Sunteți pe pagina 1din 124

JaceMachine’s

d20MODERN

EQUIPMENT
WISH BOOK

1
CONTENTS d20 MODERN
General Equipment Rules
Armor & Protective Gear GENERAL
Bags & Boxes
Books
EQUIPMENT
Clothing RULES
Computer & Consumer Items ON-HAND OBJECTS
Lifestyle To account for the mundane and innocuous
Professional Equipment objects that most people have among their
possessions—and not force every character to
Sports Equipment specifically purchase such objects in order to
Surveillance Gear employ them—use the following rules.
With the GM’s permission, a character can
Survival Gear make a Wealth check to see if he or she has a
Weapons: Melee mundane object on hand, as long as the object
has a PDC of 10 or lower. (The GM determines
Weapons: Ranged the PDC for an object that’s not mentioned in
Weapon Accessories this chapter, using similarly priced objects as a
guide.) The Wealth check works the same as
Kits (collected) for buying the object, except that the character
Index takes a –10 penalty on the check, and he or
jacemachine@gmail.com she can’t take 10 or take 20. Also, a character
can’t make a Wealth check to see if he or she
has a mundane object on hand during
character generation or between adventures—
only during play. If the character succeeds, his
or her Wealth bonus is unaffected, even if the
object’s PDC is higher than his or her Wealth
bonus.
Depending on the situation, the GM can rule
that a certain mundane object is not available;
for an object to be obtainable, the character
must be in a place where the object logically
would be.
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.

2
Licensed: The owner must obtain a license character may be able to turn to the black
to own or operate the object legally. Generally, market (see below) to obtain restricted objects
the license is not expensive, and obtaining it without a license.
has few if any additional legal requirements.
Restricted: Only specially qualified The Black Market
individuals or organizations are technically Sometimes a character wants to obtain an
allowed to own the object. However, the real object without going through the hassle of
obstacles to ownership are time and money; getting a license first. Almost anything is
anyone with sufficient patience and cash can available on the black market. Knowledge
eventually acquire the necessary license. (streetwise) checks can be used to locate a
Military: The object is sold primarily to black market merchant. The DC is based on the
legitimate police and military organizations. A location in question: 15 to find a black market
military rating is essentially the same as merchant in a big city, or 20, 25, or higher in
restricted (see above), except that small towns and rural areas.
manufacturers and dealers are generally under Objects purchased on the black market are
tight government scrutiny and are therefore more expensive than those purchased legally.
especially wary of selling to private individuals. Add the black market PDC modifier from Table:
Illegal: The object is illegal in all but Restricted Objects to the object’s PDC.
specific, highly regulated circumstances. Obtaining an object on the black market
takes a number of days according to the Time
Table: Restricted Objects Required column on Table: Restricted Objects.
Registration License Black Time The process can be hurried, but each day cut
Rating or Fee Market Req out of the process (to a minimum of one day)
PDC PDC 1 increases the PDC by an additional +1.
Licensed 10 +1 1 day
REQUISITIONING EQUIPMENT
Restricted 15 +2 2 days
Military 20 +3 3 days When a hero working for Department-7
Illegal 25 +4 4 days needs more equipment than he or she has on
1 Add to the object’s PDC if the character tries to hand, the hero may try to requisition it.
buy it on the black market without first obtaining a Department-7 evaluates whether the character
license; see The Black Market. really needs the object, how soon the agency
Purchasing a License can supply it, and whether the agency can
reasonably expect to get it back when the hero
To purchase a license or pay necessary is done with it.
fees, make a Wealth check against the PDC The result is determined by a level check
given in Table: Restricted Objects. With a (1d20 + character level) against a DC equal to
success, the license is issued to the character the equipment’s PDC. Add the character’s
after the number of days indicated. To speed Charisma bonus to the check. Table:
the process, the hero can make a Knowledge Requisition Modifiers lists modifiers that may
(business) check against a DC equal to the affect the check.
license PDC. Success results in the license The result of the check determines whether
being issued in 1d6 hours. (During the process and how quickly Department-7 can provide the
of character creation, a character just needs to hero with the requested equipment. With a
purchase the license or pay the fee; the time success, the object is issued to the hero.
required takes place before game play begins.) Generally, it takes 24 hours to obtain an object
As a general rule, a character must obtain through requisition, but if the object is
the appropriate license before buying a especially common, or if the hero beats the
restricted object. Legitimate dealers will not check DC by 5 or more, it is available in 1d4
sell restricted objects to a character who does hours.
not have the necessary license. However, a
3
Requisitioned objects are loaned, not given, CONCEALED WEAPONS AND OBJECTS
to the hero. Obviously, expendable objects like
It’s assumed that, when attempting to
ammunition don’t have to be returned if used.
conceal a weapon or other object, a character
is wearing appropriate clothing.
Table: Requisition Modifiers Drawing a concealed weapon is more
Situation Mod difficult than drawing a regularly holstered
Object is necessary for assignment +6 weapon, and normally requires an attack
Object has obvious application for action. Keeping the weapon in an easier-to-
+4
assignment draw position makes concealing it more
Object has peripheral application for difficult.
+2
assignment
Object has no obvious application for Sleight of Hand Checks
–2
assignment To conceal a weapon or other object, make
Object is rare –2 a Sleight of Hand check. A character
Object restriction concealing an object before he or she heads
Licensed –2 out into public can usually take 10 unless he or
Restricted –4 she is rushed, trying to conceal it when others
Military –6 might see, or under other unusual constraints.
Illegal –8 Sleight of Hand can be used untrained in this
Hero is proficient in use of object +2 instance, but the character must take 10.
Hero returned all gear undamaged
+2 Size and Concealment
on previous mission
MASTERCRAFT OBJECTS The object’s size affects the check result, as
shown on Table: Concealing Weapons and
Weapons, armor, and some other types of Objects. The type of holster used or clothing
equipment can be constructed as mastercraft worn, and any attempt to make a weapon
objects. The exceptional quality of these easier to draw, can also affect the check.
objects provides the user a bonus on attack
rolls, damage, Defense, or some other Table: Concealing Weapons and
characteristic that improves when the object is
Objects
used.
Sleight of
A mastercraft object that provides a +1
Hand
bonus can usually be purchased on the open Size of weapon or object
Condition
market as a custom version of a common
Modifier
object. The increased cost of such an object
Fine +12
adds +3 to the PDC.
A rare few objects are of mastercraft quality Diminutive +8
even without customization—the off-the-shelf Tiny +4
version of the object is of such high quality that Small +0
it is always provides a bonus of +1. In these Medium-size –4
cases, the PDC is not increased (such objects Large –8
are already priced higher than similar objects Huge or larger can’t conceal
of lower quality). Clothing is tight or small –4
Mastercraft objects with a bonus of +2 or Clothing is especially loose
+2
+3 are not common and are generally not for or bulky
sale. If a mastercraft +2 object could be found Clothing is specifically
for purchase, its cost would add +6 to the modified for concealing +2
normal PDC. The cost of a mastercraft +3 object
object would add +9 to the normal PDC. Weapon is carried in +4

4
concealed carry holster OPERATING A BICYCLE
Weapon can be drawn
–2 Operating a bicycle uses the same rules as
normally any other vehicle, but with a few special rules:
Weapon can be drawn as
• Operating a bicycle uses the Balance skill
free action with Quick Draw –4
instead of Drive, but is otherwise treated
feat
the same when using the Vehicle rules.
Spotting Concealed Objects • A bicycle can only reach a maximum of
street speed and doing so requires a full-
Noticing a concealed weapon or other
round action, unless going down a
object requires a Spot check. The DC varies: If
significant downward slope (GM’s
the target made a roll when concealing an
discretion).
object, the DC of the Spot check to notice the
The rider must use a full-round action to
object is the same as the target’s check result
climb up a significant slope and can only move
(an opposed check, in other words). If the
a maximum of alley speed on such an action. •
target took 10 on his or her Sleight of Hand
After every hour of strenuous riding, the rider
check, use this formula:
must make a Constitution check or become
Spot DC = Target’s Sleight of Hand skill
fatigued for 1d10 minutes per hour of riding.
modifier (including modifiers from Table:
• It is a free action to get on or off a bicycle.
Concealing Weapons and Objects) + 10
An observer attempting to spot a concealed • All attacks made from a bicycle suffer a –2
object receives a –1 penalty for every 10 feet penalty. The rider cannot use any weapons
between him or herself and the target, and a – that require both hands.
5 penalty if distracted. • Bicycles are Small vehicles, granting a +1
Patting someone down for a hidden weapon bonus to Initiative, maneuver modifier, and
requires a similar check. However, the skill Defense (the size modifier is already
employed in Search, and the searcher gets a included in the vehicle statistics on Table:
+4 circumstance bonus for the hands-on act of Vehicles.)
frisking the target. Some devices may also • Bicycle tires have 2 hit points each.
offer bonuses under certain circumstances (a
metal detector offers a bonus to Search checks
to find metal objects, for example).
Spotting Concealable Armor
Concealable armor can be worn under
clothing if the wearer wants it to go unnoticed.
Don’t use the modifiers from Table: Concealing
Weapons and Objects when wearing
concealable armor. Instead, anyone attempting
to notice the armor must make a Spot check
(DC 30).
LIVING IN LUXURY
The PDCs given are for average-quality
items. It’s possible to purchase similar items
with luxury features, generally by increasing
the PDC by 1. Although such items are more
expensive, they offer no additional features or
game benefits.

5
kapok resin. The Chemico Body Shield only saw
ARMOR & extremely limited service.
Chemico Body Armor
PROTECTIVE Type:
Equipment Bonus:
Tactical
+3

GEAR
Nonprof. Bonus: +1
Maximum Dex Bonus: +4
Armor Penalty: -3
Body armor comes in a variety of shapes and Arcane Spell Failure: not listed
sizes, providing varying degrees of coverage Speed (30 ft.): 30
and varying heaviness of materials. Weight: 6 lbs
Three feats cover proficiency in the use of PDC: 16
armor: Armor Proficiency (light), Armor Restriction: none
Proficiency (medium), and Armor Proficiency Year: 1917
(heavy).

LIGHT ARMOR
For the character who doesn’t want to be
bogged down by more cumbersome armor
types, a leather garment or some sort of
concealable armor is just the ticket.

Buff Coat
The buff coat was a standard piece of clothing
for both the foot soldier and the cavalryman
throughout PL3 (The Age of Reason).
Historically, it offered moderate protection
against blows from swords, but was ineffective
against musket fire. It is a supple leather coat
that covers the torso and the shoulders.
Chemico Body Armor Buff Coat
Type: Archaic
The “Chemico Body Shield”, as it was known,
Equipment Bonus: +1
dated from 1917. It was commercial model
Nonprof. Bonus: +1
body armor that was sold for use in the
Maximum Dex Bonus: +8
trenches of World War I. It was a vest-type
Armor Penalty: -0
jacket made from fabric bonded together with
Arcane Spell Failure: not listed
6
Speed (30 ft.): 30 ft.
Weight: 5 lbs
PDC: 11
Restriction: none

Flight Suit and Helmet


The flight suit and helmet combination worn by
combat pilots doubles as body armor that
protects grounded pilots. The flight suit
Fire Resistant Suit contains kevlar-lined pouches on the chest,
This bulky, silver-coated suit provides fire back, arms, legs, and abdomen, into which
resistance 10, but does not protect against any armor plates are inserted. The helmet protects
other type of damage. It is used primarily by the head.
fire fighters. The armored flight suit carries over into later
Fire Resistant Suit Progress Levels. Most military pilots in later
Type: Tactical eras wear armored flight suits and helmets
Equipment Bonus: +0 essentially the same as this PL 5 version,
Nonprof. Bonus: +0 though in the design appropriate to their
Maximum Dex Bonus: +5 society.
Armor Penalty: -4 Flight Suit & Helmet
Arcane Spell Failure: 40 Type: Tactical
Speed (30 ft.): 30 Equipment Bonus: +2
Weight: 10 lbs Nonprof. Bonus: +1
PDC: 13 Maximum Dex Bonus: +6
Restriction: none Armor Penalty: -0
Arcane Spell Failure: not listed
Speed (30 ft./ 20 ft.): 30 ft./20 ft.
Weight: 2 lbs
PDC: 10
Restriction: License (+1)

7
Leather Armor
This archaic armor consists of a breastplate
made of thick, lacquered leather, along with
Leather Jacket softer leather coverings for other parts of the
body.
This armor is represented by a heavy leather
Leather Armor
biker’s jacket. A number of other impromptu
Type: Archaic
armors, such as a football pads and a baseball
Equipment Bonus: +2
catcher’s pads, offer similar protection and
Nonprof. Bonus: +1
game statistics.
Maximum Dex Bonus: +6
Leather Jacket
Armor Penalty: -0
Type: Impromptu
Arcane Spell Failure: not listed
Equipment Bonus: +1
Speed (30 ft.): 30
Nonprof. Bonus: +1
Weight: 15lbs
Maximum Dex Bonus: +8
PDC: 12
Armor Penalty: -0
Restriction: none
Arcane Spell Failure: not listed
Speed (30 ft.): 30
Weight: 4 lbs
PDC: 10
Restriction: none

8
Light Undercover Shirt comes with an internal air supply that lasts for
one hour. The suit takes 5 minutes to don with
Designed for deep undercover work in which someone’s aid or 10 minutes without. If an NBC
it’s critical that the wearer not appear to be suit takes 4 points of damage from ballistic,
armed or armored, this garment consists of a slashing, or piercing weapons, the benefits it
T-shirt with a band of light protective material provides are negated. If the suit has been
sewn in around the lower torso. exposed to some hazard, it must be cleaned
Light Undercover Shirt and neutralized, taking 1 hour and requiring
Type: Concealable special chemicals (PDC 15) and high-pressure
Equipment Bonus: +2 water hoses.
Nonprof. Bonus: +1 NBC Suit
Maximum Dex Bonus: +7 Type: Tactical
Armor Penalty: -0 Equipment Bonus: +0
Arcane Spell Failure: not listed Nonprof. Bonus: +0
Speed (30 ft.): 30 Maximum Dex Bonus: +5
Weight: 2 lbs Armor Penalty: 4
PDC: 13 Arcane Spell Failure: 40
Restriction: Lic (+1) Speed (30 ft.): 30
Weight: 10 lbs
PDC: 15
Restriction: Restricted (+2)

Padded
Padded armor features layers of cloth and
NBC Suit batting. Armor used for training attack dogs
Although technically not armor, this oversized and extremely heavy winter clothing fall under
suit does protect the wearer from nuclear this classification of armor.
(radiation), biological, and chemical hazards. Padded armor
When worn and completely sealed, it grants a Type: Impromptu
+10 equipment bonus on Fortitude saves Equipment Bonus: +1
against radiation, disease, chemicals, or Nonprof. Bonus: +1
poisons (airborne or contact only). An NBC suit Maximum Dex Bonus: +8
9
Armor Penalty: -3
Arcane Spell Failure: 5%
Speed (30 ft.): 30
Weight: 10 lbs
PDC: 9
Restriction: none

.
Pull-Up Pouch Vest
This garment, consisting of a torso apron of Rad Suit
light protective material held up by a loop The wearer of this suit treats an irradiated area
around the neck, can be stored in an innocuous or radiation source as two degrees weaker for
fanny pack. Deploying the apron is a move the purposes of determining radiation exposure
action. This garment provides no equipment (severe becomes moderate, high becomes low,
bonus (and has no armor penalty or maximum moderate becomes mild, and the wearer is
Dexterity bonus) when undeployed. unaffected by low and mild degrees of
Pull-Up Pouch Vest exposure).
Type: Concealable The suit takes 1 minute to don with someone
Equipment Bonus: +2 else’s aid or 2 minutes without. If the rad suit
Nonprof. Bonus: +1 takes 8 points of damage from ballistic,
Maximum Dex Bonus: +5 slashing, or piercing weapons, the benefits it
Armor Penalty: -2 provides are negated.
Arcane Spell Failure: not listed Rad Suit
Speed (30 ft.): 30 Type: Tactical
Weight: 2 lbs Equipment Bonus: -
PDC: 13 Nonprof. Bonus: +5
Restriction: License (+1) Armor Penalty: -4
Speed (30 ft.): 30
Weight: 15 lbs
PDC: 19
Restriction: none

10
Equipment Bonus: +3
Nonprof. Bonus: +1
Maximum Dex Bonus: +5
Armor Penalty: -1
Arcane Spell Failure: 15%
Speed (30 ft.): 30
Weight: 20 lbs
PDC: 13
Restriction: none

Sports Pads
A number of impromptu armors, such as a
football pads and a baseball catcher’s pads,
offer protection in a pinch. The exterior of the
armor is made of durable hard plastic. The
interior contains the soft padding, which
cushions blows.
Sports Pads
Type: Impromptu
Equipment Bonus: +2
Nonprof. Bonus: +1
Maximum Dex Bonus: +8
Armor Penalty: -0
Speed (30 ft.): 30
Weight: 7 lbs
PDC: 5
Undercover Vest
Covering a larger area of the torso, this vest
provides better protection than the light
undercover shirt—but it’s also more easily
noticed. It’s best used when the armor should
remain unseen but the wearer doesn’t expect
to face much scrutiny, granting a +2 bonus on
Spot checks to notice the armor.
Undercover Vest
Type: Concealable
Equipment Bonus: +3
Nonprof. Bonus: +1
Maximum Dex Bonus: +5
Armor Penalty: -2
Studded Leather Arcane Spell Failure: not listed
This armor is made from tough but flexible Speed (30 ft.): 30
leather (not hardened leather as with normal Weight: 3 lbs
leather armor) reinforced with close-set metal PDC: 14
rivets. Some heavily studded motorcycle gear Restriction: Lic (+1)
can be considered studded leather.
Studded Leather
Type: Archaic
11
MEDIUM ARMOR
Most medium armor (except for the archaic
chainmail shirt) is not terribly heavy, but
nonetheless provides a significant amount of
protection— at the expense of some speed.

