture. It grants the intended wielder a +3 bonus with all single
shot attack rolls made using the firearm, as well as decreases the Combat Point cost to perform a single shot
attack by 1. Anyone else who tries to use the weapon suffers a -4 equipment penalty with his attack checks.
When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can
only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may
use this upgrade.
Fixed Stock(Frame): This upgrade gives the weapon a fixed stock that increases accuracy and while allowing
the stock to be used as a secondary weapon. It grants a +1 to all multi-shot attacks and decreases the Combat
Point cost to perform a single shot attack by 1. When a medium or smaller weapon is upgraded with a stock,
it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs,
Machine Pistols, Shotguns, and Machine Guns may use this upgrade.
Pistol Grip(Frame):This upgrade removes the stock and gives the weapon a pistol like grip that allows the
weapon to be more concealable, but at a loss of accuracy. It grants a +3 to Stealth Checks to hide it and
imparts a -3 penalty to attack rolls, but takes no penalties when fighting an adjacent enemy. A pistol grip
may not be used to rifle butt. This upgrade is considered a stock upgrade, and a weapon can only have one
stock upgrade at one time. Only Rifles, SMGs, Shotguns, and Machine Guns may use this upgrade.
Folding Stock(Frame): This upgrade gives the weapon a collapsible stock that increases accuracy while
allowing the stock to be folded up for quick carry. When the stock is extended, it gives a +1 to all multi-shot
attacks and decreases the Combat Point cost to perform a single shot attack by 1. A folding stock may not be
used to rifle butt. When it is folded, it grants a +1 to Stealth checks to hide it, and the weapon's size rating
goes back to it's normal size rating. When a medium or smaller weapon is upgraded with a stock, it's size
rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine
Pistols, Shotguns, and Machine Guns may use this upgrade.
215
Synthetic Stock(Frame): This upgrade gives the weapon a synthetic stock that increases accuracy while
saving on weight. It grants a +1 attack bonus to all multi-shot attacks, decreases the Combat Point cost to
perform a single shot attack by 10, and it's weight decreases by 30%(multiply by .70). A synthetic stock may
not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's size rating
increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols,
Shotguns, and Machine Guns may use this upgrade.
Buffer Stock(Frame): This upgrade gives the weapon a stock with a recoil tube spring, which allows for
severely reduced recoil, when firing multiple rounds. It grants a +3 attack bonus to all multi-shot attacks.
A buffer stock may not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's
size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs,
Machine Pistols, Shotguns, and Machine Guns may use this upgrade.
Bumpfire Stock(Frame): This upgrade gives the weapon a stock that recesses back as the user fires, which
allows for more control while bumpfiring. It grants a +4 to all bumpfire attack rolls, but a -2 penalty to all
single shot and double tap attack rolls. A bumpfire stock may not be used to rifle butt. When a medium or
smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock
upgrade at one time. Only Rifles, Machine pistols, and Shotguns may use this upgrade.
Detachable Stock(Frame):This upgrade gives the weapon a stock that may be removed from weapon. When
attached, it gives a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot
attack by 1. A detachable stock may only be attached to the weapon it was designed for. When attached to a
weapon, it always increases the size rating of the weapon by one size category. A detachable stock may not be
used to rifle butt. Attaching or removing a detachable stock cost 6 Combat Points. When a medium or smaller
weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock
upgrade at one time. Only handguns and machine pistols may use this upgrade.
Buttpad: This upgrade adds a soft padding to the butt of a stock of a weapon, to give increased recoil
control. This upgrade gives a +1 attack bonus when Double-tapping, Slamfiring, or Burst-firing. A buttpad
can only be attached to a stock, and if the stock is removed, the buttpad is as well.
216
Internal Upgrades
Precision Upgrade(Frame): These upgrades improve the weapon's accuracy by competitive degrees. Each
upgrade has the following effects.
If the weapon has an error range from manufacturing or modification, it becomes mastercraft +1
firearm
If the weapon doesn't have an error range from manufacturing or modification , it becomes a
mastercraft +2 firearm
Combat Cut (20-18.5 in.): The weapons range increment decreases by 5 ft. and it does not take the
ranged penalty when fighting an adjacent opponent.
Coach Gun (6-12 in.): The weapons range increment decreases by 10 ft. and it gains a +2 to Stealth
checks to hide it.
Down to the Nub (6 in. standard minimum): The weapon s range increment decreases by half(rounded
down, minimum 10 ft.), its size becomes medium, its weight decreases by 40% (Multiply by .60, rounded down), and
it gains a -2 penalty to attack rolls. If a shotgun is a semi-automatic or pump action with an internal
magazine, it's capacity decreases by 50%(Multiply by .50, rounded down). Only Semi-Automatic, Pump action,
Single or Doublefire shotguns may use this upgrade.
Nebraska (less than 6 in. of barrel and a pistol grip):The weapon's range increment decreases to 5 ft.,
its size becomes small, its weight decreases by 60% (Multiply by .40, rounded down), and it gains a -4 penalty
to attack rolls. Only shotguns with single or doublefire may use this upgrade.
Tightened Drawstring(Frame): This upgrade makes the drawstring of a bow stronger, giving it more damaging
power. When calculating damage for the upgraded bow, use the character's strength power modifier * 2. Only
bows may accept this upgrade.
Tactical Upgrades
Extra Rail(Frame): The firearm gains 1 additional tactical rail upgrade location. No firearm may possess
more than 4 tactical rail locations.
Taser Mount(Tactical): This accessory is M26 Taser that attaches to the bottom rail of a rifle's tactical rail,
much like a grenade launcher, and is used similarly to one. It may be attached, or removed with 12 Combat
Points. Only Rifles and SMGs may use this upgrade.
Master Key System(Tactical):This accessory is a shortened Remington 870 Express shotgun, that attaches to
the bottom rail of a rifle's tactical rail, much like a grenade launcher. It may be attached, or removed with
12 Combat Points. The masterkey has a internal magazine of 3, a range increment of 20 ft, uses 12 Gauge
shells and does not gain error range due to ammunition. Only Rifles and SMGs may use this upgrade.
Patrol Sling(Frame): This item allows the wielder to hang a weapon from his shoulder, allowing him the use of
his hands without setting it down. The weapon is considered holstered, when hanging off of the wielder's
shoulder. Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.
Shotgun Sling(Frame): This item works just as a patrol sling does, but also holds 15 shotgun shells as well,
which are considered ready. Only Shotguns may use this upgrade. Using a shotgun sling negates the necessity
to reach into a pack to retrieve ammunition.
217
Tactical Sling(Frame): This item holds a firearm across the wearer s body, keeping its grip within a foot of
his normal hand position. The wielder is always considered armed with the weapon, but it cannot be
concealed. Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.
Shotshell Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a shotgun, to hold
shells for quick use. It can hold up to 6 shells of it's caliber.
Secure-Clip(Frame): A Secure-Clip is a metal clip mounted on the frame of a handgun, allowing for Mexican
carry without worrying about the firearm falling out from rough movement. While using a Secure-Clip, a
character does not have to roll a reflex save to catch their firearm while Mexican carrying it. Only Small or
smaller firearms may use this upgrade.
Cartridge Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a Rifle, Carbine,
or SMG, to hold cartridges for quick use. It can hold up to 10 cartridges of it's caliber.
Tactical Flashlight(Tactical/Optics): This accessory projects light out to 20 ft. in front of the firearm.
Switching the light on or off cost 1 Combat Point. It can also be purchased with infrared, or ultraviolet
modes, at +5 to the Wealth Point cost per extra mode.
Vertical Foregrip(Frame/Tactical): This accessory offers a shooter more leverage than a standard rifle or
SMG foregrip. It grants a +1 to all multi-shot attacks. Only Rifles, Shotguns, SMGs, Machine Pistols, and
Machine guns may use this upgrade.
Ammunition Upgrades
Overpressure : This ammunition upgrade loads the ammunition to a higher internal pressure than standard
for the ammunition of it's caliber. It provides a +6 damage bonus and a +20% error range, but if a firearm
jams from the error range, it explodes, causing 1d6 slashing damage, and completely destroys the firearm.
This affects all firearms, including revolvers, unless otherwise noted. Any cased ammunition may be overpressured.
Subsonic : This ammunition upgrade loads the ammunition with a reduced propellant charge so that the
bullets do not exceed the speed of sound. It provides -5 damage penalty , a +5 to the Perception DC when used
with a suppressor, and a +25% error range. Any cased ammunition may be Subsonic.
Linked: This ammunition upgrade links ammunition to be fired by weapons that used linked ammunition. Any
Cased ammo may be linked. The price listed is for 100 rounds of any ammunition.
Silver: This ammunition upgrade recast the bullet or coats the arrowhead with a layer of alchemical silver,
or replaces the shot with silver pellets or a silver slug, which may affect certain creatures, and provoke
folklore.
218
Table: Firearms Upgrades
Upgrade
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Barrel Upgrades
Extended
Barrel
Any Firearm
Barrel
15
1 hour
See Text
None
Heavy Barrel
Any Rifle or
Machine Gun
Barrel
1 hour
See Text
None
Ported
Barrel
Any Firearm
Barrel
2 hours
N/a
None
Threaded
Barrel
Any Rifle,
Handgun,
Machine
Pistol, or SMG
Barrel
10
1 hour
N/a
Restricted
Match Barrel
Any Handgun
Rifle, SMG or
Machine Gun
Barrel
20
1 day
N/a
None
Straight
Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Slug Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Choked
Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Shortened
Barrel
Any Handgun
or Machine
Pistol
Barrel
15 minutes
N/a
None
Bayonet Lug
Any Rifle or
Shotgun
Barrel
2 hours
N/a
None
Muzzle Brake
Any Firearm
Barrel
12
12 Combat
Points
16 oz.
None
Barrel
7 per level
12 Combat
Points
16 oz.
Restricted
Suppressor
Any Firearm
Frame
30 minutes
N/a
None
Advanced
Combat Sight
Any Ranged
Weapon
Optics
50
30 minutes
24 oz.
None
Adjustable
Telescopic
Sight
Any Ranged
Weapon
Optics
10 per
magnification
category
30 minutes
32 oz
None
219
Day/Night
Sight
Any Ranged
Weapon
Optics
30 minutes
+ 1.5x-3x
150
32 oz.
None
+ 3.1x-6x
200
32 oz.
None
+ 6.1x-9x
250
32 oz.
None
14 oz.
None
Red Dot
Sight
Any Ranged
Weapon
Optics
Telescopic
Sight
Any Ranged
Weapon
Optics
12
30 minutes
30 minutes
1.5x-3x
14 oz.
None
3.1x-6x
16 oz.
None
6.1x-9x
12
18 oz.
None
9.1x-12x
16
20 oz.
None
12.1x-15x
20
22 oz.
None
15.5x-18x
24
24 oz.
None
18.5x-21x
28
26 oz.
None
21.1x+
32
28 oz.
None
Thermal
Sight
Any Ranged
Weapon
Optics
30 Minutes
None
240
48 oz.
None
1.5x-3x
320
64 oz.
None
Night Vision
Sight
Any Ranged
Weapon
Optics
30 minutes
+ 1.5x-3x
100
32 oz.
None
+ 3.1x-6x
150
34 oz.
None
+ 6.1x-9x
200
36 oz.
None
Standard
Laser Sight
Any Ranged
Weapon
Optics
Tactical
30 minutes
2 oz.
None
Infrared
Laser Sight
Any Ranged
Weapon
Optics
Tactical
28
30 minutes
8 oz.
None
Multi-Mode
Laser Sight
Any Ranged
Weapon
Optics
Tactical
32
30 minutes
10 oz.
None
Ghost Ring
Sight
Any Ranged
Weapon
Optics
20 minutes
3 oz.
None
Any Handgun
Frame
12
8 hours
N/a
None
Grip Sight
Any Handgun
Frame
10
20 Minutes
N/a
None
220
Detailing
Any Ranged
Weapon
Frame
70% of the
weapon's cost
1 week
N/a
None
Finish
Any Ranged
Weapon
Frame
Weapon's cost
+6
4 hours
N/a
None
Bipod
Any Medium or
larger ranged
weapon
Frame
Tactical
6
2
25 minutes
5 minutes
32 oz.
None
Ergonomic
Stock
Any Rifle,
Shotgun,
Machine
Pistol, or SMG
Frame
50
3 days
N/a
None
Fixed Stock
Any Rifle,
Shotgun, SMG,
Machine
Pistol, or
Machine Gun
Frame
30 minutes
32 oz.
None
Pistol Grip
Any Rifle,
Shotgun, SMG ,
or Machine Gun
Frame
30 minutes
8 oz.
None
Folding
Stock
Any Rifle,
Shotgun, SMG,
Machine
Pistol, or
Machine Gun
Frame
30 minutes
32 oz.
None
Synthetic
Stock
Any Rifle,
Shotgun, SMG,
Machine
Pistol, or
Machine Gun
Frame
13
30 minutes
16 oz.
None
Buffer Stock
Any Rifle,
Shotgun, SMG,
Machine
Pistol, or
Machine Gun
Frame
20
30 minutes
32 oz.
None
Any Rifle,
Shotgun, or
Machine Pistol
Frame
17
30 Minutes
32 oz.
None
Detachable
Stock
Any Handgun
or Machine
Pistol
Frame
1 day
18 oz.
Restricted
Buttpad
Any Weapon
with a stock
Frame
5 minutes
N/a
None
Frame
30
2 days
N/a
Illegal
Bumpfire
Stock
Any SemiAutomatic
Firearm
221
Full Auto
Upgrade
Any Semiautomatic
Firearm
Frame
60
4 days
N/a
Military and
Police
Burst Fire
Upgrade
Any SemiAutomatic or
Fully
Automatic
Firearm
Frame
55
4 days
N/a
Military and
Police
Any Pump
Action Firearm
Frame
35
3 days
N/a
None
Any semiAutomatic
Cylinder
Firearm
Frame
45
4 days
N/a
None
Slamfire
Upgrade
Single Action
Modification
Internal Upgrades
Precision
Upgrade
Any Ranged
Weapon
Frame
55
2 weeks
N/a
None
Clockwork
Action
Any Firearm
Frame
35
2 days
N/a
None
Sawed-off
Shotguns
(See text)
Frame
None
5 minutes
N/a
Restricted
Bows
Frame
5 minutes
N/a
None
Extra Rail
Any Firearm
Frame
2 hours
N/a
None
Taser Mount
Any Rifle or
SMG
Tactical
18
12 Combat
Points
14 oz.
Restricted
Masterkey
System
Any Rifle or
SMG
Tactical
15
12 Combat
Points
50 oz.
Restricted
Any Rifle,
Shotgun,
SMG/Carbine or
Machine Gun
Frame
5 minutes
5 oz.
None
Shotgun
Sling
Any Shotgun
Frame
5 minutes
10 oz.
None
Secure-Clip
Any Small or
Smaller
Firearm
Frame
25 minutes
1 oz.
None
Any Rifle,
Shotgun,
SMG/Carbine or
Frame
5 minutes
8 oz.
None
Tightened
Drawstring
Tactical Upgrades
Patrol Sling
Tactical
Sling
222
Machine Gun
Shotshell
Holder
Any Shotgun
Frame
Tactical
4
1
10 minutes
3 oz.
None
Cartridge
Holder
Any Rifle
Frame
Tactical
4
1
10 minutes
3 oz.
None
Tactical
Flashlight
Any Ranged
Weapon
Optics
Tactical
5 minutes
9 oz.
None
Any Medium or
larger
Firearm.
Frame
Tactical
5
2
5 minutes
10 minutes
8 oz.
None
Available for
Wealth Point
Cost
Time
Restrictions
Overpressure
1 per 4
bullets
10 Minutes
per bullet
None
Subsonic
1 per 10
bullets
10 Minutes
per bullet
None
Linked
2 per 100
bullets
30 Minutes
None
Silver
Any Ammunition
Vertical
Foregrip
1 per 6
20 Minutes
bullets
per bullet or
1 per 2 shells
shell
1 per 10
5 minutes per
arrows or
arrow or
crossbow
crossbow bolt
bolts
None
223
Thrown Weapons
Explosives and Splash Weapons
These weapons explode or burst, dealing damage to creatures or objects within an area.
Blast Radius
The Blast Radius shows the range of squares that an explosive destroys. A 5 foot blast radius affects a
single 5 foot square, while a 10 foot blast radius affects every adjacent square to where the explosives were
planted or detonated.
Wounding Radius for Explosives
Explosives often reach out past their original blast radius, and still are effective. This is called the
wounding radius. The wound radius of any explosive is is one square outside of the blast radius per 10 feet.
Any target caught in the wounding radius, must make a Fortitude saving throw(DC16 + 1 per 10 feet of blast
radius) or be knocked prone, and a Reflex saving throw(DC15 + 1 per 10 feet of blast radius), or take full
damage. If the character passes the Reflex saving throw, they take half of the damage of explosive. Only
explosives that cause damage can have a wounding radius.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand
grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a
grenade cost no Combat Points) Others require timers or other devices to set them off.
Grenades
Grenades come in all different types , usually triggered by pulling the pin and releasing the spoon, which
starts the fuse. All Grenades take a full combat round in order to detonate, unless noted otherwise.
Concussion Grenade: These grenades rely on their explosive power to inflict injury. Any target caught in the
blast must make a Fortitude saving throw(DC17) or be knocked prone.
Fragmentation Grenade: This is the most common style of hand grenade. It uses a small explosive charge to
fling shards of metal in all directions. Any target caught in the blast must make a Fortitude saving
throw(DC15) or be knocked prone.
Defensive Grenade: These grenades are used for defensive purposes, as they have rather large blast radius
for grenades, barely as far as one can accurately throw them. They are more suited to making traps, than
being thrown. Any target caught in the blast must make a Fortitude saving throw(DC15) or be knocked prone.
Smoke Grenade:These hand grenades create smoke to signal or to conceal. When the grenade is thrown, a smoke
grenade first has a burst radius of 10 feet. On the following round, it fills all squares within 15 feet, and
on the third round it fills all squares within 20 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Anyone within the area has total concealment (attacks
suffer a 50% miss chance, and the attacker can t use sight to locate the target). It disperses after 10 rounds.
Smoke grenades are available in several colors, including white, red, yellow, green, blue, orange and purple.
Stun Grenade:Also known as flash bangs, these grenades create a loud flash and bang when they are released.
Any target caught in the blast must make a Will saving throw(DC16) or be blinded for 1d6 rounds, and a
fortitude saving throw(DC16) to avoid being deafened for 1d6 rounds.
Sting Grenade: These hand grenades are based on the design of the fragmentation grenade but instead of
using a metal casing to produce shrapnel, they use small rubber balls.
224
Tear gas Grenade: These hand grenades are used to disperse crowds and smoke out hostage takers. When the
grenade is thrown, a tear gas grenade fills the four squares around it with tear gas. On the following round,
it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. Any target
caught in the cloud of tear gas must make a fortitude saving throw every round they spend in the tear
gas(DC15 + 1 per round staying in the gas) or be blinded and stunned for 2d4 rounds. A gas mask renders the
target immune to the effects, and a wet cloth held over the eyes, nose, and mouth provides a +2 to the
fortitude saving throw.
Thermite Grenade: This grenade has no blasting charge or explosive capability. It is used to destroy rugged
equipment, often reducing it to useless slag with it's intensive heat. It burns in a single 5ft square.
White Phosphorous Grenade: This grenade employs a small explosive charge to disperse burning phosphorus
particles in all directions. It can be devastatingly effective against people, having a gruesome tendency to
cling to human flesh. Any target that takes damage from a White Phosphorus grenade is dealt an additional
1d6 points of fire damage in the following round and risks catching on fire.
Anti-Armor Grenade: This Grenade employs a shaped charge in order to defeat armor. It detonates on contact
with any hard surface, and ignores up to 10 points of hardness.
Pipe Bomb: This homemade device is usually assembled with a quantity of black powder and metal fragments
inside a metal pipe. Pipe bombs can be extremely dangerous to build.
Propane Bomb: This is a homemade explosive device consisting of a widely available propane fuel bottle
duct-taped to a highway flare.
Molotov Cocktail: This homemade explosive device is common on the street, consisting of a glass bottle filled
with a flammable liquid(Usually Gasoline), and an oily rag for a wick. It shatters when it hits a hard
surface, spraying flaming gasoline over the immediate area. Anyone hit with a Molotov cocktail takes 1d6
slashing damage, as well as any applicable fire damage.
Breakable Beaker: A breakable beaker is a breakable glass beaker and capped off with a rubber stopper or
wood cork, that can be filled with any volatile liquid. The damage is based on what kind of liquid is put into
the beaker. It shatters when it hits a hard surface, spraying volatile chemicals over the immediate area.
Table: Grenades
Name
Range
Size
Weight
WP Restriction
Cost
Concussion
Grenade
4d6
N/a
Concussion
15 ft.
10 ft.
Tiny
16 oz.
Military
and Police
Fragmentation
Grenade
5d6
N/a
Slashing
10 ft.
10 ft.
Tiny
16 oz.
Military
and Police
Defensive
Grenade
3d4
N/a
Slashing
15 ft.
10 ft.
Tiny
16 oz.
Military
and Police
Smoke
Grenade(2)
N/a
N/a
N/a
Special
10 ft.
Tiny
16 oz.
None
Stun Grenade
N/a
N/a
Special
20 ft.
10 ft.
Tiny
16 oz.
Military
and Police
Sting Grenade
4d6
N/a
Bludgeoning
10 ft.
10 ft.
Tiny
16 oz.
Restricted
Special
N/a
Special
Special
10 ft.
Tiny
16 oz.
Military
and Police
Tear Gas
Grenade
225
Thermite
Grenade
8d6
N/a
Fire
N/a
10 ft.
Tiny
16 oz.
Military
and Police
White
Phosphorous
Grenade
4d6
N/a
Fire
10 ft.
10 ft.
Tiny
16 oz.
12
Military
and Police
Anti-Armor
Grenade
6d6
N/a
Concussion/
Fire
5 ft.
10 ft.
Tiny
24 oz.
16
Military
and Police
Pipe Bomb
3d8
15
Slashing
10 ft.
10 ft.
Small
32 oz.
Illegal
Propane Bomb
5d4
12
Fire
10 ft.
10 ft.
Small
40 oz.
Illegal
Molotov
Cocktail(4)
1d6
10
Fire
10 ft.
10 ft.
Small
16 oz.
Illegal
Breakable
Beaker(6)
See
Text
N/a
See Text
10 ft.
10 ft.
Small
8 oz.
None
Pre-made Charges
Pre-made charges are complete products with a detonator and explosive material, ready to be used.
Breaching Charge: This is a shaped charge consisting of 8 oz. of plastic explosive and an electrical
detonator in an adhesive frame. It can ignore hardness up to 10
Satchel Charge:This is a canvas bag containing 1 lbs. of plastic explosive and a time detonator.
Anti-Tank Mine: This is a shaped charge with a pressure detonator set by default to 400 lbs. It is designed to
disable armored vehicles by wrecking their treads. Anti-tank mines can ignore hardness up to 20
Bouncing Betty Mine: This is an anti-personnel mine that includes a tripwire detonator. When triggered,
this mine springs 4 ft. in the air before exploding, spraying its fragmented contents over the unfortunates
who stumbled over it.
Directional Mine: This is commonly called a claymore mine (after the name of the American version). It
consists of a curved steel backing plate, a layer of plastic explosive, and several hundred ball bearings.
Its folding feet are dug into the ground, or it can be stood up anywhere, and when it goes off either by
remote using its electric blasting cap or by the included tripwire detonator it sprays the ball bearings
in one direction, leaving the anyone to its sides or rear unscathed. It fires in a 30 foot cone.
Fire Jar: A fire jar is essentially the mine version of a Molotov Cocktail. It is set behind doors, or set with
trip wires so when it is tipped on it's side, it burst into flames and ignites a large area with burning
gasoline.
Table: Premade Charges
Name
Range
Size
Weight
WP Restriction
Cost
Breaching
Charge
3d10
N/a
Concussion
5 ft.
10 ft.
Small
32 oz.
Military
and Police
Satchel
Charge
7d10
N/a
Concussion
5 ft.
10 ft.
Medium
80 oz.
15
Military
and Police
Anti-Tank
Mine
6d10
N/a
Concussion
5 ft.
N/a
Large
20 lb
20
Military
and Police
226
Bouncing
Betty Mine
5d4
N/a
Slashing
5 ft.
N/a
Small
128 oz.
Military
and Police
Directional
Mine
3d12
N/a
Slashing
30 ft.
Cone
N/a
Small
32 oz.
Military
and Police
Fire Jar
1d6
N/a
Fire
10 ft.
N/a
Small
16 oz.
Illegal
Range
Size
Weight
WP Restriction
Cost
ANFO
5d6
18
Concussion
20 ft.
N/a
Huge
50 lb.
Illegal
Black Powder
/Gunpowder
1d8
12
Concussion
5 ft.
N/a
Small
16 oz.
None
Semtex/C4
3d10
15
Concussion
10 ft.
N/a
Small
4 oz.
Military
and Police
Dynamite
2d12
10
Concussion
10 ft.
N/a
Small
8 oz.
Restricted
Nitroglycerin
6d6
10
Concussion
5 ft.
N/a
Small
4 oz.
Illegal
227
Thermite
8d6
13
Fire
5 ft.
N/a
Small
16 oz.
12
Military
and Police
TNT
3d6
15
Concussion
5 ft.
N/a
Small
4 oz.
Restricted
Detonators
Detonators are used to trigger an explosive device, either through chemical, mechanical, or electrical
means.
Dual Mode Detonator: This detonator functions as a pressure and tripwire detonator.
Fuse Detonator: Fuses burn at 1 turn per two inches and are marked every two inches for hasty measuring.
The Underwater fuses are sheathed in plastic.
Pressure Detonator: This detonator is typically used in land mines. It is pre-set to detonate a non-electric
blasting cap when subjected to a specific weight. This detonator can also be set to detonate when the set
weight is removed.
Radio Detonator: This detonator is triggered by a coded radio signal on a set frequency.
Timer Detonator: This detonator may be set for up to 60 hours in 1-second increments.
Tripwire Detonator: This detonator may be attached to up to 3 taut hair-thin wires, each up to 50 ft. long. It
is triggered by any pressure over 2 lbs. This detonator can also be set to detonate when the set weight is
remove.
Detonating ("Det") Cord: This flexible explosive consists of PETN (pentaerythritol tetranitrate) encased in
flexible 1/4-inch plastic cord. It is commonly used to trigger other explosives and may be woven like rope,
supporting up to 175 lbs.
Table: Detonators
Name
Size
Weight
WP cost
Restriction
Dual Mode
Small
8 oz.
Fuse
Tiny
4 oz.
Pressure
Small
8 oz.
Radio
Tiny
16 oz.
Timer
Tiny
8 oz.
Tripwire
Small
16 oz.
Detonating
Cord
Small
32 oz.
228
Armor
Armor comes in three different types: Impromptu, Concealable, and Tactical
Impromptu armor includes items that provide protection even though they were not designed for that
purpose, such as leather bikers jackets and football pads.
Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for
extended periods of time without fatiguing the wearer. Concealable armor can also be worn under Impromptu
or Tactical armor.
Tactical armor is modern body armor that fits over clothing and can t be easily concealed. Its weight and
bulk make it impractical to wear all the time, and it s generally only donned when a specific dangerous
confrontation is likely. Because its worn over clothing in tactical situations, tactical armor often has
pockets, clips, and MOLLE attachment points for carrying weapons, grenades, ammunition, flashlights, first
aid kits, and other items.
Equipment Bonus
The Equipment bonus is the bonus to Defense a character gets if they are proficient in the armor.
Maximum Agility Bonus
The maximum Agility Bonus you can apply toward your defense, when wearing the armor.
Armor Penalty
This penalty applies to the following skills if the character isn't proficient in the worn armor: Acrobatics,
Athletics, Craft(All), Demolitions, Disable Device, Drive, Perform, Pilot, Ride and Stealth . If a character is
proficient in the armor, the penalty only applies to Athletics, Acrobatics, and Stealth
Combat Point Loss
How much the armor slows a character down, when wearing it. The character has to spend this amount of
Combat Points from their Combat Point pool before they can move.
Wealth Point Cost
How much the armor cost.
Damage Reduction
This is represented on how much damage the armor negates, and what type of damage is compatible
Armor Points and Protection
Armor points are a representation of how much damage armor can take. When armor protects a character from
damage using it's damage reduction, it subtracts the damage done from its AP score. Armor points are only
subtracted to applicable damage.(Example: Only Slashing damage will affect the Armor Score of a Motorcycle
Jacket ) Armor can be repaired at 1 WP per Armor point.
Armor only protects against certain types of damage. If a character is attacked and his armor does not cover
the certain type of damage, the Damage Reduction for the armor does not apply, and they take damage to
their hit points.
Light Armor
Light Football pads: This suit of armor is worn by professional and amateur players alike, and includes
shoulder, leg, and arm pads. This armor protects against bludgeoning damage. This type is normally worn by
Running backs and Quarterbacks, sacrificing extra armor for range of motion.
229
Motorcycle Jacket: This is the bare minimum for the modern motorcyclist, consisting of leather gloves and a
leather motorcycle jacket. This armor protects against slashing damage.
Light Undercover Shirt: Designed for deep undercover work where the user must not appear to be armed or
armored, this garment consist of a t-shirt with a band of Kevlar sewn in around the torso. This armor
protects against ballistic damage.
Flak Vest: A Flak vest is a light vest worn by aircraft personnel to protect against flak cannons, but can
also be used to protect against grenades. It protects against slashing damage.
Low-Profile Armor: This set of body armor is visually indistinguishable from a common vest, sweater,
pullover, suit coat, or jacket. It is often used by employees of corporations, particularly those employed as
security or bodyguard personnel. This armor protects against ballistic damage.
Under Cover Vest: Covering a larger area of the torso, this vest provides better protection than the light
undercover shirt and Low-Profile Armor but its also more easily noticed. Its best used when the armor
should remain unseen but the wearer doesnt expect to face much scrutiny, granting a +2 bonus on Perception
checks to notice the armor.
Turnout Coat: This fireman's coat is made of a thick, flame resistant and waterproof material. Protects
against piercing, slashing, and fire damage.
Special Notes: This clothing cannot catch fire, and provides DR 5/Fire.