Concealable Vest
Standard issue in many police forces, this vest
provides maximum protection in a garment
that can be worn all day long under regular
clothing. While it may go unnoticed by a quick
glance, it is usually visible to anyone looking
closely for it, granting a +4 bonus on Spot
checks to notice the armor.
Type: Concealable
Breastplate Equipment Bonus: +4
A breastplate covers your front and your back. Nonprof. Bonus: +2
It comes with a helmet and greaves (plates to Maximum Dex Bonus: +4
cover your lower legs). A light suit or skirt of Armor Penalty: -3
studded leather beneath the breastplate Arcane Spell Failure: not listed
protects your limbs without overly restricting Speed (30 ft.): 25
movement. Weight: 4 lbs
Breastplate PDC: 15
Type: Archaic Restriction: Lic (+1)
Equipment Bonus: +5
Nonprof. Bonus: +2
Maximum Dex Bonus: +3
Armor Penalty: -4
Arcane Spell Failure: 25%
Speed (30 ft.): 20
Weight: 30 lbs
PDC: 18
Restriction: none

12
Type: Tactical
Equipment Bonus: +4
Nonprof. Bonus: +2
Maximum Dex Bonus: +3
Armor Penalty: -4
Arcane Spell Failure: not listed
Speed (30 ft.): 20
Weight: 10 lbs
PDC: 18
Restriction: Mil (+3)
Year: 1917

Chainmail Shirt
This medieval-era armor is a long shirt made of
interlocking metal rings, with a layer of
padding underneath. It’s heavy, making it
uncomfortable to wear for long periods of time. Firefighter Turnout Coat
Type: Archaic The Firefighter’s Turnout coats also provide fire
Equipment Bonus: +5 resistance 5 to the wearer and cannot catch
Nonprof. Bonus: +2 fire.
Maximum Dex Bonus: +2 Firefighter Turnout Coat
Armor Penalty: -5 Type: Impromptu
Arcane Spell Failure: not listed Equipment Bonus: +4
Speed (30 ft.): 20 Nonprof. Bonus: +1
Weight: 40 lbs Maximum Dex Bonus: +3
PDC: 18 Armor Penalty: -3
Restriction: none Arcane Spell Failure: not listed
Speed (30 ft.): 25
Weight: 15 lbs
NO IMAGE PDC:
Restriction:
13
Lic. (+1)
E.O.B. Armor
One of the many types of officially-issued body
armor from the First World War was the
Experimental Ordnance Board (EOB) armor. It
consisted of a front plate, back plate, and groin
protector, and was fairly widely issued

13
Hide
This armor is prepared from multiple layers of
leather and animal hides. It is stiff and hard to
move in. Shadow creatures and other primitive
individuals that are unconcerned about Lamellar
appearance or hygiene commonly wear hide
armor. Similar to splint armor, lamellar consists of
Hide Armor small, overlapping plates of metal sewn
Type: Impromptu together or stitched to a backing of leather or
Equipment Bonus: +3 cloth.
Nonprof. Bonus: +2 Lamellar
Maximum Dex Bonus: +4 Type: Archaic
Armor Penalty: -3 Equipment Bonus: +5
Arcane Spell Failure: 20% Nonprof. Bonus: +2
Speed (30 ft.): 20 Maximum Dex Bonus: +3
Weight: 25 lbs Armor Penalty: -4
PDC: 10 Arcane Spell Failure: 30%
Restriction: none Speed (30 ft.): 20
Weight: 35 lbs
PDC: 20
Restriction: none

14
Light-Duty Vest
A lightweight tactical vest designed for
extended use by riot police and forces on alert Scale Mail
for potential attack, this armor sacrifices a This is a coat and leggings (and perhaps a
degree of protection for a modicum of comfort separate skirt) of leather covered with
—at least compared to other tactical body overlapping pieces of metal, much like the
armors. scales of a fish. It includes gauntlets.
Light-Duty Vest Scale Mail
Type: Tactical Type: Archaic
Equipment Bonus: +5 Equipment Bonus: +4
Nonprof. Bonus: +2 Nonprof. Bonus: +2
Maximum Dex Bonus: +3 Maximum Dex Bonus: +3
Armor Penalty: -4 Armor Penalty: -4
Arcane Spell Failure: not listed Arcane Spell Failure: 25%
Speed (30 ft.): 25 Speed (30 ft.): 20
Weight: 8 lbs Weight: 30 lbs
PDC: 16 PDC: 16
Restriction: Lic (+1) Restriction: none

15
Tactical Vest
The standard body armor for police tactical
units, this vest provides full-torso protection in
the toughest flexible protective materials
available.
Type: Tactical
Equipment Bonus: +6
Nonprof. Bonus: +2
Maximum Dex Bonus: +2
Armor Penalty: -5
Arcane Spell Failure: not listed
Speed (30 ft.): 25
Weight: 10 lbs
PDC: 17
Restriction: Lic (+1) Forced Entry Unit
The most powerful protection available is built
into this suit, which consists of a heavy torso
HEAVY ARMOR jacket with ceramic plates over the chest and
back, neck and groin guards, arm protection,
For the best protection money can buy, go with and a helmet. Heavy and cumbersome, this
heavy armor, but watch out for the armor armor is generally only donned by tactical
penalty. officers heading into a dangerous assault.
NO IMAGE Forced Entry Unit
Type: Tactical
Equipment Bonus: +9
Banded Mail Nonprof. Bonus: +3
This armor is made of overlapping strips of Maximum Dex Bonus: +0
metal sewn to a backing of leather and Armor Penalty: -8
chainmail. The strips cover vulnerable areas, Arcane Spell Failure: not listed
while the chain and leather protect the joints Speed (30 ft.): 20
and provide freedom of movement. Straps and Weight: 20 lbs
buckles distribute the weight evenly. A suit of PDC: 19
this armor includes gauntlets. Restriction: Lic (+1)
Banded Mail
Type: Archaic
Equipment Bonus: +6
Nonprof. Bonus: +3
Maximum Dex Bonus: +1
Armor Penalty: -6
Arcane Spell Failure: 35%
Speed (30 ft.): 20
Weight: 35 lbs
PDC: 19
Restriction: none

16
Land Warrior Armor
The Land Warrior combat system was a major
Information Age step in the ongoing effort to
increase the efficiency of the individual solder.
The primary benefits of Land Warrior armor are
found in its communications and sensor gear;
each Land Warrior armor has a built-in
computer that is capable of sending and
receiving text and image transmissions (via a
display built into the armor), including images
Half-Plate captured from the scope of a linked OICW
This armor is a combination of chain mail with assault rifle or TacMil sniper rifle. Additionally,
metal plates (breastplate, epaulettes, elbow the display can be linked to the scopes on
guards, gauntlets, tassels, and greaves) those weapons to provide real-time
covering vital areas. Buckles and straps hold representations of what the scope can see,
the whole suit together and distribute the allowing the wearer to fire around corners with
weight, but the armor still hangs more loosely ease. In addition to the communications and
than full plate. It includes gauntlets. data equipment, the armor functions as
Half-Plate standard infantry battle armor complete with
Type: Archaic bullet-resistant plating and kevlar protective
Equipment Bonus: +7 gear. The armor allows for instantaneous
Nonprof. Bonus: +3 transmission of coordinates and targeting
Maximum Dex Bonus: +0 information, allowing teams of Land Warrior-
Armor Penalty: -7 capable soldiers to communicate and
Arcane Spell Failure: 35% coordinate with ease and efficiency.
Speed (30 ft.): 20 Land Warrior Armor
Weight: 45 lbs Type: Tactical
PDC: 21 Equipment Bonus: +6
Restriction: none Nonprof. Bonus: +3
Maximum Dex Bonus: +3
17
Armor Penalty: -3 Arcane Spell Failure: 40%
Arcane Spell Failure: not listed Speed (30 ft.): 20
Speed (30 ft./20 ft.): 20 ft./ 15 ft. Weight: 45 lbs
Weight: 10 lbs PDC: 28
PDC: 20 Restriction: none
Restriction: Lic (+1)

Plate Mail
This medieval-era armor consists of metal
plates that cover the entire body. It’s heavy
O-Yoroi and cumbersome compared to most modern
O-yoroi, also called great armor, is a full suit of armor, but it does provide a great deal of
armor formed from small metal plates tied protection.
together with colored leather lacings and Plate Mail
lacquered to seal them from moisture. The full Type: Archaic
suit consists of a corselet (do-maru, covering Equipment Bonus: +8
the stomach, chest, shoulders, and back), large Nonprof. Bonus: +3
rectangular shoulder pieces (sode), an apron of Maximum Dex Bonus: +1
large plates to cover the thighs and knees Armor Penalty: -6
(haidate), a great helmet with a face mask Arcane Spell Failure: not listed
(kabuto), and shin guards made of metal Speed (30 ft.): 20
splints (sune-ate). Wearing great armor is a Weight: 50 lbs
badge of honor for bushi of the samurai caste PDC: 23
of Japan, and they frown on anyone else Restriction: none
wearing such a suit.
O-Yoroi (Great Armor)
Type: Archaic
Equipment Bonus: +7
Nonprof. Bonus: +3
Maximum Dex Bonus: +2
Armor Penalty: -5
18
Weight: 50 lbs
PDC: 26
Restriction: Lic (+1)

Special Response Vest


Built like the tactical vest, but incorporating
Space Suit groin and neck protection as well as a ceramic
plate over the chest, this armor provides
The standard space suit used by NASA and additional protection in battles against heavily
other space programs is a completely enclosed armed opponents.
environment suit capable of sustaining life in Special Response Vest
extremes of temperature and a lack of Type: Tactical
breathable air. The suit is large and bulky, Equipment Bonus: +7
composed of a thick body suit and helmet with Nonprof. Bonus: +3
a transparent mask, all parts of which are Maximum Dex Bonus: +1
capable of deflecting micro-meteors and other Armor Penalty: -6
space-borne projectiles. Inside the suit, internal Arcane Spell Failure: not listed
air tanks and environmental filters maintain Speed (30 ft.): 25
temperature and pressure. Additionally, a Weight: 10 lbs
communications system not only allows for PDC: 17
radio transmissions to the space shuttle but Restriction: Lic (+1)
also allows internal sensors to monitor
biological functions that can be observed from NO IMAGE
mission control. The space suit is poor combat
armor, but allows for movement and action in Splint Mail
space. This armor is made of narrow vertical strips of
Space Suit metal riveted to a backing of leather that is
Type: Tactical worn over cloth padding. Flexible chain mail
Equipment Bonus: +6 protects the joints. It includes gauntlets.
Nonprof. Bonus: +3 Splint Mail
Maximum Dex Bonus: +3 Type: Archaic
Armor Penalty: -3 Equipment Bonus: +6
Arcane Spell Failure: not listed Nonprof. Bonus: +3
Speed (30 ft./20 ft.): 20 ft./15 ft. Maximum Dex Bonus: +0
19
Armor Penalty: -7
Arcane Spell Failure: 40%
Speed (30 ft.): 20
Weight: 45 lbs
PDC: 18
Restriction: none

SHIELDS
You strap a shield to your forearm and grip it
with your hand.

Small Shield
A small shield’s light weight lets you carry
other items in that hand (although you cannot
use weapons).
Small Shield
Type: Shield
Equipment Bonus: +1
Nonprof. Bonus: +0
Buckler Maximum Dex Bonus: none
This small metal shield is strapped to your Armor Penalty: -1
forearm. You can use a pistol, longarm, or Arcane Spell Failure: 5%
melee weapon without penalty. You can also Weight: 6 lb.
use an off-hand weapon, but you but suffer a – PDC: 5
1 penalty on attack rolls because of the extra Restriction: none
weight on your arm. This penalty stacks with
those for fighting with your offhand and for
fighting with two weapons. In any case, if you
use a weapon in your off-hand, you don’t get
the buckler’s shield bonus for the rest of the
round.
Type: Shield
Equipment Bonus: +1
Nonprof. Bonus: +0
Maximum Dex Bonus: none
Armor Penalty: -2
Arcane Spell Failure: 5%
Weight: Varies
PDC: 17
Restriction: none

20
Wooden or Steel
Wooden and steel shields offer the same
protection, although they respond differently to
special attacks.

Impromptu Shield
This includes “picked up” shields like garbage
can lids or stop signs. They are bulky,
Large Shield unwieldy, and tend to fall apart after a few hits
(hardness 5, 3 hp).
A large shield is too heavy for you to use your Impromptu Shield
shield hand for anything else. Type: Shield
Large Shield Equipment Bonus: +1
Type: Shield Nonprof. Bonus: +0
Equipment Bonus: +2 Maximum Dex Bonus: none
Nonprof. Bonus: +1 Armor Penalty: -2
Maximum Dex Bonus: none Arcane Spell Failure: 5%
Armor Penalty: -2 Weight: varies
Arcane Spell Failure: 15% PDC: 17
Weight: 15 lb. Restriction: none
PDC: 7
Restriction: none

21
BAGS & BOXES
With the wide variety of equipment available to
modern adventurers, it’s often critical to have
something to store the equipment in or carry it
around in.

Sometimes how you carry your possessions is


as important as what equipment you have.

Aluminum Travel Case


When something has top arrive undamaged
this is how to ship it. A travel case is a
reinforced metal box with foam inserts. Wing-
Riot style clamps keep it from opening accidentally.
10lb. capacity
A riot shield is a large shield made of tough, Size: Medium
transparent plastic, providing cover without Weight: 5 lb.
hindering sight. PDC: 10
Riot Shield
Type: Shield 40lb. capacity
Equipment Bonus: +3 Size: Large
Nonprof. Bonus: +1 Weight: 10 lb.
Maximum Dex Bonus: none PDC: 11
Armor Penalty: -1
Arcane Spell Failure: 30% 75lb. capacity
Weight: 6 lb. Size: Large
PDC: 10 Weight: 15 lb.
Restriction: Res (+2) PDC: 12

22
weapon, the camera bag provides DR 3 to
everything inside.) Camera bags come in
different sizes for different types of cameras.
The smallest bag holds up to 5 lbs. worth of
items, but there are also models with 10 lb.
and 15 lb. capacities.
5lb. capacity
Size: Small
Weight: 0.5lb.
PDC: 4

10lb. capacity
Briefcase Size: Small
Weight: 1 lb.
Once it was the sure sign of a business PDC: 5
professional-- a briefcase still gives the
impression of authority and responsibility. They 15lb. capacity
carry up to five pounds worth of gear. A Size: Medium
briefcase can be locked, but its cheap lock is Weight: 1.5 lb.
not very secure (Disable Device DC 20. Break PDC: 5
DC 10).
5lb. capacity
Size: Medium
Weight: 2 lb.
PDC: 7

Contractor’s 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 10 pounds worth of equipment
and comes with a shoulder strap.
Camera Bag 10lb. capacity
Once used only by professional photographers, Size: Medium
the advent of affordable digital still and video Weight: 2 lb.
cameras has made the camera bag an item PDC: 6
found in many households. Camera bags have
compartments designed to snugly hold a
camera, lenses, and other miscellaneous
photographic equipment, and the entire bag is
padded to prevent damage to delicate items.
Each comes with an adjustable shoulder strap.
(If dropped, crushed, or attacked with a melee
23
of material, but offers no protection from
damage or wetness.
50lb. capacity
Size: Large
Weight: 1lb.
PDC: 5

Day Pack
This is a small backpack, the sort often used by Fanny Pack
students to carry their books around, or by A small pouch attached to an adjustable belt,
outdoor enthusiasts on short hikes. It holds 8 this item has become widely popular with
pounds of gear and fits comfortably over one or travelers, campers, losers, and anyone who
both shoulders. needs to keep both hands free but must carry
8lb. capacity more than can reasonably be held in one’s
Size: Medium pockets. Despite its name, most people wear it
Weight: 2 lb with the pouch facing the front or to the side,
PDC: 10 and use it to carry passports, cell phones,
PDAs, maps, note pads, wallets, and other
relatively small items.
2lb. capacity
Size: Small
Weight: 0.5 lb.
PDC: 4

5lb. capacity
Size: Small
Weight: 0.5 lb.
PDC: 5
Duffle Bag
A cylindrical canvas sack that is open on one
end, the duffle bag is a convenient way to
carry clothing, bedding, and other non-fragile
items. It cinches closed at the top and is
secured by a clasp at the end of the strap.
Made popular by military personnel who use
the bag to carry their belongings overseas,
duffle bags are still most commonly made of
olive drab canvas. However, their popularity
with students and campers means that other,
more fashionable color schemes are available.
A duffle bag can hold approximately 50 pounds
24
bonus on Slight of Hand checks to conceal the
belt.
5lb. capacity
Size: Tiny
Weight: -
PDC: 4

Handbag
In the United States, only women commonly
carry handbags or purses. In some Latin
countries, however, men also frequently carry
small totes. Either way, handbags provide
another way to carry 2 pounds of equipment.
The PDC shown is for a basic bag; high-fashion
purses can increase the DC by as much as 5.
Patrol Box
2lb. capacity Originally developed for use by police officers,
Size: Small this portable file cabinet has found favor with
Weight: 2 lb. traveling salespeople. This hard-sided briefcase
PDC: 4 takes up the passenger seat of an automobile
and provides easy access to files, storage for a
High Fashion Handbag laptop computer, and a writing surface. It holds
Size: Small 5 pounds worth of equipment and has an
Weight: 2 lb. average lock (Disable Device DC 25; break DC
PDC: 5 15).
5lb. capacity
Size: Medium
Weight: 4 lb.
PDC: 9

Money Belt
A thin, four-inch wide belt with several secure
pockets meant to be worn across the lower
abdomen underneath clothing, the money belt
is a means to clandestinely carry cash or other
printed materials. It can hold up to one half-
pound of paper, and provides a +2 equipment
25
Suitcase, Wheeled
The preferred carrying case of travelers the
Range Pack
world over, this suitcase has an extendable
This lightweight black bag has a spacious inner handle on one end and wheels on the other so
compartment capable of holding roughly 8 that it may be pulled rather than carried. It can
pounds of gear and can hold an additional 4 be used to hold anything from clothing and
pounds in six zippered external compartments. personal items to professional equipment or
The larger version holds 12 pounds of bricks of gold. Anything that fits in the case
equipment in the internal compartment and and does not exceed its weight limit can be
another 6 pounds in the zippered external transported inconspicuously. Wheeled
pouches. A range pack easily holds several suitcases generally come in three sizes. The
pistols and a submachine gun, and the larger smallest is suitable as an overnight bag (and is
version can hold disassembled rifles. meant to fit in the overhead bin of a
Standard 8lb. capacity commercial airline), the middle holds a few
Size: Small days worth of clothing, and the largest is
Weight: 2 lb. meant for use on extended trips.
PDC: 7 25lb. capacity
Size: Medium
Oversized 12lb. capacity Weight: 2 lb.
Size: Medium PDC: 7
Weight: 3 lb
PDC: 9 50lb. capacity
Size: Large
Weight: 3 lb.
PDC: 8

75lb. capacity
Size: Large
Weight: 5 lb.
PDC: 10

26
Tool Belt
This sturdy leather belt has numerous pockets
and loops for tools, nails, pencils, and other
necessities for repair and construction work,
making it easy to keep about 10 pounds of
items on hand. The pockets are open, however,
and items can easily fall out if the belt is
Popular Press
tipped. These are the novels, self-help books,
Toolbelt biographies, and other volumes that fill the
Size: Small shelves of bookstores large and small
Weight: 2 lb. throughout the world. Most are printed in soft
Restriction:none cover form (what is generally referred to as a
PDC: 9 mass-market paperback), but especially
popular books are also printed in hardcover.
Popular press books generally do not provide
BOOKS any bonus on Knowledge checks—they are
written to be entertaining rather than
Many scholars equate the start of the modern particularly educational. But reading an
era with the invention of the printing press. especially appropriate volume grants the hero
Books remain the single most effective way to a +1 equipment bonus on Knowledge checks
permanently codify an idea or fact and make it pertaining to a very specific subject. It is
available for future generations to reference. usually necessary for someone to read an
There are many sorts of books in the world: entire volume before receiving any benefit
novels, textbooks, memoirs, dictionaries, from a popular press book. A popular press
anthologies—the list could go on forever. Some book is 5d10 + 200 pages long.
are popular and can be found in every Popular Press Book
bookstore; others are quite rare or even Size: Small
unique. Rare books should be handled on a Weight: 1 lb.
case-by-case basis. Their value, contents, and PDC: 5
even composition vary too widely to create a
generalized equipment entry. Books are sold in
the dominant language (or languages) of the
area. Books in other languages may, if the GM
approves, be available, but they may be
difficult to find and their PDCs will generally be
1 point higher than normal.

27
Textbook Encyclopedia
These books are written for students to help An encyclopedia is a collection of books that
them study various subjects. They are usually contain general information about a wide range
printed in hardcover, and cost significantly of subjects. It can therefore be useful in a
more than popular press books because they broad range of situations, but its information is
have such a limited audience. Textbooks are usually very superficial. Spending 1 hour
usually sold at university or specialty reading through an encyclopedia provides a +1
bookstores. equipment bonus on one Knowledge check for
They cannot generally be found in mass- any category. Alternatively it can be used to
market bookstores. Textbooks are good provide a +1 equipment bonus on a Research
sources of information. In general, a textbook check.
provides an equipment bonus ranging between Encyclopedia
+1 and +5 to checks made in a single category Size: Large
of Knowledge. One textbook might provide a Weight: 50 lb.
+4 equipment bonus on Knowledge (business) PDC: 12
checks, while another might provide a +1
equipment bonus on Knowledge (philosophy
and theology) checks. It is rarely important that
a character read an entire textbook. If she has
4 or more ranks in the Knowledge category
covered by the book, she need only read 1d6 ×
10 pages in order to receive the appropriate
bonus. A textbook is 5d10 + 400 pages long.
Text book
Size: Small
Weight: 1 lb.
PDC: 8

Library Collection
A library collection may be as small as a few
hundred volumes (and be stored on a set of
large bookcases) or large enough to fill an
entire building—or several. In any case, a

28
Book Knowledge character concept. It’s generally assumed that
Books are full of interesting and often helpful a hero owns a reasonable wardrobe of the sorts
information that characters may want to access of clothes that fit his or her lifestyle.
during their adventures. Some books, such as Sometimes, however, a character might need
encyclopedias, prove helpful in a great many something out of the ordinary. When that’s the
situations, while others, such as novels, have very
specialized uses (if indeed they have any practical case, he or she will have to purchase it like any
use beyond entertainment). The trouble is that other piece of gear. Clothes have two effects
reading a book is not an especially quick way to gain on game mechanics: one on Disguise checks,
small bits of information. In fact, it often takes hours and one on Sleight of Hand checks. First,
to read through it just to determine what sort of clothing is part of a disguise. See the Disguise
information it contains, let alone evaluate its worth.
As a general rule, in 1 hour a character with the skill description or more on how appropriate
appropriate Read/Write Language skill can read a dress affects Disguise checks. Clothes also help
number of pages equal to her Intelligence score × 5. to hide firearms, body armor, and small
objects. Tightly tailored clothing imposes a
library collection is not something a character penalty on an attempt to conceal an object;
can carry around with him. Some collections clothing purposely tailored to conceal objects
are specialized, with all their books devoted to provides a bonus.
a single topic, while others are quite
generalized.
Library collections are usually accumulated
over years as an individual or organization
acquires useful books on a particular subject. It
is possible, though, to simply buy a library full
of books at one time. A standard library
collection provides a total +5 bonus on
Knowledge checks. At the time the library
collection is bought or accumulated, the
purchaser (or the GM) must decide how that
bonus is divided. All five points can be put into Clothing Outfit
a single Knowledge category, or they can be
An outfit of clothing represents everything a
split among several. For example, one library
character needs to dress a part: pants or skirt,
collection might be able to provide +5 to
shirt, undergarments, appropriate shoes or
Knowledge (arcane lore) and nothing else,
boots, socks or stockings, and any necessary
while another is capable of providing +2 to
belt or suspenders. The clothes a character
Knowledge (history), +2 to Knowledge
wears does not count against the weight limit
(business), and +1 to Knowledge (civics).
for encumbrance.
Library Collection
Size: -
Weight: -
PDC: 20

CLOTHING
The items described here represent special
clothing types, or unusual outfits that a
character might need to purchase. For the
most part, clothing choice is based on
29
Business
A business outfit generally includes a jacket or
blazer, and it tends to look sharp and well
groomed without being overly formal.
Business Suit
Size: Medium
Weight: 3 lb.
Restriction: none
Bigfoot Suit PDC: 12
The ultimate in woodland chicanery, a Bigfoot
suit is a modified gorilla costume covered in fur
in medium or dark brown colors. A figure
wearing a Bigfoot suit may be mistaken as a
real Bigfoot and possibly shot at.
A character wearing a Bigfoot suit with
appropriate coloration gains a +5 bonus on
Disguise check. Characters under . However,
the bulky suit imposes a penalty of –4 on all
Dexterity checks, Dexterity-based skill checks,
and melee attack rolls. A character wearing the
suit in a mundane urban environment will Casual
always be assumed to be a Guy-In-A-Suit.
Bigfoot Suit Casual clothes range from cut-off jeans and a
Size: Medium T-shirt to neatly pressed khakis and a hand-knit
Weight: 15 lb. sweater.
Restriction: none Casual Clothes
PDC: 17 Size: Medium
Weight: 2 lb.
Restriction: none
PDC: 8

30
Formal
From a little black dress to a fully appointed
tuxedo, formal clothes are appropriate for
“black tie” occasions. Special designer
creations can have PDCs much higher than
shown on the table.
Formal Outfit
Size: Medium
Weight: 3 lb.
Restriction:none
PDC: 15 Fatigues
Called “battle dress uniforms” (or BDUs) in the
United States Army, 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 (primarily
white), urban (gray patterned), and black are
available. When worn in an appropriate setting,
fatigues grant a +2 bonus on Hide checks.
Fatigues
Size: Medium
Weight: 3 lb.
Restriction:none
PDC: 9

31
situations, the GM may allow characters
wearing designer outfits to benefit from a +2
equipment bonus on Bluff, Diplomacy, Gather
Information, and Intimidate checks.)
Designer Business Suit
Size: Medium
Weight: 3 lb.
Restriction:none
PDC: 15

Designer Casual Clothes


Size: Medium
Weight: 2 lb.
Restriction:none
PDC: 12
Uniform Designer Formal Outfit
From the cable guy to a senior Air Force officer, Size: Medium
people on the job tend to wear uniforms— Weight: 3 lb.
making such clothing an essential part of some Restriction:none
disguises, since a uniform inclines people to PDC: 19
trust the wearer.
Uniform
Size: Medium
Weight: 2 lb.
Restriction:none
PDC: 9

Designer Outfit Ghillie Suit


In some levels of society, the name of an The ultimate in camouflage, a ghillie suit is a
outfit’s designer can be more important than loose mesh over-garment covered in strips of
the name of its wearer. Sometimes simply burlap in woodland colors, to which other
having clothing made by Gucci, Wang, or camouflaging elements can easily be added. A
Armani will open doors that no amount of figure under a ghillie suit is nearly impossible
money could. When you absolutely have to to discern.
dress to impress, the high fashion designers
will clothe you in style for a price. (In certain
32
A character wearing a ghillie suit with
appropriate coloration gains a +10 bonus on
Hide checks. (The suit’s coloration can be
changed with a move action. However, the
bulky suit imposes a penalty of –4 on all
Dexterity checks, Dexterity-based skill checks
(except Hide), and melee attack rolls.
Ghillie Suit
Size: Medium
Weight: 5 lb.
Restriction:none
PDC: 6
Double-sided
Any type of clothing can be made double-sided,
allowing quick-change artists to switch outfits
by turning their clothes inside out. It takes one
minute to swap clothing to the other side and
grants a +2 equipment bonus on Disguise
checks. Double-sided clothing adds +1 to the
PDC of an outfit, but does not change the
weight.
Double-Sided Feature
PDC: +1

OUTERWEAR
Stealth
In addition to keeping a character warm and
Worn by anyone who wants to go someplace dry, coats and jackets provide additional
without being seen. Includes long-sleeved shirt, concealment for things a character is carrying
cargo pants, tabi shoes, and ski mask. All these (they often qualify as loose or bulky clothing;
items are tight-fitting and matte black. see Concealed Weapons and Objects).
Stealth Outfit
Size: Medium
Weight: 2 lb. Coat
Restriction:none An outer garment worn on the upper body. Its
PDC: 9 length and style vary according to fashion and
use.
Coat
Size: Medium
Weight: 2 lb.
Restriction:none
PDC: 8

33
Size: Medium
Weight: 3 lb.
Restriction:none
PDC: 9

Fatigue Jacket
A lightweight outer garment fashioned after
the fatigue uniforms worn by military personnel
when performing their standard duties.
Parka
Fatigue Jacket
Size: Medium This winter coat grants the wearer a +2
Weight: 2 lb. equipment bonus on Fortitude saves made to
Restriction:none resist the effects of cold weather.
PDC: 7 Parka
Size: Medium
Weight: 3 lb.
Restriction:none
PDC: 9

Overcoat
Photojournalist’s Vest
A warm coat worn over a suit jacket or indoor Made of cotton with mesh panels to keep the
clothing. wearer cool, the photojournalist’s vest has
Overcoat
34
numerous obvious—and hidden—pockets. It
counts as loose and bulky clothing when used
to conceal Small or smaller weapons, and also
COMPUTER &
grants the “specially modified to conceal
object” bonus when used to conceal Tiny or CONSUMER
ELECTRONICS
smaller objects. See Concealed Weapons and
Objects.
Photojournalist’s Vest
Size: Medium
Weight: 1 lb. No type of equipment becomes outdated faster
Restriction:none than electronics. Today’s cutting edge
PDC: 9 technology will be run of the mill, or perhaps
even obsolete, within two years. GMs may want
to periodically take a trip to a local electronics
retailer and just look around for items that
would be interesting to add to their campaigns.
This book currently contains items and gear as
they are presented in the Modern SRD.
Rules for operating computers appear under
the Computer Use skill. Some of the items in
this section have monthly subscription costs as
well as initial purchase costs. The PDC
accounts for both costs; once a character has
obtained the item, he or she doesn’t have to
worry about ongoing subscription costs.