Corrections Vest: This armor is designed for use in prisons, where firearms are less of a threat than
improvised melee weapons. This armor protects against slashing and piercing damage.
MOLLE vest: This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to
the user's specifications. It does not protect against any type of damage. This Armor has 12 MOLLE slots.
Plastron: Fencers wear this quilted canvas armor, which protects the torso, arms, and groin against parries,
thrust, and swipes from foils, epee's and sabers. This armor protects against piercing and slashing damage.
Medium Armor
Concealable Vest: This standard Kevlar vest is worn by most law enforcement officers under their uniform
shirts. It grants a +4 to Perception checks to notice the armor. This armor protects against ballistic damage.
Motorcycle Armor: This suit of modern armor is worn by motorcyclist to protect from falls. It includes the
gloves and a motorcycle jacket. This armor protects against bludgeoning and slashing damage.
Light Duty Vest: A lightweight tactical vest with Kevlar designed for extend use by riot police and forces
on alert for potential attack. This tactical gear is covered in MOLLE, which allows different accessories to
be mounted on to the user's specifications. This armor protects against ballistic and bludgeoning damage.
This armor has 5 MOLLE slots.
Tactical Vest: The standard body armor for police tactical units, this vest provides full torso protection in
the toughest flexible protective materials available. This tactical gear is covered in MOLLE, which allows
different accessories to be mounted on to the user's specifications. This armor protects against ballistic
damage. This Armor has 6 MOLLE slots.
Heavy Football pads: This suit of armor is worn by professional and amateur players alike, and includes
shoulder, leg, and arm pads. This armor protects against bludgeoning damage. This type is normally worn by
linebackers, and heavy hitter positions, sacrificing Movement for extra padding and armor.
230
Heavy Armor
Red Man Suit:This heavily padded suit is used primarily for unarmed and blunt-weapon melee combat
training,
allowing opponents to throw full-force blows without injuring their training partners. This armor protects
against bludgeoning damage.
Special Response vest: Built like the tactical vest, but incorporating groin and neck protection as well as a
trauma plates over the chest and back. This tactical gear is covered in MOLLE, which allows different
accessories to be mounted on to the user's specifications. This armor protects against ballistic and piercing
damage. This Armor has 7 MOLLE slots.
Forced Entry Unit: This armor consist of heavy torso jacket, with trauma plates over the chest and back,
neck and groin guards, arm protection, and a helmet. This tactical gear is covered in MOLLE, which allows
different accessories to be mounted on to the user's specifications. This armor protects against ballistic and
piercing damage. This Armor has 8 MOLLE slots.
Crash Rescue Suit: This reflective, full-body suit is exclusive to fire departments expecting to deal with
high radiant heat or savage burning liquids. It s rated to protect against temperatures of 1500 F, with
short exposure to 2000 F, and includes a hood with a reflective faceplate, mittens, and boots. A crash rescue
contains a 30 minute air supply. This armor protects against fire damage.
Special Notes: This clothing cannot catch fire, and provides DR 25/Fire.
EOD Suit: This Armor consist of a complete anti-explosive armor setup, used by bomb disposal technicians to
diffuse live bombs. It includes heavy, thick ballistic armor, as well as a see-through ballistic visor and
helmet. This armor protects against concussion, piercing, and slashing damage.
Armor Plates
These trauma plates can be placed in armor, by either built in, or a MOLLE attachment, to increase it's
effectiveness against bullets and shells. Trauma plates are unrepairable, and must be replaced after they
are used up. The price and listing are for a set of plates, that protect the center mass area, which is the back
and torso. Only one set of plates may be used at a time.
Titanium Plates: These plates are made from high grade titanium, providing decent protection with the
added comfort of light weight. They grant DR 4/Ballistic, Piercing, have 9 AP, and cost 8 WP for a set.
Steel Plates: These are heavy steel inserts, used for multiple rifle round hits, at the cost of weight. They
grants DR 7/Ballistic, Piercing, a combat point reduction of 2, have 26 AP and cost 10 WP for a set.
Ceramic Plates: These are ballistic ceramic plates, built for a compromise between strength and weight. They
grants DR 5/Ballistic, Piercing, a combat point reduction of 1, have 20 AP and cost 12 WP for a set.
Armor Upgrades
Armor can be customized to grant additional bonuses toward armor, or increase the armor rating of normal
clothing.
Camouflage Patterning: This upgrade covers a piece of armor or clothing in camouflage paint or cloth, which
gives a +2 to stealth when worn in the applicable setting. This upgrade cost 2 WP.
MOLLE Fitting: This upgrade fits armor or clothing with MOLLE, which allows different accessories to be
mounted on to the user's specifications. It gives 2 MOLLE slots per upgrade, and cost 1 WP. Armor or clothing
can have no more than 20 MOLLE slots.
231
Hidden Compartment Fitting: This upgrade fits armor or clothing with a hidden compartment that gives a +4
to Stealth to hide an object. An object of tiny or smaller size may be hidden in the compartment. This
upgrade cost 3 WP.
Custom Fitting: This upgrade fits the armor to a specific wearer, granting the wearer +1 Maximum Dexterity
bonus, a 50% increase in Armor Points(multiply the AP by 1.5, rounded up to the nearest armor point), and a +1
equipment bonus to Defense. This upgrade cost 100% of the armor's cost.
Table: Armor
Type
Equipment
Bonus
Damage
Reduction
Max
Armor
Agi Penalty
Bonus
CP
Loss
Wt.
MOLLE vest
Tactical
+0
0/None
+6
Motorcycle
Jacket
Impromptu
+0
2/Slashing
Flak Vest
Tactical
+0
Light Football
pads
Impromptu
Turnout Coat
Impromptu
WP Armor
Cost points
-0
48 oz.
N/a
+6
-0
32 oz.
10
3/Slashing
+5
-0
32 oz.
12
+1
3/Bludgeoning
+6
-0
80 oz.
15
+1
2/Fire
+5
-0
160 oz.
10
10
Light
Concealable
Undercover shirt
+1
4/Ballistic
+4
-1
32 oz.
13
+1
7/Ballistic
+4
-1
48 oz.
16
21
Low-Profile
Armor
Concealable
+2
6/Ballistic
+4
-1
32 oz
18
15
Corrections Vest
Concealable
+2
6/Slashing,
Piercing
+3
-2
64 oz.
17
18
Impromptu
+2
4/Slashing,
Piercing
+4
-1
48 oz.
10
16
Impromptu
+2
4/Bludgeoning,
Slashing
+5
-1
80 oz.
11
20
+2
8/Ballistic
2/Slashing
+3
-2
64 oz.
20
24
Tactical
+3
8/Ballistic,
Bludgeoning
3/Slashing
+2
-3
112 oz.
30
30
Tactical Vest
Tactical
+4
9/Ballistic
4/Slashing
+2
-3
144 oz.
32
28
Impromptu
+1
5/Bludgeoning
+4
-0
128 oz.
25
Tactical
+3
10/Bludgeoning
+1
-5
192 oz.
24
50
Light armor
Plastron
Medium Armor
Motorcycle
Armor
Heavy Football
pads
Heavy Armor
Red Man Suit
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Crash Rescue
Suit
Tactical
+4
8/Fire
+2
-4
400 oz.
40
32
Special Response
Vest
Tactical
+5
15/Ballistic,
Piercing
6/Slashing
+1
-5
240 oz.
45
35
Forced Entry
Unit
Tactical
+6
18/Ballistic,
Piercing,
Slashing
+0
-5
272 oz.
50
45
EOD Armor
Tactical
+4
40/Concussion,
Piercing and
Slashing
+0
-7
560 oz.
95
50
Helmets
Helmets keep the most important part of most creature s body safe: The head. When calculating the damage
for a called shot to the head, use the damage reduction(If any) for the hat or helmet.
Sports Helmet: This helmet is used in various sporting events to protect the wearer's head.
Motorcycle Helmet: These helmets come in various sizes and colors,and protect the wearer from wind and
small objects when moving at a fast pace, as well as when falling.
Steel Combat Helmet: This helmet is a surplus helmet from wars gone by, fallen out of favor in light of new
lighter, sturdier options. They can be found in thrift stores and army-navy stores alike.
Ballistic Combat Helmet: This helmet is the standard helmet usually issued to combat forces in the military,
that protects against shrapnel and glancing bullets.
Riot Helmet: This helmet is used by police forces when containing a disturbance or riot. It has a clear
Plexiglas shield on the front that protects against thrown objects and chemical weapons.
Table: Helmets
Helmet Type
Type
Damage Reduction
Weight
Wealth
Point Cost
Armor
points
Sports Helmet
Impromptu
4/Bludgeoning
24 oz.
15
Motorcycle Helmet
Impromptu
6/Bludgeoning,
Slashing
30 oz.
12
Steel Combat
Helmet
Tactical
2/Ballistic,
Bludgeoning
48 oz.
25
Ballistic Combat
Helmet
Tactical
5/Ballistic,
Bludgeoning
32 oz
10
20
Riot Helmet
Tactical
8/Bludgeoning
30 oz.
18
233
The Small apartment is a one- or two bedroom apartment, complete with a small kitchen, and out-front
parking. The large apartments are three to four bedrooms, and generally include a parking lot. The small
house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium
house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a fourbedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den,
spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury
appointments or avant garde design is available with a 25% increase to the Wealth point cost, rounded up.
A house grants certain luxuries, like the ability to store deluxe-sized kits and have them on call for use, as
well as give the character a place to rest without paying for temporary lodging.
Location dramatically affects a home s value. The given Wealth Point cost assumes a typical suburban
location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the Wealth
point cost by 10%, rounded up. A particularly good location in an upscale neighborhood or city center
increases the wealth point cost by 15%, rounded up.
Renting
A character(Or group of characters), can always decide to rent instead of purchase their own house, albeit
at a monthly, reoccurring cost. It cost 10% of the price of the domicile a month to rent.
Entertainment
Wealth point cost are given for several entertainment options. They represent the purchase of a single
ticket or a single session.
Transportation
Airfare tickets are for a single passenger round trip. One-way tickets are available, but only reduce Wealth
Point Cost by 30%, rounded up. Car rentals and lodging rates are per day.
Table : Lifestyle Items
Housing
Wealth Point
Cost
Small apartment
150
Large apartment
250
Small condo
560
Large condo
650
Small house
620
Medium house
740
Large house
800
Mansion
1000
Entertainment
Movie ticket
Theater ticket
Sporting event
ticket
Target Practice
Meals
Fast food
Family restaurant
Upscale restaurant
Fancy restaurant
Wealth Point
Cost
1
2
2
2
Wealth Point
Cost
1
2
4
6
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Transportation
Airfare
Domestic, coach
Domestic, first
class
International,
coach
International,
first class
Car rental
Economy car
Mid-size or truck
Luxury
Lodging
Budget motel
Average hotel
Upscale hotel
Wealth Point
Cost
6
12
15
30
4
6
10
Wealth Point
Cost
2
4
10
Auto Repair
Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has
suffered. The Wealth Point cost for damage repair assume the vehicle has not actually been disabled; if it
has, increase the Wealth Point cost by 50%, rounded up. Repair generally takes 1 day for every 10 hit points
of damage dealt, and results in the vehicle being returned to full hit points.
Vehicle Upgrades
A vehicle can be upgraded with various upgrades to make them faster, more resilient to attacks, or mount
weapons.
Armor Upgrade: This upgrade fits the vehicle with armor plating in the frame, as well as remove the glass
and replace it with bullet resistant glass. This upgrade increases the HP of the Vehicle by 40% and the
hardness by 5 points, but reduces the Vehicle's total speed by 30%. Only Cars and Trucks can use this upgrade.
This upgrade cost 10% of the Vehicle's total cost.
Engine Upgrade: This upgrade fits the vehicle with a more powerful engine in it's class, granting it with
more speed. This upgrade increases the Vehicle's total speed by 30% This upgrade cost 20% of the Vehicle's
total cost.
Weapon Mount Upgrade: This upgrade fits the vehicle with a mount, that allows for a large, or larger weapon
to mount onto the bed of a vehicle. When mounted, the weapon gets a +6 to all multifire attacks. Only Trucks
can use this upgrade. This upgrade cost 5% of the Vehicle's total cost. A Vehicle can only have one Weapon
Mount at a time.
Bail Bonds
Characters jailed for crimes can seek bail. Bail is a monetary guarantee that the suspect will show up for
his trial. The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor
crimes) and sometimes days later (for serious crimes). If bail is granted, a character can arrange for a bail
bond, a loan that covers bail. The Wealth Point costs represent the fees associated with the loan; the bond
itself is paid back to the bond agency when the hero shows up for trial. If the hero fails to show up, the
agency loses the bail loan, and may send bounty hunters or other thugs after the character.
235
Bail amounts vary dramatically, depending on the seriousness of the crime, the suspect s criminal history,
their role in society, their family life, and other factors the judge believes indicate that the character
will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a good job and a
family who has never before been charged with a crime gets minimal bail; a career criminal with nothing to
lose receives maximum bail or may not be granted bail at all. The Wealth Point cost shown assume the suspect
is viewed positively by the court. If not, increase the Wealth Point cost by as much as 25%, rounded up.
Whatever the base wealth Point cost, a successful Presence check (DC 15) by the suspect reduces the purchase
10%, rounded up.
Civil Crime: This crime involved civil matters, no one was threatened or hurt physically as a part of the
crime.
Property Crime: The crime involved only the destruction of property; no one was attacked or seriously hurt
as part of the crime.
Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure the victim.
Death Crime: Someone died as a result of the crime.
Services
A characters medical insurance is built into their Salary; the Wealth Point cost represent the ancillary
expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full
regardless of whether they are successful. See the Treat Injury skill for more information on the medical
services described below. In a hospital setting, the necessary treat Injury checks are always successful. The
Wealth Point cost is per check.
Long-Term Care: The Wealth Point cost represents treatment for regaining hit points or ability score points
more quickly than normal on a given day.
Restore Hit Points: The Wealth Point cost represents treatment for hit point damage from wounds or injuries
on a given day.
Surgery: The Wealth Point cost represents the cost of a single surgical procedure.
Poison/Disease: The Wealth Point cost represents one application of treatment for a poison or disease.
Table: Services
Item
Auto repair
1 to 10 hp damage
11 to 20 hp damage
21 to 30 hp damage
30+ hp damage
Towing
Bail bonds
Civil crime
Property crime
Assault crime
Death crime
Bribery
Bouncer
Bureaucrat
Informant
Police officer
236
Legal services
Medical services
Long-term care
Restore hit points
Surgery
Treat poison/disease
15 + lawyers Knowledge
(civics) ranks
10
12
15
10 + cost of antidote
Vehicles
Vehicles are described by a number of statistics, as shown on Table: Vehicles.
Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crew
members serve as gunners or copilots.
Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that
carry passengers can use that space to carry additional cargo when passengers aren t present. Each unused
passenger slot allows the vehicle to carry an additional 100 pounds of cargo.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra
passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience
for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of
unused cargo capacity.
Initiative: The modifier added to the drivers or pilot s initiative check when operating the vehicle.
Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle.
Top Speed: The maximum number of squares the vehicle can cover in 1 round at character scale (with the
number of squares at Vehicle scale in parentheses). This is the fastest the vehicle can move.
Defense: The vehicles Defense.
Hardness: The vehicles hardness. Subtract this number from any damage dealt to the vehicle.
Hit Points: The vehicles full normal hit points.
Size: Vehicle size categories are defined differently from the size categories for weapons and other objects.
Wealth Point Cost: This is the Wealth point cost to acquire the vehicle. This number reflects the base price
and doesnt include any modifiers for purchasing the vehicle on the black market.
Restriction: The restriction rating for the vehicle, if any.
Civilian Aircraft
All aircraft, from one-seaters to jumbo jets, are controlled by the use of the Pilot skill. A few examples are
provided here from the variety of airgoing vehicles that might be available to characters.
Schweizer 300
The Schweizer was created with a fully articulated, counter-clockwise rotating, three-bladed main rotor,
and a two-bladed tail rotor that would remain as distinctive characteristics of all its variants. It also has
shock absorber-dampened, skid-type landing gear. It is small and simple helicopter, used by both civilians
and City Police. It is two squares wide and five squares long. It provides one-half cover for crew and
passengers.
237
Bell Jet Ranger
This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military
forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides
three-quarters cover for crew and passengers.
Bell Model 212
This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a
sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are
still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides threequarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).
Cessna 172 Skyhawk
This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide
(including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for
crew and passengers.
Learjet Model 45
This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind
the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten
squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides threequarters cover for crew and nine-tenths cover for passengers.
Civilian Cars
Most new civilian cars include such standard features as air conditioning, air bags, anti-lock brakes, cruise
control, keyless entry, and an AM/FM radio with CD player. Luxury vehicles often also include extras such
as heated side mirrors, power seats, leather upholstery, and sunroofs. In general, these luxury amenities can
be added to a nonluxury car with an increase of 10% to the Wealth Point cost.
Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers
who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even onequarter cover).
Acura 3.2 TL
The 3.2 TL is a four-door luxury sedan. It is two squares wide and four squares long.
Aston-Martin Vanquish
The Vanquish is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed
manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.
BMW M3
The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is
two squares wide and three squares long.
Chevrolet Cavalier
A four-door family coupe, the Cavalier is two squares wide and four squares long.
Chevrolet Corvette
The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two
squares wide and three squares long.
Chevrolet Impala
The impala is a four-door full-sized Sedan, built with a 5.3-liter, 300-horsepower V8 engine. The Impala is
two squares wide and four squares long.
Dodge Neon
The Neon is an inexpensive four-door family sedan. It is two squares wide and three squares long.
238
Dodge Charger
The Charger is a moderately expensive four-door sedan. It is two squares wide and three squares long.
Ford Crown Victoria
The Crown Victoria is a large four-door family sedan equipped with a 4.6-liter, 220-horsepower V8 engine.
Large and durable, it is a favorite of police forces (police cruisers are commonly Crown Victorias). The Crown
Victoria is two squares wide and four squares long.
Ford Focus
The Focus is a affordable compact car. It is two squares wide and three squares long
Ford Mustang
The Mustang is a two-door Muscle Car powered by a 4.6-liter, 300-horsepower V8 engine. It is two squares wide
and three squares long. Many police forces have begun to trade out their older Crown Victorias for the
newer, and more powerful Mustang.
Honda Civic
The Civic is a compact car, popular with street racers who often customize the car to their liking. It is two
squares wide and three squares long.
Honda Accord
The Accord is a four-door Mid-sized sedan, popular for it's fuel economy. It is two squares wide and three
squares long.
Jaguar XJ Sedan
The XJ is a four-door luxury sedan. It is two squares wide and four squares long.
Lamborghini Diablo
The Diablo is a top-of-the-line exotic sports car, a two-door coupe equipped with a standard 6.0-liter, 550horsepower V12 engine. The Diablo is two squares wide and three squares long.
Mercedes E55 AMG
The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is
two squares wide and four squares long.
Volkswagen Jetta
The Jetta is a four-door station wagon. It is two squares wide and three squares long.
Porche Boxster
The Boxster is a 2-door Roadster convertible, built for speed. It is two squares wide and three squares long.
Shelby Mustang GT500
The Shelby is a high performance variant of the Ford Mustang, sporting a powerful 5.8-liter, 550-horsepower
V8 Engine. It is two squares wide and three squares long.
Civilian Motorcycles
Unlike getting into a car, mounting a motorcycle cost 1 Combat Point. Motorcycles tend to perform better
than automobiles, but they provide no cover to their occupants.
Ducati 998R
This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and
two squares long.
Kawasaki Ninja 250R
This long running street bike is the quintessential street bike, popular with the casual motorcyclist. The
Ninja is one square wide and two squares long.
239
Harley-Davidson FLSTF Fat Boy
This huge motorcycle sports a 1,450cc engine. Its designed to look cool and compete for space on the roads
with automobiles. It is one square wide and two squares long.
Honda Gold Wing
This touring motorcycle is used for long, touring rides across states. It has compartments to hold equipment
such as sleeping gear, camping materials, or anything else the rider wishes to carry with them. It is one
square wide and two squares long
Yamaha YZ250F
A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The
YZ250F is one square wide and two squares long.
Civilian Trucks
Trucks include pickups, sport utility vehicles, vans, and minivans. They generally have the same features as
civilian cars. Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a
pickup truck, however, provides only one-half cover.
AM General Hummer
The four-door Hummer is a civilian version of the military s all-terrain Humvee utility vehicle. It comes
equipped with a powerful 6.5-liter, 195-horsepower V8 turbo diesel engine. The hummer is decked out like a
luxury vehicle inside, but this vehicle is every bit as rugged as the military version. A Hummer is two
squares wide and four squares long.
Chevrolet Suburban
One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a
standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.
Dodge Caravan
The Caravan is a minivan with two conventional doors up front, sliding doors on the side, and a rear hatchstyle door. It is two squares wide and four squares long.
Ford Escape XLT
The Escape is a four-door SUV with a 3.0-liter, 201-horsepower V6 engine. It is two squares wide and three
squares long.
Ford F-150 XL
This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four
squares long.
Jeep Grand Cherokee
The Grand Cherokee is a mid-sized SUV, equipped with 4-wheel drive, as well as a luxury interior. The Grand
Cherokee is Two squares wide and four squares long.
Jeep Liberty
The Liberty is a Compact four-door SUV. It is two squares wide and three squares long.
Toyota Hilux
The Hilux is a extremely sturdy two-door pickup truck, often referred to as The Indestructible Truck It is
Two squares wide and four squares long.
Toyota Tacoma Xtracab
The Tacoma is a two-door pickup with a back seat in its extended cab. It is two squares wide and four squares
long.
240
Civilian Water Vehicles
Civilian water vehicles generally include speedboats and fishing boats, as well as runners and Jet-skis.
They generally provide one half cover to their occupants. Piloting a water vehicle is covered by the Drive
skill.
Bayliner 1802 Capri
This is a large runabout, a powerboat with an outboard engine and an open cockpit with a tiny cabin (about
the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires
a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or
stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two
squares wide and four squares long.
Fairline Targa 30
This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and
a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to
occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six
squares long.
Sea-Doo XP
This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide
and two squares long, and provides no cover for its riders.
Other Vehicles
A few types of vehicles dont fit neatly into the categories covered above. Many of these (such as the
armored truck and the limousine) are usually custom built, so the model name isn t specified as it is with
most other vehicles in this section. The description and stats reflect a typical model.
Armored Truck
Used to transport money between businesses and financial institutions, armored trucks are designed to
deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms
without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides ninetenths cover for its occupants. It is equipped with puncture-resistant tires.
Honda TRX400FW
This all-terrain vehicle is something like a four-wheeled motorcycle. It is one square wide and two squares
long. It provides no cover for its riders.
Limousine
A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a
stretch limo or a conventional car with a professional driver. Limousines feature virtually every available
luxury feature, often including televisions and small refrigerators. A partition divides the front seat
from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides threequarters cover for its occupants.
Moving Truck
This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often
available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters
cover for occupants in the cab and full cover for any in the back.
NABI Model 40LFW
This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand
side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and
passengers.
241
Military and Police Vehicles
Several military and police vehicles are covered here. In addition, a number of the civilian vehicles
covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in
military and police service.
BMP-2
A Soviet-era armored personnel carrier, the BMP is used by the Russian army and more than twenty ex-Soviet
states or clients. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above
each crew position, and a large door in back for infantry soldiers to load or disembark. It takes 12 Combat
Points to enter the vehicle through a top hatch and another 12 Combat Points to start it moving. The BMP-2
is three squares wide and four squares long. It provides full cover to its occupants. This vehicle carries a
RPG-7 with 5 extra rockets, in it's cargo area.
This vehicle comes equipped with a 30mm cannon (see Table: Vehicle Weapons) mounted in a full turret.
BMP-3
This Modern Russian Infantry Fighting Vehicle, is the next line in the BMP line of vehicles. It is currently
used by the Russian army to both carry infantry into battle, as well as provide fire support. It is crewed by
a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door
in back for infantry soldiers to load or disembark. It takes 12 Combat Points to enter the vehicle through a
top hatch and another 12 Combat Points to start it moving. The BMP-3 is three squares wide and four squares
long. It provides full cover to its occupants. This vehicle carries a RPG-7 with 5 extra rockets, five RPG-22s,
and 10 defensive grenades in it's cargo area.
This vehicle comes equipped with a 30mm cannon and a Tank Cannon,(see Table: Vehicle Weapons)both mounted
in a full turrets.
Crown Victoria Police Cruiser
This is a police cruiser used by most municipal law enforcement agencies. It is built from a Ford Crown
Victoria, with modifications to increase it's toughness. In addition to puncture resistant tires, and a ram
bar, it is equipped with red and blue lights, a siren, a professional radio, and a Remington 870 Express
Tactical or Mossberg 590A1 , as well as a box of 12 Ga. 00 Buckshot locked in the trunk. Most police cruisers
have the back seat barred to transport suspects. The Police Cruiser is two squares wide and four squares
long
Mustang Police Cruiser
This police cruiser has all of the features as it's older Crown Victoria, with the add power and speed of a
mustang. The Police Cruiser is two squares wide and four squares long.
M998 High Mobility Multipurpose Wheeled Vehicle (HMMWV)
This is the U.S. Military's main transport vehicle. This version can be configured in a variety of ways,
including a two-door pickup, a four-door pickup with a short bed, and a completely enclosed, SUV-like body
with a hatchback and four doors, and a M2 Browning machine gun(see Table: Vehicle Weapons) mount on the
top.(This position proved one-half cover) When the HMMWV is configured with the machine gun, it has one less
passenger, and one more additional crew. It lacks the luxury accessories of the civilian version, but it is
equipped with puncture-resistant tires. A HMMWV is two squares wide and four squares long.
M1A2 Abrams
This is the U.S. Armys main battle tank, probably the most advanced and powerful tank in the world. It is
crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and
two on the turret. (The drivers position cannot be reached from the other positions, which are all in the
turret.) It takes 12 Combat Rounds to enter a tank and another 12 Combat Points to start it moving. The
Abrams is three squares wide and six squares long. It provides full cover to its occupants.
This vehicle comes equipped with a tank cannon and an M240 machine gun (see Table: Vehicle Weapons), both
mounted in full turrets.
242
M2A2 Bradley
This is the U.S. Armys principal armored personnel carrier. It is crewed by a driver, a gunner, and a
commander. It has three top hatches, one above each crew position, and a large door in back for infantry
soldiers to load or disembark. It takes 12 Combat Points to enter the vehicle through a top hatch, and
another 12 Combat Points to start it moving. In addition to its own armament, the Bradley s passenger
compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The
Bradley is three squares wide and four squares long. It provides full cover to its occupants. This vehicle
comes equipped with a 25mm cannon (see Table: Vehicle Weapons) mounted in a full turret.
M113A1
Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier
is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top
hatch above each position as well as a rear door. The M113A1 is armed with a M2 Browning machine gun(see
Table: Vehicle Weapons). It takes 12 Combat Points to enter the vehicle through a top hatch and another 12
Combat Points to start it moving. The M113A1 is three squares wide and four squares long. It provides full
cover to its occupants.
M1126 Infantry Carry Vehicle Stryker
The Stryker is an 8-wheeled, armored fighting vehicle, used to transport troops as well as provide armored
support. It is crewed by a driver and a gunner, featuring both a top hatch as well as a rear door. It can hold
9 passengers in it's transport compartment, and is armed with a M2 Browning machine gun in a full turret. It
takes 12 Combat Points to enter the vehicle through a top hatch and another 12 Combat Points to start it
moving. The Stryker is two squares wide and eight squares long. It provides full cover to its occupants.
UH-60 Black Hawk
Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army s primary utility
helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew
and passengers (one-quarter cover to passengers if the cargo doors are open).The Black Hawk is equipped with
two M240 Machine guns on both sides.
Other Transportation
Horses
A horse is a single hooved, quadrupedal mammal that has been domesticated for work and riding. There are
many different breeds of horses, the one listed representing the average work horse. The cost listed
includes two saddle bags, and a saddle. Unlike other vehicles, horses die if their hit points reach zero, and
they can be healed using the first aid skill. Mounting a horse cost 3 Combat Points
243
Table: Vehicles
Name
Civilian Aircraft
Sikorsky 300(helicopter)
Bell Jet Ranger (helicopter)
Bell Model 212 (helicopter)
Cessna 172 Skyhawk (prop
plane)
Learjet Model 45 (corporate
jet)
Civilian Cars
Acura 3.2 TL (mid-size sedan)
Aston-Martin Vanquish (sports
coupe)
BMW M3 (sports coupe)
Chevrolet Cavalier (economy
coupe)
Chevrolet Corvette (sports
coupe)
Chevrolet Impala(Full-size
Sedan)
Dodge Neon (economy sedan)
Dodge Charger(Mid-sized sedan)
Ford Crown Victoria (mid-size
sedan)
Ford Focus(Economy Compact
Sedan)
Ford Mustang(Muscle Car)
Honda Civic(Compact Sedan)
Honda Accord(Mid-size Sedan)
Jaguar XJS (luxury sedan)
Lamborghini Diablo (sports
coupe)
Mercedes E55 AMG (luxury
sedan)
Volkswagen Jetta (mid-size
wagon)
Crew
Pass
Cargo
Init
Maneuver
Top Speed
Defense
Hardness
Hit Points
Size
Wealth
Point Cost
1
1
2
1
2
4
13
3
100 lb.
250 lb.
5,000 lb.
120 lb.
-4
-4
-4
-4
-3
-4
-4
-4
185 (6)
245 (8)
200 (7)
210 (7)
6
6
6
6
5
5
5
5
15
28
36
30
H
G
G
G
800
8750
15000
1875
10
500 lb.
-4
-4
1,100 (36)
44
150000
1
1
4
1
300 lb.
175 lb.
-2
-2
-1
+0
265 (9)
335 (11)
8
8
5
5
34
34
H
H
55
2500
1
1
4
4
200 lb.
275 lb.
-2
-1
+1
-1
275 (9)
185 (6)
8
9
5
5
32
30
H
L
875
45
250 lb.
-2
+0
310 (10)
32
550
250 lb.
-1
-1
260 (9)
34
440
1
1
1
4
4
5
275 lb.
325 lb.
425 lb.