Cameras
Still cameras let a character capture a record
Windbreaker of what he or she has seen. Here’s a selection.
This is a lightweight jacket made of wind-
resistant material.
Windbreaker
Size: Medium
Weight: 1 lb.
Restriction:none
PDC: 6

35mm
The best choice for the professional
photographer, this camera can accept different
lenses and takes the highest-quality picture. A
camera is needed to use the photography
aspect of the Craft (visual art) skill. The film
used in a camera must be developed.
35mm Camera
Size: Small
Weight: 2 lb.
PDC: 17
35
speeds. The PDC represents the cost of a roll of
24 exposures of high-speed (ASA 400) film.
Film
Size: Diminutive
Weight: -
PDC: 3

Digital
A digital camera uses no film; instead, its
pictures are simply downloaded to a computer
as image files. No film developing is necessary.
Digital Camera
Size: Small
Weight: 0.5 lb.
PDC: 14

Film Developing (Service)


In most areas, drugstores and photo shops
provide 1-hour service; in others, it takes 24
hours. In really remote areas, film may have to
be sent away for developing, taking a week or
longer. The PDC represents the cost of getting
two prints of each shot on a roll of film, or one
Disposable of each and any two also blown up to a larger
size.
A 35mm camera with film built in can be
Film Development
purchased from vending machines, tourist
PDC: 3
traps, drugstores, and hundreds of other
places. Once the film is used, the entire
camera is turned in to have the film developed.
Disposable Camera
Size: Small
Weight: 0.5 lb.
PDC: 4

Cell Phone
A digital communications device that comes in
Film a hand-held model or as a headset, a cell
phone uses a battery that lasts for 24 hours
The medium upon which photographs are before it must be recharged. It works in any
stored, film comes in a variety of sizes and area covered by cellular service.

36
Cell Phone Notebook
Size: Diminutive
Weight: - Slim, lightweight, and portable, notebook
PDC: 9 computers have most of the functions available
on desktop computers.
Notebook PC
Computer Size: Medium
Weight: 5 lb.
Whether a desktop or notebook model, a
PDC: 23
computer includes a keyboard, a mouse, a
monitor, speakers, a CD-ROM drive, a dial-up
modem, and the latest processor. A character
needs a computer to make Computer Use
checks and to make Research checks involving
the Internet.

Upgrade
A character can upgrade a desktop or notebook
computer’s processor to provide a +1
equipment bonus on Computer Use checks.
Increase the PDC of a desktop by +1 or a
notebook by +2 to purchase an upgrade.
Computer Upgrade
Desktop Size: N/A
Bulky but powerful, these machines are Weight: N/A
common on desks everywhere. PDC: See related text
Desktop PC
Size: Large
Weight: 10 lb.
PDC: 22

37
Digital Audio Recorder that telephone line can’t be used for another
purpose.
These tiny recorders (about the size of a deck
of playing cards) can record up to eight hours
of audio and can be connected to a computer
to download the digital recording. Digital audio
recorders don’t have extremely sensitive
microphones; they only pick up sounds within
10 feet.
Digital Audio Recorder
Size: Tiny
Weight: 1 lb.
PDC: 10

Broadband
Cable modems and DSL services bring high-
speed Internet access into the homes of
millions. A broadband modem gives a
character on-demand, high-speed access to
data, allowing Computer Use and Research
checks involving the Internet to be made in
half the normal time.
Broadband Modem
Size: Tiny
Weight: 1 lb.
Laser Pointer PDC: 3
Pen-shaped devices that shine a bright, tightly
focused beam of light (usually red, but
sometimes green) that lecturers use to draw
attention to a specific area of a display or
projected image.
Laser Pointer
Size: Fine
Weight: -
PDC: 5

Modem Cellular
A modem allows a character to connect a A cellular modem allows a character to connect
computer to the Internet. To use a modem, a her notebook computer to the Internet
character must have a computer and an anywhere he or she can use a cell phone.
appropriate data line (or a cell phone, in the However, access speed is slow, and any
case of a cellular modem). Computer Use or Research check involving the
All computers come with dial-up modems, Internet takes half again the normal time
which allow connection to the Internet but (multiply by 1.5).
without the speed of broadband or the Cellular Modem
flexibility of cellular. A dial-up modem uses a Size: Tiny
standard telephone line; while it’s connected, Weight: 1 lb.
PDC: 6
38
Multi-Function PDA/Cell Phone PDA
This item combines the functions of a PDA, cell Personal data assistants are handy tools for
phone, digital camera, digital audio recorder, storing data. They can be linked to a notebook
and pager. or desktop computer to move files back and
Multi-Function PDA/Cell Phone forth, but can’t be used for Computer Use or
Size: Diminutive Research checks.
Weight: 0.5 lb. PDA
PDC: 17 Size: Tiny
Weight: 0.5 lb.
PDC: 16

Portable Hard Drive


Pager
A small case (the size of a paperback book)
A cellular device capable of receiving short text that contains a hard drive that can hold as
messages (100 or fewer characters) only. much data as a personal computer. The
Pager machine does not have the ability to function
Size: Diminutive as a computer, though, just as a storage unit. If
Weight: - the portable hard drive is plugged into a
PDC: 8 personal computer, that computer can read,
add to, or erase the data contained there.
Portable Hard Drive
Size: Small
Weight: 1 Lb.
PDC: 12

39
Printer
The color inkjet printer described here is suited
for creating hard copies of text and image files
Portable Satellite Telephone from computers.
This object looks much like a bulky cell phone, Printer
and functions in much the same way as well. Size: Medium
However, because it communicates directly via Weight: 3 lb.
satellite, it can be used anywhere on earth, PDC: 12
even in remote areas well beyond the extent of
cell phone service.
Portable satellite phones are very expensive to
use. When used in a place not served by
regular cellular service, each call requires a
Wealth check (DC 6).
Portable Satellite Phone
Size: Small
Weight: 2 lb.
PDC: 17

Scanner
A color flatbed scanner allows the user to
transfer images and documents from hard copy
into a computer in digital form.
Scanner
Size: Medium
Portable Video Camera
Weight: 3 lb.
Portable video cameras use some format of PDC: 12
videotape to record activity. The tape can be
played back through a VCR or via the camera
eyepiece.
Portable Video Camera
Size: Small
Weight: 2 lb.
PDC: 16

40
Video Shades
Incorporating a tiny pinhole camera and a
microtransmitter, these otherwise ordinary Professional
sunglasses see whatever the wearer sees. This high-end civilian model allows a character
There are two models—one transmits in black to program in twenty different frequencies
and white and the other in color. They include from thousands of choices—making it likely
a microtransmitter with a range of 150 feet. that the character can find a frequency that’s
Video Shades not being used by anyone else within range.
Color 24 The device can be used with or without a voice-
B&W 23 activated headset (included). It has a range of
15 miles.
Professional Walkie-Talkie
Walkie-Talkie Size: Tiny
This hand-held radio transceiver communicates Weight: 1 lb.
with any similar device operating on the same PDC: 15
frequency and within range.

LIFESTYLE
Lifestyle items include travel expenses,
entertainment and meals beyond the ordinary,
and housing, for those characters interested in
buying a home rather than renting. Lifestyle
items are shown on the table below.

Basic Housing
This dime-store variety has only a few A number of types of homes are listed below.
channels. Anyone else using a similar walkie- The PDC covers the down payment, not the
talkie within range can listen in on the total cost of the home. (A character buying a
character’s conversations. It has a range of 2 home does not have to worry about mortgage
miles. payments; they simply replace the hero’s rent,
Basic Walkie-Talkie which is already accounted for in the Wealth
Size: Tiny system).
Weight: 1 lb.
PDC: 7 The small house and condo are one- or two-
bedroom homes, probably with curbside
parking.

41
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 four-bedroom home with a


two-car garage.

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 +2 increase to the PDC.

Location dramatically affects a home’s value. Meals


The given PDC assumes a typical suburban
location. An undesirable location, such as a bad Several typical meal costs are provided. The
neighborhood or a remote rural site, reduces cost of picking up the tab for additional diners
the PDC by 2. A particularly good location in an adds +2 per person to the PDC.
upscale neighborhood or city center increases Fast Food 2
the PDC by 2. Family Restaurant 4
Small Condo 28 Upscale Restaurant 7
Large Condo 30 Fancy Restaurant 9
Small House 30
Medium House 32
Large House 34
Mansion 36

Transportation & Lodging


Airfare tickets are for a single passenger round
trip. One-way tickets are available, but only
reduce the PDC by 2. Car rentals and lodging
Entertainment rates are per day.
PDCs are given for several entertainment
options. They represent the purchase of a Transportation
single ticket. A pair of tickets can be purchased
together; doing so increases the PDC by 2. Airfare
Movie Ticket 3 Domestic, coach 14
Theater Ticket 7 Domestic, first class 17
Sporting Event Ticket 7 International, coach 18
Concert Event Ticket 8 International, first class 22

42
Car Rental 21 - 30 HP Damage 21
30+ HP Damage 24
Economy Car 6 Tow Service 8
Mid-size or Truck 8
Luxury 10

Lodging
Sleazy Motel 6
Budget Motel 7
Average Hotel 9
Upscale Hotel 11

Services
The broad spectrum of services available to Bail Bonds
characters is only represented in overview
here. Services are identified on Table: Services. 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 PDCs
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.
Bail amounts vary dramatically, depending on
the seriousness of the crime, the suspect’s
criminal history, his or her role in society, his or
her family life, and other factors the judge
Auto Repair believes indicate that the character will or will
not flee (or commit other crimes) before the
Having a car repaired can be expensive; how trial. An upstanding citizen with a good job and
expensive depends on the amount of damage a family who has never before been charged
the vehicle has suffered. The PDCs for damage with a crime gets minimal bail; a career
repair assume the vehicle has not actually criminal with nothing to lose gets maximum
been disabled; if it has, increase the PDC by bail or may not be granted bail at all. The PDCs
+3. Repair generally takes 1 day for every 10 shown assume the suspect is viewed positively
hit points of damage dealt, and results in the by the court. If not, increase the PDC by as
vehicle being returned to full hit points. much as 5. Whatever the base PDC, a
successful Diplomacy check (DC 15) by the
Auto Repair suspect reduces the PDC by 2.

1 - 10 HP Damage 15
11 - 20 HP Damage 18
43
Property Crime Medical Services:
The crime involved only the destruction of A character’s medical insurance is built into his
property; no one was attacked or seriously hurt or her Wealth bonus; the PDCs represent the
as part of the crime. ancillary expenses not covered, or only partly
Property Crime Bond 13 covered, by insurance. Medical services must
be paid for in full regardless of whether they
are successful. See the Treat Injury skill for
Assault Crime more information on the medical services
The crime involved an attack intended to described below.
capture, kill, or seriously injure the victim. In a hospital setting, the necessary treat Injury
Assault Crime Bond 16 checks are always successful. The PDC is per
check.

Death Crime Long-Term Care


Someone died as a result of the crime. The PDC represents treatment for regaining hit
Death Crime Bond 22 points or ability score points more quickly than
normal on a given day.
Long-Term Care 10
Bribery
Sometimes you can get things done by Restore Hit Points
greasing a palm or two. Below are listed some
ranges a PC may find in her adventuring. The PDC represents treatment for hit point
Bouncer 6 damage from wounds or injuries on a given
Bureaucrat 10 day.
Informant 7 Restore Hit points 12
Police Officer 10
Surgery
Legal Services The PDC represents the cost of a single
So you’re in some legal trouble, and you didn’t surgical procedure.
take a single rank in Knowledge (civics), did Surgery 15
you? Well, no worries. In our modern age we
can buy such things. The PDC for hiring a
Poison/Disease
Lawyer is 10 + lawyer’s Knowledge (civics)
ranks. Good luck! The PDC represents one application of
treatment for a poison or disease.
Treat Poison or Disease 10

PROFESSIONAL
EQUIPMENT
This category covers a wide variety of
specialized equipment used by professionals in
adventure-related fields.

44
Some objects contain the tools necessary to Breaking and Entering Kit
use certain skills optimally. Without the use of
these items, often referred to as kits, skill This kit is designed for stealthy individuals who
checks made with these skills are at a –4 try to get into someplace without being seen
penalty. Skills and the kits they are associated and while making minimal noise. It includes a
with are listed below. See the descriptions of contractor field bag (black), circular
the kits for additional details. Note that kits glasscutter, boltcutters, car opening kit,
should be restocked periodically (PDC 5 less contact microphone, penlight, lockpick set, lock
than the original PDC. release gun, microphone headset (walkie-talkie
Note that some skills, by their nature, require a bought separately), and a multipurpose tool.
piece of equipment to utilize. Breaking & Entering Kit
Weight: 50 lb.
PDC: 20
Restriction: Illegal (+4)

Bolt Cutter
Caltrops
An exceptionally heavy wire cutter, a bolt
cutter can snip through padlocks or chain-link Caltrops are four-pronged iron spikes designed
fences. Using a bolt cutter requires a Strength so that one prong is pointing up when the
check (DC 10). caltrop rests on a surface. A character scatters
Bolt Cutter caltrops on the ground to injure opponents, or
Size: Medium at least slow them down. One bag of twenty-
Weight: 5 lb. five caltrops covers a single 5-foot square.
PDC: 6 Each time a creature moves through a square
containing caltrops at any rate greater than
half speed, 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 half
normal (a successful Treat Injury check, DC 15,
or one day’s rest removes this penalty). 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.
Caltrops (25)
Size: Small
Weight: 2 lb.
PDC: 5

45
ketch-all pole, taser, duct tape, net launcher,
and an additional net pack.
Capture Kit
Weight: 57 lb.
PDC: 21
Restriction: Restricted (+2)

Camouflage Compact
This small plastic item looks like an olive-drab
makeup compact. Inside are three or four pats
of grease-paint, in camouflage colors.
Compacts are available in woodland, desert,
winter, and urban color schemes. Using the
makeup in conjunction with fatigues of the
same pattern increases the bonus on Hide
checks from +2 to +4. A camouflage compact Car Opening Kit
contains 10 applications of makeup.
Camouflage Compact This set of odd-shaped flat metal bars can be
Size: Diminutive slipped into the window seam of a car door to
PDC: 3 trip the lock. The DC of a Disable Device check
to accomplish this varies with the quality of the
lock; see the skill description.
Car Opening Kit
Size: Tiny
Weight: 1 lb.
PDC: 6
Restriction: License (+1)

Capture Kit
This kit is designed for neutralizing and
capturing a live, dangerous target. Additional
methods of incarceration are up to the hero—
cages, lead-lined boxes, etc. The capture kit
includes the following items: Mossberg shotgun Chemical Kit
with 12 beanbag rounds, air rifle, 6 tranquilizer
A portable laboratory for use with the Craft
darts (poison or tranquilizers must be bought
(chemical) skill, a chemical kit includes the
separately), 2 sets of handcuffs, 25 zip-ties,
46
tools and components necessary for mixing
and analyzing acids, bases, explosives, toxic
gases, and other chemical compounds.
Chemical Kit
Size: Medium
Weight: 6 lb.
PDC: 16
Restriction: Restricted (+2)

Demolitions Kit
This kit contains everything needed to use the
Demolitions skill to set detonators, wire
explosive devices, and disarm explosive
devices. Detonators must be purchased
separately.
Demolitions Kit
Concertina Wire Size: Medium
Weight: 5 lb.
So named because it folds up like a PDC: 13
squeezebox, concertina wire is the latest Restriction: License (+1)
generation of barbed wire. It comes in 20-foot-
long rolls that are stretch across the surface or
fence to be protected. For each 2-foot section
that a person tries to cross, he or she must
make a Reflex save (DC 15) or take 1d6 points
of damage (save for half). Concertina wire has
hardness 2, 5 hp, and can only be damaged by
slashing weapons or cut with a tool like bolt-
cutters.
Concertina Wire (20 ft.)
Weight: 15 lb.
PDC: 11
Disguise Kit
This kit contains everything needed to use the
Disguise skill, including makeup, brushes,
mirrors, wigs, and other accoutrements. It
doesn’t contain clothing or uniforms, however.
Disguise Kit
Size: Medium
Weight: 5 lb.
PDC: 12

47
Basic
This small kit allows a character to make
Repair checks to electrical or electronic devices
without penalty.
Basic Electrical Tool Kit
Size: Large
Weight: 12 lb.
PDC: 14

Deluxe
Duct Tape
This kit consists of a number of specialized
The usefulness of duct tape is limited only by a diagnostic and repair tools as well as
character’s imagination. Duct tape can support thousands of spare parts. It grants a +2
up to 200 pounds indefinitely, or up to 300 equipment bonus on Repair checks for
pounds for 1d6 rounds. Characters bound with electrical or electronic devices and allows a
duct tape must make a Strength or Escape character to make Craft (electronic) checks
Artist check (DC 20) to free themselves. without penalty.
A roll provides 70 feet of tape, 2 inches wide. Deluxe Electrical Tool Kit
Duct Tape Size: Huge
Size: Tiny Weight: 33 lb.
Weight: 1 lb. PDC: 21
PDC: 4

Evidence Kits
Law enforcement agencies around the world
use generally the same tools to gather
evidence. Having an evidence kit does not
grant access to a law enforcement agency’s
crime lab; it merely assists in the proper
gathering and storing of evidence for use by
such a lab. Without an evidence kit, a character
Electrical Tool Kit receives a –4 penalty to use the collect
evidence option of the Investigate skill.
This collection of hand tools and small parts
typically includes a variety of pliers, drivers,
cutting devices, fasteners, power tools, and
leads and wires.

48
Basic Fake ID
A basic evidence kit includes clean containers, Purchasing a falsified driver’s license from a
labels, gloves, tweezers, swabs, and other black market source can produce mixed
items to gather bits of physical evidence and results, depending on the skill of the forger.
prevent them from becoming contaminated. Typically, a forger has 1 to 4 ranks in the
Basic Evidence Kit Forgery skill, with a +1 ability modifier. When a
Size: Medium character purchases a fake ID, the GM secretly
Weight: 6 lb. makes a Forgery check for the forger, which
PDC: 7 serves as the DC for the opposed check when
someone inspects the fake ID. The PDC of a
fake ID is 10 + the forger’s ranks in the Forgery
Deluxe skill.
A deluxe kit includes all the materials in a basic Fake ID
kit, plus supplies for analyzing narcotic Size: Fine
substances at the scene and for gathering PDC: See Text
more esoteric forms of physical evidence such Restriction: Illegal (+4)
as casts and molds of footprints or vehicle
tracks, as well as chemical residues and
organic fluids. It also contains the necessary
dusts, sprays, brushes, adhesives, and cards to
gather fingerprints. It grants a +2 equipment
bonus on Investigate checks under appropriate
circumstances (whenever the GM rules that the
equipment in the kit can be of use in the
current situation).
Using a deluxe kit to analyze a possible
narcotic substance or basic chemical requires a
Craft (chemical) check (DC 15). In this case, Fiend Hunter’s Kit
the +2 equipment bonus does not apply.
Deluxe Evidence Kit Considered by some to be the most dangerous
Size: Medium of prey, fiends require extreme force and quick
Weight: 8 lb. thinking to bring down. This kit contains a
PDC: 15 Beretta M3P shotgun, 10 high-explosive
rounds, 10 white phosphorous rounds, 2 white
phosphorous grenades, 2 fragmentation
grenades, night vision goggles, holy symbols
(various faiths), and 5 vials of holy water, all
contained in a duffle bag.
Fiend Hunter’s Kit
Size: Large
Weight: 40 lb.
PDC: 21
Restriction: Restricted (+2)

49
Forced Entry Kit
Sometimes it’s necessary to enter an area that
someone really doesn’t want you to get into.
This kit is not subtle, but effective, relying on
battering down doors and blasting holes
through walls. Police and military personnel are
most likely to use this kit. The forced entry kit
contains the following items: Mossberg shotgun
with integrated flashlight, 10 high-explosive
shells, 5 beanbag rounds, bolt-cutters, liquid
metal embrittlement sprayer, portable ram,
sledgehammer (equivalent to warhammer),
and chainsaw.
First Aid Kit Forced Entry Kit
Available at most drugstores and camping Weight: 135 lb.
supply stores, this kit contains enough supplies PDC: 21
(and simple instructions for their use) to treat Restriction: Restricted (+2)
an injury before transporting the injured person
to a medical professional. A first aid kit can be
used to help a dazed, unconscious, or stunned
character by making a Treat Injury check (DC
15). A first aid kit can be used only once. Skill
checks made without a first aid kit incur a –4
penalty.
First Aid Kit
Size: Small
Weight: 3 lb.
PDC: 5
Forgery Kit
This kit contains everything needed to use the
Forgery skill to prepare forged items.
Depending on the item to be forged, a
character might need legal documents or other
items not included in the kit.
Forgery Kit
Size: Small
Weight: 3 lb.
PDC: 12

50
Weight: 5 lb.
PDC: 13
Restriction: Restricted (+2)

Handcuffs
Handcuffs are restraints designed to lock two
limbs—normally the wrists—of a prisoner
together. They fit any Medium-size or Small
human or other creature that has an
appropriate body structure.

Generator, Portable
A single cylinder, gas-powered generator on
wheels that can produce enough electricity to
power a house for eight hours. It requires two
gallons of gasoline to operate and is noisy.
Operating it indoors without proper ventilation
can be lethal due to
Fiend Hunter’s Kit
Weight: 40 lb.
PDC: 21
Restriction: Restricted (+2)

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 Escape Artist
check (DC 35) to remove without the key.
Steel Handcuffs
Weight: 1 lb.
Glasscutter, Circular PDC: 7
This special device allows a person to cut
through glass panes without cracking or
shattering them in the process. It fits onto the
glass with a suction cup and has a rotating arm
that cuts a hole from 3 to 12 inches in
diameter. Once the hole is cut, the suction cup
is tugged, pulling out the circle of glass. The
user makes a Dexterity check (DC 10) to create
a hole without shattering the glass. If the check
fails, the glass shatters with a loud crash.
Circular Glasscutter
51
Zip-Tie Microphone Headset with light
PDC: 14
These are single-use disposable handcuffs,
much like heavy-duty cable ties. They have Microphone Headset with camera
hardness 0, 4 hit points, and a break DC of 25. PDC: 16
They can only be removed by cutting them off
(Disable Device and Escape Artist checks
automatically fail).
Zip-Tie
Size: Diminutive
Weight: 0.5 lb.
PDC: 6
Restriction: Restricted (+2)

NO IMAGE
Hydraulic Compressor
A hydraulic compressor is used to provide
power to tools like the jaws of life,
jackhammers, pumps, and the like. Without a
compressor, many of these items will not
operate.
Hydraulic Compressor
Weight: 1 lb. Holy Water
PDC: 7
Holy water damages undead and evil outsiders
almost as if it were acid. Typically, a flask of
holy water deals 2d4 points of damage to an
undead creature or an evil outsider on a direct
hit, or 1 point of damage if it splashes such a
creature. Also, holy water is considered
blessed, which means it has special effects on
certain creatures. A flask of holy water can be
thrown as a grenade-like weapon. A flask
breaks if thrown against the body of a
corporeal creature, but against an incorporeal
creature, the flask must be opened and the
holy water poured out onto it. Thus, you can
Headset, Microphone only douse an incorporeal creature with holy
This is a small, unobtrusive microphone and water if you are adjacent to it. Doing so is a
earphone headset, often hooked up to a ranged touch attack that does not provoke an
professional walkie-talkie or cell phone (which attack of opportunity.
must be purchased separately). It allows a Holy Water (Flask)
person to keep their hands free while engaging Size: Tiny
in conversation. Better quality versions also Weight: 1 lb.
include a small, powerful flashlight attachment PDC: 15
or tiny video camera.
Microphone Headset
PDC: 13

52
Instrument, Keyboard
A portable keyboard, necessary in order to use
the Perform (keyboard instrument) skill.
Size: Large
Weight: 12 lb.
PDC: 12

Instrument, Stringed
A guitar, necessary in order to use the Perform
(stringed instrument) skill.
Size: Large
Weight: 7 lb.
PDC: 13

Instrument, Percussion
A set of drums, necessary in order to use the
Perform (percussion instrument) skill.
Size: Huge
Weight: 50 lb.
PDC: 15
Instrument, Wind
A flute, necessary in order to use the Perform
(wind instrument) skill.
Size: Tiny
Weight: 1 lb.
PDC: 8

53
Jaws of Life Lockpick Set
This rescue tool is used by firefighters and aid A lockpick set includes picks and tension bars
personnel to pry open the mangled doors of for opening locks operated by standard keys. A
auto accidents. It requires a hydraulic lockpick set allows a character to make Disable
compressor to work, but gives a +10 Device checks to open mechanical locks
equipment bonus on Strength checks to open (deadbolts, keyed entry locks, and so forth)
doors, bust through gates, and the like. without penalty.
Requires a Hydraulic Compressor in order to Lockpick Set
run it. Size: Tiny
Jaws of Life Weight: 1 lb.
Weight: 40 lb. PDC: 9
PDC: 18 Restriction: License (+1)

54
Lock Release Gun Balance check (DC 15) every round they
remain within that area or fall prone.
This small, pistol like device automatically Bag of Marbles
disables cheap and average mechanical locks Weight: 0.5 lb.
operated by standard keys (no Disable Device PDC: 3
check necessary). Also known as a lock pick
gun.
Lock Release Gun
Size: Tiny
Weight: 0.5 lb.
PDC: 12
Restriction: Restricted (+1)

Liquid Metal Embrittlement Sprayer


Although superficially resembling a
flamethrower, this tool is used to spray a
special liquid that makes metal brittle. It has a
range of 10 feet and can coat a 5-foot square
of metal in one round. After 1d6 x 10 minutes,
the liquid reduces the hardness of the metal Mechanical Tool Kit
permanently by half (round down). The tank
This collection of hand tools and small parts
holds enough liquid to coat 50 square feet of
typically includes a variety of pliers, drivers,
surface. The liquid has no effect on any other
cutting devices, fasteners, and even power
type of substance.
tools.
Liquid Metal Embrittlement Sprayer
Weight: 50 lb.
PDC: 18 Basic
Restriction: Restricted (+2)
This kit, which fits in a portable toolbox, allows
a character to make Repair checks for
mechanical devices without penalty.
Basic Mechanical Tool Kit
Weight: 22 lb.
PDC: 13

Deluxe
This kit fills a good-sized shop cabinet. It
includes a broad variety of specialized hand
Marbles, Bag of tools and a selection of high-quality power
tools. It grants a +2 equipment bonus on
About two dozen assorted glass spheres in a Repair checks for mechanical devices and
pouch. Commonly used as a toy, but also allows a character to make Craft (mechanical)
useful for checking slopes (just set one down or Craft (structural) checks without penalty.
and see which way it rolls) or as a non- Deluxe Mechanical Tool Kit
damaging alternative to caltrops, one bag Weight: 45 lb.
covers a 5-foot square. Creatures moving PDC: 20
through or fighting in the area must make a
55
making Repair, Craft (mechanical), Craft
(electronic), or Craft (structural) checks without
appropriate tools to –2 instead of the normal –
4. The tool is useful for certain tasks, as
determined by the GM, but may not be useful
in all situations.
Multi-Tool
Size: Tiny
Weight: 0.5 lb.
PDC: 15
Medical Kit
About the size of a large tackle box, this is the
sort of kit commonly carried by military medics
and civilian EMTs. It contains a wide variety of
medical supplies and equipment. A medical kit
can be used to treat a dazed, unconscious, or
stunned character, to provide long-term care,
to restore hit points, to treat a diseased or
poisoned character, or to stabilize a dying
character (see the Treat Injury skill). Skill
checks made without a medical kit incur a –4
penalty.
Medical Kit
Size: Medium
Weight: 5 lb. Pharmacist Kit
PDC: 15 A portable pharmacy for use with the Craft
(pharmaceutical) skill, a pharmacist kit
includes everything needed to prepare,
preserve, compound, analyze, and dispense
medicinal drugs.
Pharmacist Kit
Size: Medium
Weight: 5 lb.
PDC: 15

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
56
Ram, Portable
This modern ram is the perfect tool for
battering down doors. Not only does it give you
a +4 circumstance bonus on your Strength
check to break open a door, but it allows a
second person to help you without having to
make an aid another check, adding another +2
bonus to your check.
Portable Ram
Weight: 35 lb.
PDC: 12
Restriction:Restricted (+2)

Scuba Diving Gear


Scuba gear allows a swimmer to remain
underwater for a lengthy period of time. Scuba
gear consists of a buoyancy compensator and
weight belt to keep a diver’s buoyancy neutral
in the water, an air tank and regulator to allow
the diver to breathe, fins to aid in swimming,
and a mask for visibility. When using scuba
gear, a diver can remain underwater for up to
an hour if she does not exceed a depth of 30
Road Flare feet, 30 minutes if she doesn’t exceed a depth
Road flares are small chemical sticks that of 60 feet, and 15 minutes if she doesn’t
produce a brilliant red light. They are lit by exceed a depth of 90 feet. It takes five minutes
striking the cap against the stick. A road flare to don or remove scuba gear. Scuba gear
lasts for an hour before being completely imposes a penalty of –2 on all Dexterity checks,
consumed and fills a 5-foot square with Dexterity based skill checks, and melee and
flickering red light. Anyone struck with a road ranged attack rolls while in the water. On land,
flare takes 1d6 points of fire damage. Road these penalties double. In addition, the
flares are sold in packs of three. wearer’s speed falls to one-quarter the normal
Road Flare (3) speed (removing the fins eliminates this speed
Weight: 1.5 lb. penalty).
PDC: 3 SCUBA diving Gear
Size: Small
Weight: 25 lb.
PDC: 17

57
removes this penalty). Wheeled vehicles
passing over the strip are automatically hit—
although vehicles equipped with puncture-
resistant tires are not affected.
Spike Strip
Size: Huge
Weight: 22 lb.
PDC: 13
Search-and-Rescue Kit
This waist pack contains a first aid kit, a
compass, waterproof matches, a lightweight
“space” blanket, a standard flashlight, 50 feet
of durable nylon rope, two smoke grenades,
and one signal flare.
Search & Rescue Kit
Size: Medium
Weight: 7 lb.
PDC: 12
Surgery Kit
About the size of a small backpack, this kit
contains the instruments needed for
rudimentary emergency field surgery. A
surgery kit is used when performing surgery
(see the Treat Injury skill). A character
performing surgery without a surgery kit takes
a -4 penalty on the Treat Injury check. (This
penalty is in addition to the -4 penalty that
Spike Strip applies if the character does not have the
Surgery feat.)
This device is designed to help the police end Surgery Kit
car chases. The strip comes rolled in a spool Size: Medium
about the size of a small suitcase. Deploy it by Weight: 5 lb.
rolling it across a roadway, where it lies like a PDC: 16
flat, segmented belt. (The user can roll it out Restriction:License (+1)
onto the road without entering the lane of
traffic.) Until the strip is activated, the spikes
do not protrude, and cars can pass safely over
it. When the user activates it (via a control
device attached to the end of the strip by a 10-
foot-long cord), the spikes extend.
Each time a creature moves through a square
containing an activated spike strip at any rate
greater than half speed, or each round a
creature spends fighting in such an area, the
spike strip makes a touch attack roll (base
attack bonus +0). The strip deals 2 points of
damage on a successful hit, and the injury
reduces foot speed to half normal (a successful
Treat Injury check, DC 15, or one day’s rest
58
Vampire Slayer’s Kit
This kit is specially tailored for dealing with
undead bloodsuckers. Because not all vampires
SPORTS
are vulnerable to the same things the kit
covers a variety of possibilities. The kit
EQUIPMENT
contains the following items: 5 wooden stakes,
Mossberg shotgun, 5 white phosphorous Extreme sports and extreme danger go hand-
shotgun shells, silver holy symbols (various in-hand. The following items are sports and
faiths), hand crossbow, 5 bolts with wooden recreational equipment that heroes might use
tips, small metal mirror, garlic clove necklace. in their adventures.
All this is packaged in an aluminum travel case.
Vampire Slayer’s Kit
Weight: 20 lb.
PDC: 16
Restriction: Restricted (+2)