-1
-2
-2
-1
-1
-1
220 (7)
230 (7)
185 (6)
9
8
8
5
5
5
30
35
34
L
H
H
60
200
88
225 lb.
-2
-1
160 (5)
30
70
1
1
1
1
1
3
4
4
4
1
500 lb.
250 lb.
280 lb.
275 lb.
100 lb.
-1
-2
-2
-2
-2
+0
-1
-2
-1
+1
230 (7)
180 (6)
190 (6)
230 (7)
360 (12)
8
8
8
8
8
5
5
5
5
5
32
29
28
34
34
H
L
H
H
H
320
90
115
115
2000
325 lb.
-2
+0
280 (9)
34
1500
275 lb.
-2
+0
230 (7)
32
90
244
Porche Boxster(Sports
roadster)
Shelby Mustang GT500 (Muscle
Car)
Civilian Motorcycles
Ducati 998R (racing bike)
Kawasaki Ninja 250R(Sport
Bike)
Harley Davidson FLSTF (street
bike)
Honda Gold Wing(Touring Bike)
Yamaha YZ250F (dirt bike)
Civilian Trucks
AM General Hummer (SUV)
Chevrolet Suburban (SUV)
Dodge Caravan (minivan)
Ford Escape XLT (SUV)
Ford F-150 XL (pickup)
Jeep Grand Cherokee(SUV)
Jeep Liberty(Compact SUV)
Toyota Hilux (pickup)
Toyota Tacoma Xtracab (pickup)
Civilian Water Vehicles
Bayliner 1802 Capri (runabout)
Fairline Targa 30 (cabin
cruiser)
Sea-Doo XP (personal
watercraft)
Other Civilian Vehicles
Armored truck
Honda TRX400FW (4-wheel ATV)
Limousine
Moving truck
NABI Model 40LFW (city bus)
Military and Police Vehicles
BMP-2 (tracked APC)
BMP-3 (tracked IFV)
Ford Crown Victoria(Police
Cruiser)
Ford Mustang(Police Cruiser)
100 lb.
-1
+0
285 (9)
28
1300
150 lb.
-1
+0
330 (11)
30
1800
1
1
0
1
0 lb.
0 lb.
+0
+0
+3
+2
370 (12)
325 (10)
10
10
5
5
18
20
M
M
200
45
0 lb.
-1
+1
275 (9)
22
180
1
1
1
1
300 lb.
0 lb.
-1
+0
+1
+2
225 (7)
165 (5)
9
10
5
5
26
18
L
M
190
60
1
1
1
1
1
1
1
1
1
3
8
4
4
2
5
4
2
3
1,000 lb.
500 lb.
325 lb.
300 lb.
1,700 lb.
650 lb.
400 lb.
1,450 lb.
1,600 lb.
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
140 (4)
175 (5)
195 (6)
200 (6)
175 (5)
160 (5)
170 (5)
185 (6)
185 (6)
8
8
8
8
8
8
8
8
8
5
5
5
5
5
5
5
5
5
38
38
34
32
36
42
40
45
34
H
H
H
H
H
H
H
H
H
450
300
280
240
250
270
190
65
200
1
1
5
3
2,100 lb.
2,100 lb.
-2
-4
-2
-4
55 (2)
80 (2)
8
6
5
5
28
40
H
G
230
150
60 lb.
-1
+1
105 (3)
22
70
2
1
1
1
1
0
0
7
2
39
3,600 lb.
675 lb.
425 lb.
33,000 lb.
50,000 lb.
-2
-1
-4
-4
-4
-2
+1
-4
-4
-4
175 (5)
95 (3)
195 (6)
165 (5)
120 (4)
8
9
6
6
6
10
5
5
5
5
36
22
38
44
48
H
L
G
G
G
520
100
300
400
5000
3
3
1
7
7
5
250 lb.
350 lb.
475 lb.
-2
-2
-2
-2
-2
+1
70 (2)
70 (2)
200 (6)
8
8
8
15
17
5
52
65
34
H
G
H
1500
2200
200
500 lb.
-1
+0
230 (7)
32
320
245
M998 High Mobility
Multipurpose Wheeled Vehicle
(HMMWV)
M1A2 Abrams (tracked tank)
M2A2 Bradley (tracked APC)
M113A1 (tracked APC)
M1126 ICV Stryker(Wheeled ACP)
UH-60 Black Hawk (helicopter)
Other Transportation
Horse(Animal)
Table: Vehicle Weapons
Weapon
Damage
1000 lb.
-2
-2
140 (4)
45
1000
4
3
2
2
4
0
7
11
9
12
425 lb.
425 lb.
200 lb.
300 lb.
9,000 lb.
-4
-4
-2
-2
-4
-4
-4
-2
-2
-4
80 (2)
70 (2)
62 (2)
90 (3)
325 (10)
6
6
8
8
6
45
35
20
20
10
120
78
62
65
46
G
G
H
H
G
150000
85000
75000
100000
350000
100 lb.
+1
+2
30(1)
12
25
250
Rate of
Fire
Magazine
Critical
Damage
Type
Range
Increment
Size
Weight
Wealth
Point
Cost
Restriction
*
*
*
*
*
*
*
*
246
COMBAT
Combat is played out in rounds, and in each round everybody acts in turn in a regular cycle. Combat usually
runs in the following way.
1. The GM determines which characters are aware of their opponents at the start of the battle. If some but
not all of the combatants are aware of their opponents, a surprise round happens before regular rounds
begin. The combatants who are aware of their opponents can act in the surprise round, so they roll for
initiative. In initiative order (highest to lowest), combatants who started the battle aware of their
opponents each spend half of their Combat Points. Combatants who were unaware don t get to act in the
surprise round. If no one or everyone starts the battle aware, there is no surprise round.
2. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first
regular round.
3. Combatants act in initiative order.
4. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 2 and 3
repeats until combat ends.
Combat Statistics
This section summarizes the fundamental combat statistics.
Attack Roll
An attack roll represents a characters attempts to strike an opponent on the character s turn in a round.
When a character makes an attack roll, they roll 1d20 and adds their attack bonus. If the result equals or
beats the targets Defense, the character hits and deals damage. Many modifiers can affect the attack roll.
Scaling Damage and the Attack Roll
The attack roll represents how well, or accurate, the strike was against a target. When a character does
exceptionally well, the character can impart more damage on the target. For every 4 points the attacking
character beats the target's defense, the character gains a +1 to damage. The damage applied is the same
type as the original damage, or in the case of two damage, the highest damage.
A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is
always a hit. A natural 20 is also always a threat, a possible critical hit, unless stated otherwise.
If the character is not proficient in the weapon they are attacking with (the character doesn t have the
appropriate Weapon Proficiency feat), that character takes a -4 penalty on the attack roll.
Attack Bonus
A characters attack bonus with a melee weapon is:
Base attack bonus + Strength Focus modifier + size modifier
With a ranged weapon, a characters attack bonus is:
Base attack bonus + Dexterity Marksmanship modifier + range penalty + size modifier
Strength Modifier
Focus in Strength helps a character swing a weapon harder and faster, so a character s Focus modifier
applies to melee attack rolls.
Size Modifier
Creature size categories are defined differently from the size categories for weapons and other objects.
Since this size modifier applies to Defense against a melee weapon attack or a ranged weapon attack, two
creatures of the same size strike each other normally, regardless of what size they actually are. Creature
sizes are compatible with vehicle sizes.
247
Dexterity Modifier
Marksmanship in Dexterity measures coordination and steadiness, so a character s Dexterity Marksmanship
modifier applies when the character attacks with a ranged weapon.
Range Increment and the Range Penalty
The range penalty for a ranged weapon depends on what weapon the character is using and how far away the
target is. All ranged weapons and thrown weapons have a range increment (see various firearms tables,
Table:Ranged and Thrown Weapons, Table: Simple Weapons, Table: Explosives and Table:Exotic Weapons ). Any
attack from a distance of less than one range increment is not penalized for range. However, each full range
increment causes a cumulative -2 penalty on the attack roll. When a weapon uses shotgun shells, the range
increment affects both it's attack roll and it's damage roll, providing a cumulative-2 penalty for each. A
thrown weapon has a maximum range of five range increments. Ranged weapons that fire projectiles can
shoot up to ten increments.
Damage
When a character hits with a weapon, they deal damage according to the type of weapon. Effects that modify
weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures. Damage is
deducted from the targets current hit points.
Minimum Weapon Damage
If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage.
Strength Bonus
When a character hits with a melee weapon or thrown weapon, add their Strength Power modifier to the
damage.
Off-Hand Weapon: When a character deals damage with a weapon in their off hand, add only half of the
characters Strength Power bonus.
Wielding a Weapon Two-Handed: When a character deals damage with a weapon that they are wielding twohanded, add 1.5 times the characters Strength Power bonus. However, the character doesn t get this higher
Strength Power bonus when using a light weapon two-handed; in such a case, only the character s normal
Strength Power bonus applies to the damage roll.
Multiplying Damage
Sometimes damage is multiplied by some factor. Roll the damage (with all modifiers) multiple times and total
the results.
Critical Hits
When a character makes an attack roll and receives a natural 20 (the d20 shows 20), the character hits
regardless of the targets Defense, and the character has scored a threat of a critical hit. To find out if it
is actually a critical hit, the character immediately makes another attack roll with all the same modifiers
as the attack roll that scored the threat. If the second roll also results in a hit against the target s
Defense, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the
character doesnt need to roll a second 20.) If the second roll is a miss, then the attack just deals the damage
of a regular hit.
A critical hit immediately targets a character's Core hit points, regardless of if they have any Extended
Hit points remaining. If a character has no extended Hit points remaining, then the damage done by the
attack is multiplied by 1.5, rounded up. Some weapons have expanded threat ranges, making a critical hit
more likely. However, even with these weapons, only a 20 is an automatic hit. The Critical column indicates
the threat range for each weapon on the tables. Objects (including vehicles) and some types of creatures are
immune to critical hits. A 20 is always a successful hit, but it does not affect the Core Hit points. All
firearms have a critical range of 20.
248
Defense
A characters Defense represents how hard it is for opponents to land a solid, damaging blow on the
character. Its the attack roll result that an opponent needs to achieve to hit the character. The average,
unarmored civilian has a Defense of 10. A characters Defense is equal to:
10 +Dexterity Agility modifier + Equipment bonus + Size modifier + Movement Modifier + Misc modifiers
Agility Modifier
If a characters agility is high, they are particularly adept at dodging blows or gunfire. If a character s
agility is low, they are particularly inept at it. Characters apply their Dexterity Agility modifier to
Defense.
Sometimes a character cant use their Dexterity bonus. If a character can t react to a blow, that character
cant use their Dexterity Agility bonus to Defense.
Equipment Bonus
If a character wears armor,and is proficient in wearing armor, it provides a bonus to their Defense. This
bonus represents the armors ability to protect the character from blows. Armor provides Damage Reduction
to anyone who wears it, but a character who is proficient in the use of a certain type of armor receives the
bonus to Defense. Sometimes a character cant use their equipment bonus to Defense. If an attack will damage
the character just by touching him or her, that character can t add their equipment bonus (see Touch
Attacks, below).
Size Modifier
The bigger an opponent is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Since
this same modifier applies to attack rolls a creature doesn t have a hard time attacking another creature of
the same size. Size modifiers are shown on Table: Size Modifiers.
Table: Size Modifiers
Size
Size
Modifier
Colossal
-8
Gargantuan
-4
Huge
-2
Large
-1
Medium
+0
Small
+1
Tiny
+2
Diminutive
+4
Fine
+8
Movement Modifier
When a combatant moves during combat, they become harder to hit. For every 10 feet beyond the first 30 feet
a character moves, they gain a +1 to their Defense until their next turn.
Other Modifiers
Other factors can add to a characters Defense.
Feats: Some feats give a bonus to a characters Defense.
Natural Armor: Some creatures have natural armor, which usually consists of scales, fur, or layers of thick
muscle.
Dodge Bonuses: Some other Defense bonuses represent actively avoiding blows. These bonuses are called
dodge bonuses. Any situation that denies a character their Dexterity bonus also denies their dodge bonuses.
Unlike most sorts of bonuses, dodge bonuses stack with each other.
249
Touch Attacks
Some attacks disregard armor. In these cases, the attacker makes a touch attack roll (either a ranged touch
attack roll or a melee touch attack roll). The attacker makes their attack roll as normal, but a character s
Defense does not include any equipment bonus or armor bonus. All other modifiers, such as Agility modifier,
Size modifier and Movement Modifier, apply normally.
250
If the character is hit in the arm, they take a -6 penalty to any skill or ability check, using that arm. If the
character is hit in the hand, they take a -12 penalty to any skill or ability check using that hand, and
cannot use weapons in that hand. If the Character is hit in the leg, the Combat Point cost to move is doubled.
If both legs are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and
cannot pick themselves up. If the character is hit in the foot, they Combat Cost to Move is Tripled . If both
feet are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick
themselves up. If a character is hit in the head, they are stunned for 1d3 rounds. This damage does not heal
as normal, and requires surgery and a good term of rest.
Disabled (0 Hit Points)
When a characters current Core hit points drop to exactly 0, the character is disabled. The character is not
unconscious, but they are close to it. The character can only spend 4 Combat Points. If the character attacks
or perform any other action the GM deems as strenuous, the character takes 1 point of Core damage after
completing the act. Unless the activity increased the character s hit points, the character is now at -1 hit
points, and is dying. Healing that raises the character above 0 hit points makes him or her fully functional
again, just as if the character had never been reduced to 0 or lower. A character can also become disabled
when recovering from dying. In this case, its a step up along the road to recovery, and the character can
have fewer than 0 hit points (see Stable Characters and Recovery).
Dying (-1 to -9 Hit Points)
When a characters current Core hit points drop below 0, the character is dying. A dying character has a
current hit point total between -1 and -9 inclusive.
A dying character immediately falls unconscious and can take no actions.
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable
naturally or with help (see below).
Dead (-10 hit points or lower)
When a characters current hit points drop to -10 or lower, they are dead. A character can also die if their
Constitution is reduced to 0.
Stable Characters and Recovery
A dying character (one with -1 to -9 hit points) is unconscious and loses 1 hit point every round until they
become stable or dies.
Recovering without Help
Each round, a dying character makes a Fortitude saving throw (DC 20). If the save fails, the character loses 1
hit point and must make another save on their turn the next round.
If the save succeeds, the character becomes stable. A stable character stops losing hit points every round,
but remains unconscious. If no one tends to the stable character (see below), they remain unconscious for 1
hour, at which point they make a Fortitude save (DC 20). If the save succeeds, the stable character regains
consciousness, becoming disabled (see above). The character s current hit point total remains where it is,
however, even though its negative. If the save fails, the character remains unconscious.
An unaided stable, conscious character who has negative hit points (and is disabled) doesn t heal naturally.
Instead, each day the character makes a Fortitude save (DC 20) to start recovering hit points naturally that
day; if the save fails, they lose 1 hit point.
Once an unaided character starts recovering hit points naturally, the character is no longer in danger of
losing additional hit points (even if their current hit point total is still negative).
Recovering with Help
A dying character can be made stable by the use of the Treat Injury skill (DC 15).
One hour after a tended, dying character becomes stable, they make a Fortitude save (DC 20) to regain
consciousness. If successful, the character becomes disabled (see above). If the character remains
unconscious, they make the same Fortitude save every hour until they become conscious. Even while
unconscious, the character recovers hit points naturally, and they can return to normal activity when their
hit points rise to 1 or higher.
251
Healing
After taking damage, a character can recover hit points through natural healing (over the course of days)
or through medical technology (somewhat faster). In any case, a character can t regain hit points past their
full normal total. A character's Core Hit points heal first, and then their extended hit points.
Natural Healing
A character recovers 1 hit point per level per evening of rest (8 hours of sleep).
A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 hit points per
character level.
Healing Ability Damage
Ability damage returns at the rate of 1 point per evening of rest (8 hours of sleep). Complete bed rest (24
hours) restores 2 points per day.
Extremity Wounds
If the character is hit in the arm, they take a -6 penalty to any skill or ability check, using that arm. If the
character is hit in the hand, they take a -12 penalty to any skill or ability check using that hand, and
cannot use weapons in that hand. If the Character is hit in the leg, the Combat Point cost to move is doubled.
If both legs are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and
cannot pick themselves up. If the character is hit in the foot, they Combat Cost to Move is Tripled . If both
feet are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick
themselves up.
These penalties and the damage stay until the character undergoes successful surgery, and receives at least
two weeks of long term care.
Recovering from Extremity Wounds.
When a character is hit in the extremity, they lose all ability to use that extremity successfully. A
character recovering from extremity damage needs at least two weeks of long term care to be partially
functional. For every two weeks beyond the initial two weeks of rest, the character recovers two hit points
that were lost by being hit in an extremity.
Temporary Hit Points
Certain effects can give a character temporary hit points. When a character gains temporary hit points,
make a note of their current hit points before adding the temporary hit points. When the temporary hit
points go away, the characters hit points drop to that score. If the character s hit points are already below
that score at that time, all the temporary hit points have already been lost, and the character s hit point
total does not drop. When temporary hit points are lost, they can t be restored as real hit points can be, even
with medical treatment.
Increases in Constitution Score and Current Hit Points
An increase in a characters Constitution score, even a temporary one, can give the character more Core and
Extended hit points (an effective hit point increase), but these are not temporary hit points. They can be
restored through normal healing. When a character s Constitution drops back down to its previous score
after a temporary increase, the character s full normal hit points go down accordingly.
Combat Points
A characters Combat Point score determines how many actions a character can perform during their turn. A
character can perform as many actions as they have combat points. Any combat points left over do not cycle
over between rounds. Every Character has 15 Combat Points to spend per round
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Saving Throws
Generally, when a character is subject to an unusual attack, they recievie a saving throw to avoid or reduce
the effect. A saving throw is a 1d20 roll plus a bonus based on the character s archetype and level (the
characters base save bonus) and an ability modifier.
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is
always a success.
A characters saving throw bonus is:
Base save bonus + ability modifier + misc modifiers
The Difficulty Class for a save is determined by the attack itself.
Saving Throw Types
The three different kinds of saving throws are:
Fortitude: These saves measure a characters ability to stand up to massive physical punishment or attacks
against their vitality and health such as poison and paralysis. Apply a character s Constitution modifier to
their Fortitude saving throws.
Reflex: These saves test a characters ability to dodge massive attacks such as explosions or car wrecks.
(Often, when damage is inevitable, a character receives a Reflex saving throw to take only half damage.)
Apply the characters Dexterity Agility modifier to their Reflex saving throws.
Will: These saves reflect a characters resistance to mental influence and domination effects. Apply the
characters Wisdom modifier to their Will saving throws.
Initiative
Every round, each combatant can do something. The combatants initiative checks, from highest to lowest,
determine the order in which they act, from first to last.
Initiative Checks
At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity
check. Each character applies their Agility modifier to the roll, plus any modifiers. The GM finds out what
order characters are acting in, counting down from highest result to lowest, and each character acts in turn.
On all following rounds, the characters act in the same order (unless a character takes an action that
results in their initiative changing; see Special Initiative Actions). If two or more combatants have the same
initiative check result, the combatants who are tied go in order of total initiative modifier (including
Dexterity modifier and Improved Initiative bonus, if applicable). If there is still a tie, the character with
the highest Dexterity goes first. If there is still a tie, the characters who tie reroll for the position.
Joining a Battle
If characters enter a battle after it has begun, they roll initiative at that time and act whenever their
turn comes up in the existing order.
Surprise
When a combat starts, if a character was not aware of their enemies and they were aware of the character,
that character is surprised. Likewise, a character can surprise their enemies if the character knows about
them before theyre aware of the character.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular
rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for
initiative. In initiative order (highest to lowest), combatants who started the battle aware of their
opponents each can spend half of their Combat Points during the surprise round . If no one or everyone is
surprised, a surprise round does not occur.
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Unaware Combatants
Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware
combatants are flat-footed. Because of this, they lose any Dexterity bonus to Defense.
Actions in Combat
The fundamental actions of moving and attacking cover most of what a character wants to do in a battle.
Theyre described here. Other, more specialized options are touched on in Table: Actions in Combat, and
covered in Special Initiative Actions.
The Combat Round
Each round represents 6 seconds in the game world. A round is an opportunity for each character involved in
a combat to take an action. Anything a person could reasonably do in 6 seconds, a character can do in 1 round.
Each rounds activity begins with the character with the highest initiative result and then proceeds, in
order, from there. Each round of a combat uses the same initiative order. When a character s turn comes up in
the initiative sequence, that character use their Combat Points to perform actions. (For exceptions, see
Attacks of Opportunity and Special Initiative Actions.) For almost all purposes, there is no relevance to the
end of a round or the beginning of a round. A round can be a segment of game time starting with the first
character to act and ending with the last, but it usually means a span of time from a certain round to the
same initiative number in the next round. Effects that last a certain number of rounds end just before the
same initiative count that they began on.
Combat Points
Combat points are a measurement of how much a character can do in a single round. A character may spend as
many Combat Points as they possess, but once they spend all of their Combat Points, their turn is over.
Action Types
The three types of actions are attack actions, move actions, and speak actions. In a normal round, a character
can perform as many actions as they'd like, as long as they have enough Combat Points for all of their
actions. In some situations (such as in the surprise round) a character may be limited to a certain amount of
Combat Points they can spend.
Attack Action
An attack action is an action where character attacks something. During a combat round, a character can
make as many attacks as they have Combat Points to spend. A character can physically move some distance
before or after performing an attack action.
Move Action
A move action is an action where a character moves in some way. This includes running and walking, drawing
or stowing a weapon or other object, standing up, sitting down,or picking up or manipulating an object,
Speak Action
A speak action allows a character to convey information in the form of words, to those around him. A
character can say 15 words during this action, and is usually spoken all the while he performs his actions.
Table: Actions in Combat
Attack Actions
Attack (melee)
Attack (ranged)
Attack (unarmed)
Attack (aid another)
Escape a grapple
Feint (see the Presence skill)
Ready (triggers an attack action)
Attack a weapon
Attack an object
Call a Shot
Attack of Opportunity1
No
Yes6
Yes
No
No
No
No
Yes
Maybe2
No
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Coup de grace
Yes
Move Actions
Move actual distance
Use a piece of equipment
Retrieve a stored object from a MOLLE pouch
Climb (4 CP per 5 feet)
Climb, accelerated (3 CP per 5 feet)
Crawl
Draw a weapon from a holster or sheath3
Holster a weapon
Move a heavy object
Open a door
Pick up an object
Reload
Stand up from prone, sitting, or kneeling
Swim
Use a skill that require movement
Make a dying character stable
Withdraw
Reaction
Attack of Opportunity1
Yes
No
Yes
No
No
No
No
Yes
Yes
No
Yes
Yes
Yes
No
Usually
Yes
No
No
Speak Action
Speak
Attack of Opportunity1
No
Attack of Opportunity1
Yes
Yes
No (Yes if unarmed)
Varies
No Action
Attack of Opportunity1
Delay
No
Ready
No
1 Regardless of the action, if a character moves out of a threatened square, the
character usually provokes an attack of opportunity. This column indicates
whether the action itself, not moving, provokes an attack of opportunity.
2 If the object is being held, carried, or worn by a creature, yes. If not, no.
3 If the character has the Two-Weapon Melee Fighting or Two-Weapon Ranged
Fighting feat, they can draw two light or one-handed weapons in the Combat Point
cost it would normally take to draw one.
4 These attack forms substitute for a melee attack, not an action. As melee attacks
they can be used in a normal melee attack, or even as an attack of opportunity.
5 The description of a feat defines its effect.
6 The Attack of Opportunity happens after the original attack has been complete
3
4
5
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Trip Attack
Knockout Blow
Disarm Attack
Coup de Grace
Feint
Melee Attack Modifiers
Fighting Defensively
Ranged Attack Actions
Fire a Slingshot
Fire a Crossbow or Speargun
Fire a Bow
Light Pull
Medium Pull
Heavy Pull
Fire a Flamethrower
Fire Chemical Irritants
Fire a Taser
Fire a Ballistic Knife
Fire a Whip
Fire a Mortar
Throw a Thrown Weapon, Splash Weapon, or Grenade
Single Shot Firearm Attacks
Diminutive to Small Firearm
Medium to Huge Firearms
Gargantuan and Larger Firearms
No-miss Shot
Double Fire
Autofire
Potshot
Double Tap
Burst Fire
Bump Fire
Suppressive Fire
Sweepfire
Sprayfire
Fanning
Two Round
Three Round
Slamfire
Two Round
Three Round
Other Attack Actions
Withdraw
12
12
12
12
8
+1
6
5
5
6
7
8
4
6
4
3
12
5
7
8
9
12
6
6
5
6
5
5
5
4
3
5
6
5
6
4x normal
movement
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Reaction
Extra Effort
Move Actions
Movement
Walking and Running
Moving while Crouched
Moving while Prone
Climbing
Swimming
Holster or draw a weapon from a holster or sheath
Holster or draw a weapon from mexican carry
Retrieve or store an item in a pocket, bag, or pouch
Retrieve or store an item in a MOLLE vest or LBE
gear
Pick up an object from the ground, or manipulate
an object
Drop an item
Drop to a kneeling, sitting or prone posture
Cycle a weapon
Stand Up from kneeling, prone, or sitting
Clear a Jammed Firearm
Reloading
Reload a Bow
Reload a Crossbow or Speargun
Reload a slingshot
Reload a Taser
Reload a Tranquilizer gun
Reload a paintball hopper
Reload a weapon by hand
Reload a firearm using a new magazine,
speedloader or stripper clip
Reload a link fed weapon with a new link
Refill a magazine, speedloader or stripper clip
Refill a magazine using a stripper clip
Reload a black powder weapon
7
0
1 per 5 feet
2 per 5 feet
3 per 5 feet
4 per 5 feet
3 per 5 feet
6
10
6
4
5
0
0
1
6
12
1
2
3
3
9
3
3 per bullet or
shell
4
6
3 per bullet or
shell
3 per stripper
clip
12 per barrel or
chamber
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Attack Actions
Most common attack actions are described below. More specialized attack actions are mentioned in
Table:Combat Actions, and covered in Special Attacks.
Melee Attacks
With a normal melee weapon, a character can strike any enemy within 5 feet. (Enemies within 5 feet are
considered adjacent to the character.) The Combat Point cost for a weapon is dependent on the size of the
weapon.
Diminutive to Small Weapons: 3 Combat Points
Medium to Large Weapons: 4 Combat Points
Huge and larger: 5 Combat Points
Trip
A character can try to trip an opponent, or otherwise knock him or her down, as an unarmed melee attack. A
character can only trip an opponent who is one size category larger than the character, the same size, or
smaller.
Making a Trip Attack
Make an unarmed melee touch attack against the target. Doing this provokes an attack of opportunity from
the target as normal for unarmed attacks. If the attack succeeds, make a Strength check opposed by the
targets Dexterity check or Strength check (using whichever ability score has the higher modifier). If the
character and the target are different sizes, the larger combatant receives a bonus on the Strength check
of +4 per difference in size category. The target receives a +4 stability bonus on their check if they have
more than two legs or is otherwise exceptionally stable. If the character wins, they trip the target. If the
character loses, the target may immediately react and make a Strength check opposed by the character s
Dexterity check or Strength check to try to trip the character.
Being Tripped (Prone)
A tripped character is prone (see Table: Defense Modifiers). Standing up from a prone position cost 6 Combat
Points.
Tripping with a Weapon
Some weapons, such as the chain and the whip, can be used to make trip attacks. A character doesn t incur an
attack of opportunity when doing so. If the character is tripped during their own trip attempt, the
character can drop the weapon to avoid being tripped.
Tripping Cost 12 Combat Points.
Disarm
As a melee attack, a character may attempt to disarm their opponent. If the character does so with a weapon,
they knock the opponents weapon out of their hands and to the ground. If the character attempt the disarm
while unarmed, the character ends up with the weapon in their hand. If a character is attempting to disarm
the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon is
slightly different; see below.
Step One: The character provokes an attack of opportunity from the target they are trying to disarm.
Step Two: The character and the target make opposed attack rolls with their respective weapons. If the
weapons are different sizes, the combatant with the larger weapon receives a bonus on the attack roll of +4
per difference in size category. If the target is using a weapon in two hands, they get an additional +4
bonus. Also, if the combatants are different sizes, the larger combatant receives a bonus on the attack roll
of +4 per difference in size category.
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Step Three: If the character beats the target s attack roll, the target is disarmed. If the character
attempted the disarm action unarmed, they now have the weapon. If the character was armed, the target s
weapon is on the ground at the targets feet. If the character fails the disarm attempt, the target may
immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. The
opponents attempt does not provoke an attack of opportunity from the character. If the opponent fails to
disarm, the character does not get a free disarm attempt against the opponent.
Ranged Weapons
To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to
strike the weapon in the opponents hand (see Attack an Object). If the weapon is held in two hands, it
receives a +2 bonus to its Defense. If the characters attack succeeds, the ranged weapon falls to the ground
or winds up in the characters hands (if the character made the attack unarmed). This kind of disarm attempt
provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm
attempt against him or her.
Grabbing Objects
A character can also use disarm to snatch away an object worn by a target. Doing this works the same as a
disarm attempt (see above), except for the following.
Attack of Opportunity: If the targets attack of opportunity inflicts any damage, the attempt to grab the
object automatically fails.
Modifiers: If the object is well secured or otherwise difficult to grab from the target, the target receives a
+4 bonus. On the other hand, if the object is poorly secured or otherwise easy to snatch or cut away, the
attacker gets a +4 bonus.
Failed Attempts: Failing an attempt to grab an object doesn t allow the target to attempt to disarm the
character.
Disarming cost 12 Combat Points
Fighting Defensively
A character can choose to fight defensively while making a melee attack. If the character does so, they take
a -4 penalty on their attack in a round to gain a +2 dodge bonus to Defense against all melee attacks in the
same round.
Fighting Defensively adds a +1 Combat Point Cost to the melee attack.
Reaction
A reaction is an action where a character prepares for an oncoming melee attack. A character has the choice
of Parrying, Bracing, or Predicting an enemy's melee attack. The character declares which reaction they will
prepare, and by what enemy, then ends their turn. If they are attacked by the selected enemy's melee attack,
they roll a saving throw that corresponds with the action. The formula for the DC is Opposing Attack Roll
5.