NO IMAGE
Werewolf Hunter’s Kit
Text from D*M page 44
Werewolf Hunter’s Kit
Size: Medium
Weight: 6 lb.
PDC: 18
Restriction: Restricted (+2)

In-Line Skates
In-line skates allow a character to increase his
or her speed by an additional 20 feet per round
on level ground and an additional 30 feet per
round on a downward slope. The character can
only take attack or move actions while using in-
line skates (no full-round actions except a
double move). If the character attempts any
Winch, Portable fancy maneuvers, he must make a Balance
check (DC 10); the DC can increase based on
This small, portable electrical winch and cable how difficult the GM determines the maneuver
has a solid hook on the end. If properly bolted to be. A failed check means that he falls, taking
down (such as being mounted to the front of a damage as if he fell 10 feet vertically for every
vehicle), it has enough strength to pull a car 20 feet of movement.
out of a ditch or a small tree out of the ground In-Line Skates
(an equivalent Strength 30). The cable is 150 Weight: 5 lb.
feet long and has hardness 4 and 5 hp. The PDC: 11
cable can only be damaged with slashing
weapons or a bolt-cutter.
Portable Winch
Weight: 15 lb.
PDC: 16

59
Skateboard Skis and Snowboards
The skateboard has become a ubiquitous part For game purposes, skis and snowboards
of city living. On level ground, a skateboard operate the same way. When moving downhill
increases a person’s speed by an additional 10 on snow or icy terrain, the character’s speed
feet per round. On a downward slope, this increases by an additional 30 feet per move
increases by an additional 20 feet per round. action (20 feet when using cross-country skis
The character can only take attack or move on more-or-less level terrain). A person can
actions while riding a skateboard. Any time he only move at half speed while using skis up a
does anything fancy, the rider must make a slope. Any time the character performs some
Balance check (DC 15). The DC can increase sort of fancy maneuver, he must make a
based on how difficult a maneuver he is Balance check (DC 15). The DC can increase
attempting. A failed check means that he falls, based on how difficult a maneuver he is
taking damage as if he fell 10 feet vertically for attempting. A failed check means that he falls,
every 20 feet of movement. taking damage as if he fell 10 feet vertically for
Skateboard every 20 feet of movement. If the character is
Weight: 3 lb. skiing on fresh snow, this damage is reduced
PDC: 7 by one die. Ski poles can be used as
impromptu weapons.
* For Future Inclusion: Skis & Poles
Table of skate tricks and DCs Weight: 10 lb.
PDC: 19

Snowboard
Weight: 8 lb.
PDC: 16

General Purpose Bicycles


Bicycles are common in urban settings and
have the main advantage of being able to skirt
past traffic jams. See additional rules on
operating a bicycle in General Equipment
Rules.
60
Crew: 1
Passengers: 0
Cargo (lb.): 0
Initiative: -1
Maneuver: +4
Max Speed: 50(5)
Armor Class: 11
Hardness: 5
Hit Points: 5
Size: Small
PDC: 21
Diamondback X-20 Mountain Bike
The Diamondback X-20 is a rugged mountain
bike that works equally well on smooth streets
or rough terrain. The rider suffers no additional
penalties for taking the bike off-road. A
mountain bike is one square wide and one
square long.
Diamondback X-20 Mountain Bike
Crew: 1
Passengers: 0
Cargo (lb.): 0
Initiative: -1
Maneuver: +4 Mongoose Pro Fuzz BMX Bike
Max Speed: 40(4) A typical BMX bike used for off-road trails and
Armor Class: 11 stunt riding. The rider suffers no additional
Hardness: 5 penalties for going off-road with this bicycle. A
Hit Points: 6 BMX bike is one square wide and one square
Size: Small long.
PDC: 14 Mongoose Pro Fuzz BMX Bike
Crew: 1
Passengers: 0
Cargo (lb.): 0
Initiative: -1
Maneuver: +4
Max Speed: 30(3)
Armor Class: 11
Hardness: 5
Hit Points: 5
Size: Small
PDC: 13
LeMond Victoire Racing Bike
The LeMond Victoire is a top of the line,
aerodynamic 10-speed bicycle designed for
riding on streets and highways. A rider suffers
a –4 penalty on Balance checks if they take the
bike off-road. A racing bike is one square wide
and one square long.
LeMond Victoire Racing Bike
61
Bug Sweeper
SURVEILLANCE A bug sweeper is a handheld device that

GEAR measures radio frequency signals and looks for


“suspicious” wavelengths. It gives a +5
equipment bonus on Search checks when
Keeping an eye on suspects or tracking the trying to find microtransmitters.
moves of potential enemies is a crucial part of Bug Sweeper
the modern adventurer’s job. Size: Tiny
Weight: 4.5 lb.
PDC: 21

Caller ID Defeater
Black Box When a phone line contains a caller ID
This device, easily concealed in the palm of defeater, phones attempting to connect with
one hand, emits digital tones that convince the that line show up as “anonymous” or
phone system to make a long-distance “unavailable” on a caller ID unit. Such a call
connection free of charge. They also let a user can still be traced as normal, however.
“bounce” a call through multiple switches, Caller ID Defeater
making the call harder to trace (the DC of any Size: Tiny
Computer Use check to trace the call is Weight: 1 lb.
increased by 5). PDC: 5
Black Box
Size: Tiny
Weight: 0.5 lb.
PDC: 4
Restriction:Illegal (+4)

Cellular Interceptor
About the size of a small briefcase, a cellular
interceptor can detect and monitor a cell
phone conversation within a 5-mile area by
listening in on the cellular service’s own
transmitters. Intercepting the calls of a
particular cell phone requires a Computer Use
62
check (DC 35); if the user knows the phone Concealable Microphone
number of the phone in question, the DC drops
by 10. Obviously, the phone must be in use for This tiny device is about the size of two
someone to intercept the call. A cellular stacked dimes. It picks up sounds up to 10 feet
interceptor cannot be used to intercept regular away and transmits them by radio with a range
(ground line) phone connections. of 500 feet. A professional walkie-talkie
Cellular Interceptor programmed to its frequency can pick up the
Size: Tiny signal.
Weight: 0.5 lb. Concealable microphone
PDC: 23 Size: Fine
Weight: --
PDC: 15

Concealable Camera
This tiny camera is about the size of a
matchbox. It has a fixed focus, meaning that it
can only photograph objects from a specific
distance (specified when the camera is
purchased). It requires special film, which
comes in 24-exposure rolls (PDC 4).
Concealable camera
Size: Diminutive Concealable Video Camera
Weight: 0.5 lb.
PDC: 14 About 2 inches long and half that in diameter,
this tiny camera can be used with or without a
snake-eye lens (below). Unlike a portable video
camera, this concealable unit does not have a
viewfinder or any means of recording its
images. Instead, it passes images on to
whatever device it is connected to (a television
monitor or recording unit). Connecting the
concealable video camera to a recording or
monitoring device requires a Craft (electronics)
check (DC 10).
Concealable video camera
Size: Diminutive
Weight: 0.5 lb.
PDC: 13

63
9-foot Cable w/ Monitor
Weight: 5.5 lb.
PDC: 19

Explosives Detector
About the size of a large megaphone, this
device sniffs out nitrogen compounds—the
basis for all common explosives. It provides a
+10 equipment bonus on all Search checks
involving explosives.
Explosives detector Lineman’s Buttset
Size: Tiny This device resembles an oversized telephone
Weight: 3 lb. handset with a numeric keypad on the back
PDC: 20 and wire leads hanging from the bottom. It
functions as a portable, reusable telephone line
tap. With a Repair check (DC 10), a user can
connect to a phone wire and hear any
conversation that crosses it. A lineman’s
buttset is a common tool for telephone repair
personnel.
Lineman’s Buttset
Size: Tiny
Weight: 1 lb.
PDC: 13
Restriction:License (+1)
Fiber Optic Camera
This tiny camera mounted on a flexible cable
allows a person to peer into places without
being spotted or getting in harm’s way (such as
slipping it under a door or through an air vent).
It includes a small viewer and can be
connected to a video camera or monitor. It
requires a Computer Use check (DC 10) to use
properly.
3-foot Cable w/ Monitor
Weight: 3.5 lb.
PDC: 17 Microphone, Contact
Originally designed for bomb-disposal
6-foot Cable w/ Monitor applications, contact mikes allow the operator
Weight: 4.5 lb. to hear through walls, packages, doors, and so
PDC: 18 on, merely by placing the suction-cup
microphone in contact with the surface in
64
question. It can listen through 6 inches of Parabolic Microphone
material. Size: Tiny
Contact Microphone Weight: 4.5 lb.
Weight: 1 lb. PDC: 14
PDC: 12

Microphone, Laser
Microphone, Pick Up
Trying to hear someone from a distance is fine,
unless there is something in the way. A laser The standard microphone, designed to pick up
microphone bypasses this by measuring the sounds within a few meters. A standard pick up
vibrations on a glass surface (such as a microphone can hear all sounds within 10 feet,
window). The listener can hear past a glass granting a +5 equipment bonus on Listen
window and 10 feet around that area. It does checks.
not work on any other type of surface. A laser Pick-up Microphone
microphone has a range of 100 feet. Weight: 0.5 lb.
Laser Microphone PDC: 12
Weight: 3.5 lb.
PDC: 18

Microphone, Shotgun
A shotgun mike can pick up sounds up to 100
feet away, but must be pointed directly at the
target. It has a very narrow corridor, roughly
three feet across, and cannot pick up anything
beyond that range. A shotgun mike gives a +5
Microphone, Parabolic equipment bonus on Listen checks.
The specific function of this microphone is to Shotgun Microphone
pick up quiet sounds at a distance. Otherwise, Weight: 3.5 lb.
it functions just like an ordinary pickup PDC: 14
microphone. It has a range of 50 feet.
65
Microtransmitter
Commonly called a “bug,” this tiny microphone
is the size of a nickel and sends a signal to a
waiting transmitter. Average quality bugs have
a range of 100 feet, good quality bugs have a Night Vision Goggles
range of 300 feet, and amazing quality bugs Night vision goggles use passive light
can reach one mile. For +1 to the PDC, gathering to improve vision in near-dark
microtransmitters can be built into pens, conditions. They grant the user the ability to
calculators, clocks, and other mundane items. see in darkness, also called darkvision (range
Finding a microtransmitter requires a Search 120 ft.)—but because of the restricted field of
check opposed by the Hide skill of the person view and lack of depth perception these
who planted it. A good quality microtransmitter goggles provide, they impose a –4 penalty on
grants a +2 equipment bonus on Hide checks. all Spot and Search checks made by someone
An amazing quality microtransmitter provides a wearing them.
+4 equipment bonus on Hide checks. Night vision goggles must have at least a little
Microtransmitter light to operate. A cloudy night provides
Average Quality PDC: 11 sufficient ambient light, but a pitch-black cave
Good Quality PDC: 12 or a sealed room doesn’t. For situations of total
Amazing Quality PDC: 14 darkness, the goggles come with an infrared
illuminator that, when switched on, operates
like a standard flashlight whose light is visible
only to the wearer (or anyone else wearing
night vision goggles).
Night Vision Goggles
Size: Small
Weight: 3 lb.
PDC: 17

Metal Detector
Night-Vision Imager
This handheld device provides a +10
This unique electro-optical device mounts
equipment bonus on all Search checks
easily on top of most cameras, portable video
involving metal objects.
cameras, and standard scopes, directing its
Metal Detector
image into the device’s existing lens. It gives
Size: Small
the device the darkvision capabilities of night
Weight: 2 lb.
vision goggles.
PDC: 23
Night-vision imager
Size: Tiny
Weight: 2 lb.
PDC: 22

66
hidden in a vent, emergency sprinkler, or
similar innocuous architectural feature.
Snake-eye lens
Size: Diminutive
Weight: 0.5 lb.
PDC: 14

Police Scanner
A police scanner allows a person to listen to
emergency broadcast frequencies—fire, Tap Detector
medical, animal control, and so forth. It has a
range of 10 miles. Plug this into a telephone line between the
Police Scanner phone and the outlet, and it helps detect if the
Weight: 2 lb. line is tapped. To detect a tap, make a
PDC: 11 Computer Use check (the DC varies according
to the type of telephone tap used; see below).
With a success, the tap detector indicates that
a tap is present. It does not indicate the type or
location of the tap however. Also, it can’t be
used to detect a lineman’s buttset.
Tap Detector
Size: Tiny
Weight: 1 lb.
PDC: 7

Snake-Eye Lens
This device has a tiny lens—about a quarter-
inch across—on the end of a flexible 10-inch-
long wand. The other end adapts to a 35mm
Telephone Tap
camera, digital camera, or portable video
camera. The lens can be poked around corners, These devices allow a character to listen to
under doors, or through holes, or it can be conversations over a particular phone line.

67
Line Tap
This tap can be attached to a phone line at any
point between a phone and the nearest
SURVIVAL GEAR
junction box (usually on the street nearby). Survival gear helps characters keep
Installing it requires a Repair check (DC 15). It themselves alive in the great outdoors.
broadcasts all conversations on the line over a
radio frequency that can be picked up by any
professional walkie-talkie. Detecting a line tap
by using a tap detector requires a Computer
Use check (DC 25).
Line Tap
Size: Tiny
Weight: 0.5 lb.
PDC: 13
Restriction:License (+1)

Receiver Tap
This item can be easily slipped into a telephone
handset as a Repair check (DC 5). It broadcasts
all conversations over a radio frequency that
can be picked up by any professional walkie-
Backpack
talkie. Detecting a receiver tap by using a tap This is a good-sized backpack, made of tough
detector requires a Computer Use check (DC water-resistant material. It has one or two
15). central sections, as well as several exterior
Receiver Tap pockets and straps for attaching tents,
Size: Tiny bedrolls, or other gear. It can carry up to 60
Weight: 0.5 lb. pounds of gear.
PDC: 3 A backpack gives a character a +1 equipment
Restriction:Restricted (+2) bonus to Strength for the purpose of
determining carrying capacity.
Backpack
Telephone Line Tracer Size: Medium
Essentially a highly specialized computer, a Weight: 3 lb. (empty)
line tracer hooked to a phone line can trace PDC: 10
phone calls made to that line, even if there’s a
caller ID defeater hooked up at the other end.
All it takes is time.
Operating a line tracer is a full-round action
requiring a Computer Use check (DC 10).
Success gains one digit of the target phone
number, starting with the first number of the
area code.
Telephone Line Tracer
Size: Medium
Weight: 5 lb.
PDC: 23

68
Binoculars
Binoculars are useful for watching opponents,
wild game, and sporting events from a long
distance.

Standard
Standard binoculars reduce the range penalty
for Spot checks to –1 for every 50 feet (instead
of –1 for every 10 feet).
Using binoculars for Spot checks takes five
times as long as making the check unaided.
Standard Binoculars Canteen
Size: Small A container for carrying drinking water.
Weight: 2 lb. Canteens have airtight caps, are insulated, and
PDC: 7 feature either an adjustable shoulder strap or a
belt clip. They come in several sizes.
Rangefinding Canteen 0.5 qt. Capacity
Size: Small
In addition to the benefit of standard Weight: 0.5 lb.
binoculars, rangefinding binoculars include a PDC: 2
digital readout that indicates the exact
distance to the object on which they are Canteen 1qt. Capacity
focused. Size: Small
Rangefinding Binoculars Weight: 1 lb.
Size: Small PDC: 3
Weight: 3 lb.
PDC: 15 Canteen 2qt. Capacity
Size: Small
Electro-Optical Weight: 1 lb.
PDC: 3
Electro-optical binoculars function the same as
standard binoculars in normal light. In
darkness, however, users looking through them
see as if they had the darkvision ability granted
by night vision goggles.
Electro-Optical Binoculars
Size: Small
Weight: 4 lb.
PDC: 16

69
Chemical Light Stick
This disposable plastic stick, when activated,
uses a chemical reaction to create light for 6
hours. It illuminates an area only 5 feet in
radius. Once activated, it can’t be turned off or
reused. The listed PDC is for a pack of 5 sticks.
Chemical Light Sticks (5)
Size: Tiny
Weight: 1 lb.
PDC: 2

Compass
A compass relies on the Earth’s magnetic field
to determine the direction of magnetic north. A
compass grants its user a +2 equipment bonus
on Navigate checks.
Climbing Gear Compass
Size: Diminutive
All of the tools and equipment that climbing Weight: 0.5 lb.
enthusiasts use to make climbing easier and, in PDC: 5
some cases, possible, including ropes, pulleys,
helmet and pads, gloves, spikes, chocks,
ascenders, pitons, a handaxe, and a harness. It
takes 10 minutes to remove the gear from its
pack and outfit it for use. Use this gear with the
Climb skill.
Climbing Gear
Size: Large
Weight: 10 lb.
PDC: 11

70
Fire Extinguisher Flask
This portable apparatus uses a chemical spray A small, thin metal case surrounding a glass
to extinguish small fires. The typical fire container about the size of a paperback book.
extinguisher ejects enough extinguishing It is airtight, and generally used to hold some
chemicals to put out a fire in a 10-foot-by-10- form of potable liquid.
foot area as a move action. It contains enough Flask
material for two such uses. Size: Tiny
Fire Extinguisher Weight: 0.5 lb.
Size: Medium PDC: 5
Weight: 3 lb.
PDC: 8

Flash Goggles
Fishing Rod These eye coverings provide total protection
against blinding light.
Rather than a single item, purchasing this
Flash Goggles
equipment provides a rod, reel, and 10 hooks
Size: Tiny
suitable for freshwater fishing in a lake or river.
Weight: 2 lb.
Fishing Rod
PDC: 15
Size: Medium
Weight: 1 lb.
PDC: 4

Flashlight
Flashlights come in a wide variety of sizes and
quality levels. Those covered here are
professional, heavy-duty models, rugged
71
enough to withstand the rigors of modern Gas Mask
adventuring. Flashlights negate penalties for
darkness within their illuminated areas. This apparatus covers the face and connects to
a chemical air filter canister to protect the
lungs and eyes from toxic gases. It provides
Penlight total protection from eye and lung irritants. The
filter canister lasts for 12 hours of use.
This small flashlight can be carried on a key
Changing a filter is a move action. The PDC for
ring. It projects a beam of light 10 feet long
one extra filter canister is 6.
and 5 feet wide at its end.
Gas Mask
Penlight
Size: Small
Size: Diminutive
Weight: 5 lb.
Weight: 0.5 lb.
PDC: 13
PDC: 3

Standard
This heavy metal flashlight projects a beam 30
feet long and 15 feet across at its end.
Standard Flashlight
Size: Tiny
Weight: 1 lb.
PDC: 4

Battery Flood
Practically a handheld spotlight, this item
projects a bright beam 100 feet long and 50
feet across at its end.
Battery Flood
Size: Small
Weight: 2 lb.
PDC: 6
GPS Receiver
Global positioning system receivers use signals
from GPS satellites to determine the receiver’s
location to within a few dozen feet. A GPS
receiver grants its user a +4 equipment bonus
on Navigate checks, but because the receiver
must be able to pick up satellite signals, it only
works outdoors.
GPS Receiver
Size: Tiny
Weight: 1 lb.
PDC: 15

72
Hip Boots
A pair of watertight boots that come up to mid-
thigh that are worn by individuals planning to Road Atlas
walk into rivers, lakes, sewers, swamps, or
Road atlases are available for the entire United
other shallow, soggy places.
States, showing all major roads in each state.
Hip Waders
They can also be purchased for most major
Size: Medium
metropolitan areas, detailing every street in
Weight: 8 lb.
the entire region.
PDC: 7
Road Atlas
Size: Tiny
Waist Waders
Weight: 1 lb.
Size: Medium
PDC: 4
Weight: 8 lb.
PDC: 8

Maps
While a compass or GPS receiver can help
characters find their way through the
wilderness, a map can tell a character where
he or she is going and what to expect when he
or she gets there.

Tactical Map
A tactical map covers a small area—usually 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
73
to be ordered from federal mapping agencies
(taking a week or longer to obtain).
Tactical Map
Size: Tiny
Weight: 0.5 lb.
PDC: 3

Aeronautical chart
Aeronautical charts depict topographical Nautical chart
features 500’ above mean surface level (AMSL)
and obstacles more than 300’ above ground Nautical charts depict surface features,
level (AGL) – they also include radio beacon submarine bathymetry, navigation hazards and
frequency guides for significant airfields and markers such as buoys or lighthouses, natural
crosswind calculators. Charts are often and cultural features such as kelp beds and
laminated to protect them from the elements known shipwrecks, and marinas. Charts are
and to allow the user to write on them with often laminated to protect them from the
erasable markers or grease pencils. elements and to allow the user to write on
Aeronautical charts provide a +2 equipment them with erasable markers or grease pencils.
bonus to Navigate checks used in planning an Nautical charts provide a +2 equipment bonus
aircraft flight between two or more points. to Navigate checks used in planning a marine
Aeronautical Chart or aquatic vessel voyage between two or more
Size: Tiny points.
Weight: 0.5 lb. Nautical Chart
PDC: 3 Size: Tiny
Weight: 0.5 lb.
PDC: 3

74
route to the restrooms and where the Over-
priced snack shops are.
Souvenir Map
Size: Tiny
Weight: 0.5 lb.
PDC: 2

Road map
Road maps depict interstates, highways,
byways, and major arterial roads. They do not
show smaller city streets. A road map provides
a +2 equipment bonus to Navigate checks for
planning trips between cities, towns, and other
urban areas or to features like national and
state parks or historic sites. (The ubiquitous
Michelin map is an example of a mastercraft
road map – it offers an additional +1
equipment bonus.) So there. Exciting.
Road Map
Size: Tiny Specialized map
Weight: 0.5 lb. Specialized maps may include soil maps,
PDC: 3 geological maps, vegetation maps, and so on.
Specialized maps provide no bonus to Navigate
or Survival checks to avoid becoming lost, but
they do provide a +4 equipment bonus to
Research checks and a +2 to Knowledge
checks in the appropriate field as it pertains to
the subject of the map – for example, a
vegetation map may provide a +4 to Research
checks and a +2 to Knowledge (earth and life
sciences) checks while a military map would
provide a +2 bonus to Knowledge (tactics or
military science) instead.
Speciallized Map
Size: Tiny
Weight: 0.5 lb.
PDC: 4

Souvenir maps
Souvenir maps generally depict features of
recreational or entertainment interest using
comical graphics rather than geographical
symbols and standards. Souvenir maps provide
no bonus to Navigate or Survival skill checks.
Though it certainly will show you the quickest
75
Size: Tiny
Weight: 0.5 lb.
PDC: 3

Street atlas
A street atlas is a collection of street maps for
Street map
a number of cities or towns, usually in close
Street maps depict interstates, highways, proximity to one another, or a very large city.
byways, and arterial, collector, and local roads The bonuses provided are the same as those
for a city or town. A street map provides a +2 provided by a street map.
equipment bonus to Navigate checks for the
city or town depicted. Size: Tiny
Street Map Weight: 0.5 lb.
Size: Tiny PDC: 5
Weight: 0.5 lb.
PDC: 2

Topographical map Survey


Topographical maps depict topography and A survey is a collection of specialized maps,
elevation, vegetation, watercourses, usually consisting of a guide book and a series
infrastructure and buildings. They are identical of maps, covering a wider geographical area.
to the tactical map described in the core rules. The bonuses provided are the same as those
A topographical map provides a +2 equipment provided by a particular type of specialized
bonus to Navigate and Survival checks. map.

76
Size: Tiny
Weight: 0.5 lb.
PDC: 5

Mapping program
Mapping software allows a use to produce a
Mesh Vest
street or topographical map as described under This is a lightweight vest with a series of
Maps, above. The software also provides a pockets for items such as a compass, spare
selection of basic wayfinding tools and may ammunition magazines, pressure bandages,
interface with a GPS unit to share maps and and a radio, along with loops for attaching
data directly. Most mapping software covers an grenades, knives, or tools. It can hold up to 40
area roughly the size of a state or province. pounds of equipment.
A mesh vest provides a +2 equipment bonus to
PDC: 10 Strength for the purpose of determining
carrying capacity.
Mesh Vest
Size: Medium
Weight: 7 lb.
PDC: 8

Geographic information system


Geographic information systems combine high-
end graphics tools and powerful relational
databases to manage geographic information
and produce top-quality maps. A geographic
information system may be used to produce
any type of map shown above for anywhere in Portable Stove
the world, subject to GM’s discretion. This small stove works on kerosene or white
gasoline, and can easily be broken down and
PDC: 22 carried for backpacking.

Size: Tiny

77
Weight: 1 lb.
PDC: 9

Sleeping Bag
This lightweight sleeping bag rolls up
compactly. It can keep a character warm even
in severe weather and can also double as a
stretcher in an emergency.

Size: Medium
Weight: 4 lb.
Rain Poncho PDC: 9
A simple pullover garment with a hood made of
water repellant plastic.

Size: Medium
Weight: 1 lb.
PDC: 3

Rope
Climbing rope can support up to 1,000 pounds. Tackle Box
(150’)
Size: Large A small plastic or metal box, about a foot long
Weight: 12 lb. and a half foot wide and deep, that contains
PDC: 5 materials useful for fishing other printed
materials. It can hold up to one-half-pound of
paper, and provides a +2 equipment bonus on
Sleight of Hand checks to conceal the belt.
Tackle Box
Size: Small
Weight: 5 lb.
PDC: 6
78
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.

8-Person Dome Tent


Size: Large
Weight: 10 lb.
PDC: 13

2-Person Dome Tent


Size: Medium
Weight: 4 lb.
PDC: 11

Trail Rations
Trail rations come in a number of commercial
options. They all provide the necessary energy
and nutrition for survival. The PDC given is for
a case of 12 meals.
Trail Rations (12)
Size: Tiny
Weight: 1 lb.
PDC: 5

WEAPONS:
4-Person Dome Tent
MELEE
Size: Medium Melee weapons are used in close combat and
Weight: 7 lb. are generally among the simplest weapons to
PDC: 2 use. The feat that provides proficiency with
these weapons varies from weapon to weapon;
some are considered simple weapons (covered
by the Simple Weapon Proficiency feat); others
are archaic (covered by the Archaic Weapons

79
Proficiency feat) or exotic (covered by the
Exotic Melee Weapons feat).

Axe, Orc Double


An orc double axe is a double weapon. You can
fight with it as if fighting with two weapons, but
if you do, you incur all the normal attack
penalties associated with fighting with two
weapons, as if you were wielding a one-handed
weapon and a light weapon. A creature using a
double weapon in one hand, such as an ogre Bayonet (Fixed)
using an orc double axe, can’t use it as a
double weapon. The statistics given describe a bayonet fixed at
Orc Double Axe the end of a longarm with an appropriate
Category: Exotic mount. With the bayonet fixed, the longarm
Damage: 1d8/1d8 becomes a double weapon—clublike at one end
Critical: 20/x3 and spearlike at the other. A character can
Type: Slashing fight with it as if fighting with two weapons, but
Range: -- if the character does so, he or she incurs all the
Size: Large normal attack penalties associated with
Weight: 25 lb. fighting with two weapons, as if using a one-
PDC: 15 handed weapon and a light weapon.
Restriction:None Bayonet
Category: Archaic
Damage: 1d4/1d6
Critical: 20
Type: Piercing
Range: --
Size: Large
Weight: 1 lb.
PDC: 7
Restriction: None

Battleaxe
The battleaxe has a large metal head and is
popular with cultists and others who like to
leave big, bloody wounds.
Battleaxe
Category: Archaic
Damage: 1d8
Critical: 20/x3
Type: Slashing
Range: -- Brass Knuckles
Size: Medium These pieces of molded metal fit over the
Weight: 7 lb. outside of a character’s fingers and allow him
PDC: 11 or her to deal lethal damage with an unarmed
Restriction:None strike instead of nonlethal damage. A strike
80
with brass knuckles is otherwise considered an only use one end of the chain effectively; he or
unarmed attack. she can’t use it as a double weapon.
When used by a character with the Brawl feat, Because a chain can wrap around an enemy’s
brass knuckles increase the base damage dealt leg or other limb, a character can make a trip
by an unarmed strike by +1 and turn the attack with it by succeeding at a melee touch
damage into lethal damage. attack. If the character is tripped during his or
The cost and weight given are for a single item. her own trip attempt, the character can drop
Brass Knuckles the chain to avoid being tripped.
Category: Simple When using a chain, the character gets a +2
Damage: See Above Description equipment bonus on his or her opposed attack
Critical: 20 roll when attempting to disarm an opponent
Type: Bludgeoning (including the roll to avoid being disarmed if
Range: -- the character fails to disarm the opponent).
Size: Tiny A character can select the Weapon Finesse feat
Weight: 1 lb. to apply his or her Dexterity modifier instead of
PDC: 5 Strength modifier to attack rolls with a chain.
Restriction:None Manriki-gusari
Category: Exotic
Damage: 1d6/1d6
Critical: 20
Type: Bludgeoning
Range: --
Size: Large
Weight: 5 lb.
PDC: 5
Restriction:None

Chain (Manriki-gusari)
Also called the manriki-gusari, this is a simple
chain with weighted ends. It can be whirled
quickly, striking with hard blows from the
weights. One end can also be swung to
entangle an opponent.
The chain can be used either as a double
weapon or as a reach 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 light Chain Saw
weapon. In this case, the character can only
strike at an adjacent opponent. Military and police units use powered saws to
If a character uses the chain as a reach cut through fences and open doors rapidly.
weapon, he or she can strike opponents up to They are sometimes pressed into service as
10 feet away. In addition, unlike other weapons weapons, often by people who watch too many
with reach, the character can use it against an movies.
adjacent foe. In this case, the character can Chain Saw
Category: Exotic
81
Damage: 3d6
Critical: 20
Type: Slashing
Range: --
Size: Large
Weight: 10 lb.
PDC: 9
Restriction: None

Club
Cleaver Almost anything can be used as a club. This
Heavy kitchen knives can be snatched up for entry represents the wooden nightsticks
use as weapons in homes and restaurants. sometimes carried by police forces.
These weapons are essentially similar to the Club
twin butterfly swords used in some kung fu Category: Simple
styles. Damage: 1d6
Cleaver Critical: 20
Category: Simple Type: Slashing
Damage: 1d6 Range: 10 ft.
Critical: 19-20 Size: Medium
Type: Slashing Weight: 3 lb.
Range: -- PDC: 4
Size: Small Restriction:None
Weight: 2 lb.
PDC: 5
Restriction:None

82
Cutlass
Category: Archaic
Damage: 1d6
Critical: 19-20
Type: Slashing
Range: --
Size: Small
Weight: 3 lb.
PDC: 11
Restriction:None