Parry: Parrying is a reaction where where a character uses their weapons, or their body, to glance off a blow.
On a successful Reflex saving throw, the character is grated a +1 to their Defense per Reflex Saving Throw
Score/2, rounded down. The bonus last for the single attack.
Brace: Bracing is a reaction where a character prepares for the oncoming strike. On a successful Fortitude
saving throw, the character is granted a damage reduction to a single type of damage, of 1 per Fortitude
Saving Throw Score/2, rounded down. The bonus last for the single attack.
259
Predict: Predicting is a reaction where a character anticipates an attack and follows through by striking
back quickly. On a successful Will saving throw, the character gains one attack of opportunity against the
attacking opponent, immediately after the opponent is done attacking.
Reacting cost 7 Combat Points.
Unarmed Attacks
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except
that an unarmed attack deals nonlethal damage, and unarmed strikes use touch attack, instead of normal
defense. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so
on). The following exceptions to normal melee rules apply to unarmed attacks. An unarmed attack is
considered an attack made with a small weapon.
Helpless Defenders
A helpless foe, one who is bound, sleeping, unconscious, or otherwise at the attacker s mercy, is an easy
target. A character can sometimes approach a target who is unaware of their presence, get adjacent to the
target, and treat him or her as helpless. If the target is in combat or some other tense situation, and
therefore in a state of acute awareness and readiness, or if the target can use their Dexterity bonus to
Defense, then that target cant be considered unaware. Further, any reasonable precaution taken by a
target, including stationing bodyguards, placing their back to a wall, or being able to make Perception
checks, also precludes catching that target unaware and helpless.
Regular Attack
A helpless defender has an effective Defense of 5 + their size modifier. If a character is attacking with a
ranged weapon and is not adjacent to the target, the character can attack as normal, and gain a +2 bonus on
the attack roll. If the character is attacking with a melee weapon, or with a ranged weapon from an adjacent
square, the character can attack as normal.
Coup de Grace
As a full-round action, a character can use a melee weapon to deliver a coup de grace to a helpless foe. A
character can also use a ranged weapon, provided the character is adjacent to the target. The character
automatically hits and score a critical hit. If the defender survives the damage, they still must make a
Fortitude save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity from threatening foes because it involves
focused concentration and methodical action. A character can t deliver a coup de grace against a creature
that is immune to critical hits.
Delivering a Coup de Grace cost 12 Combat Points
Knockout Blow
A character can make an unarmed attack or use a melee weapon that deals nonlethal damage to deliver a
knockout blow to a helpless foe. A character can also use a melee weapon that deals lethal damage, but the
character takes a -4 penalty on any attempt to deal nonlethal damage with the weapon. The target has an
effective Defense of 5 + their size modifier. If the character hits, they automatically scores a critical hit
(see Nonlethal Damage). Delivering a knockout blow provokes attacks of opportunity from threatening foes
because it involves focused concentration and methodical action. A character can t deliver a knockout blow
against a creature that is immune to critical hits.
Delivering a Knockout blow cost 12 Combat Points
Grapple
Grappling means wrestling and struggling hand-to-hand.
There are three stages to grappling: grabbing, holding, and pinning.
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Grabbing
Normally, a grab is just the first step to starting a grapple. If the character grabs an opponent, but fails
to go on to hold him or her, the character doesn t actually start a grapple. However, sometimes all a
character wants to do is grab the target.
Holding
Once a character has established a hold, they are involved in a grapple. From a hold, a character can
attempt a number of actions, including damaging the opponent or pinning the opponent. A character can t
get a hold on any creature more than two size categories larger than the character. (However, such a
creature can get a hold on the character, so while a character can t initiate a grapple with a creature more
than two size categories larger than, a character can still end up in one.)
Pinning
Getting the opponent in a pin is often the goal of a grapple. A pinned character is held immobile.
Grapple Checks
When a character is involved in a grapple, they will need to make opposed grapple checks against an
opponent, often repeatedly. A grapple check is something like a melee attack roll. A character s attack
bonus on a grapple check :Base attack bonus + Focus modifier + Agility Modifier + grapple modifier
Grapple Modifier
A creatures size works in its favor when grappling, if that creature is Large or larger in size. Conversely, a
creature of Small or smaller size is at a disadvantage because of its size when grappling. Instead of using a
creatures size modifier on a grapple check (as would be done for a melee or ranged attack roll), use the
appropriate grapple modifier from Table: Grapple Modifiers.
Table: Grapple Modifiers
Size (Example)
Colossal (blue whale [90 ft. long])
Gargantuan (gray whale [40 ft. long])
Huge (elephant)
Large (lion)
Medium-size (human)
Small (German shepherd)
Tiny (housecat)
Diminutive (rat)
Fine (horsefly)
Grapple
Modifier
+16
+12
+8
+4
+0
-4
-8
-12
-16
Starting a Grapple
To start a grapple, a character first needs to grab and hold their target. Attempting to start a grapple is
the equivalent of making a melee attack. Follow these steps.
1. Attack of Opportunity: A character provokes an attack of opportunity from the target they are trying to
grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple.
If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2.
2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the
target, the character fails to start the grapple. If the character succeeds, proceed to step 3.
3. Hold: Make an opposed grapple check. If the character succeeds, the character has started the grapple, and
deals damage to the target as if with an unarmed strike. If the character loses, they fail to start the
grapple. The character automatically loses an attempt to hold if the target is two or more size categories
larger than the character is (but the character can still make an attempt to grab such a target, if that s all
they want to do).
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4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target s
square. (This movement is free.) Moving, as normal, provokes attacks of opportunity from threatening enemies,
but not from the target. The character and the target are now grappling. If the character can t move into
the targets square, the character cant maintain the grapple and must immediately let go of the target. To
grapple again, the character must begin at step 1.
Grappling Consequences
While a character is grappling, their ability to attack others and defend him or herself is limited.
No Threatened Squares: A character doesnt threaten any squares while grappling.
No Dexterity Bonus: A character loses their Dexterity bonus to Defense (if the character has one) against
opponents the character isnt grappling. (The character can still use it against opponents they are
grappling.)
No Movement: A character cannot move while held in a grapple.
If the Character is Grappling
When a character is grappling (regardless of who started the grapple), they can attempt any of several
actions on their turn. Unless otherwise noted, each of these options is equivalent to an attack. The character
is limited to these options only; they cannot take any other actions.
Damage the Opponent: Make an opposed grapple check; if the character succeeds, they deal damage as with an
unarmed strike.
Pin: Make an opposed grapple check; if the character succeeds, they hold the opponent immobile for 1 round.
The opponent takes a -4 penalty to Defense against all attacks from other people (but not from the
character); however, the opponent is not considered helpless. A character can t use a weapon on a pinned
character or attempt to damage or pin a second opponent while holding a pin on the first. A pinned
character cant take any action except to attempt to escape from the pin.
Escape from Grapple: Make an opposed grapple check. If the character succeeds, they can escape the grapple.
If more than one opponent is grappling the character, the grapple check result has to beat all their check
results to escape. (Opponents dont have to try to hold a character if they don t want to.) Alternatively, the
character can make a Athletics check opposed by the opponent s grapple check to escape from the grapple.
This is an attack action that the character may only attempt once per round, even if the character receives
multiple attacks. If the character has not used their move action for the round, the character may do so
after escaping the grapple.
Escape from Pin: Make an opposed grapple check. If the character succeeds, they can escape from being
pinned. (Opponents dont have to try to keep the character pinned if they don t want to.) The character is
still being grappled, however. Alternatively, a character can make an Athletics check opposed by the
opponents grapple check to escape from the pin. This is an attack action that the character may only
attempt once per round, even if the character receives multiple attacks.
Break Anothers Pin: Make an opposed grapple check; if the character succeeds, they can break the hold that
an opponent has over an ally.
Draw a Light Weapon: A character can draw a light weapon for the normal Combat Point cost.
Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while
pinned or pinning). A character cant attack with two weapons while grappling.
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If the Character is Pinned
When an opponent has pinned the character, they are held immobile (but not helpless) for 1 round. (the
character cant attempt any other action.) On the character s turn, they can attempt to escape from the pin.
If the character succeeds, they are still grappling.
Joining a Grapple
If the target is already grappling someone else, a character can use an attack to start a grapple, as above,
except that the target doesnt get an attack of opportunity against the character, and the character s grab
automatically succeeds. The character still has to make a successful opposed grapple check and move in to be
part of the grapple.
If multiple enemies are already involved in the grapple, the character picks one against whom to make the
opposed grapple check.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a
given round. Creatures that are one size category smaller than the character count as one-half creature
each; creatures that are one size category larger than the character count as two creatures; and creatures
two or more size categories larger than the character count as four creatures.
When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed
check against. The exception is an attempt to escape from the grapple; to escape, a character s grapple check
must beat the check results of all opponents.
Attacks of Opportunity
Making an unarmed attack against an armed opponent provokes an attack of opportunity from the character
attacked. The attack of opportunity comes before the character s attack. An unarmed attack does not
provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an
unarmed foe.
Armed Unarmed Attacks
Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with
claws, fangs, and similar natural physical weapons, for example, counts as armed. Being armed counts for
both offense and defense, not only does a creature not provoke an attack of opportunity when attacking an
armed foe, but a character provokes an attack of opportunity from that creature if the character makes an
unarmed attack against it. The Combat Martial Arts feat makes a character s unarmed attacks count as armed.
An Armed unarmed attack is considered an attack made with a small weapon.
Unarmed Strike Damage
An unarmed strike from a Medium-size character deals 1d3 points (plus the character s Power modifier, as
normal) of nonlethal damage. A character can specify that their unarmed strike will deal lethal damage
before the character makes their attack roll, but the character takes a -4 penalty on the attack roll
because they have to strike a particularly vulnerable spot to deal lethal damage.
Ranged Attacks
With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon s
maximum range and in line of sight. A target is in line of sight if there are no solid obstructions between
the character and the target. The maximum range for a thrown weapon is five range increments. For weapons
that fire projectiles, it is ten range increments.
Fire a Slingshot: 6 Combat Points
Fire a Crossbow or Speargun: 5 Combat Points
Fire a Flamethrower: 8 Combat Points
Fire Chemical Irritants: 4 Combat Points
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Fire a Taser: 6 Combat Points
Fire a Ballistic Knife: 4 Combat Points
Firing a Whip: 3 Combat Points
Throwing a thrown weapon, splash weapon, or grenade: 5 Combat Points
Bows
A bow can be pulled back and readied in three different strengths: Light, Medium, and Heavy.
Light Pull
The Light pull allows a character to fire their bow for 5 combat points, but at a -1 penalty to damage.
Medium Pull
The Medium pull allows a character to fire their bow for 6 Combat Points, with no bonuses or penalties to
damage.
Heavy Pull
A Heavy pull allows a character to fire their bow for 7 Combat Points, but provides a +1 bonus to damage.
Firearms
The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires
one bullet at one target. The Personal Firearms Proficiency feat allows a character to make this sort of
attack without penalty. A Multi-shot attack is any attack that fires more than one bullet or shell. If a
character isnt proficient in personal firearms, they take a -4 penalty on attacks with that type of weapon.
As with all forms of ranged weapons, attacking with a firearm while within a threatened square provokes an
attack of opportunity. The cost for single firing a firearm based on the size of the firearm.
Diminutive to Small Firearms: 7 Combat Points
Medium to Huge Firearms: 8 Combat Points
Gargantuan and larger Firearms: 9 Combat Points
Close Combat and Firearms
Firearms are anything but close ranged weapons: they're designed with range in mind, and the benefits that
come from it. Because of this, many firearms are unwieldy to use in close quarters.
When using a shotgun with a choked or slug barrel or a full stock or an extended folding stock against an
adjacent
opponent, the character takes a -3 penalty on all ranged attacks.
When using an assault rifle, battle rifle, or target rifle with any full stock or an extended folding stock
against an adjacent opponent, the character takes a -4 penalty on all ranged attacks.
When using a marksman rifle, sniper rifle, or anti-material rifle with any full stock or an extended
folding stock against an adjacent opponent, the character takes a -6 penalty on all ranged attacks.
When using a machine gun, rocket launcher or grenade launcher against an adjacent opponent, the
character takes a -8 penalty on all ranged attacks.
All firearms provide ballistic damage, and have a critical range of 20 unless otherwise noted.
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Multiple Types of Ammunition
It's often that a character will have two or more different types of ammunition in a single magazine, or gun,
out of personal preference or necessity. The error range for the ammunition only applies when it's the
ammunition you're firing. (Example:
if a handgun is loaded with FMJ ammunition in the chamber, and the rest of the magazine is filled with JHP
ammunition, the error range due to ammunition does not apply until the first JHP round is chambered.) As a
General rule, the last round put into the magazine or firearm is the first out.
No-Miss Shot
A No-Miss shot is a shot is an attack where the character places the barrel of the firearm against the target,
so that the muzzle is directly in front of the item to be shot, and then the trigger pulled. When performing
a no-miss shot against a target, the defending character gets an attack of opportunity. If this attack of
opportunity is successful, the no-miss shot is thwarted, and the character waste their combat points spent to
attack. If the attack of opportunity is unsuccessful, the character can roll damage. A character must be
adjacent to the target in order to perform a no-miss shot.
When a character wishes to use a called shot action in conjunction with the no-miss shot attack, the
defending character gains an attack roll bonus equal to the penalty of the called shot, when they perform
their attack of opportunity.
A no-miss shot cost 12 Combat points.
Double-fire
If a ranged weapon has two barrels that can be fired simultaneously, the weapon can be used for doublefire. The character attacks with a -3 to their attack roll, and if the attack succeeds, the character rolls
their weapon's damage for each shot hit, adds the total together, and does that amount of damage their
target. Double-fire uses 2 rounds of ammunition, and can only be used if the weapon has 2 rounds of
ammunition in it. Double fire can also be used for Under Barrel Grenade Launchers, Mounted Tasers and
Masterkey Systems. When doublefiring using a Under Barrel Grenade Launcher, Mounted Taser or a Masterkey
System, there is a -4 to the attack roll for each weapon, and each attack is rolled separately.
Double firing cost 6 Combat Points.
Autofire
Autofiring is firing a loosely controlled burst of automatic fire at a specific area, from an automatic
weapon. If a ranged weapon has an automatic rate of fire, a character may set it on Autofire. Autofire
affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area
and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have
the Autofire Proficiency feat, they take a -4 penalty on the attack roll.) If the attack succeeds, every
creature within the affected area must make a Reflex save (DC 15). If they succeed, they take half of the
weapon's damage. Autofire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.
Autofiring cost 5 Combat Points.
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Burst Fire
Burst firing is firing a small burst of bullets at a specific target. If a ranged weapon has an automatic
rate of fire, a character may use it to burst fire. The character targets a specific creature and makes an
attack roll.(if the character does not have the Burst Fire Proficiency Feat, they take a -4 penalty on the
attack roll) If the attack succeeds, the character may roll their damage with extra damage dice depending
on how many damage they rolled originally and the type of burst fire. For 3 or 5 round burst fire: For
damage with two or less dice, the character gains +2 dice. For three or more dice, the character gains +3 dice,
plus +1 extra die for every three dice beyond the first three. For 2 round burst fire: For damage with two or
less dice, the character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for
every three dice beyond the first three. The dice are always the same type as used in the original damage.
Burst fire shoots 5 rounds, and can only be used if the weapon has 5 rounds in it, however, if the firearm has
a three-round or two round burst setting, firing a burst expends three or two bullets or shells instead of
five and can be used if the weapon has only three or two bullets or shells in it.
Burst firing cost 5 Combat Points.
Potshot
A potshot is the firing of a weapon in the general direction of the intended target without careful aim. If a
ranged weapon has a semi-automatic or single rate of fire, it may be used to potshot. The character targets a
specific creature and makes an attack roll with a -6 penalty. If the attack is successful, the character may
roll the standard damage. Using this attack fires a single bullet or shell, and can only be done if the
weapon has at least one bullet or shell in it.
Potshotting cost 5 Combat Points
Double Tap
Double tapping is quickly firing two bullets from a semi automatic weapon, at a specific target. If a ranged
weapon has a semi-automatic rate of fire, it may be used to double tap. The character targets a specific
creature and makes an attack roll.(.If the character does not have the Double Tap Proficiency Feat, The
character receives a -2 penalty on the attack roll.) If the attack is successful, the character gains extra
damage dice based on the amount of damage dice they roll originally. For damage with two or less dice, the
character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three
dice beyond the first three. The dice are always the same type as used in the original damage. Using this
attack fires two bullets or shells and can only be done if the weapon has two bullets or shells in it.
Double tapping cost 6 Combat Points.
Bump Fire
Bump firing a firearm is using the recoil of a semi-automatic firearm, in order to simulate automatic fire. If
a ranged weapon has a semi-automatic rate of fire, holds 10 or more rounds, and has a stock, it can be used to
bump fire. Bump fire affects an area and everyone in it, not a specific creature. The character targets a 10foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the
character does not have the Autofire feat, they take a -8 penalty on the attack roll, If they do, they take a
-4.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take
the firearm's damage. Bump fire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.
Bump firing cost 5 Combat Points.
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Suppressive Fire
Suppressive fire is firing a tight controlled burst of automatic fire at a specific area for an extended
period of time, from an automatic weapon. If a ranged weapon has an automatic rate of fire, a character may
use it to Suppressive fire. The character makes an autofire attack as normal. If the attack succeeds, they
can elect to continue firing in that specific area. Any creature that enters the area immediately takes the
weapon's damage, for every 5 foot square they step into that is currently being suppressed. Every creature
that steps within the affected area must make a Will save (DC 18). If they succeed, they take are Shaken for
1d3 rounds. If they fail, they are Rattled for 1d3 rounds. The character suppressing fire can shift the area
suppressed, at 5 feet per 3 Combat Points, and it takes 12 Combat Points to either sustain the suppressive
fire, or end it. Suppressive fire shoots 10 rounds, and can only be used if the weapon has 20 rounds(10 for the
initial Autofire attack, and 10 to sustain it for at least one full round) When giving suppressive fire to an
area, the character is considered flat footed.
Suppressive firing cost 5 Combat Points.
Sweepfire
Sweeping Fire is firing a loosely controlled burst of automatic fire at a 90 degree arc from an automatic
weapon. If a ranged weapon has an automatic rate of fire, a character may use it to sweepfire. The character
fires in a 15 foot cone at all creatures and makes an attack roll at a -12 penalty(if the character has the
Autofire Proficiency Feat the penalty is reduced to -8, and a -4 if they have the Strafe feat.). If the attack
succeeds against any targets caught in the arc, the character may roll their damage as normal on all
characters hit. Sweepfire uses 15 rounds, and can only be used if the weapon has 15 rounds in it.
Sweepfiring cost 4 Combat Points.
Sprayfire
Sprayfiring is firing a loosely controlled burst of automatic fire at a specific target, from an automatic
weapon. If a ranged weapon has an automatic rate of fire, a character may use it to sprayfire. The character
targets a specific creature and makes an attack roll at a -12 penalty(if the character has the Autofire
Proficiency Feat, the penalty is reduced to -8). If the attack succeeds, the character may roll their damage
as normal. Sprayfire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.
Sprayfiring cost 3 Combat Points.
Fanning
Fanning is a revolver shooting technique in which one hand holds the trigger and the other hits the hammer
repeatedly. This turns the cylinder and hits the firing pin, in that order, allowing for rapid fire of a
single action weapon. If a weapon has a Single Action rate of fire, it can be used to perform a fanning
attack. The character targets a specific creature, declares if they're going to use two or three bullets or
shells, and makes an attack roll. (.If the character does not have the Fanning Proficiency Feat, The
character receives a -4 penalty on the attack roll for two bullets or shells, and a -8 on the attack roll for
three bullets or shells.)If the attack is successful, If the attack succeeds, the character may roll their
damage with extra damage dice depending on how many damage they rolled originally and how many bullets
they fired. For 3 round Fanning: For damage with two or less dice, the character gains +2 dice. For three or
more dice, the character gains +3 dice, plus +1 extra die for every three dice beyond the first three. For 2
round Fanning: For damage with two or less dice, the character gains +1 dice. For three or more dice, the
character gains +2 dice, plus +1 extra die for every three dice beyond the first three. The dice are always
the same type as used in the original damage. Using this attack fires two or three bullets or shells and can
only be done if the weapon has two or three bullets or shells in it.
Two round fanning cost 5 Combat Points, and three round fanning cost 6 Combat Points.
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Slamfire
A slamfire is a premature discharge of a firearm that occurs as a round is being loaded into the chamber.
Any weapon that has the Slamfire rate of fire can perform a slamfire attack. The character targets a
specific creature, declares if they're going to use two, or three bullets or shells, and makes an attack roll.
(.If the character does not have the Slam Shot Proficiency Feat, The character receives a -3 penalty on the
attack roll for two bullets or shells, and a -6 on the attack roll for three bullets or shells.)If the attack is
successful, If the attack succeeds, the character may roll their damage with extra damage dice depending on
how many damage they rolled originally and the type of burst fire. For 3 Slamfire: For damage with two or
less dice, the character gains +2 dice. For three or more dice, the character gains +3 dice, plus +1 extra die for
every three dice beyond the first three. For 2 round Slamfire For damage with two or less dice, the character
gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three dice
beyond the first three. The dice are always the same type as used in the original damage. Using this attack
fires two or three bullets or shells and can only be done if the weapon has two or three bullets or shells in
it.
Two round slamfire cost 5 Combat Points, and three round slamfire cost 6 Combat Points.
Aimed Grenade Launchers and Rocket Launchers
Grenade launchers and rocket launchers can be used to attack a specific 5-foot square(just like thrown
grenades), or they can be used to target a specific target. If a specific target is targeted, the defense of
the target is to be used, and the attacker takes a -2 to their attack roll. If the target is hit, it takes 1d6
bludgeoning damage as well as any damage the grenade or rocket does. If the target is missed by a grenade,
the grenade continues for 40 feet in the direction it was fired, until it either reaches the 40 feet, or
collides with an object. If the target is missed with a rocket, the rocket continues for 600 feet in the
direction it was fired, or until it collides with an object. When either of these happens, the grenade or
rocket explodes as normal. All targets beyond the intended target get a Reflex Saving Throw(DC16) to
dodge the grenade, and a Reflex Saving Throw(DC40) to dodge the rocket. If the target fails the reflex
save, they are hit with the grenade or rocket.
Grenades and Explosives
An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by
means of shrapnel, heat, or massive concussion. Its effect is broad enough that it can hurt characters just
by going off close to them. Some explosives, such as grenades, can be thrown, and they explode when they
land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses.
Splash Weapons
A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over
its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers.
To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons
require no weapon proficiency, so characters dont take the -4 nonproficient penalty. A hit deals direct hit
damage to the target and splash damage to all other creatures within 5 feet of the target. A character can
instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown
explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage,
and the direct hit damage is not dealt to any creature. If the character misses the target (whether aiming at
a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After
determining where the object landed, it deals splash damage to all creatures within 5 feet.
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Thrown Explosives
An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. (A character can
target a square occupied by a creature.) Throwing the explosive is an attack action. If the square is within
one range increment(Thrown weapons have a range increment of 10 feet), you do not need to make an attack
roll. If the target square is more than one range increment away, make an attack roll. The square has an
effective Defense of 10. Thrown explosives require no weapon proficiency, so a character doesn t take the -4
nonproficient penalty. If the attack succeeds, the explosive lands in the targeted square. If the character
misses the target, the explosive lands in a square nearby in a random direction. Roll a d12 and consult the
tables below to determine where the explosive lands.
Table: Thrown and Shot Explosives
Deviation
11
5
12
Intended
Target
10
9
4
After determining where the explosive landed, it deals its damage to all targets within the burst radius of
the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage,
if they are within the wound radius of the explosive.
Wounding Radius for Explosives
Explosives often reach out past their original blast radius, and still are effective. This is called the
wounding radius. The wound radius of any explosive is is one square outside of the blast radius per 10 feet.
Any target caught in the wounding radius, must make a Fortitude saving throw(DC16 + 1 per 10 feet of blast
radius) or be knocked prone, and a Reflex saving throw(DC15 + 1 per 10 feet of blast radius), or take full
damage. If the character passes the Reflex saving throw, they take half of the damage of explosive. Only
explosives that cause damage can have a wounding radius.
Mortars
An attack with a Mortar is a ranged attack made against a specific 5-foot square. (A character can target a
square occupied by a creature.) Firing a mortar is an attack action that cost 12 Combat Points. If the square
is within the first range increment the mortar takes 5 rounds to land. Every range increment after the first
reduces the rounds it takes to land by 1. The square has an effective Defense of 10. Mortars require the
Exotic Weapons proficiency(Cannon), so a character doesn t take the -4 nonproficient penalty. If the attack
succeeds, the explosive lands in the targeted square. If the character misses the target, the explosive lands
in a square nearby in a random direction. Consult the Thrown and Shot Explosive Deviation chart. Mortars
have a maximum range increment of 5.
Shooting or Throwing into a Melee
If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, the
character takes a -4 penalty on their attack roll because the character has to aim carefully to avoid
hitting the ally. Two characters are engaged in melee if they are enemies and they are adjacent to one
another. (An unconscious or otherwise immobilized character is not considered engaged unless they are
actually being attacked.) If the target is so big that part of it is 10 feet or farther from the nearest ally,
the character can avoid the -4 penalty, even if it s engaged in melee with an ally.
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Called Shot
When a character attacks, they are usually targeting center mass, which is the chest and torso region. If a
character wishes to
target a specific extremity, such as a arm or leg, they may do so. Using a Called shot invokes a -6 penalty for
an arm or leg,
a -7 for a hand or foot, and a -9 for the head.
Calling a shot doesn't take any Combat Points.
If the character is hit anywhere during a called shot attack with a piercing, bludgeoning, slashing or
ballistic weapon, and that weapon does more than 3 points of damage to that extremity, then the character
takes Extremity damage. Called shot attacks ignore all Armor Damage reduction, unless the targeted area is
armored.
Attacking with Two Weapons
If the character wields a second weapon in their off hand, the character can attack with it like normal.
Fighting in this way is very difficult, however the character takes a -6 penalty on the regular attack or
attacks with their primary hand and a -10 penalty on the attack with their off hand. A character can reduce
these penalties in two ways. A character fighting with two weapons, however, only has to spend the Combat
Points as if attacking with one weapon.
Table: Two-Weapon Fighting Penalties
Circumstances
Normal penalties
Off-hand weapon is small or smaller
Two-Weapon Melee Fighting feat
Two-Weapon Ranged Fighting feat
Improved Two-Weapon Melee Fighting feat
Improved Two-Weapon Ranged Fighting feat
Off-hand weapon is small or smaller and TwoWeapon Melee Fighting feat
Off-hand weapon is small or smaller and TwoWeapon Ranged Fighting feat
Off-hand weapon is small or smaller and
Improved Two-Weapon Melee Fighting feat
Off-hand weapon is small or smaller and
Improved Two-Weapon Ranged Fighting feat
Primary Hand
-6
-4
-4
-5
-2
-4
-2
Off Hand
-10
-8
-4
-7
-4
-4
-2
-3
-5
-2
-2
If the off-hand weapon is small or smaller, the penalties are reduced by 2 each. (An unarmed strike is always
considered light.) The Two-Weapon Melee Fighting feat lessens the primary hand penalty by 2, and the offhand penalty by 6, and the Two Weapon Ranged Fighting feat lessens the primary hand penalty by 1, and the
off-hand penalty by 3.
Move Actions
Move Actions are actions that involve moving of some type.
Movement
The simplest move action is moving . A character can move 5 feet per 1 Combat Point, move crouched at 5 feet
per 2 Combat Points, and move prone at 5 feet per 3 combat points. Many nonstandard modes of movement are
also covered under this category, including climbing and swimming (at 5 feet per 4 Combat Points), crawling
(at 5 feet per 2 Combat Points), and entering a vehicle. For every 10 feet beyond the first 30 feet a character
moves, they gain a +1 to their Defense until their next turn.
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Manipulating Objects
This move action includes drawing or holstering a weapon, retrieving a weapon or object out of a MOLLE
pouch, pocket or bag, picking up an object, moving a heavy object, and opening a door.
Holster or draw a weapon from a holster or sheath: 6 Combat Points
Holster or draw a weapon from mexican carry: 10 Combat Points
Retrieve or store an item in a MOLLE vest, or load bearing vest: 4 Combat Points
Retrieve or store an item in a pocket, bag, or pouch: 6 Combat Points
Pick up or manipulate an object: 5 Combat Points
Drop an item: 0 Combat Points
Drop to a kneel, sitting, or prone posture: 0 Combat Points
Cycle a weapon
Cycling a weapon is the act of purposely cocking the weapon without firing it, ejecting a unused shell or
cartridge, and reading the next one in the magazine, or letting the cylinder rotate without firing, often
done for dramatic effect, or to ready alternate ammunition in a firearm. Only weapons with a capacity of
three or more rounds may be cycled.
Cycling a weapon cost 1 Combat Point.
Standing Up
Standing up from a prone position cost 6 Combat Points. It provokes an attack of opportunity from opponents
who threaten the character.
Reload a weapon.
The cost to reload a weapon is dependent on how it is reloaded. Using magazines, speedloaders and stripper
clips is much faster than reloading a weapon by hand. Reloading includes charging the weapon so that it's
ready for use.
Reload a weapon with a magazine, speedloader or stripper clip: 4 Combat Points
Reload a link fed weapon with a new link: 6 Combat Points
Reload a bow: 1 Combat Point
Reload a crossbow or spear-gun: 2 Combat Points
Reload a slingshot: 3 Combat Points
Reload a taser: 3 Combat Points
Reload a Tranquilizer gun: 9 Combat Points
Reload a paintball hopper: 2 Combat Points
Reload a weapon by hand: 3 Combat Points per bullet or shell
Refill a magazine, speedloader, or stripper clip: 3 Combat Points per bullet or shell
Refill a magazine using a stripper clip: 3 Combat Points per stripper clip
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Reload a black powder weapon: 12 Combat Points per barrel or chamber
Withdraw
Withdrawing from melee combat is when a character retreats from melee combat without incurring attack of
opportunity penalties. When a character withdraws, the Combat Point cost to move is multiplied by 4. The
square the character starts from is not considered threatened for purposes of withdrawing, and therefore
enemies do not get attacks of opportunity against the character when they move from that square. Some
forms of movement (such as climbing and swimming) require skill checks from most creatures. A character may
not withdraw using a form of movement for which that character must make a skill check.
Clear a Jam
Clearing a Jammed Weapon cost 12 Combat points.
Speak Actions
With the exception of specific speaking-related abilities, speaking doesn't cost any Combat Points.
Speak
Speaking allows the character convey 6 seconds of information, which is about 15 words. These words can be
conveyed in any language the character can speak, or any noise the character wishes to produce.
Miscellaneous Actions
Some actions dont fit neatly into the above categories. Some of the options described below are actions that
take the place of or are variations on the actions described earlier. For actions not covered in any of this
material, the GM determines how long such an action takes to perform and whether doing so provokes attacks
of opportunity from threatening enemies.
Use Feat, Skill, or Talent
Certain feats, let a character take special actions in combat. Other feats are not actions in themselves, but
they give a character a bonus when attempting something they can already do. Some feats aren t meant to be
used within the framework of combat. The individual feat descriptions tell a character what they need to
know about them.
Most uses of skills or talents in a combat situation are attack actions, but some might be move actions or
full-round actions. When appropriate, the description of a talent or a skill provides the time required to
use it.
Attacks of Opportunity
The melee combat rules assume that combatants are actively avoiding attacks. A player doesn t have to
declare anything special for their character to be on the defensive. Sometimes, however, a combatant in a
melee lets their guard down, and doesnt maintain a defensive posture as usual. In this case, combatants near
him or her can take advantage of this lapse in defense to attack for free. These attacks are called attacks
of opportunity.
Weapon Type
A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an
attack are met (see Provoking an Attack of Opportunity, below). In addition, a character can make attacks of
opportunity with unarmed attacks if the character s unarmed attacks count as armed (see Armed Unarmed
Attacks).
Threatened Squares
A character threatens the squares into which they can make a melee attack, even when it is not the
characters action. Generally, thats all squares adjacent to the character s position. An enemy that takes
certain actions while in a threatened square provokes an attack of opportunity from the character. A
character can only make attacks of opportunity with melee weapons, never with ranged weapons. Facing and
the penalty come with it, all apply with attacks of opportunity.
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Provoking an Attack of Opportunity
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an
action within a threatened square that distracts from defending and lets the character s guard down.
Moving out of a Threatened Square: When a character moves out of a threatened square, that character
generally provokes an attack of opportunity. There are two important exceptions, however. A character
doesnt provoke an attack of opportunity if the character withdraws. If the character doesn t start in a
threatened square, but moves into one, the character has to stop there, or else they provoke an attack of
opportunity as they leave that square.
Performing an Action that Distracts the Character: Some actions, when performed in a threatened square,
provoke attacks of opportunity because they make a character divert their attention from the fight at
hand. Using a ranged weapon, in particular, provokes attacks of opportunity. Table: Actions in Combat notes
many additional actions that provoke attacks off opportunity.
Making an Attack of Opportunity
An attack of opportunity is a single melee attack, and a character can only make one per round. A character
does not have to make an attack of opportunity if they don't want to. A character makes their attack of
opportunity, however, at their normal attack bonus, even if the character has already attacked in this
round. Making an Attack of Opportunity takes no Combat Points.
Extra Effort
An Extra Effort action is an action where a character pushes themselves beyond their limits, using a burst
of energy to get more accomplished in a single round. The character receives 5 extra combat points for the
round(For a total of 20), and the following round, are considered Flat-footed, and can not perform any
actions the following round(Including Attacks of Opportunity)
Movement and Position
When using a grid to represent characters movement, the standard scale equates 1 inch (or a 1 inch square) to
5 feet in the game world.
Standard Scale
One inch (or one square) = 5 feet
Next to or adjacent = 1 inch (5 feet) away
(or in adjacent square)
30mm figure = A human-size creature
A human-size creature occupies an area 1 inch (5 feet) across (or one square)
One round = 6 seconds
Movement in Darkness: If a character moves when they can t see, such as in total darkness, their Combat Point
cost to move is doubled. The Blind Sense feat reduces this penalty.
Diagonals
When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third
counts as 1, the fourth as 2, and so on.
You cant move diagonally past a corner. You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.
Passing Through
Sometimes a character can pass through an area occupied by another character or creature.
Friendly Character: A character can move through a square occupied by a friendly character.
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Unfriendly Character: There are two ways to move through a square occupied by a resisting enemy. The
character can attempt to slip through a square occupied by an enemy (if the character has ranks in the
Acrobatics skill; see the skill description).
A character can move through a square occupied by an unfriendly character who doesn t resist as if the
character was friendly.
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied
by a creature three size categories larger or three categories smaller than it is.
Combat Modifiers
This section covers offensive and defensive modifiers provided by position.
Favorable and Unfavorable Conditions
Generally speaking, any situational modifier created by the attacker s position or tactics applies to the
attack roll, while any situational modifier created by the defender s position, state, or tactics applies to
the defenders Defense. The GM judges what bonuses and penalties apply, using Table: Defense Modifiers and
Table: Attack Roll Modifiers as guides.
Table: Defense Modifiers
Circumstance
Melee
Ranged
Defender sitting or kneeling
-2
+21
Defender prone
-4
+41
Defender stunned or cowering
-22
-22
2
Defender climbing
-2
-22
2
Defender flat-footed
+0
+02
2
Defender grappling (attacker not)
+0
+03
4
Defender pinned
-4
+04
2
Defender helpless (such as paralyzed, sleeping, or
+0
+02
bound)
Defender has cover
See Cover
Defender concealed or invisible
See Concealment
1 Does not apply if target is adjacent to attacker. This circumstance may
instead improve bonus to Defense granted by cover. See Cover, below.
2 The defender loses any Dexterity bonus to Defense.
3 Roll randomly to see which grappling combatant the character strikes. That
defender loses any Dexterity bonus to Defense.
4 Treat the defenders Dexterity as 0 (-5 modifier).
Table: Attack Roll Modifiers
Circumstance
Melee
Ranged
Attacker flanking defender1
+2
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Table: Cover
Degree of Cover (Example)
One-quarter (standing behind a 3-ft. high wall)
One-half (fighting from around a corner or a tree; standing at an open window;
behind a creature of same size)
Three-quarters (peering around a corner or a big tree)
Nine-tenths (standing at an arrow slit; behind a door that s slightly ajar)
Total (on the other side of a solid wall)
1 Half damage if save is failed; no damage if successful.
Cover Bonus
to Defense
+2
+4
Reflex
Saves
+1
+2
+8
+10
+3
+4 1
Degree of Cover
Cover is assessed in subjective measurements of how much protection it offers. The GM determines the value
of cover. This measure is not a strict mathematical calculation, because a character gains more value from
covering the parts of their body that are more likely to be struck. If the bottom half of a character s body
is covered, that only gives one-quarter cover, because most vital areas are still fully exposed. If one side or
the other of a characters body is covered, the character receives one-half cover.
Cover Defense Bonus
Table: Cover gives the Defense bonuses for different degrees of cover. Add the relevant number to the
characters Defense. This cover bonus overlaps (does not stack) with certain other bonuses.
Cover Reflex Save Bonus
Table: Cover gives the Reflex save bonuses for different degrees of cover. Add this bonus to Reflex saves
against attacks that affect an area. This bonus only applies to attacks that originate or burst out from a
point on the other side of the cover.
Striking the Cover Instead of a Missed Target
If it ever becomes important to know whether the cover was actually struck by an incoming attack that
misses the intended target, the GM should determine if the attack roll would have hit the protected target
without the cover. If the attack roll falls within a range low enough to miss the target with cover but high
enough to strike the target if there had been no cover, the object used for cover was struck. This can be
particularly important to know in cases when a character uses another character as cover. In such a case, if
the cover is struck and the attack roll exceeds the Defense of the covering character, the covering
character takes the damage intended for the target. If the covering character has a Dexterity bonus to
Defense or a dodge bonus, and this bonus keeps the covering character from being hit, then the original
target is hit instead. The covering character has dodged out of the way and didn t provide cover after all. A
covering character can choose not to apply their Dexterity bonus to Defense and/or their dodge bonus, if
the character so desires.
Concealment
Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something
interferes with an attackers accuracy.
Table: Concealment
Concealment (Example)
One-quarter (light fog; light
foliage)
One-half (shadows; dense fog at 5
ft.)
Three-quarters (dense foliage)
Nine-tenths (near total
darkness)
Total (attacker blind; total
darkness; smoke grenade; dense
fog at 10 ft.)
Miss Chance
10%
20%
30%
40%
50% and must guess
targets location
275
Degree of Concealment
Concealment is subjectively measured as to how well concealed the defender is. Examples of what might
qualify as concealment of various degrees are given in Table: Concealment. Concealment always depends on
the point of view of the attacker.
Concealment Miss Chance
Concealment gives the subject of a successful attack a chance that the attacker missed because of the
concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being
struck. (Actually, it doesnt matter who makes the roll or whether it s rolled before or after the attack roll.
When multiple concealment conditions apply to a defender, use the one that would produce the highest miss
chance. Do not add the miss chances together.
Special Initiative Actions
Usually a character acts as soon as they can in combat, but sometimes a character wants to act later, at a
better time, or in response to the actions of someone else.
Delay
By choosing to delay, the character takes no action and then acts normally at whatever point in the
initiative count the character decides to act. When a character delays, they voluntarily reduce their own
initiative result for the rest of the combat. When the character s new, lower initiative count comes up later
in the same round, the character can act normally. The character can specify this new initiative result or
just wait until some time later in the round and act then, thus fixing the character s new initiative count
at that point. A character cannot interrupt anyone s action with a delayed action (as a character can with a
readied action; see below).
Delaying Limits
The longest a character can delay before taking an action is until after everyone else has acted in the
round. At that point, the delaying character must act or else forfeit any action in that round. If multiple
characters are delaying, the one with the highest initiative modifier (or highest Dexterity, in case of a tie)
has the advantage. If two or more delaying characters both want to act on the same initiative count, the one
with the highest initiative modifier can go first. If two or more delaying characters are trying to go after
one another, the one with the highest initiative modifier can go last; the others must go first or lose their
action for the round. If a character loses an action due to delaying, they may act on any count on the next
turn. Again, the character cannot interrupt an action.
Ready
The ready action lets a character prepare to take an action later, to interrupt another character. On the
characters turn, they prepare to take an action later, if a specific trigger is met. Then, later in the round,
if the readied action is triggered, the character takes it, acting before the triggering action. Readying
does not provoke an attack of opportunity.
Readying an Action
A character can ready an attack action. To do so, the character specifies the action they will take and the
conditions under which the character will take it. Then, any time before the character s next action, the
character may take the readied attack action in response to those conditions. The readied action occurs just
before the event that triggers it. If the trigger is part of another character s actions, the readied action
interrupts the other character. The other character continues their actions once the readied action is
completed. The characters initiative count changes. For the rest of the encounter, it is the count on which
the character took the readied action, and the character acts immediately ahead of the character whose
action triggered the readied action. A character can move as normal, but only as long as the character
doesn't spend the Combat Points needed to accomplish the readied action. If the character comes to their
next action and has not yet performed the readied action, the character doesn t get to take the readied
action (though the character can ready the same action again). If the character takes their readied action in
the next round, before their regular turn comes up, the character s initiative count rises to that new point
in the order of battle, and they do not get your regular action that round.
276
Special Attacks
This section covers firearms, grappling, explosives, attacking objects, and an assortment of other special
attacks.
Aid Another
In combat, a character can help a friend attack or defend by distracting or interfering with an opponent. If
the character is in position to attack an opponent with which a friend of the character is engaged in melee
combat, the character can attempt to aid the friend. The character makes an attack roll against Defense 10.
If the character succeeds, they dont actually damage the opponent, but the character s friend gains either
a +2 circumstance bonus against that opponent or a +2 circumstance bonus to Defense against that opponent
(aiding characters choice) on the friends next turn.
Aiding another cost 8 Combat Points
Planted Explosives
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is
necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a
planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The
targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Attack an Object
Sometimes a character needs to attack or break an object
Strike an Object
Objects are easier to hit than characters because they usually don t move, but many are tough enough to
shrug off some damage from each blow. Object Defense and Bonuses to Attack: Objects are harder or easier to
hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The
base Defense of objects is shown on Table: Size and Defense of Objects.
Table: Size and Defense of Objects
Size (Example)
Defense
Colossal (jetliner)
-3
Gargantuan (army tank)
1
Huge (typical car)
3
Large (big door)
4
Medium-size (dirt bike)
5
Small (chair)
6
Tiny (College textbook)
7
Diminutive (paperback
9
book)
Fine (pencil)
13
If a character spends 12 Combat Points to make an attack against an inanimate, immobile object, the
character receives an automatic hit with a melee weapon, or a +5 bonus on their attack roll with a ranged
weapon(All ranged weapons are firing single shot). An object being held, carried, or worn has a Defense equal
to the above figure + 5 + the opponents Dexterity modifier. Striking a held, carried, or worn object provokes
an attack of opportunity from the character who holds it. (If a character has the Sunder feat, they don't
incur an attack of opportunity for making the attempt.) 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).
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Table: Substance Hardness and Hit Points
Substance
Hardness Hit Points
Paper
0
2/inch of thickness
Rope
0
2/inch of thickness
Plastic,
0
3/inch of thickness
soft
Glass
1
1/inch of thickness
Ceramic
1
2/inch of thickness
Ice
0
3/inch of thickness
Plastic,
2
5/inch of thickness
hard
Wood
5
10/inch of
thickness
Aluminum
6
10/inch of
thickness
Concrete
8
15/inch of
thickness
Steel
10
30/inch of
thickness
Table: Object Hardness and Hit Points
Object
Hardness
Hit Points
Break DC
Lock
Cheap
0
1
10
Average
3
5
15
High quality
5
10
20
High security
10
120
35
Ultrahigh security
20
150
40
Manufactured objects1
Fine
0
1
10
Diminutive
0
1
10
Tiny
1
2
10
Small
3
3
12
Medium-size
5
5
15
Large
5
10
15
Huge
8
10
20
Gargantuan
8
20
30
Colossal
10
30
50
Firearm, Medium-size
5
7
17
Rope
0
2
23
Simple wooden door
5
10
13
Strong wooden door
5
20
23
Steel door
10
120
35
Cinderblock wall
8
90
35
Chain
10
5
26
Handcuffs
10
10
30
Metal bars
10
15
30
1Figures for manufactured objects are minimum values. The GM may adjust these
upward to account for objects with more strength and durability.
Hit Points: An objects 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).
278
Energy Attacks: Acid and Concussive attacks deal normal damage to most objects. Electricity and fire
attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks
deal one-quarter damage to most objects; divide the damage by 4 before applying the hardness.
Ineffective Weapons: The GM may determine that certain weapons just can t deal damage effectively to
certain objects.
Immunities: Objects are immune to nonlethal damage
Saving Throws: Unattended objects never make saving throws. They are considered to have failed their
saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw
just as if the character herself were making the saving throw.
Breaking Objects
When a character tries to break something with sudden force rather than by dealing damage, use a Strength
check to see whether they succeed. The DC depends more on the construction of the object than on the
material.
If an object has lost half or more of its hit points, the DC to break it decreases by 2.
Repairing Objects
Repairing damage to an object takes a full hour of work and appropriate tools. (Without the tools, a
character takes a -6 penalty on their Craft check.) At the end of the hour, make a Craft(Structural) check (DC
20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as
many hours as it takes to restore all the object s hit points.
Facing
All characters have a facing: the direction to the adjacent square the character or creature is pointing
toward. This means that a Medium creature standing in a given square has eight possible facings. The three
squares a Small or Medium character is pointing toward are its front area. The three squares behind it are
its rear area. The squares to its left and right are its flanks. Larger characters have more squares to deal
with, but they still face toward one of eight directions. Their front areas remain the squares in front of
them (including those on the front corners); their rear areas remain the squares behind them (including
those on the rear corners); and their flanks remain the squares directly to their sides.
Changing facing
As you move, you can freely change your facing, rotating your miniature before you step into each new
square. In addition, you can change facing at the end of your move. These rules do not apply if your
movement is limited to a 5-foot step; see below.
If you do not move during your turn, you may change facing once, at any point during your turn, for free.
You can turn to face any direction you like, but you cannot change facing more than once.
Normal Movement
You can move into any square in your front area at the normal movement cost. As you move, you may change
your facing as you enter each new square. Make it clear which way you re facing as you move, if it matters
(such as when enemies are near), and set your miniature s facing when you re done moving. (If your miniature
is on a square base, the corners of the base may extend beyond the miniature s space. That s okay, but
remember that regardless of your facing, the size and shape of your space never actually changes.)
Moving Backward or Sideways
In general, youll usually turn your character in the direction of movement before making a move. (As
described above, you may freely make such changes in facing during movement.) However, sometimes you ll
want to move without changing your facing, to avoid exposing your flank or rear area to an attack of
opportunity while you move. It costs two squares of movement to enter a square on your flank or in your rear
area.
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Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying
diagram.
Areas of effects change to accommodate the hex grid; refer to the diagram below. Facing And Attacking
In general, a character can attack into any square in his front area without penalty. Characters who dont
want to change their facing to point toward a foe can attack into their flank areas at a -5 penalty and into
their rear areas at a -10 penalty.
Characters can make ranged attacks into any square beyond their front area without penalty, as shown in
the accompanying diagram. The penalties for making ranged attacks into flank and rear areas are the same
as for melee combat.
Opponent Facing
Not only does your facing matter when youre attacking, but the facing of your opponent does as well. If
youre attacking from a foes flank area (or the squares beyond it, if you have a reach or ranged weapon), you
get a +2 bonus on the attack roll. You dont need anyone opposite you on the other side of your foe. If you re
attacking from a foes rear area (or the squares beyond it), you get a +4 bonus on the attack roll.
Faceless Creatures
Some creatures have no real facing because they can move, attack, and perceive foes equally well in every
direction. All elementals and oozes are faceless. Faceless creatures can move or attack into any adjacent
square, and they cant be flanked or attacked from the rear because they don t have flanks or rears.
Tiny and Smaller Creatures
Tiny and smaller creatures dont have facing. They can move or attack in any direction and are otherwise
treated as faceless.
Facing And Perception
Its much easier to see whats going on in your front area, and much easier to sneak around behind someone s
back.
Perception Check
Characters take a -5 penalty on Perception checks to spot things in their flank area (or beyond) and a -10
penalty to spot things in their rear area (or beyond). The Combat Awareness feat helps dampen this penalty.
Faceless creatures (see above) and creatures with all-around vision ability don t take this penalty.
Readied Actions
You cant ready an action to respond to a trigger that occurs in your rear area if you have to see it happen
(such as a doorknob turning). But you can ready an action for a sound-based trigger (such as the click of
latch opening).
280
Characters in Vehicles
A character in a vehicle fills one of several possible roles, which determines what the character can do.
Driver: The driver of the vehicle controls its movement. Most vehicles have only one position from where the
vehicle can be driven, so the person seated there is the driver. Driving a vehicle cost, at minimum, 6 Combat
Points, which means that the driver may be able to do something else with their Combat Points. There can be
only one driver in a vehicle at one time.
Copilot: A copilot can help the driver by taking an aid another action. The copilot must be seated in a
location where they can see the road and advise the driver (in a car, this generally means the front
passenger seat). Aiding the driver cost 6 Combat Points. A vehicle can have only one copilot at a time. A
copilot can also drive the vehicle if the driver cannot or chooses not to, provided there is a second set of
controls at the copilots seat (usually true in aircraft, but not ground vehicles).
Gunner: Some vehicles have built-in weapons. If such a weapon is controlled from a location other than the
drivers position, a character can man that position and become the gunner. A vehicle can have as many
gunners as it has gunner positions.
Passenger: All other personnel aboard the vehicle are considered passengers. Passengers have no specific
role in the vehicles operation, but may be able to fire weapons from the vehicle or take other actions.
Scale
These rules use two scales. If the encounter involves both vehicles and characters on foot, use character
scale. If the scene involves only vehicles, and they re likely to move at much higher speeds than characters
or creatures on foot, use vehicle scale.
Character Scale: Character scale is identical to the standard scale: It s carried out on a grid in which each
square equals 5 feet. In character scale, most vehicles are large enough to occupy multiple squares on the
map grid. How many squares a vehicle occupies is specified in the vehicle s description.
When moving a vehicle, count the squares from the vehicle s rear. When turning, pivot the vehicle on the rear
square toward which it is turning. When firing weapons, count squares from the location of the weapon.
In character scale, more than one ground vehicle cannot occupy the same square.
Vehicle Scale: In Vehicle scale, each square of the grid represents 30 feet.
In Vehicle scale, most commonly encountered vehicles occupy only one square. (Some especially large
vehicles, such as ships or jumbo jets, might occupy more than one square, and smaller vehicles can occupy the
same square.)
Vehicle Sizes
Vehicles use the same size categories as characters and creatures, as shown on Table: Vehicle Sizes. The
vehicles size modifier applies to its initiative modifier, maneuver modifier, and Defense. (The size modifier
is already included in the vehicle statistics on Table: Vehicles)
Table: Vehicle Sizes
Vehicle
Size
Size
Modifier
Colossal
-8
Gargantuan
-4
Huge
-2
Large
-1
Medium
+0
Examples
Yacht, semi with trailer
Tank, limousine
Luxury car, SUV, armored car
Economy car, Harley
Racing bike, dirt bike
281
Facing and Firing Arcs
When dealing with vehicles, the vehicles facing (the direction it s pointing) is important. Facing indicates
the direction in which the vehicle is traveling (assuming it s not moving in reverse). It can also determine
which weapons aboard the vehicle can be brought to bear on a target.
A weapon built into a vehicle can by mounted to fire in one of four directions: forward, aft (rear), right, or
left, or be built into a partial or full turret. A partial turret lets a weapon fire into three adjacent fire
arcs (such as forward, left, and right), while a full turret lets it fire in any direction. For vehicles with
weapons, a weapons arc of fire is given in the vehicle s description.
Getting Started
Most vehicles can be entered 6 Combat Points and started with 6 more Combat Points. An exception is noted in
a vehicles description when it applies.
Vehicle combat differs from Character combat, in that there are two phases per round, the Movement Phase
and the Attack Phase.
Initiative
There are two options for determining initiative in vehicle combat. First, is individual initiative just as in
normal combat, where each character rolls separately. This is probably the best method if most or all
characters are aboard the same vehicle, but it can result in a lot of delayed or readied actions as
passengers wait for drivers to perform maneuvers. An alternative is to roll initiative for each vehicle,
using the vehicles initiative modifier. This is particularly appropriate when characters are in separate
vehicles, since it allows everyone aboard the same vehicle to act more or less simultaneously.
Movement Phase
The movement phase is the phase where the vehicles move. The driver spends 6 Combat Points moving the
Vehicle's speed, increasing or decreasing the speed category, and performing maneuvers. Initiative order
goes as normal, and once every vehicle in combat has moved, the Attack Phase begins.
Attack Phase
The attack phase is the phase that allows both the vehicle and it's occupants to attack. The characters may
use as many combat points as they possess attacking or shifting within the vehicle.
Vehicle Speed
Vehicle speed is expressed in five categories: stationary, alley speed, street speed, highway speed, and allout. Each of these speed categories represents a range of possible movement (see Table: Vehicle Speeds and
Modifiers). Each movement Phase, a vehicle moves according to its current speed category.
Table: Vehicle Speeds and Modifiers
Speed
Defense
Category
Character Scale
Vehicle Scale
Modifier
Movement1
Turn Number2
Movement1
Turn Number2
3
Stationary
0
+0
Alley speed
5-30
1
1
1
+0
Street speed
35-60
2
2
1
+1
Highway
65-90
4
3
2
+2
speed
All-out
90+
8
4+
2
+4
1 The number of squares a vehicle can move at this speed.
2 The number of squares a vehicle must move at this speed before making a turn.
3 A stationary vehicle cannot move or maneuver.
Check/Roll
Modifier
+0
-1
-2
-4
282
Declaring Speed
At the beginning of their action, a driver must declare their speed category for the round. The driver can
choose to go one category faster or slower than the vehicle s speed category at the end of the previous
round. A stationary vehicle can change to alley speed in either forward or reverse. Most vehicles cannot go
faster than alley speed in reverse.
Stationary: The vehicle is motionless.
Alley Speed: This speed is used for safely maneuvering a vehicle in tight spaces, such as alleys and parking
garages. It tops out at about the speed a typical person can run.
Street Speed: The vehicle is traveling at a moderate speed, up to about 35 miles per hour.
Highway Speed: The vehicle is moving at a typical highway speed, from about 35 to 80 miles per hour.
All-Out: The vehicle is traveling extremely fast, more than 80 miles per hour.
Moving
On their action, the driver moves the vehicle a number of squares that falls within the vehicle s speed
category, for 6 Combat Points. Every vehicle has a top speed, included in its statistics on Table: Vehicles. A
vehicle cannot move more squares than its top speed. This means that some vehicles cannot move at all-out
speed, or even highway speed.
Count squares for vehicles just as for characters. Vehicles can move diagonally; remember that when moving
diagonally, every second square costs two squares worth of movement. A vehicle s facing is important; unless
it changes direction, a vehicle always moves in the direction of its facing (or in the opposite direction, if
its moving in reverse).
A fast-moving vehicle is harder to hit than a stationary one, but it s also harder to control, and to attack
from.
As shown on Table: Vehicle Speeds and Modifiers, when a vehicle travels at street speed or faster, it gains a
bonus to Defense. However, that speed brings along with it a penalty on all skill checks and attack rolls
made by characters aboard the vehicle, including Drive checks to control the vehicle and attacks made from
it.
Driving a Vehicle
Driving a vehicle cost 6 Combat Points, taken by the vehicle s driver. During their move action, the driver
moves the vehicle a number of squares that falls within its speed category. The driver can attempt
maneuvers to change the vehicles course or speed. These maneuvers can be attempted at any point along the
vehicles route.
The two kinds of vehicle movement are simple maneuvers and stunts.
Simple Maneuvers: A simple maneuver, such as a 45-degree turn, is easy to perform. Each is free and can be
taken as many times as the driver likes while they move the vehicle for no Combat Point cost. However, simple
maneuvers do cost movement, so a vehicle that makes a lot of simple maneuvers will not get as far as one
going in a straight line. Simple maneuvers do not require the driver to make skill checks.
Stunts: Stunts are difficult and sometimes daring maneuvers that enable a driver to change their vehicle s
speed or heading more radically than a simple maneuver allows. A stunt cost 6 Combat Points. Stunts always
require Drive checks.
Simple Maneuvers
During a vehicles movement, the driver can perform any one of the following maneuvers.
45-Degree Turn: Any vehicle can make a simple 45-degree turn as part of its movement. The vehicle must move
forward at least a number of squares equal to its turn number (shown on Table: Vehicle Speeds and Modifiers)
before it can turn. Making a 45-degree turn costs 1 square of movement.
Ram: At character scale, a driver does not have to perform a maneuver to ram another vehicle, they only
needs to drive their vehicle into the other vehicle s square, and a collision occurs (see Collisions and
Ramming).
283
At vehicle scale, however, more than one vehicle can occupy the same square and not collide, so ramming
another vehicle requires a simple maneuver. The driver moves their vehicle into the other vehicle s square
and states that they are attempting to ram. Resolve the ram as a collision, except that the driver of the
target vehicle can make a Reflex save (DC 15) to reduce the damage to both vehicles by half.
Simple maneuver, called a sideslip, allows a vehicle to avoid obstacles or weave in and out of traffic
without changing facing. A sideslip moves a vehicle 1 square forward and 1 square to the right or left, and
costs 3 squares of movement.
Stunts
Stunts are maneuvers that require a Drive check to perform successfully. Unsuccessful stunts often result
in the vehicle ending up someplace other than where the driver intended. When this happens, the vehicle
collides with any objects in its path. Remember that the check/roll modifier from Table: Vehicle Speeds and
Modifiers affects all Drive checks made by the driver and attack rolls made by all occupants of the vehicle.
Avoid Hazard: Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a vehicle tries to
move through a square occupied by a hazard, the driver must succeed on a Drive check to avoid the hazard
and continue moving.
Structures simply cannot be avoided. Also, if a driver cannot make a check (if they have used all their
Combat Points for the round in performing other stunts), they automatically fail to avoid the hazard. In
such cases, a collision occurs.
The DC to avoid a hazard varies with the nature of the hazard.
On a failed check, the vehicle hits the obstacle. For caltrops, this means the caltrops make an attack against
the vehicle (see Caltrops). An oil slick forces the drive to make a Drive check (DC 18) to retain control of the
vehicle (see Losing Control). Failing to avoid an object results in a collision with the object (see Collisions
and Ramming).
Hazard
DC
Caltrops
16
Oil slick
18
Object
Small (tire, light
8
debris)
Medium-size (crate)
12
Large (pile of wreckage)
19
Structure
Cannot be
avoided
Bootleg Turn: By making a bootleg turn, a driver can radically change direction without turning in a loop.
However, in so doing, the vehicle comes to a stop.
Before a vehicle can make a bootleg turn, it must move in a straight line at least a number of squares equal
to its turn number. To make a bootleg turn, simply change the vehicle s facing to the desired direction. The
vehicle ends its movement in that location, at stationary speed.
The DC for a bootleg turn depends on the change in facing.
On a failed check, instead of facing the desired direction, the vehicle only changes facing by 45 degrees.
Make a Drive check to retain control against a DC equal to the DC for the bootleg turn attempted (see Losing
Control).
Facing
Change
45 degrees
90 degrees
135 degrees
180 degrees
DC
5
10
15
20
284
Dash: With a dash stunt, a driver can increase the vehicle s speed by one category. (This increase is in
addition to any speed change made at the beginning of the driver s action; if the driver increased speed at
that time, they can accelerate a total of two categories in the same round.) The vehicle s total movement for
the round cannot exceed the maximum number of squares for its new speed category. (The squares it has
already moved before attempting the dash count against this total.)
The DC for a dash is 15. The driver can only succeed at one dash per round.
On a failed check, the vehicle does not change speed categories.
Hard Brake: With a hard brake stunt, a driver can reduce the vehicle s speed by up to two categories. (This is
in addition to any speed change made at the beginning of his action; if the driver reduced speed at that
time, they can drop a total of three categories in the same round.) The vehicles movement for the round ends
as soon as it has moved the minimum number of squares for its new speed category. (If it has already moved
that far before attempting the hard brake, it ends its movement immediately.)
The DC for a hard brake is 15. The driver can only succeed at one hard break per round.
On a failed check, the vehicle does not change speed categories. Make a Drive check (DC 15) to retain control
(see Losing Control).
Hard Turn: A hard turn allows a vehicle to make a turn in a short distance without losing speed.
A hard turn functions like a 45-degree turn simple maneuver, except that the vehicle only needs to move
forward a number of squares equal to half its turn number (rounded down).
The DC for a hard turn is 15.
On a failed check, the vehicle continues to move forward a number of squares equal to its turn number
before turning, just as with a simple 45-degree turn. Make a Drive check (DC 15) to retain control (see Losing
Control).
Jump: A driver can attempt to jump their vehicle across a gap in their path.
To make a jump, the vehicle must move in a straight line a number of squares equal to its turn number. If the
vehicle doesnt have enough movement left to clear the gap, it must complete the jump at the start of its
next turn.
The DC for a jump depends on the width of the gap, modified by the vehicle s speed category.
On a failed check, the vehicle fails to clear the gap, and instead falls into it (or collides with the far side).
Determine damage as for a collision (see Collisions and Ramming).
Gap Width
DC
1-3 ft. (ditch)
15
4-8 ft. (culvert)
20
8-15 ft. (creek, small ravine)
25
16-25 ft. (narrow road, small
30
pond)
26-40 ft. (wide road, small river)
35
Vehicle Speed
Category
Alley speed
Street speed
Highway speed
All-out
DC Modifier
+10
+5
+0
-5
A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size object; the vehicle may be able to avoid taking
collision damage from the failed jump by treating the far side as a hazard and then continue moving (see
Avoid Hazard, above).
A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge object. The vehicle can only drive out of
the gap if the walls are not too steep.
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A deeper gap (11 feet or deeper) is equivalent to a Colossal object. The vehicle can only drive out of the gap
if the walls are not too steep.
If the gap is filled with water, the vehicle takes only half damage from the collision with the ground.
However, if the water is too deep or the bottom is too soft (GM s discretion), the vehicle might not be able to
move.
Sideswipe: During a vehicles movement, a driver can attempt to sideswipe a vehicle or other target, either to
deal damage without fully ramming it or to cause another driver to lose control of their vehicle.
At character scale, a vehicle must be side by side with its target (that is, occupying the square or squares
directly to its side) and moving in the same direction. Attempting a sideswipe costs 1 square of movement.
At vehicle scale, the vehicle must be in the same square as its target and moving in the same direction. There
is no movement cost.
If the stunt is successful, the sideswiping vehicle and the target both take damage as if they had collided
(see Collisions and Ramming), except that the collision multiplier is one-forth, and the target (or driver of
the target vehicle) can make a Reflex save (DC 15) to reduce the damage to both by half. If the target is
another vehicle the driver must succeed at a Drive check (DC 15) at the beginning of their next action or lose
control of the vehicle.
The DC for a sideswipe is 15. Its modified by the relative size and speed of the target.
Target Condition
Each size category larger
Each size category smaller
Each speed category of
difference
DC
Modifier
-5
+5
-2
On a failed check, both vehicles take damage as though the sideswipe attempt was a success. However, the
other driver does not need to make a check to retain control.
Driver Options
Here is what a vehicle driver can do during the Movement Phase:
Choose the Vehicles Speed: The driver may increase or decrease their vehicle s speed category by one (or keep
it the same).
Movement: Move the vehicle any number of squares within the vehicle s speed category for 6 Combat Points.
Along the way, perform any number of simple maneuvers (limited only by their movement cost). The driver
may also attempt a single stunt as part of the movement.
Resolving Collisions
The base damage dealt by a vehicle collision depends on the speed and size of the objects involved. Use the
highest speed and the smallest size of the two colliding objects and refer to Table: Collision Damage.
Table: Collision Damage
Highest Speed
Damage Die
Type
Alley speed
d3
Street speed
d6
Highway
d10
speed
All-out
d12
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Smallest Object or Creature
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Smaller than Tiny
Number of Dice
20
16
12
8
4
2
1
0
After finding the base damage, determine the collision s damage multiplier based on how the colliding
vehicle struck the other vehicle or object. (For vehicles moving in reverse, consider the back end to be the
vehicles front for determining the collision multiplier.) Consult Table: Collision Direction for a
multiplier.
Once the damage has been determined, apply it to both vehicles (or objects or creatures) involved in the
collision. Both vehicles reduce their speed by two speed categories. If the colliding vehicle moved the
minimum number of squares for its new speed category before the collision, it ends its movement immediately.
If not, it pushes the other vehicle or object aside, if possible, and continues until it has moved the minimum
number of squares for its new speed category.
Table: Collision Direction
Colliding Vehicles Target
Multiplier
A stationary object
x1
A moving vehicle, striking head-on or 45 degrees from
x2
head-on
A moving vehicle, striking perpendicular
x1
A moving vehicle, striking from the rear or 45 degrees
x 1/2
from the rear
A vehicle being sideswiped (see Sideswipe)
x 1/4
The driver of the vehicle that caused the collision must immediately make a Drive check (DC 15) or lose
control of the vehicle (see Losing Control, below). The driver of the other vehicle must succeed on a Drive
check (DC 15) at the beginning of their next action or lose control of their vehicle.
Losing Control
A collision or a failed stunt can cause a driver to lose control of his vehicle. In these cases, the driver must
make a Drive check to retain control of the vehicle. If this check is successful, the driver maintains control
of the vehicle. If it fails, the vehicle goes into a spin. If it fails by 10 or more, the vehicle rolls. Remember
that the check/roll modifier from Table: Vehicle Speeds and Modifiers applies to all Drive checks.
An out-of-control vehicle may strike an object or other vehicle. When that happens, a collision occurs (see
Collisions and Ramming, above).
287
Spin: The vehicle skids, spinning wildly.
At character scale, the vehicle moves in its current direction a number of squares equal to the turn number
for its speed, then ends its movement. Once it stops, roll 1d8 to determine its new facing: 1, no change; 2, right
45 degrees; 3, right 90 degrees; 4, right 135 degrees; 5, 180 degrees; 6, left 135 degrees; 7, left 90 degrees; 8,
left 45 degrees. Reorient the vehicle accordingly.
At vehicle scale, the vehicle moves 1 square and ends its movement. Roll to determine its new facing as
indicated above.
Roll: The vehicle tumbles, taking damage.
At character scale, the vehicle rolls in a straight line in its current direction for a number of squares
equal to the turn number for its speed, then ends its movement. At the end of the vehicle s roll, reorient the
vehicle perpendicular to its original direction of travel (determine left or right randomly).
At vehicle scale, the vehicle rolls one square before stopping and reorienting.
At either scale, a vehicle takes damage equal to 2d6 x the character scale turn number for its speed (use the
turn number from character scale even at vehicle scale). The vehicle s occupants take damage equal to 2d4 x
the character scale turn number for its speed (Reflex save, DC 15, for half damage).
Crew Quality
Rather than force the GM to create, or remember, statistics for everyone aboard a vehicle, vehicle statistics
include a general crew quality descriptor. This indicates a typical crew s aptitude with the vehicle s
systems.
Table: Vehicle Crew Quality shows the five levels of crew quality for GM-controlled vehicle crews, along
with the appropriate check modifier. Use the check modifier for all skill checks related to the operation of
the vehicle (including Drive and Craft(Mechanical, Electrical or Structural) checks). Use the attack bonus
for all attack rolls performed by the crew. For quick reference, Table: Crewed Vehicles shows the typical
crew quality, and the crews total initiative and maneuver modifiers, for the vehicles covered in this book.
This by no means restricts the GM from creating unique vehicles where the crew s statistics are included, or
from using GM characters abilities when they drive or attack from vehicles. It s merely a shortcut to save
time if the GM doesnt have particular characters behind the wheel
288
Table: Vehicle Crew Quality
Crew Quality
Check
Modifier
Untrained
-4
Normal
+2
Skilled
+4
Expert
+8
Ace
+12
Attack
Bonus
-2
+0
+2
+4
+6
Attack Options
Firing a vehicles weapon requires the use of Combat Points, dependent on how it is fired and uses the
drivers or gunners ranged attack modifier.
A driver with 5 or more ranks in the Drive skill gains a +2 synergy bonus when firing vehicle-mounted
weapons while driving.
Some military vehicles are equipped with fire-control computers. These systems grant equipment bonuses on
attack rolls with the vehicle-mounted weapons to which they apply.
Driving Defensively: Just as in melee combat, one can fight defensively while driving a vehicle, which
grants a +2 dodge bonus to the vehicles Defense and applies a -4 penalty on attack rolls made by occupants
of the vehicle. It has the same Combat Point cost as normal.
Targeting Occupants
An attack made against a vehicle uses the vehicle s Defense, modified by its speed category. Attackers can
choose instead to target specific vehicle occupants.
An attack against a vehicle occupant is made like any other attack. Remember, however, that a character in a
vehicle gains bonuses to Defense from both the vehicle s speed and any cover it provides.
Cover
When a character fires from a vehicle, objects or other vehicles in the way can provide cover for the target.
Damaging Vehicles
All vehicles have hit points, which are roughly equivalent to a character s hit points. Like most inanimate
objects, vehicles also have hardness. Whenever a vehicle takes damage, subtract the vehicle s hardness from
the damage dealt.
When a vehicle is reduced to 0 hit points, it is disabled. Although it might be repairable, it ceases
functioning. A vehicle that is disabled while moving drops one speed category each round until it comes to a
stop. The driver cannot attempt any maneuvers except a 45-degree turn.
A vehicle is destroyed when it loses hit points equal to twice its full normal total. A destroyed vehicle
cannot be repaired.
Tires: All ground vehicles need tires to move. Targeting a tire is a called shot at a -4 to hit the tire. If a
Vehicle's tire is hit, the driver must make a Drive Check (DC16), or lose control of the vehicle. For every tire
lost, the vehicle loses one-quarter of it's speed.
Energy Attacks: Vehicles are treated as objects when subjected to energy attacks.
Exploding Vehicles: If the attack that disables a vehicle deals damage equal to half its full normal hit
points or more, the vehicle explodes after 1d6 rounds. This explosion deals 15d6 points of fire damage to
everyone within the vehicle (Reflex save, DC 20 for half damage), and half that much to everyone and
everything within 30 feet of the explosion (Reflex save, DC 15, for half damage).
Repairing Damage
Repairing damage to a vehicle takes a full hour of work, a mechanical tool kit, and a garage or some other
suitable facility. (Without the tool kit, a character takes a -4 penalty on their Craft check.) At the end of
the hour, make a Craft(Structural) check (DC 20). Success restores 2d6 hit points. If damage remains, the
character may continue to make repairs for as many hours as it takes to restore all of the vehicle s hit
points.
289
GAME MASTERING
The Role of the Game Master
The Game master is a storyteller and a referee, creator of terrible threats against humanity, secret master
of the villainous, criminal and insane, and hidden protector of the brave. The GM's Responsibilities include
three important task.
Craft a Story: First and foremost, a game session is a story, it should make sense and hang together, complete
with a beginning middle and an ending. After you set the adventure in motion, the players help provide
what happens in the middle, and how the conclusion plays out.
Create the world: The GM develops the campaign world, either using one from a preexisting one, or creating
all their own. The campaign provides the backdrop and the story that unfolds
Adjudicate the Game: Finally, the GM rolls the dice, decides to add a thug or two to keep the heroes in danger
and actually referees the use of the rules contained in this book. The players must be able to count on you
to run the game fairly and in everyone's interest.
Occupations
Character occupations can determine the personality, background, and even the preferred equipment of the
character.
Below are notes on equipment, based on the occupation of the character
Academic
Academics of all types are often nearby computers, and usually have various writing materials and text on
hand.
Adventurer
Adventurers such as daredevils and extreme sports enthusiast have some type of equipment that suits their
thrill of choice, such as a motorcycle or parachute.
Big Game hunters will always have a high powered Assault rifle, Battle Rifle, or, Sniper rifle for hunting,
usually in 5.56x45mm, 7.62x49mm, 7.62x51mm, .30-06 Springfield,or .243 Winchester.
Explorers and Field scientist will always have camping equipment, as well as adequate equipment to do
calculations and equations in the field.
Athlete
Athletes, regardless of type, are always nearby their athletic equipment of choice.
Blue Collar
Blue collar characters' equipment can vary wildly, based on the job they perform
Celebrity
A celebrity most often always has a Smartphone, a camera, and any other indulgences they prefer, as well as
any instruments they may need to perform.
Creative
Creative characters always have their medium of choice nearby, weather that's paper, pens and pencils, a
laptop, or a good DLSR Camera.
290
Criminal
Criminals such as bank robbers, crime family soldiers, gang members, and drug dealers usually carry their
weapon of choice, which is usually cheap, concealable, and powerful, as well as a kit that suits their job,
such as a lockpicking kit for burglars and thieves, or a forgery kit for con artist. Pirates, regardless of
the locale, are often armed with heavy, automatic weapons.
Hit men usually keep .22 LR, .32 ACP or .25 ACP Pistols, equipped with a threaded barrel and a suppressor, as
well as sub-sonic ammunition.
Dilettante
Dilettantes usually have a hobby that consumes a large amount of their time and money. If they do carry
weapons, their weapon is most often customized, rare, or exotic.
Doctor
Doctors of all types on call will always have plenty of medical supplies, however, when out of the office,
their supplies will be limited to a small First Aid kit.
Pharmacist would have access to a deluxe chemistry kit, while at their main place of work.
Emergency Services
Rescue workers, Firefighters, Paramedics, Hazardous Material Handlers and Emergency Medical Technicians
all fall under this category.
Firefighters and Rescue Workers are issued a Turnout coat at standard issue, while Paramedics and EMS
workers are issued a standard First Aid kit, which comes in the form of a large red bag.
Emergency Medical Technicians are issued a laptop, in order to complete their job
Entrepreneur
Entrepreneurs always have some form of computer on their person at one time, whether it be a smartphone or
a laptop.
Investigative
Federal agents and police detectives are issued the badge of their respective departments, a backup or full
sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25
Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points
given to them,and add their own money, and purchase a more expensive firearm, as long as it meets the
caliber requirements. The wealth points allocated for the issued firearm is for the firearm only, and does
not cover any upgrades. Ammunition is provided for this firearm by
the department, either FMJ/Lead or JHP/JSP(GM choice). Federal agents or police detectives will only be
issued a handgun if they take the Personal Firearm Proficiency feat. The officer or agent must also
purchase a license to go with the weapon. The issued weapon does come with a condition however; that they
act in perform in the role becoming to a agent or officer. A serious break to this code could have the weapon
and position revoked, a demoted position, or in the most severe cases, the firing of the agent or officer.
Federal agents and police detectives have the Military and Police license for free, but any purchases using
it must be approved by their superior officer(The GM).
291
Private investigators also carry firearms, usually sticking to either a backup or full sized handgun.
Photojournalist and Investigative reporters always have a camera of some type, such as a DSLR camera for
Photojournalist, or a Camcorder for Investigative reporters.
Espionage agents are a special case. Because of the nature of their work, most of the weapons they carry are
procured during assignment, making any weapon a potential weapon. Espionage agents prefer smaller, more
easily concealed weapons, as a general rule.
Law Enforcement
Police officers, state troopers, deputy sheriffs, S.W.A.T. members are issued the badge and uniform of their
respective departments, a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357
Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical
holster. They may take the wealth points given to them,and add their own money, and purchase a more
expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued
firearm is for the firearm and extra magazines or speedloaders only, and does not cover any upgrades.
Ammunition is provided for this firearm by the department, either FMJ/Lead or JHP/JSP(GM choice). Police
officers, state troopers, deputy sheriffs, or S.W.A.T. members will only be issued a handgun if they take the
Personal Firearm Proficiency feat. The officer must also purchase a license to go with the weapon. The
issued weapon does come with a condition however; that they perform in the role becoming to a officer. A
serious break to this code could have the weapon and position revoked, a demoted position, or in the most
severe cases, the firing of the agent or officer.
In addition to the service handgun officers are issued, police officers have access to the police armory,
which will normally include ArmaLite AR-15s and Remington 700 rifles, Remington 870 Express Tactical
shotguns, and Mossberg 590A1 and JIT model shotguns, as well as a well stocked ammunition depot, with boxes
of 9x19mm, .38 Special, .357 Magnum, .40 S&W, .45 ACP, and 5.56x45mm FMJ/Lead and JHP/JSP rounds, and Boxes
of 12 Gauge 00 Buckshot and Non-lethal rounds. The armory also has X26 Tasers, Taser cartridges, and
extendable batons(Light Club) for issue.
S.W.A.T. Team members have access to much heavier weapons, including submachine guns such as the H&K MP5A4
and MP5A5, UMP9, UMP40, and the UMP45, and the FN P90, assault rifles such as the FN SCAR-L and SCAR-H,
carbines such as the Colt M4A1, and M4, shotguns such as the Benelli M1, M2 , M1014, Mossberg JIT and 590A1,
Remington 870 Express Tactical and Remington 1100 Tactical, and sniper rifles such as the Remington 700
and the Accuracy International AWM. They also have grenades, such as Tear gas, Stun, Sting, and Concussion.
A concealable vest is issue for all police officers, state troopers, deputy sheriffs, and S.W.A.T. Members while
on duty, and is turned in when off duty.
Military Police are issued a uniform, a badge, and a sidearm based on their country, and only possess this
sidearm while on active duty.
United States and France: Beretta M9, with three 15 round magazines
United Kingdom and Canada:Browning Hi-Power, with three 13 round magazines
Israel: Jericho 941, with three 16 round magazines
China: Norinco QSZ, with three 15 round magazines
Russia: Makarov PM, with three 8 round magazines
Germany: H&K USP 9 with three 15 round magazines
Law Enforcement personnel have the Military and Police license for free, but any purchases that require
this license must be approved by their superior officer(The GM).
292
Military
Military personnel are issued Fatigues of their branch, as well as a dress uniform, regardless of on or off
duty.
If a character is on active duty in a combat area or on assignment, the equipment for a character in the
military profession is based on what branch, type of classification, and country they belong to.
While on active duty in a combat area or on assignment, Military Personnel have the Military and Police
license for free
Religious
Ordained clergymen own traditional garb and text of their religion, while scholars and experts would be
equipped just as academics would be.
Rural
Farm workers, hunters, and others who make a living in rural communities fall under this cattery.
Farm workers favor target and heavy handguns, lever action rifles, and shotguns of various gauges and
types.
The preference of a hunter depends on what he is hunting. For small to medium game, a pistol caliber carbine
or a .22 caliber rifle is more than sufficient. For medium to large game, a larger caliber rifle or a shotgun
would be more suited.
Student
Students will always have a computer of some type, as well as their text of study, and a backpack to carry it
all around in.
Security
Security personnel usually have at least a flashlight and radio to accompany their gear, and if they deal
with threats on a constant basis, a firearm. They also have handcuffs, to keep suspects secured so they do
not attack innocents or them. Lesser security personnel will keep non-lethal weapons, such as chemical
irritants or tasers.
Technician
A Technician's equipment depends on what kind of technician they are. A chemical engineer would have access
to a deluxe chemistry kit on site, and a small chemical kit at their home. A mechanical engineer would have
access to a deluxe mechanical kit on site, and a small mechanics kit at home. An electrical engineer would
have access to a deluxe electronics kit on site, and a small electronics kit at home. A programmer or computer
technician would have a laptop. A civil engineer would have his sketching and surveying equipment .
Unemployed
An Unemployed character doesn't have any other resource besides free time, the library computer and the
local want ads.
White collar
White collar workers would always have access to a computer, as well as any text that may be relevant to
their job, as well as a company car.
293
Setting Prices
Ops and Tactics uses a wealth system called Wealth points, where 1 WP is equal to about $20 USD. This makes
the setting of prices very easy. If a Hero wishes to purchase something that isn't in the book, you can set the
price for it, based on wealth points. If it falls somewhere in the middle, always round up for the price. If
the cost of the item is less than half a single wealth point, then the character can purchase multiples of
the object, for a single wealth point.
Salary
Every Hero has a a profession, and that profession provides them with a salary. Every two weeks in game
time, or when the GM thinks it's applicable, the heroes get to roll their salary. This is added to their total
wealth point pool. It is assumed that when the characters are not adventuring, the are off doing their
respective jobs, in the background.
Encounter Goals
Heroes receive experience points for overcoming obstacles that stand in the way of achieving the goals of
the adventure. Feel free, however, to adjust the experience awards depending on how easily the heroes
achieve an encounter goal.
Battle Value
Every encounter is rated with a Battle Value (BV) , that indicates how challenging the encounter is expected
to be. In general, an encounter with a battle value around the same as the heroes is moderately challenging;
difficult or dangerous enough to make the heroes pay attention, but probably not life threatening if
they're reasonably careful. A Battle Value of two to three times higher than the heroes' is a much more
dangerous. On the other hand, minor encounters throughout the adventure might have a BV of two to three
times lower than the heroes'. In addition to indicating challenge level, the BV is also used to determine the
amount of experience characters get for succeeding in those encounters.
Archetype level
2 * level
An Improvised Weapon
A Semi-automatic Firearm1
A Bow or Crossbow
294
A taser, or chemical irritant
An Explosive
Character is wearing...
Light armor
Medium Armor
Heavy Armor
Environments
Slightly Hostile
Total BV * 1.10
Moderately Hostile
Total BV * 1.25
Severely Hostile
Total BV * 1.50
Extremely Hostile
Total BV * 2.00
Actions
Performing a heroic action in
combat
1-15, Depending on
the action.
Completing an objective in
combat
1-10, Depending on
the objective.
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Assisting
It's often that players will work together and assist one another with defeating enemies, using healing
aids one one another, and even pulling a friend out of the fire or executing combos. When two or more
characters assist one another in an action that would gain them XP, they both receive the personal XP in
it's entirety.
Environments
Darkness and Light
Its a rare mission that doesnt end up in the dark somewhere, and heroes need a way to see. See Table: Light
Sources for the radius that a light source illuminates and how long it lasts. The light sources listed are for
light being broadcast in a circle from their origin.
Table: Light Sources
Item
Candle
Torch
Halogen lantern
Match
Lighter
Road Flare
Chemical Light
Stick
Light
10 feet
20 feet
40 feet
10 feet
10 feet
40 feet
10 feet
Duration
12 hours
2 hours
24 hours
1 round
1 hour
1 hour
6 hours
Catching on Fire
Heroes exposed to open flames might find their clothes, hair, or equipment on fire. Heroes at risk of catching
fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If a hero s clothes or hair catch fire, they
take 1d4 points of damage immediately. In each subsequent round, the burning hero must make another
Reflex saving throw. Failure means they take another 1d4 points of damage that round. Success means that
the fire has gone out. (That is, once the character succeeds at the saving throw, they are no longer on fire.) A
character on fire may automatically extinguish the flames by jumping into enough water to douse him or
herself. If no body of water is at hand, rolling on the ground or smothering the fire with blankets or the
like permits the hero another save with a +4 bonus.
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Suffocation and Drowning
A character in an airless environment (underwater, vacuum) can hold their breath for a number of rounds
equal to their Constitution score. After this period of time, the character must make a Constitution check (DC
10) every round to continue holding their breath. Each round, the DC of the Constitution check increases by
1. When the character fails one of these Constitution checks, they begin to suffocate or drown. In the next
round, the character falls unconscious with 0 hit points. In the following round, the character drops to -1
hit points and is dying. In the third round after failing the check, the character dies of suffocation or
drowning.
Smoke
Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10, +1 for each
previous check) each round or spend that round choking and coughing. Characters who choke for 2
consecutive rounds take 1d6 points of damage. Smoke also obscures vision, giving one-half concealment (20%
miss chance) to characters within it.
Strangulation
When a character is strangled by an instrument or an attacker, use the rules below. A character can strangle
or choke a target of the same size category or one size category larger or smaller. The strangling attempt
incurs an attack of opportunity. To begin the choke, the attacker must succeed at an opposed grapple check.
If the grapple succeeds, the attacker can choose to deal normal unarmed damage as well as choke the target.
The target can hold his of her breath for a number of rounds equal to their Constitution score. After this
period of time, the target must make a Constitution check (DC 10, +1 for each previous check) every round to
continue holding their breath. The target begins to suffocate on a failed check (see Suffocation and
Drowning). If at any time the target breaks free or slips free of the grapple, the stranglehold is broken
(although any damage that was dealt remains). Note that a grappled target who is not pinned can use a melee
attack to strangle their attacker.
Falling
A character takes 1d6 points of damage for every 10 feet of a fall, to a maximum of 100d6 points. If the
character succeeds on a Reflex saving throw (DC 10, +1 for each 10 feet fallen), this damage is halved. If the
saving throw fails, full damage is applied. A character can make an Acrobatics check (DC 15) to treat a fall
as if it were 10 feet shorter when determining the damage and Reflex saving throw DC required by the fall.
Falling Objects
Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance
fallen, as noted on Table: Damage from Falling Objects. Objects deal the initial damage given in Table:
Damage from Falling Objects if they fall 10 feet or less. An object deals an additional 1d6 points of damage
for every 10-foot increment it falls beyond the first (to a maximum of 200d6 points of damage). Objects of
Fine size are too small to deal damage, regardless of the distance fallen. A successful Reflex save indicates
that the target takes half damage. The size of the falling object determines the save DC. If the save fails by
10 or more, and the object is at least three size categories larger than the character, the character is
pinned under the fallen object. A pinned character cannot move but is not helpless. The character can make a
Strength check to lift the object off him or herself or an Acrobatics check (DC 25) to get out from
underneath. The GM can modify the DCs for these checks based on the circumstances.
Table: Damage from Falling Objects
Object Size
Examples
Initial
Damage
Fine
Penny
0
Diminutive
Paperweight
1
Tiny
Wrench
1d3
Small
Vase
1d4
Medium
Briefcase
1d6
Large
Garbage can
2d6
Reflex Save
DC
n/a
0
5
10
15
20
Strength Check DC
n/a
n/a
n/a
5
10
20
297
Huge
Gargantuan
Colossal
Oil barrel
Piano
Vehicle
4d6
8d6
10d6
25
30
35
25
30
40
Poison
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact
poison, consumes a poisonous substance, inhales a poisonous gas, or is otherwise poisoned, the character must
make a Fortitude saving throw. If the character fails, they take the poison s initial damage (usually
ability damage). Even if the character succeeds, they typically face secondary damage 1 minute later. This
secondary damage also requires a Fortitude saving throw to avoid.
Poisons are detailed in the Craft(chemical) skill description.
Poisonous liquids are usually administered through injection or by application to a weapon. Poisonous gases
must be inhaled to be effective. Poisonous solids are usually ingested with food or drink.
Poison Immunity
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures
without metabolisms are immune to poison. Oozes and certain kinds of creatures are immune to poison, as
detailed in their descriptions, though it is conceivable that a special poison could be synthesized
specifically to harm them.
Disease
When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving
throw. The victim must make this roll when they come into contact with an infectious carrier, touches an item
smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a
contaminated attack. If the character succeeds, the disease has no effect on them the character s immune
system fights off the infection. If the character fails the save, they take damage after an incubation
period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary
damage. Two successful saving throws in a row indicate that the character has fought off the disease and
recovers, taking no more damage.
The characteristics of some treatable diseases are summarized on Table: Diseases.
Table: Diseases
Disease
Type
Incubation
Initial Damage Secondary Damage
Period
Anthrax
Inhaled/Injected DC 16 1d2 days
1 Con
1d4 Con*
Small pox
Inhaled/Contact DC 15
2d4 days
1 Str and 1 Con
1d2 Str and 1d2 Con
Pneumonia
Inhaled DC 12
1d4 days
1 Str
1d3 Str and 1d3 Con
Hantavirus
Injected DC 14
1 day
1d2 Str
1d2 Str* and 1d2 Con*
Necrotizing
Contact DC 13
1d6 days
1 Con
1d3 Con*
faciitis
West Nile virus
Injected DC 12
1d4 days
1 Dex and 1 Con 1d2 Dex and 1d2 Con*
Microanalyses
Ingested DC 13
1 day
1 Str and 1 Dex 1 Str and 1d3 Dex
Bubonic Plague
Contact DC 17
1d6 days
1d3 Con
1d6 Con and 1d3 Str
Cholera/Dysentery Ingested DC 14
1 day
Sickened
1 Dex and 1 Str
Food Poisoning
Injested DC 15
1d4 days
Sickened
1d2 Dex
*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained
(instead of damaged).
298
Type: The diseases method of deliveryingested, inhaled, or via an injection and the DC needed to save.
Most diseases that are inhaled can also be ingested (and vice versa).
Incubation Period: The amount of time before initial damage takes effect (if the victim fails their
Fortitude save).
Initial Damage: The damage the victim takes after the incubation period.
Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if they fail a
second saving throw. This damage is taken each day the saving throw fails.
Acid
Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid s
strength, as noted on Table: Acid Damage.
Table: Acid Damage
Acid
Splash
Total Immersion*
Strength
Attack*
Mild
1d6
4d6
Potent
2d6
8d6
Concentrat
3d6
12d6
ed
*Damage per round of exposure.
Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more
damage per round of exposure than a character splashed with acid.
The fumes from most acids are inhaled poisons. Those who come within 5 feet of a large body of acid must make
a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. A second save must succeed 1
minute later to avoid taking another 1d4 points of Constitution damage.
Electricity
Electrical hazards come in many forms, including stun guns, downed power lines, and electric security
fences. Table: Electricity Damage gives damage values for various electrical hazards based on relative
voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is
grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.
Table: Electricity Damage
Type
Examples
Jolt
Car battery, stun gun
Low voltage
Fuse box, electrical socket
Medium
Industrial transformer,
voltage
electric fence
High voltage Power line, electric chair,
lightning
Damage
1d3
3d6
10d6
Fort DC
10
15
20
15d6
25
299
Conditions Summary
If more than one condition affects a character, apply them all. If certain effects can t combine, apply the
most severe effect.
Ability Damaged
The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day
unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground
and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A
character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damages different from penalties
to ability scores, which go away when the conditions causing them go away.
Ability Drained
The character has permanently lost 1 or more ability score points. The character can regain drained points
only through rest. A character with Strength 0 falls to the ground and is helpless. A character with
Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or
Charisma 0 is unconscious.
Blinded
The character cannot see. He takes a -2 penalty to Defense , loses his Dexterity bonus to AC (if any), Movement
speed is doubled, and takes a -4 penalty on perception checks and on most Strength- and Dexterity-based
skill checks. All checks and activities that rely on vision (such as reading and some perception checks )
automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded
character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can
overcome some of them.
Blown Away
Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that
is blown away is knocked down and rolls 1d4 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A
flying creature that is blown away is blown back 2d6 10 feet and takes 2d6 points of nonlethal damage due
to battering and buffering.
Confused
A confused characters actions are determined by rolling d% at the beginning of his turn: 01-10, attack
target with melee or ranged weapons (or close with target if attacking is not possible); 11-20, act normally;
21-50, do nothing but babble incoherently; 51-70, flee away from target at top possible speed; 71-100, attack
nearest creature. A confused character who can t carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused character. Any
confused character who is attacked automatically attacks its attackers on its next turn, as long as it is
still confused when its turn comes. A confused character does not make attacks of opportunity against any
creature that it is not already devoted to attacking (either because of its most recent action or because it
has just been attacked).
Cowering
The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Defense
and loses their Dexterity bonus (if any).
Dazed
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.
Dazzled
The creature is unable to see well because of over stimulation of the eyes. A dazzled creature takes a -1
penalty on attack rolls, and perception checks that use sight.
300
Dead
The characters hit points are reduced to -10, his Constitution drops to 0, or he is killed outright by a
effect. The characters soul/aura/nothing leaves his body. Dead characters cannot benefit from normal
healing. A dead body decays normally unless preserved.
Deafened
A deafened character cannot hear. She takes a -4 penalty on initiative checks and automatically fails
Perception checks that involve hearing. Characters who remain deafened for a long time grow accustomed to
these drawbacks and can overcome some of them.
Disabled
A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is
disabled. The character can only spend 5 Combat Points. Performing any action the game master deems
strenuous deals 1 point of damage after the completion of the act. Unless the action increased the disabled
characters hit points, they are now in negative hit points and dying. A disabled character with negative hit
points recovers hit points naturally if they are being helped. Otherwise, each day they have a 10% chance to
start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an
unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points
(even if their current hit points are negative).
Dying
A dying character is unconscious and near death. They have -1 to -9 current hit points. A dying character can
take no actions and is unconscious. At the end of each round (starting with the round in which the character
dropped below 0 hit points), the character rolls d% to see whether they become stable. They have a 10%
chance to become stable. If they do not, they lose 1 hit point. If a dying character reaches -10 hit points,
they are dead.
Energy Drained
The character gains one or more negative levels, which might permanently drain the character s levels. If
the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature
the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit
points; and -1 to effective level (for determining the power, duration, DC, and other details of special
abilities).
Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the
bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at
twice the combat point cost, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.
Exhausted
An exhausted character moves at twice the combat point cost and takes a -6 penalty to Strength and
Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character
becomes exhausted by doing something else that would normally cause fatigue
Fatigued
A fatigued character takes a -2 penalty to Strength and Dexterity. Doing anything that would normally
cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued
characters are no longer fatigued.
Flat-Footed
A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the
situation. A flat-footed character loses his Dexterity bonus to Defense (if any) and cannot make attacks of
opportunity.
301
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A
frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A
frightened creature can use special abilities, to flee; indeed, the creature must use such means if they are
the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state
of fear.
Grappling
Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling
character can undertake only a limited number of actions. He does not threaten any squares, and loses his
Dexterity bonus to Defense (if any) against opponents he isn t grappling. See Grapple.
Helpless
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an
opponents mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against
a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks receives no special
bonus against helpless targets.
An enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or
crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A
rogue also receives her sneak attack damage bonus against a helpless foe when delivering a coup de grace.)
If the defender survives, he must make a Fortitude save(DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude
saves to avoid being killed by a coup de grace.
Incorporeal
Having no physical body. Incorporeal creatures are immune to all standard attack forms. They can be harmed
only by other incorporeal creatures, elemental damages(Such as concussive, cold, electricity or fire), or
supernatural effects.
Inebriated
Drunken, and consumed too much alcohol. An inebriated character takes a -4 on all attack rolls, and their
Combat Point Cost to Move is doubled.
Invisible
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents,
and ignores its opponents Dexterity bonuses to Defense (if any).
Knocked Down
Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground
are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 10 feet.
Nauseated
Experiencing stomach distress. Nauseated creatures are unable to spend Combat Points on attacks, speaking,
or do anything else requiring attention. The only action such a character can spend Combat Points on are
move actions.
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as
any other dangers it encounters, along a random path. It can t take any other actions. In addition, the
creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked
creature cowers. A panicked creature can use special abilities to flee; indeed, the creature must use such
means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or
frightened.
302
Paralyzed
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective
Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature
flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer
cant swim and may drown. A creature can move through a space occupied by a paralyzed creature ally or
not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
Pinned
Held immobile (but not helpless) in a grapple.
Prone
The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls , but a +2 to
ranged attack rolls. A defender who is prone gains a +4 bonus to Defense against ranged attacks, but takes a
-4 penalty to defense against melee attacks.
Rattled
A rattled character is visibly disturbed, and can barely function. A rattled character takes a -4 penalty on
attack rolls, saving throws, skill checks, and ability checks.
Shaken
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened , rattled or panicked, but worse than unnerved.
Sickened
The character takes a -2 penalty on all attack rolls, melee weapon damage rolls, saving throws, skill checks,
and ability checks.
Stable
A character who was dying but who has stopped losing hit points and still has negative hit points is stable.
The character is no longer dying, but is still unconscious. If the character has become stable because of aid
from another character (such as a Treat injury check), then the character no longer loses hit points. He has a
10% chance each hour of becoming conscious and disabled(even though his hit points are still negative).
If the character became stable on his own and hasn t had help, he is still at risk of losing hit points. Each
hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.
Stunned
A stunned creature drops everything held, can't spend any Combat Points, takes a -2 penalty to Defense, and
loses his Dexterity bonus to Defense (if any).
Unconscious
Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or
from losing all hit points due to a non-lethal attack.
Unnerved
An unnerved character has lost their demeanor. They take a -1 penalty on attack rolls, saving throws, skill
checks, and ability checks. Unnerved is a less severe state of fear than shaken,frightened or panicked.
303
Weight2
Typical
Fighting
Space
Reach
Colossal
-8
+16
-16
64 ft. or
more
Gargantuan -4
+12
-12
Huge
-2
+8
-8
Large
-1
+4
-4
8 ft. - 16 ft.
Medium
+0
+0
+0
4 ft. - 8 ft.
5 ft. by 5 ft.
5 ft.
Small
+1
-4
+4
2 ft. - 4 ft.
8 lb. - 60 lb.
5 ft. by 5 ft.
5 ft.
Tiny
+2
-8
+8
1 ft. - 2 ft.
16 oz. - 8 lb.
2 ft. by 2
ft.
0 ft.
Diminutive
+4
-12
+12
6 in. - 1 ft.
2 oz.- 16 oz.
1 ft. by 1 ft.
0 ft.
Fine
+8
-16
+16
6 in. or less
2 oz. - or less
6 in. by 6 in.
0 ft.
20 ft by 20 ft. 15 ft.
304
Animal
An animal is a nonhumanoid creature, usually a vertebrate with no innate capacity for language or culture.
See Table: Animals for physical ability scores, recommended minimum Hit Dice, and damage based on size.
Hit Die: d8.
Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).
Good Saving Throws: Fortitude and Reflex (some animals have different good saves).
Skill Points: 10-15.
Feats: None.
Animals share the following additional traits.
Weapon and Armor Proficiency: Animals are proficient with their natural weapons only. They are not
proficient with armor.
Ability Scores: Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence
scores of 2). No creature with an Intelligence score of 3 or higher can be an animal.
Low-Light Vision (Ex): Most animals have low-light vision.
Table: Animals
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
Str
42-43
34-35
26-27
18-19
10-11
6-7
2-3
1
1
Dex
10-11
10-11
10-11
12-13
14-15
16-17
18-19
20-21
22-23
Con
28-29
24-25
20-21
16-17
12-13
10-11
10-11
10-11
10-11
Minimum HD
32d8
16d8
4d8
2d8
1d8
1/2 d8
d8
1/8 d8
1/16 d8
Slam
2d6
1d8
1d6
1d4
1d3
1d2
1
Bite
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Construct
A construct is an animated object or artificially constructed creature. See Table: Constructs for physical
ability scores, recommended minimum Hit Dice, and damage based on size.
Hit Die: d10.
Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).
Good Saving Throws: None.
Skill Points: None.
Feats: None.
Constructs share the following additional traits.
Weapon and Armor Proficiency: Constructs are proficient with their natural weapons only. They are not
proficient with armor.
Ability Scores: Constructs have no Constitution score and usually no Intelligence score.
Extra Hit Points: Constructs gain extra hit points according to size, as shown on Table: Constructs.
Darkvision (Ex): Most constructs have darkvision with a range of 60 feet.
Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning,
disease,, and any effect that requires a Fortitude save unless the effect also works on objects or is
harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain,or energy
drain.
Repairable: Constructs cannot heal damage on their own but can be repaired using the Repair skill. A
successful Craft(Structural) check (DC 30) heals 1d10 points of damage to a construct, and each check
represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be
repaired.
305
Table: Constructs
Size
Str
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
44-47
36-39
28-31
20-23
12-15
8-11
4-7
2-5
1
Dex
Con
6-7
6-7
6-7
8-9
10-11
12-13
14-15
16-17
18-19
Minimum
HD
32d10
16d10
8d10
2d10
1d10
1/2 d10
1/4 d10
1/8 d10
1/16 d10
Slam
Bite
Claw
Gore
120
80
40
20
10
5
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
2d6
1d8
1d6
1d4
1d3
1d2
1
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Vermin
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. See Table: Vermin
for physical ability scores, recommended minimum Hit Dice, and damage based on size.
Hit Die: d8.
Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).
Good Saving Throws: Fortitude.
Skill Points: 10-15.
Feats: None.
Vermin share the following additional traits.
Weapon and Armor Proficiency: Vermin are proficient with their natural weapons only. They are not
proficient with armor.
Ability Scores: Vermin have no Intelligence score.
Potent Venom: Medium-size or larger poisonous vermin get a bonus to the save DC of their poison based on
their size, as follows: Medium-size +2, Large +4, Huge +6, Gargantuan +8, Colossal +10.
Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet.
Blindsight (Ex): Most vermin without visual sensory organs have blindsight with a range of 60 feet.
Immunities: Vermin are immune to mind-affecting effects.
Table: Vermin
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
Str
Dex
Con
42-43
34-35
26-27
18-19
10-11
6-7
2-3
1
1
6-7
6-7
6-7
8-9
10-11
12-13
14-15
16-17
18-19
26-27
22-23
18-19
14-15
10-11
8-9
8-9
8-9
8-9
Minimum
HD
32d8
16d8
8d8
2d8
1d8
1/2 d8
1/4 d8
1/8 d8
1/16 d8
Slam
Bite
Claw
Gore
2d6
1d8
1d6
1d4
1d3
1d2
1
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
306
SPECIAL ABILITIES
Ability Score Reduction (Su): Some attacks reduce an opponents score in one or more abilities. This loss can be
permanent or temporary
Permanent Ability Drain: This effect permanently reduces a living opponents ability score when the
creature hits with a melee attack. The creature s descriptive text gives the ability and the amount drained.
If an attack that causes permanent ability drain scores a critical hit, it drains twice the given amount (if
the damage is expressed as a die range, roll two dice). A draining creature heals 5 points of damage (10 on a
critical hit) whenever it drains an ability score no matter how many points it drains. If the amount of
healing is more than the damage the creature has taken, it gains any excess as temporary hit points.
Some ability drain attacks allow a Fortitude save with a DC of 10 +1/2 draining creature s HD + draining
creatures Charisma modifier (the exact DC is given in the creature s descriptive text). If no saving throw is
mentioned, none is allowed.
Temporary Ability Damage: This attack damages an opponents ability score. The creature s descriptive text
gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it
deals twice the given amount (if the damage is expressed as a die range, roll two dice). Temporary ability
damage returns at the rate of 1 point per day.
Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or
echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are
irrelevant. The abilitys range is specified in the creatures descriptive text. The creature usually does not
need to make Perception checks to notice creatures within range of its blindsight ability.
Constrict (Ex): The creature crushes the opponent, dealing bludgeoning damage, after making a successful
grapple check. The amount of damage is given in the creature s entry. If the creature also has the improved
grab ability (see below), it deals constriction damage in addition to damage dealt by the weapon used to
grab.
Damage Reduction (Su): The creature ignores damage from most weapons and natural attacks. Wounds heal
immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was
ineffective). The creature takes normal damage from energy attacks , and supernatural abilities.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Any weapon more powerful than the type listed in the note also negates the ability.
For purposes of harming other creatures with damage reduction, a creature s natural weapons count as the
type that ignores its own innate damage reduction. The amount of damage reduction is irrelevant.
Darkvision (Ex): The creature can see in total darkness, out to the specified range (usually 60 feet).
Darkvision is black-and-white only, but is otherwise like normal light.
Fast Healing (Ex): The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points
per round. Fast healing stops working when a creature is reduced to -10 hp or fewer. Except as noted here,
fast healing works just like natural healing.
Fast healing doesnt provide any benefit against attack forms that don t deal hit point damage. Fast
healing also doesnt restore hit points lost to starvation, thirst, or suffocation, and it doesn t allow a
creature to regrow or reattach severed body parts.
Improved Grab (Ex): If the creature hits with a melee weapon it deals normal damage and attempts to start a
grapple , doing so without provoking attacks of opportunity. No initial touch attack is required. Unless
otherwise stated, improved grab works only against opponents at least one size category smaller than the
creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its
grapple check.
307
The creature has the option to conduct the grapple normally, or simply use the part of its body it used in
the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple
checks but is not considered grappled itself; the creature does not lose its Dexterity bonus to Defense, still
threatens an area, and can use its remaining attacks against other opponents.
A successful hold does not deal additional damage unless the creature also has the constrict ability (see
above). If the creature does not constrict, each successful grapple check it makes during successive rounds
automatically deals the damage given for the attack that established the hold.
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act
does not provoke attacks of opportunity. The creature is not considered grappled while it holds the
opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided
it can drag the opponents weight.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as normal in poor lightning
conditions. The creature can still distinguish colors, even in dim lighting.
Poison (Ex): Poison attacks deal initial damage, such as temporary ability damage (see above) or some other
effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required
1 minute later (regardless of the first saves result) to avoid secondary damage.
The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature s HD + poisoning creature s
Constitution modifier (the exact DC is given in the creature s Species Traits). A successful save negates the
damage.
Regeneration (Ex): This ability makes the creature impervious to most types of damage.
Damage the creature is vulnerable to deals damage with every successful attack. Such damage can t be
regenerated.
Regeneration doesnt provide any benefit against attack forms that don t deal hit point damage.
Regeneration also doesnt restore hit points lost to starvation, thirst, or suffocation.
Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren t reattached
wither and die normally. Regeneration continues to work no matter how low the creature s hit points drop,
restoring lost hit points from any damage other than from attack forms the creature is specially
vulnerable to.
Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track
by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar
sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the ranges noted
above. Overpowering scents can be detected at triple normal range.
When a creature detects a scent, the exact location is not revealed only its presence somewhere within
range. The creature can take a move or attack to note the direction of the scent. If it moves within 5 feet of
the source, the creature can pinpoint that source.
A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a
track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC
increases or decreases depending on the strength of the quarry s odor, the number of creatures being
tracked, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability
otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface
conditions and poor visibility.
Swallow Whole (Ex): If the creature begins its turn with an opponent held in its mouth (see improved grab,
above), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it
swallows its opponent and deals bite damage. Unless noted otherwise, the opponent can be up to one size
category smaller than the swallowing creature.
308
Being swallowed has various consequences depending on the creature, but a swallowed opponent is
considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any
light piercing or slashing weapon (the amount of cutting damage required to get free is noted in the
creatures descriptive text), or it can just try to escape the grapple. If the swallowed opponent chooses the
latter course, success puts it back in the creature s mouth, where it may be bitten or swallowed again.
Trample (Ex): As an attack during its turn each round, the creature can run over an opponent at least one
size category smaller than itself, entering the opponent s fighting space to do so. The trample deals
bludgeoning damage, and the creatures descriptive text lists the amount.
Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make
attacks of opportunity, trampled opponents can attempt Reflex saves for half damage. The save DC equals 10
+ 1/2 trampling creatures HD + trampling creatures Strength modifier (the exact DC is given in the
creatures descriptive text).
CREATURES
The creatures described in this section include mundane animals as well as fantastic creatures.
A creatures description often includes statistics for both the standard breed and an improved version
that has levels in one or more archetypes.
Initiative
The creature's modifier on initiative checks.
309
Clumsy: The creature can barely fly at all (Example: Sugar Glider)
Swim: A creature with a swim speed can move through water at the given speed without making an Athletic
check. It gains a +8 species bonus on any swim check to perform some special action or avoid a hazard. The
creature always can choose to take 10, even if distracted or endangered when swimming. Creatures can sue
the run action while swimming, provided they move in a straight line.
Defense
A Creature's defense includes a parenthetical mention of the modifiers contributing to it. The creatures
Touch Defense(Discounting natural armor and other armor modifiers), and Flat Footed
Defense(Discounting Dexterity bonus) are provided as well
Grapple Modifier
Whenever a Creature makes an opposed grapple check, apply this modifier to it's d20 Roll. The total modifier
on grapple checked is BAB + Strength Modifier + Grapple Modifier. The Grapple modifier for creatures of
various sizes are given on Table: Grapple Modifiers
Attack
This bonus includes modifications for size and Strength(For Melee attacks) or Dexterity (For Ranged
attacks). A creature with Weapon Finesse feat can use it's Dexterity modifier for it's Attack. A Creature's
attack damage include it's full strength modifier(1.5 times it's Strength bonus)
Natural Weapons
Natural weapons include teeth, claws, horns, and the like. The number of attacks along with weapon, attack
bonus, and form of attack(Melee or Ranged), are provided in a creature's entry. Unless Noted, Natural
weapons threaten critical hits on a natural attack roll of 20.
Bite: The creature attacks with it's mouth, dealing piercing damage.
Claw or Rake: The creature rips with a sharp appendage, dealing slashing damage.
Gore: The creature speaks the opponent with an antler, horn or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing damage. Stingers are often poisoned.
Fighting space
Fighting space approximates the amount of space a creature needs to move and fight effectively, and how
much space it occupies on grid of 5 foot by 5 foot squares.
310
Reach
A creature's reach is the distance at which it can strike targets with it's natural weapons without needing
to adjust it's position on the grid. When measuring diagonally, every second square counts as two squares.
The GM may may adjust the values in the table by -5 feet or +5 feet, at their discretion for fitting the
creature. Creatures with a greater than normal reach can still strike creatures next to it. A Creature with
a greater than normal reach usually receives an attack of opportunity against you if you approach it,
because you enter a square it threatens before you can attack it. A creature with 0 foot reach much move
into the fight space of it's target to attack it, provoking an attack of opportunity from the target as the
creature enters the target's fighting space. Also, creatures with a 0 foot reach do not threaten the squares
around them.
Saves
A creature's Fortitude, Reflex, and Will Saving throw modifiers take into account the creatures' type,
ability score, modifiers, feats, and any special qualities.
Abilities
Creatures have the same six abilities as characters. Exceptions are noted below
Strength: Quadrupeds can carry heavier loads than bipedal characters.
Intelligence: A creature can speak all the languages mentioned in the descriptive text. Any Creature with
an Intelligence score of 3 or higher understands at least 1 language.
Non-Ablilites: Some Creatures lack Certain Ability scores. These Creatures do not have an ability of 0, they
lack the ability altogether. The modifier of a non-ablity is +0. Other effects are as follows
Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A
creature with no Strength score can't exert force, either because it has no physical body, or is immobile. The
creature automatically fails Strength checks. If the creature can attack, it applies it's Dexterity modifier
to it's base attack bonus, instead of it's Strength modifier.
Dexterity: Any Creature that can move has at least 1 point of Dexterity. A Creature with no Dexterity can't
move. If it can act, the creature applies it's Intelligence modifier instead of it's Dexterity Modifier to
initiative checks. The creature fails all Reflex saves and Dexterity Checks.
Constitution: Any Living Creature has at least 1 point of Constitution. A creature with no Constitution has
no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the save also
works on objects, or is harmless. The creature is also immune to ability damage, ability drain, and energy
drain, and it always fails Constitution checks.
Intelligence: Any creature that can think, learn , or remember has at least 1 point of Intelligence. A
creature with no Intelligence score is an automaton, operating on simple instincts or programmed
instructions, It is immune to all mind affecting effects and automatically fails Intelligence checks.
Wisdom: Any creature that perceive it's environment in any fashion has at least 1 point of Wisdom. Anything
with no Wisdom score is an object, not a creature. Anything without a Wisdom Score also has no Charisma score.
Charisma: Any creature capable of telling the difference between itself and things that are not itself has
at least 1 point of charisma. Anything with no charisma score is an object, not a creature. Anything without a
Charisma Score has no Wisdom Score.
Skills
This selection list alphabetically all the creatures skill by name along with skill modifiers that include
adjustments for ability scores and bonuses from feats and special abilities.
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Feats
This Section list alphabetically all the creature's feats.
Advancement
A GM can improve a creature by increasing it's Hit Dice. The advancement entry indicates the increased hit
dice(And often size) of the creature or indicates that the creature can advance by character archetype.
Size
Adding Hit dice to a creature can also increase its size. An increased in size affects a creature's Defense,
attack rolls, and grapple checks, as shown on on Table: Creature Sizes, as well as physical ability scores and
damages.
Defense
An increase in size affects a creature's defense, as shown on Table: Creature Sizes. An increase in size might
also improve a creatures natural armor bonus to defense. Note that a natural armor bonus stacks with an
equipment bonus from armor.
Table: Adjustments to physical abilities and natural armor
Old Size
New Size
Strength
Dexterity
Constitution
Natural Armor
Improvement
Fine
Diminutive
Diminutive
Tiny
+2
-2
Tiny
Small
+4
-2
Small
Medium
+4
-2
+2
Medium
Large
+8
-2
+4
+2
Large
Huge
+8
-2
+4
+3
Huge
Gargantuan
+8
+4
+3
Gargantuan
Colossal
+8
+4
+5
-2
Attack Bonus
A change in the creature's size also modifies it's attack rolls.
Grapple Modifier
An increase in size affects a creature's grapple modifier
Damage
An increase in size also increases the am mount of damage a creature deals with it's natural weapons.
Saving Throw
An increase in Hit dice increases a creature's saving throw bonus.
Ability Scores
An increase in size affect a creature's Strength, Dexterity, And Constitution.
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Anaconda, Giant
Species Traits
Constrict (Ex): A giant anaconda deals 1d6+16 points of bludgeoning damage with a successful grapple check
against a target at least one size category smaller than itself.
Improved Grab (Ex): To use this ability, the giant anaconda must hit an opponent at least one size category
smaller than itself with either a bite or a tail slap attack. If it gets a hold, it automatically deals bite or
tail slap damage each round that the hold is maintained, and it can constrict in the same round and attempt
to swallow in the next round. If the giant anaconda wishes, it can continue to attack with its tail or its bite
(not both) while it grapples with its body, but it takes a -20 penalty on all grapple checks if it does so.
Scent (Ex): This ability allows a giant anaconda to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Skill Bonuses: A giant anaconda gains a +8 species bonus on Athletics and Acrobatics checks and a +4 species
bonus on Stealth checks.
Swallow Whole (Ex): If a giant anaconda begins its turn with an opponent one or more size categories smaller
than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it
succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the giant anaconda, the
opponent takes bludgeoning damage equal to the anacondas tail slap attack plus 1d6 points of acid damage
per round from the monsters stomach. A successful grapple check allows the swallowed creature to climb out
of the stomach and return to the giant anaconda s maw, where another successful grapple check is needed to
get free. Alternatively, the swallowed creature can attack from inside the stomach using claws or a Small or
Tiny slashing weapon. Dealing at least 30 points of damage to the stomach (Defense 18) in this way creates an
opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the
hole; thus, another swallowed creature must cut its own way out. A Huge giant anaconda s stomach can hold 1
Large, 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Giant Anaconda:
BV 9
Huge animal
HD: 12d8+60
HP: 114
Initiative: +1
Combat Points: 24
Defense: 16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natural)
BAB: +9
Grapple: +28
Attack: +18 melee (1d6+11, tail slap); or +13 melee (2d6+5, bite)
Reach: 10 ft.
Fighting Space: 15 ft. by 15 ft.
Special Qualities: Constrict (1d6+16), improved grab, low-light vision, scent, swallow whole
Saves: Fort +13, Ref +9, Will +5
Ability Scores: Str 32, Dex 13, Con 21, Int 1, Wis 12, Cha 2.
Skills: Acrobatics +9, Athletics +19, Stealth +12, Perception +5,
Feats: None.
Advancement: 13-23 HD (Huge); 24-36 HD (Gargantuan).
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Bat
Species Traits
Blindsight (Ex): Bats can see by emitting high-frequency sounds, inaudible to most other creatures, that
allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak
vision, which has a maximum range of 5 feet.
Skill Bonuses: Bats receive a +4 species bonus on Perception checks. These bonuses are lost if the bat s
blindsight is negated.
Bat:
BV .25
Diminutive animal
HD: 1/4 d8
HP: 1
Initiative: +2
Combat Points: 9, Fly (good)
Defense:16, touch 16, flat-footed 14 (+4 size, +2 Dex)
BAB: +0
Grapple: -17
Attack: None
Reach: 0 ft.
Fighting Space: 1ft by 1 ft.
Special Qualities: blindsight 30 ft.
Saves: Fort +2, Ref +4, Will +2
Ability Scores:Str 1, Dex 15, Con 10, Int 2, Wis 14; Cha 4.
Skills: Perception +9, Stealth +6,
Feats: None
Advancement: None
Bear
Species Traits
Bears have the following traits.
Improved Grab (Ex): To use this ability, the bear must hit with a claw attack.
Scent (Ex): This ability allows a bear to detect approaching enemies, sniff out hidden foes, and track by
sense of smell.
Bear:
BV 4
Large Animal
HD:6d8+24
HP: 51
Initiative: +1
Combat Points: 16
Defense: 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 natural)
BAB: +4
Grapple: +16
Attack: +11 melee (1d8+8, claw); +6 melee (2d8+4 bite)
Reach: 10 ft.
Fighting Space: 10 ft. by 10 ft.
Special Qualities: improved grab, low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Ability Scores: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Athletics +18, Perception +6
Feats: None
Advancement: 7-10 HD(Large)
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Boar (Wild Pig)
A wild boars hide is covered with short, woolly, grayish-black hair. Along the spine, hair mixes with stiffer
bristles to form a sort of mane. The average adult boar stands 3 feet high at the shoulder and measures
roughly 4 feet long. Its formidable tusks protrude from its lower jaw and can grow up to 12 inches long.
Species Traits
Ferocity (Ex): A boar is so fiercely aggressive in combat that it continues fighting even when disabled or
dying.
Scent (Ex): This ability allows a boar to detect approaching enemies, sniff out hidden foes, and track by
sense of smell.
Boar (Wild Pig):
BV 3
Medium Animal
HD: 3d8+9
HP: 22
Initiative: +0
Combat Points: 14
Defense: 16, touch 10, flatfooted 16 (+6 natural)
BAB: +2
Grapple: +2
Attack: +4 melee (1d8+3, gore)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: None
Saves: Fort +6, Ref +3, Will +2
Ability Scores: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills:Perception +6.
Feats: None
Advancement:4-5 HD (Medium-size)
315
Cat
Species Traits
Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Stealth checks. In
areas of tall grass or heavy undergrowth, the cats Stealth bonus rises to +8. Cats use their Dexterity
modifier for Athletics checks.
Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw).
Cat:
BV .25
Tiny animal
HD: 1/2 d8
HP: 2
Initiative: +2
Combat Points: 9, Fly (good)
Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
BAB: +0
Grapple: -12
Attack: +4 melee (1d2-4, claw) or -1 melee (1d3-4, bite)
Reach:0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft
Special Qualities:low-light vision;
Saves: Fort +2, Ref +4, Will +1
Ability Scores: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:Athletics +10, Acrobatics +5, Stealth +17 (+21 in tall grass or heavy undergrowth),Perception +4
Feats:Weapon Finesse (bite), Weapon Finesse (claw)
Advancement: None
Crocodile
Species Traits
Aquatic: Crocodiles can move in water without making Athletics checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite
attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water,
attempting to pin it to the bottom.
Skill Bonus: Crocodiles gain a +12 species bonus on Stealth checks when submerged.
Medium-Size Crocodile:
BV 2
Medium-size animal
HD: 3d8+9
HP: 22
Initiative: +1
Combat Points: 15
Defense:15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
BAB: +2
Grapple: +6
Attack: +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap)
Reach: 5 ft
Fighting Space:5 ft. by 5 ft.
Special Qualities: aquatic, improved grab, low-light vision
Saves: Fort +6, Ref +4, Will +2
Ability Scores:Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2
Skills:Stealth +7 (+19 when submerged), Perception +5
Feats: None
Advancement: 4-5 HD (Medium-size); 6-7 HD (Large)
316
Huge Crocodile:
BV 4
Huge animal
HD: 7d8+28
HP: 59
Initiative: +1
Combat Points: 18
Defense: 16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natural)
BAB: +5
Grapple: +21
Attack: +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap)
Reach:10 ft.
Fighting Space:15 ft. by 15 ft.
Special Qualities: aquatic, improved grab, low-light vision
Saves: Fort +9, Ref +6, Will +3
Ability Scores:Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Stealth +0 (+4 while submerged), Perception +5.
Feats: None
Advancement: 8-16 HD (Huge); 17-32 HD (Gargantuan)
Dog
Species Traits
Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense
of smell. See Special Qualities for more information.
Skill Bonus: Dogs gain a +2 species bonus on Athletics checks.
Small Dog:
BV .5
Small animal
HD: 1d8+2
HP: 6
Initiative: +3
Combat Points: 11
Defense: 14, touch 14, flat-footed 11 (+1 size, +3 Dex)
BAB: +0
Grapple: -3
Attack: +2 melee (1d4+1, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: scent
Saves: Fort +4, Ref +5, Will +1
Ability Scores: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:Athletics +3, Perception +5
Feats: None
Advancement: None
317
Medium-Size Dog:
BV 1
Medium-size animal
HD: 2d8+4
HP: 13
Initiative: +2
Combat Points: 13
Defense: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
BAB: +1
Grapple: +3
Attack: +3 melee (1d6+3, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: scent
Saves: Fort +5, Ref +5, Will +1
Ability Scores:Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:Athletics +4, Perception +5
Feats: None
Advancement: None
Ferret
Species Traits
Attach (Ex): If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent s body
and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity
bonus to Defense and has a Defense of 12.
Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by
sense of smell.
Skill Bonuses: A ferret receives a +8 species bonus on Acrobatics checks and a +4 species bonus on Stealth
checks. It uses its Dexterity modifier for Athletics checks.
Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite).
Ferret:
BV .25
Tiny animal
HD: d8
HP: 2
Initiative: +2
Combat Points: 7
Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
BAB: -12
Grapple: -12
Attack: +4 melee (1d3-4, bite)
Reach: 0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities: attach, low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Ability Scores:Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.
Skills: Acrobatics +10, Athletics +11, Stealth +13, Perception +4
Feats:Weapon Finesse (bite)
Advancement: None
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Hawk
Species Traits
Skill Bonus: Hawks gain a +8 species bonus on Perception checks in daylight.
Bonus Feat: Hawks gain the bonus feat Weapon Finesse (claw).
Hawk:
BV 1
Tiny animal;
HD: 1d8
HP: 4
Initiative: +3
Combat Points: 15, Fly (good)
Defense:17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
BAB: +0
Grapple: -10
Attack: +5 melee (1d4-2, claw)
Reach:0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities:
Saves: Fort +2, Ref +5, Will +2
Ability Scores: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Perception +6,(+14 in daylight)
Feats: Weapon Finesse (claw)
Advancement: None
Hippopotamus
Species Traits
Hold Breath (Ex): A hippopotamus can seal its nostrils by muscular action and hold its breath for a number
of rounds equal to its Constitution score 10.
Scent (Ex): This ability allows a hippopotamus to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Skill Bonus: A hippopotamus is agile in the water, gaining a +4 species bonus on Swim checks.
Hippopotamus:
BV 6
Large animal
HD: 8d8+40
HP: 76
Initiative: -1
Combat Points: 12
Defense: 14, touch 8, flatfooted 14 (-1 size, -1 Dex, +6 natural)
BAB: +6
Grapple: +17
Attack: +12 melee (2d6+10, bite)
Reach: 5 ft.
Fighting Space: 10 ft. by 10 ft.
Special Qualities: hold breath, scent
Saves: Fort +11, Ref +5, Will +3
Ability Scores: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3
Skills: Perception +7, Athletics +11( -2 When Jumping)
Feats: None
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
319
Horse
A horse cannot fight while carrying a rider.
Species Traits
Scent (Ex): This ability allows a horse to detect approaching enemies, sniff out hidden foes, and track by
sense of smell. See Special Qualities for more information.
Horse:
BV 1
Large animal
HD: 3d8+6
HP: 19
Initiative: +1
Combat Points: 14
Defense: 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)
BAB: +2
Grapple: +7
Attack: +2 melee (1d4+1, hoof)
Reach: 5 ft.
Fighting Space: 10 ft. by 10 ft.
Special Qualities: scent, low-light vision
Saves: Fort +6, Ref +4, Will +2
Ability Scores: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:Perception +6
Feats: None
Advancement: None
Man-o-war, Giant
Species Traits
Attach (Ex): If a giant man-o-war hits with a strand attack, the strand latches onto the opponent s body. The
attachment deals no damage, but the giant man-o-war can then draw the opponent 20 feet closer to itself
that round and each subsequent round thereafter that the opponent remains stuck. Once the creature is
within 20 feet of the giant man-o-war, the man- o-war can draw it the remaining distance and bite (+4 melee)
in that same round.
The opponent can break free of a strand with a successful Athletics check (DC 20) or Strength check (DC 16).
Alternatively, the opponent or an ally can try to sever a strand. A single attack with a slashing weapon
that deals at least 10 points of damage severs a strand (Defense 18).
Damage Reduction 5/Bludgeoning (Ex): A giant man-o-war ignores the first 5 points of damage dealt by any
bludgeoning weapon.
Fire Vulnerability: A giant man-o-war takes 50% more damage from fire attacks.
Paralysis (Ex): The strands of a giant man-o-war secrete an anesthetizing slime. Any target hit by its strand
attack must succeed on a Fortitude save (DC 10 + 1/2 the man- o-war s Hit Dice + its Constitution modifier) or
be paralyzed for 3d6 rounds. The man-o-war can automatically bite a paralyzed opponent.
Strands (Ex): A giant man-o-war lies in wait for prey by
spreading out its long, sticky strands and floating along on the deep currents. In this mode, it can spread
its strands over a 100-foot radius. When something brushes one of the strands, all the rest of the strands
contract to assist in pulling the prey toward the man- o-war s mouth.
Wavesense (Ex): A giant man-o-war can automatically sense the location of any object or creature within 150
feet that is in contact with the water.
320
Giant Man-o-War:
BV 7
Large animal
HD: 5d8+10
HP: 32
Initiative: +3
Combat Points: 22
Defense: 17, touch 12, flatfooted 14 (-1 size, +3 Dex, +5 natural)
BAB: +3
Grapple: +9
Attack: +4 melee (attach, strand) or +4 melee (1d4+2, bite)
Reach: 5 ft.(100 ft. with strand)
Fighting Space: 10 ft. by 10 ft.
Special Qualities: attach, damage reduction 5/piercing, fire vulnerability, paralysis, strands, wavesense
Saves: Fort +6, Ref +7, Will +2
Ability Scores: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 4
Skills: Stealth +9
Feats:None.
Advancement: 6-9 HD (Large); 10-15 HD (Huge)
Monkey
Species Traits
Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite).
Monkey:
BV .25
Tiny animal
HD: 1d8
HP: 4
Initiative: +2
Combat Points: 5
Defense: 14, flat-footed 12 (+2 size, +2 Dex)
BAB: +0
Grapple: -12
Attack: +4 melee (1d3, bite)
Reach: 0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities:
Saves: Fort +2, Ref +4, Will +1
Ability Scores: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Athletics +13, Acrobatics +10, Stealth +13, Perception +4
Feats:Weapon Finesse (bite)
Advancement: 2-3 HD (Small); 3-5 HD (Small); 6-10 HD (Medium); 11-15 HD (Large)
321
Monstrous Spider
Monstrous spiders come in two general types: hunters and web spinners.
Species Traits
Monstrous spiders have the following traits.
Combat Points: Hunting spiders are speedier than their web-spinning counterparts. Increase the normal
speed of hunting spiders by 10 feet. Climb speed remains unchanged.
Poison (Ex): A monstrous spider injects poison into its victim with a successful bite. The victim must succeed
on a Fortitude save or take the initial damage; a second Fortitude save must be made 1 minute later to
negate the poisons secondary damage. The DC of the Fortitude saves and the effects vary depending on the
monstrous spiders size, as shown on Table: Monstrous Spider Poison.
Table: Monstrous Spider Poison
Spider Size
Fort Save DC
Colossal
Gargantuan
Huge
Large
Medium
Small
Tiny
35
31
22
17
14
11
11
Initial/Secondary
Damage
2d8 Str
2d6 Str
1d8 Str
1d6 Str
1d4 Str
1d3 Str
1d2 Str
Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk
strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one
creature of the same size.
Web-spinning spiders can cast a web eight times per day. Casting a web is a melee touch attack with a
maximum range of 50 feet and a range increment of 10 feet, and the web is effective against targets up to
one size category larger than the spider. The web anchors the target in place, allowing no movement. An
entangled creature can escape with a successful Athletics check or burst it with a Strength check. Both are
attack actions whose DCs are given in Table: Monstrous Spider Webs.
Web-spinning spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of
the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the
ground. Approaching creatures must succeed on a Perception check (DC 20) to notice a web; otherwise they
stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the
webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5foot section has the hit points listed on below and damage reduction 5/fire.
A monstrous spider can move across its own sheet web at its climb speed and can determine the exact location
of any creature touching the web.
Table: Monstrous Spider Webs
Spider Size
Acrobatics
Break DC
DC
Colossal
32
34
Gargantuan
30
32
Huge
28
30
Large
26
28
Medium
20
22
Small
18
20
Tiny
16
18
Hit Points
18
16
14
12
6
4
2
322
Skill Bonuses: Monstrous spiders receive a +4 species bonus on Stealth checks and a +8 species bonus on
Perception checks. Hunting spiders receive a +6 species bonus on Athletics checks.
Bonus Feat: Medium-size or smaller monstrous spiders gain the bonus feat Weapon Finesse (bite).
Tiny Monstrous Spider:
BV .25
Tiny vermin
HD: 1/2 d8
HP: 2
Initiative: +3
Combat Points: 6
Defense: 15, touch 15, flat-footed 12 (+2 size, +3 Dex)
BAB: +0
Grapple: -12
Attack: +5 melee (1d3-4 plus poison, bite)
Reach: 0 ft.
Fighting Space:2 1/2 ft. by 2 1/2 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +2, Ref +3, Will +0
Ability Scores: Str 3, Dex 17, Con 10, Int , Wis 10, Cha 2
Skills: Athletics +8, Stealth +17 , Perception +12
Feats: Weapon Finesse (bite).
Advancement: None
Small Monstrous Spider:
BV .5
Small vermin
HD: d8
HP: 4
Initiative: +3
Combat Points: 8
Defense: 13, touch 13, flat-footed 11 (+1 size, +3 Dex)
BAB: +0
Grapple: -6
Attack: +4 melee (1d4-2 plus poison, bite)
Reach: 5 ft.
Fighting Space:5 ft. by 5 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +2, Ref +3, Will +0
Ability Scores: Str 7, Dex 17, Con 10, Int , Wis 10, Cha 2
Skills: Athletics +10, Stealth +13 , Perception +12
Feats: Weapon Finesse (bite).
Advancement: None
323
Medium Monstrous Spider:
BV 1
Medium vermin
HD: 2d8+2
HP: 11
Initiative: +3
Combat Points: 10
Defense: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
BAB: +1
Grapple: +1
Attack: +4 melee (1d6 plus poison, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +4, Ref +3, Will +0
Ability Scores: Str 11, Dex 17, Con 10, Int , Wis 10, Cha 2
Skills: Athletics +12, Stealth +9 , Perception +12
Feats: Weapon Finesse (bite).
Advancement: None
Large Monstrous Spider:
BV 2
Large vermin
HD: 4d8+4
HP: 22
Initiative: +3
Combat Points: 12
Defense: 14, touch 12, flat-footed 11 (-1 size, +3 Dex, +1 natural)
BAB: +3
Grapple: +9
Attack: +4 melee (1d8+3 plus poison, bite)
Reach: 10 ft.
Fighting Space: 10 ft. by 10 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +5, Ref +4, Will +1
Ability Scores: Str 15, Dex 17, Con 12, Int , Wis 10, Cha 2
Skills: Athletics +14, Stealth +5 , Perception +12
Feats: Weapon Finesse (bite).
Advancement: None
324
Huge Monstrous Spider:
BV 4
Huge vermin
HD: 10d8+10
HP: 55
Initiative: +3
Combat Points: 14
Defense: 16, touch 11, flat-footed 13 (-2 size, +3 Dex, +5 natural)
BAB: +7
Grapple: +19
Attack: +4 melee (2d6+3 plus poison, bite)
Reach: 10 ft.
Fighting Space: 15 ft. by 15 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +8, Ref +6, Will +3
Ability Scores: Str 19, Dex 17, Con 12, Int , Wis 10, Cha 2
Skills: Athletics +16, Stealth +1 , Perception +12
Feats: Weapon Finesse (bite).
Advancement: None
Gargantuan Monstrous Spider:
BV 7
Gargantuan vermin
HD: 24d8+24
HP: 132
Initiative: +3
Combat Points: 16
Defense: 18, touch 9, flat-footed 15 (-4 size, +3 Dex, +9 natural)
BAB: +18
Grapple: +36
Attack: +20 melee (2d6+3 plus poison, bite)
Reach: 15 ft.
Fighting Space: 20 ft. by 20 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +15, Ref +11, Will +8
Ability Scores: Str 23, Dex 17, Con 12, Int , Wis 10, Cha 2
Skills: Athletics +18, Stealth -3 , Perception +12
Feats:None.
Advancement: None
325
Colossal Monstrous Spider:
BV 10
Colossal vermin
HD: 48d8+48
HP: 264
Initiative: +3
Combat Points: 18
Defense: 20, touch 5, flat-footed 17 (-8 size, +3 Dex, +15 natural)
BAB: +36
Grapple: +60
Attack: +36 melee (4d6+12 plus poison, bite)
Reach: 15 ft.
Fighting Space: 30 ft. by 30 ft.
Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant
Saves:Fort +27, Ref +19, Will +16
Ability Scores: Str 27, Dex 17, Con 12, Int , Wis 10, Cha 2
Skills: Athletics +20, Stealth -7 , Perception +12
Feats:None.
Advancement: None
Owl
Species Traits
Skill Bonuses: Owls receive a +14 species bonus on Stealth checks. They receive a +8 species bonus on
Perception checks in dusk and darkness.
Bonus Feat: Owls gain the bonus feat Weapon Finesse (claw).
Owl:
BV .25
Tiny animal
HD: 1/2 d8
HP: 2
Initiative: +3
Combat Points: 13, Fly (good)
Defense: 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
BAB: +0
Grapple: -10
Attack: +5 melee (1d2-2, claw)
Reach: 0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities: low-light vision
Saves: Fort +2, Ref +5, Will +2
Ability Scores:
Skills: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Feats: Weapon Finesse (claw)
Advancement: 1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large)
326
Rat
Species Traits
Scent (Ex): This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense
of smell. See Special Qualities for more information.
Skill Bonuses: Rats receive a +8 species bonus on Acrobatics checks and a +4 species bonus on Stealth checks.
They use their Dexterity modifier for Athletics checks.
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).
Rat:
BV .25
Tiny animal
HD: 1/4 d8
HP: 1
Initiative: +2
Combat Points: 5
Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
BAB: +0
Grapple: -12
Attack: +4 melee (1d3-4, bite)
Reach:
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities: scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Ability Scores: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Acrobatics +10, Athletics +12, Stealth +14
Feats: Weapon Finesse (bite)
Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2-4 HD (Large)
Raven
Species Traits
Bonus Feat: Ravens gain the bonus feat Weapon Finesse (claw).
Raven:
BV .25
Tiny animal;
HD: 1/4 d8
HP: 1
Initiative: +2
Combat Points: 12 ,Fly (good)
Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
BAB: +0
Grapple: -13
Attack: +4 melee (1d2-5, claw)
Reach: 0 ft.
Fighting Space: 2 1/2 ft. by 2 1/2 ft.
Special Qualities: None
Saves: Fort +2, Ref +4, Will +2
Ability Scores: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Perception +6
Feats: Weapon Finesse (claw)
Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2-4 HD (Large)
327
Robot
Robots are manufactured, remote-controlled constructs powered by batteries. These highly useful machines
come in a variety of sizes and shapes and can be fitted with tools or weapons.
Species Traits
Construct: Robots have the traits and immunities common to constructs.
Combat Points: A robots Combat Point Score depends on its size and method of locomotion (bipedal,
quadrupedal, tracked, or wheeled). The different speeds are given with each robot s statistics (below).
Attacks: A robot is not normally equipped with weapons. Robots fitted with arms or similar manipulators can
attempt to grapple things, but only robots of Medium-size or larger can use their manipulators to deal
damage.
Skills: A character with four or more ranks in Technology Uses can program one or more ranks of a single
skill into a robot, but never more ranks than the programmer has in the skill, or has access to; otherwise,
the robot has no skills.
Building a Robot
Follow these two steps to create Small or Medium-size robots.
1. Purchase the Components: The wealth point cost for the components needed to construct a robot is based on
its size category.
Size
Wealth Point
Cost
Small
100
Medium
200
2. Construct Frame: The robots body determines its size, shape, locomotion, and hit points. The DC of the
required Craft (mechanical) check is set by the robots size.
Size
Craft (mechanical) DC
Small
18
Medium
23
The crafter can add additional components, weapons, and armor plating to a robot. Refer to the table below
to find the DC modifier for adding new
components to a robot.
Components
DC Modifier
Frame Shape and Locomotion
Articulated frame
+5
External Components
Accessory mount
+1
Loading mechanism
+2
Small kit
+2
Searchlight
+1
Armor
Natural armor
+2*
bonus +2
*This component can be purchased a number of times equal to the robot s size category (counted up from
Diminutive).
Articulated Frame: This robots body is articulated so that it can move like a snake, slithering through
narrow openings and navigating stairs with ease. A robot with this frame moves as fast as a bipedal robot,
but it can also move through difficult terrain and small spaces without slowing.
Accessory Mount: A robot with an accessory mount can be armed with a single weapon or accessory up to one
size category larger than itself. Such a robot can fire a weapon using its normal attack modifier or via a
remote, using the operators attack modifier with a -4 penalty. Alternatively, an accessory mount can hold a
single grenade, or nearly any of the items on Table: General Equipment .
328
Loading Mechanism: A robot with a loading mechanism can reload a single weapon with a full-round action.
The mechanism holds enough ammunition to reload the weapon three times, and it works with weapons that
use box ammunition, speed-loaders (but not loose bullets or shells), a grenade launcher round, or some sort
of fuel tank (such as a flamethrower). A robot can have multiple loading mechanisms, one for each weapon
that it has mounted in its frame.
kits: A robot can use a kit if it has the appropriate skill or can use the operator s skill at a -2 penalty via
remote control.
Searchlight: A searchlight operates in the same manner as a battery flood spotlight.
Small Robot:
BV .5
Small construct
HD: 1d10+5
HP: 10
Initiative: +0
Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels)
Defense: 11, touch 11, flatfooted 11 (+1 size)
BAB: +0
Grapple: -4
Attack: +1 melee or +1 ranged
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: construct
Saves: Fort +0, Ref +0, Will +0
Ability Scores: Str 10, Dex 10, Con , Int , Wis 10, Cha 10
Skills: None (unless Programmed)
Feats: None
External Components: Audio/visual sensor, manipulator arms
Advancement: None
Medium-Size Robot:
BV 1
Medium construct
HD: 2d10+10
HP: 21
Initiative: +0
Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels)
Defense: 9, touch 9, flatfooted 9 (-1 Dex)
BAB: +1
Grapple: +3
Attack: +3 melee (1d4+2, claw); or +2 ranged
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: construct
Saves: Fort +0, Ref -1, Will +0
Ability Scores: Str 14, Dex 8, Con , Int , Wis 10, Cha 10
Skills: None (unless Programmed)
Feats: None
External Components: Audio/visual sensor, manipulator arms
Advancement: None
329
Police Assault Drone*:
BV 1
Medium construct
HD: 2d10+10
HP: 21
Initiative: +0
Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels)
Defense: 9, touch 9, flatfooted 9 (-1 Dex)
BAB: +1
Grapple: +3
Attack: +3 melee (1d4+2, claw); or +2 ranged
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: construct
Saves: Fort +0, Ref -1, Will +0
Ability Scores: Str 14, Dex 8, Con , Int , Wis 10, Cha 10
Skills: Disable Device
Feats: None
External Components: Armor (+4),Audio/visual sensor, manipulator arms, 2 accessory mounts, Remington 1100
combat shotgun, searchlight, remote control link (200 feet)
Advancement: None
*This robot requires 250 wealth points and a successful Craft (mechanical) check (DC 32) to create.
Shark
Species Traits
Aquatic: Sharks can move in water without making Athletics checks and cannot drown in water.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at
ranges of up to one mile.
Bonus Feat: Sharks gain the bonus feat Weapon Finesse (bite).
Shark:
Medium-size animal
HD: 3d8+3
HP: 16
Initiative: +2
Combat Points: 20
Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
BAB: +2
Grapple: +3
Attack: +4 melee (1d6+1, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: aquatic, keen scent, low-light vision
Saves: Fort +4, Ref +5, Will +2
Ability Scores: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Perception +7, Athletics +9(Swimming Only)
Feats: Weapon Finesse (bite)
Advancement: 4-7 HD (Large); 8-16 (Huge)
330
Snake
Species Traits
Snakes have the following traits.
Variable Size: See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a
snakes fighting space (assuming the creature is coiled) and reach.
Improved Grab (Ex): Only constrictor snakes have this ability. To use this ability, a constrictor snake must
hit with its bite attack. If it gets a hold, it can constrict (see below). See Improved Grab.
Constrict (Ex): With a successful grapple check against a creature of its size or smaller, a constrictor snake
deals damage equal to its bite damage.
Poison (Ex): A viper injects venom with a successful bite. The victim must succeed on a Fortitude save or take
1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to negate
the venoms secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snake s Hit Dice
+ the snakes Constitution modifier (DC 11 for a Tiny viper).
Scent (Ex): This ability allows a snake to detect approaching enemies, sniff out hidden foes, and track by
sense of smell. See Special Qualities for more information.
Skill Bonuses: Snakes receive a +8 species bonus on Balance checks and a +4 species bonus on Stealth and
Perception checks. Snakes apply either their Strength or Dexterity modifier, whichever is higher, to
Athletics checks.
Bonus Feat: Vipers gain the bonus feat Weapon Finesse (bite).
Constrictor Snake:
BV 2
Medium animal
HD: 3d8+3
HP: 16
Initiative: +3
Combat Points: 10
Defense: 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
BAB: +2
Grapple: +5
Attack: +5 melee (1d6+4, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft. (coiled)
Special Qualities: improved grab, constrict 1d6+4, scent, low-light vision
Saves: Fort +4, Ref +6, Will +2
Ability Scores: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Athletics +11, Acrobatics +14, Stealth +11, Perception +9
Feats: None
Advancement: 4-8 HD (Large); 9-16 HD (Huge); 17-32 HD (Gargantuan)
331
Tiny Viper:
HD: 1/4 d8
HP: 1
Initiative: +3
Combat Points: 10
Defense: 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
BAB: +0
Grapple: -10
Attack: +5 melee (1d3-2 plus poison, bite)
Reach: 0 ft
Fighting Space: 2 1/2 ft. by 2 1/2 ft. (coiled)
Special Qualities: poison, scent, low-light vision
Saves: Fort +2, Ref +5, Will +1
Ability Scores: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
Skills: Athletics +11, Acrobatics +12, Stealth +18, Perception +8
Feats:Weapon Finesse (bite)
Advancement: 1/2-1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large); 5-16 HD (Huge)
Tiger
Species Traits
Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can
rake (see below). See Improved Grab.
Rake (Ex): A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for
1d8+6 points of damage each.
Skill Bonuses: Tigers receive a +4 species bonus on Acrobatics and Stealth checks. In areas of tall grass or
heavy undergrowth, their Stealth bonus improves to +8.
Tiger:
BV 4
Large animal
HD: 6d8+18
HP: 45
Initiative: +2
Combat Points: 16
Defense: 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural)
BAB: +4
Grapple: +14
Attack: +9 melee (1d8+6, claw) or +4 melee (2d6+3, bite)
Reach: 5 ft.
Fighting Space: 10 ft. by 10 ft.
Special Qualities: improved grab, rake 1d8+3, low-light vision
Saves: Fort +8, Ref +7, Will +3
Ability Scores: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills:. Acrobatics +6, Stealth +5 (+9 in tall grass or undergrowth), Perception +3,Athletics +11
Feats: None
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
332
Wolf
Species Traits
Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by
sense of smell. See Special Qualities for more information.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent without making a touch attack
or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Wolf:
BV 1
Medium animal
HD:2d8+4
HP: 13
Initiative: +2
Combat Points: 16
Defense: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
BAB: +1
Grapple: +2
Attack: +3 melee (1d6+1, bite)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Special Qualities: scent, trip, low-light vision
Saves: Fort +5, Ref +5, Will +1
Ability Scores: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Stealth +3, Perception +6
Feats: None
Advancement: 3-4 HD (Large)
ORDINARIES
Ordinaries are non-heroic supporting characters and extras. Ordinaries are built using the six
archetypes (Strong, Fast, Tough, Smart, Wise, and Charismatic) and have starting occupations, skills, and
feats. As they gain levels, ordinaries increase their skill points, base attack bonus,and saving throw
modifiers. However, ordinaries differ from heroes in three ways.
An ordinary character has:
The standard starting ability score package
Random starting hit points
No Talents, or special abilities
No Ability focuses
Hit Points
Just like heroes, Ordinaries receive the standard set hit points.
Archetype Features
Ordinary characters do not gain talents or special abilities listed under each basic archetype, but do gain
the bonus feats.
333
Children
Children (newborns to age 11) are handled differently from other characters. They do not have archetypes or
levels. They begin with the same ability score package as ordinaries (15, 14, 13, 12, 10, 8), but their ability
scores are reduced as follows: -3 Str, -1 Dex, -3 Con, -1 Int, -1 Wis, -1 Cha.
Children have 1d4 hit points plus their Constitution modifier (minimum 1 hit point). They have no skills,
feats, or occupations. Their base attack bonus is +0,and they have a +0 modifier on all saving throws (plus
any modifiers for high or low ability scores. Children have a +0 modifier to Defense and a normal speed of 20
feet. Children have no effective attacks and should be treated as noncombatants.
When a child turns 12, they are considered a young adult and takes their first level in one of the six
archetypes. At that point, the character becomes an ordinary (or hero, in some cases).
Challenge Ratings
An ordinary character has a Challenge Rating equal to their character level -1. A 1st-level ordinary has a
Challenge Rating of 1/2.
Children have a Challenge Rating of 0, and heroes receive no experience points for defeating them.
Ordinary Archetypes
This section provides game statistics for various ordinary character archetypes, built using each
profession/archetype combination. This is by no means a definitive list, and the GM is allowed to change the
level, equipment, or any other stats that they may feel is appropriate for their campaign. All characters
presented are level 2.
One Hundred Character Traits
d%
Trait
d%
Trait
Aloof
51
Moody
Bad breath
52
Bald
53
Nasal voice
Bookish
54
Nervous twitch
Braces or dentures
55
Neurotic
Brave
56
Never shuts up
Capricious
57
No sense of humor
Careless
58
Clean
59
Obese
10
60
Obsequious
11
Condescending
61
Opinionated
12
Cowardly
62
Optimistic
13
Crooked Teeth
63
Overbearing
14
Cross-eyed
64
15
Cruel
65
16
66
17
67
18
Distinctive jewelry
68
Perfect teeth
19
Distinctive nose
69
Pessimistic or cynical
20
Distinctive scar
70
Pleasant-smelling
334
21
71
Preachy
22
Drunkard
72
Reclusive
23
Easy going
73
Self destructive
24
74
Self glorifying
25
Even Tempered
75
26
Exacting
76
Promiscuous
27
Eyeglasses
77
Shaky hands
28
Eye patch
78
29
Fanatical
79
Talks a lot
30
Fast talker
80
Stopped back
31
81
32
Foppish
82
33
Forgiving
83
Suave
34
Forging
84
Suspicious
35
Foul-mouthed
85
Sweaty
36
Hacking cough
86
Theatrical
37
Hard of hearing
87
Unfeeling
38
Helpful
88
39
Hot tempered
89
40
Hyperactive
90
41
Impeccably dressed
91
Very short
42
Inquisitive
92
Very tall
43
Jealous
93
Visible birthmark
44
Jokester
94
Visible tattoo
45
Jumpy
95
46
Lazy
96
47
Loquacious
97
48
Melancholy
98
Well read
49
Missing tooth
99
Well mannered
50
Missing finger
100 Whistles
Heroic GM Characters
Heroic allies and antagonists are built the same way as heroic player characters. Challenge Rating: A heroic
supporting character has a Challenge Rating equal to their character level.
Hit Points: Heroic supporting characters gain a set number of hit points, just as heroic player characters do.
Archetype Features: Heroic supporting characters gain all the archetype features (talents, special
abilities, and bonus feats) available to the six archetypes.
335
ALTERNATE RULES
Hex Grid
Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares.
This variant replaces the squares with hexagons. (Hex grid paper and mats are available at many hobby
stores.)
The primary advantage of this variant is that it eliminates the every other square counts double rule for
diagonal movement, because it eliminates diagonal movement. Characters simply move from hex to adjacent
hex, changing direction as they like. To determine the distance between two hexagons, just count hexes by
the shorter path (in most cases, there will be a number of equally short paths).
Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM.
Most buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based
grid on a structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium
creature. Use this variant only if youre comfortable adjudicating these partial spaces on the fly.
Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying
diagram.
Areas change to accommodate the hex grid; refer to the diagrams below.
336
337
Bell Curve Rolls
Heres perhaps the most fundamental variant to the d20 rules: Don t use a d20! Instead, roll 3d6 whenever
you would roll a d20, applying bonuses and penalties normally. The possible results when rolling 3d6 (or
any other multiple dice) form a bell curve-that is, a range of odds that favors average results much more
than extreme results.
This system requires several changes to how rolls are made.
Automatic Successes and Failures
Automatic successes (for attack rolls and saves) happen on a natural 18, and automatic failures on a natural
3. Neither occurs as often as in standard d20 (less than 1/2% of the time as opposed to 5% of the time).
Taking 20 and taking 10
You cant take 20 using the bell curve variant. Instead, you have two new options: You can take 16, which
makes the task take ten times as long, or you can take 18, which makes the task take one hundred times as
long. As with the rules for taking 20, you can only take 16 and 18 when you have plenty of time, when you
arent distracted, and when the task carries no consequences for failure.
The rules for taking 10 remain unchanged.
Because its no longer possible to roll a natural 19 or 20, the threat ranges of weapons change in the bell
curve variant. Refer to the following table.
338
HOMEBREW RULES
This section is for any homebrew rules, or specific rules that any group may create, in order to suit their
taste.
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340
341
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