Club, Spiked
Also called a Morningstar, this simple weapon Dagger, Punching
combines the impact of a club with the piercing
force of spikes. Also called a katar, the punching dagger puts
Spiked Club (Morningstar) the full force of the wielder’s punch behind it,
Category: Simple making it capable of deadly strikes.
Damage: 1d8 Katar (Punching Dagger)
Critical: 20/x3 Category: Simple
Type: Bludgeoning, Damage: 1d4
Piercing Critical: 20/x3
Range: -- Type: Piercing
Size: Medium Range: --
Weight: 8 lb. Size: Tiny
PDC: 5 Weight: 2 lb.
Restriction:None PDC: 5
Restriction:None

Cutlass
The cutlass is a short, heavy, slightly curved
blade useful for both stabbing and slashing. Its
heavy basket hilt gives the wielder a +2
equipment bonus on any checks to resist being
disarmed.
83
you do, you incur all the normal attack
penalties associated with fighting with two
weapons, as if you were using a one-handed
weapon and a light weapon. A creature using a
double weapon in one hand can’t use it as a
double weapon.
With a dire flail, you gain a +2 bonus on your
opposed attack roll when attempting to disarm
an enemy (including the opposed attack roll to
avoid being disarmed if you fail to disarm your
enemy).
You can also use this weapon to make trip
attacks. If you are tripped during your own trip
attempt, you can drop the dire flail to avoid
being tripped.
Dire Flail
Category: Exotic
Damage: 1d8/1d8
Critical: 20
Type: Bludgeoning
Falchion Range: --
This sword, which is essentially a two-handed Size: Large
scimitar, has a curve that gives it a keener Weight: 20 lb.
edge. PDC: 15
Falchion Restriction:None
Category: Archaic
Damage: 2d4
Critical: 20/x3
Type: Slashing
Range: --
Size: Large
Weight: 16 lb.
PDC: 12
Restriction:None

Flail, Light and Heavy


With a flail, you gain a +2 bonus on your
opposed attack roll when attempting to disarm
an enemy (including the roll to avoid being
disarmed if you fail to disarm your enemy). You
Flail, Dire can also use this weapon to make trip attacks.
A dire flail is a double weapon. You can fight If you are tripped during your own trip attempt,
with it as if fighting with two weapons, but if you can drop the flail to avoid being tripped.
84
Light Flail Critical: *
Category: Archaic Type: Bludgeoning
Damage: 1d8 Range: --
Critical: 20 Size: *
Type: Bludgeoning Weight: 2 lb.
Range: -- PDC: 5
Size: Medium Restriction:None
Weight: 5 lb.
PDC: 7
Restriction:None Gauntlet, Spiked
Your opponent cannot use a disarm action to
Heavy Flail disarm you of spiked gauntlets. The cost and
Category: Archaic weight given are for a single gauntlet. An
Damage: 1d10 attack with a spiked gauntlet is considered an
Critical: 20 armed attack that deals lethal damage.
Type: Bludgeoning Spiked Gauntlet
Range: -- Category: Simple
Size: Large Damage: 1d4
Weight: 20 lb. Critical: 20
PDC: 8 Type: Piercing
Restriction:None Range: --
Size: Tiny
Weight: 2 lb.
PDC: 6
Restriction:None

Gauntlet
These metal gloves protect your hands and let
you deal lethal damage with unarmed strikes
rather than nonlethal damage. A strike with a
gauntlet is otherwise considered an unarmed
attack. The cost and weight given are for a
single gauntlet. Medium and heavy archaic
armors (except breastplates) come with
gauntlets.
Gauntlet
Category: Simple
Damage: *
85
Greataxe
This big, heavy axe is a favorite of large
Shadow creatures or anybody else who wants
the capability to deal out incredible damage.
Greataxe
Category: Archaic
Damage: 1d12
Critical: 20/x3
Type: Slashing
Range: See Above Description
Size: Large
Weight: 20 lb.
PDC: 12
Restriction:None

Glaive
A glaive has reach. You can strike opponents
10 feet away with it, but you can’t use it
against an adjacent foe.
Glaive
Category: Archaic
Damage: 1d10
Critical: 20/x3
Type: Slashing
Range: See Above Description
Size: Large
Weight: 15 lb.
PDC: 9
Restriction:None

Greatclub
A greatclub is a two-handed version of a
regular club.
Greatclub
Category: Archaic
86
Damage: 1d10
Critical: 20/x3
Type: Bludgeoning
Range: See Above Description
Size: Large
Weight: 10 lb.
PDC: 6
Restriction:None

Guisarme
A guisarme has reach. You can strike
opponents 10 feet away with it, but you can’t
use it against adjacent foes. Because of the
Greatsword guisarme’s curved blade, you can also use it to
This huge sword, including the Scottish make trip attacks. If you are tripped during
claymore, can deal tremendous damage in the your own trip attack, you can drop the
right hands. guisarme to avoid being tripped.
Greatsword Guisarme
Category: Archaic Category: Archaic
Damage: 2d6 Damage: 2d4
Critical: 20/x3 Critical: 20/x3
Type: Slashing Type: Slashing
Range: -- Range: --
Size: Large Size: Large
Weight: 15 lb. Weight: 15 lb.
PDC: 13 PDC: 9
Restriction:None Restriction:None

87
human using a gnome hooked hammer, can’t
use it as a double weapon. The hammer’s blunt
head is a bludgeoning weapon that deals 1d6
points of damage (x3 crit). Its hook is a
piercing weapon that deals 1d4 points of
damage (x4 crit). You can use either head as
the primary weapon head. The other head is
the off-hand weapon.
Gnome Hooked Hammer
Category: Exotic
Damage: 1d6/1d4
Critical: x3/x4
Type: Bludgeoning.
Piercing
Range: --
Size: Medium
Weight: 6 lb.
Halberd PDC: 15
Restriction:None
Halberds are extremely rare outside of
ceremonial functions or museums, although
some Shadow creatures wield them. Normally,
you strike with the halberd’s axe head, but the
spike on the end is useful against charging
opponents. Because of the hook on the back of
the halberd, you can use it to make trip
attacks. If you are tripped during your own trip
attempt, you can drop the halberd to avoid
being tripped.
Halberd
Category: Archaic
Damage: 1d10
Critical: 20/x3 Hatchet
Type: Slashing.
Piercing This light axe is a chopping tool that deals
Range: -- slashing damage when employed as a weapon.
Size: Large Hatchet
Weight: 15 lb. Category: Archaic
PDC: 10 Damage: 1d6
Restriction:None Critical: 20
Type: Slashing
Range: --
Hammer, Gnome Hooked Size: Small
A gnome hooked hammer is a double weapon. Weight: 4 lb.
You can fight with it as if fighting with two PDC: 4
weapons, but if you do, you incur all the normal Restriction: None
attack penalties associated with fighting with
two weapons, as if you were using a one-
handed weapon and a light weapon. A creature
using a double weapon in one hand, such as a

88
Katana
The katana is the traditional Japanese samurai
sword. When used with the Exotic Melee
Weapon Proficiency feat, it can be used with
one hand. For a wielder without the feat, the
katana must be used with two hands, and the
standard –4 nonproficiency penalty applies.
Katana
Category: Exotic
Damage: 2d6
Critical: 19-20
Type: Slashing
Range: --
Size: Large
Weight: 6 lb.
Kama PDC: 12
A kama is a wooden shaft with a scythe blade Restriction:None
extending at a right angle out from the shaft.
Kama are traditional weapons in various styles
of karate.
Kama
Category: Exotic
Damage: 1d6
Critical: 20
Type: Slashing
Range: --
Size: Small
Weight: 2 lb. Ketch-All Pole
PDC: 5 A ketch-all pole is designed to capture
Restriction:None opponents with a minimum of harm. A wielder
who hits an opponent with a ketchall pole can
immediately initiate a grapple (as a free action)
without provoking an attack of opportunity. In
addition to the normal options available to a
grappler, the wielder of a ketchall pole can
attempt to pull his target to the ground (the
equivalent of a trip attack, though no attack
roll is necessary).
The ketch-all pole has reach and cannot be
used against adjacent opponents. A ketch-all
pole can only be used against opponents within
one size category of the wielder.
Ketch-All Pole
Category: Simple
Damage: 1d4
Critical: 20
Type: Bludgeoning
Range: --
Size: Large
89
Weight: 8 lb. Knife
PDC: 11
Restriction:None This category of weapon includes hunting
knives, butterfly or “balisong” knives,
switchblades, and bayonets (when not
attached to rifles). A character can select the
Weapon Finesse feat to apply his or her
Dexterity modifier instead of Strength modifier
to attack rolls with a knife.
Knife
Category: Simple
Damage: 1d4
Critical: 19-20
Type: Piercing
Range: 10 ft.
Khopesh
Size: Tiny
This bizarre sword is popular with cultists of Weight: 1 lb.
Egyptian gods. The khopesh looks like a normal PDC: 7
longsword whose blade suddenly turns sickle- Restriction:None
shaped about a foot from the hilt. It is heavy
and awkward to use without a lot of training.
You can use the khopesh to make trip attacks
due to its hooklike blade.
Khopesh
Category: Simple
Damage: 1d4
Critical: 20
Type: Bludgeoning
Range: --
Size: Large
Weight: 8 lb.
PDC: 11
Restriction:None Kukri
Also known as the gurkha knife. This heavy,
curved dagger has its sharp edge on the inside
of the curve.
Kurkri Knife
Category: Exotic
Damage: 1d4
Critical: 18-20
Type: Slashing
Range: --
Size: Small
Weight: 1 lb.
PDC: 5
Restriction: None

90
Longsword
This classic, straight blade is the weapon of
knighthood and valor.
Lance, Heavy and Light Longsword
Category: Archaic
A lance deals double damage when used from Damage: 1d8
the back of a charging mount or vehicle (like a Critical: 19-20
motorcycle or bicycle). A heavy lance has Type: Slashing
reach. You can strike opponents 10 feet away Range: --
with it, but you can’t use it against an adjacent Size: Medium
foe. Light lances are primarily for Small riders. Weight: 4 lb.
Light Lance PDC: 11
Category: Archaic Restriction: None
Damage: 1d6
Critical: 20/x3
Type: Piercing
Range: --
Size: Small
Weight: 5 lb.
PDC: 6
Restriction:None

Heavy Lance
Category: Archaic
Damage: 1d8
Critical: 20/x3
Type: Piercing Mace, Heavy and Light
Range: --
A development of the club, a mace consists of
Size: Medium
a strong, heavy wooden, metal-reinforced, or
Weight: 10 lb.
metal shaft, with a head made of stone,
PDC: 7
copper, bronze, iron or steel.
Restriction:None
The head is normally about the same or slightly
thicker than the diameter of the shaft and can
be shaped with flanges, or knobs to allow
greater penetration of armour. The length of
maces can vary considerably. The maces of
foot soldiers were usually quite short (two or
three feet). The maces of cavalrymen were
longer and better designed for blows from

91
horseback. Two-handed maces ("mauls") could Weight: 2 lb.
be even larger. The flail is often, though PDC: 5
incorrectly, referred to as a mace. Restriction: None
Maces are rarely used today for actual combat,
but a large number of government bodies (for
instance the U.S. Congress), universities and
other institutions have ceremonial maces used
as symbols of authority, in rituals and
processions and for other purposes.
Light Mace
Category: Simple
Damage: 1d6
Critical: 20
Type: Bludgeoning
Range: --
Size: Small
Weight: 6 lb.
PDC: 4
Restriction:None

Heavy Mace
Category: Simple
Damage: 1d8
Critical: 20
Type: Bludgeoning
Range: --
Size: Medium
Weight: 8 lb.
PDC: 5
Restriction:None

Maul
Bigger than a sledgehammer, the maul is a
two-handed warhammer of enormous size.
Ogres and other brutes favor it.
Maul
Category: Archaic
Damage: 1d10
Machete Critical: 20/x3
This long-bladed tool looks much like a short, Type: Bludgeoning
lightweight sword. Range: --
Machete Size: Large
Category: Archaic Weight: 20 lb.
Damage: 1d6 PDC: 10
Critical: 19-20 Restriction:None
Type: Slashing
Range: --
Size: Small
92
Metal Baton
This weapon can be collapsed to reduce its size
and increase its concealability. A collapsed
baton is Small and can’t be used as a weapon. Naginata
Extending or collapsing the baton is a free A naginata is a finely crafted Japanese
action. polearm. A naginata has reach. You can strike
Metal Baton opponents 10 feet away with it, but you can’t
Category: Simple use it against an adjacent foe.
Damage: 1d6 Naginata
Critical: 19-20 Category: Archaic
Type: Bludgeoning Damage: 1d10
Range: -- Critical: 20/x3
Size: Medium Type: Slashing
Weight: 2 lb. Range: See Above Description
PDC: 8 Size: Large
Restriction: None Weight: 15 lb.
PDC: 13
Restriction:None

93
Nekode
A nekode is a strap or glove fitted with spikes
in the palm, favored as both a weapon and a
climbing tool by ninja. Your opponent cannot
use a disarm action to disarm you of a nekode.
An attack with a nekode is considered an
Ninja-to
armed attack. Using a pair of nekodes while The ninja-to— a short, straight sword similar to
climbing gives a +1 equipment bonus on Climb a wakizashi— is the standard sword reportedly
checks. This bonus does not stack with the +2 used by the ninja. True to a ninja’s methods,
bonus provided by a climber’s kit. The bagh the scabbard of the ninja-to is a multipurpose
nakh (“tiger’s claws”) is similar to the nekode, tool. It is open at both ends, allowing it to be
but wielded more like brass knuckles. Its used as a blowpipe for powders or poisons or
statistics are the same, but it does not give a as a breathing tube. It is also stiff and strong,
bonus on Climb checks. allowing it to be used as the rung of a ladder or
Nekode even as a weapon (use the statistics for a
Category: Exotic club).
Damage: 1d4 Ninja-to
Critical: 20 Category: Exotic
Type: Piercing Damage: 1d6
Range: -- Critical: 19-20
Size: Tiny Type: Slashing
Weight: 2 lb. Range: --
PDC: 8 Size: Small
Restriction:None Weight: 3 lb.
PDC: 10
Restriction:None

94
Damage: 1d4
Critical: 20/x4
Type: Piercing
Range: --
Size: Small
Weight: 4 lb.
PDC: 6
Restriction:None

Nunchaku
A popular martial arts weapon, the nunchaku is
made of two wooden shafts connected by a
short length of rope or chain.
Nunchaku
Category: Exotic
Damage: 1d6
Critical: 20
Type: Bludgeoning Pickaxe
Range: -- This is a heavy, two-handed tool commonly
Size: Small used for mining and digging dirt. The version
Weight: 2 lb. listed here is strengthened for martial use.
PDC: 3 Pickaxe
Restriction: None Category: Archaic
Damage: 1d6
Critical: 20/x4
Type: Piercing
Range: --
Size: Medium
Weight: 6 lb.
PDC: 7
Restriction:None

Pick
A pick is designed to concentrate its force on a
small, penetrating point. It is a small, one-
handed instrument that includes rock cutting
picks and picks designed for combat.
Pick
Category: Archaic
95
Ranseur
This curious-looking polearm has reach. You
can strike opponents 10 feet away with it, but
you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on your
opposed attack rolls when attempting to
disarm an opponent (including the roll to avoid
being disarmed if you fail to disarm your
opponent).
The ranseur, the "hilted polearm", is essentially
a spear with a hilt. The hilt served primarily to
block opponents weapons, and possibly trap
the weapon for disarming. The hilt was
sometimes also used secondarily as an
alternate way to attack. The hilt often hooked
backwards also, so that it could be used as a
hook.
Quarterstaff
Ranseur
You can strike with either end of a quarterstaff, Category: Archaic
allowing you to take full advantage of openings Damage: 2d4
in your opponent’s defenses. A quarterstaff is a Critical: 20/x3
double weapon. You can fight with it as if Type: Piercing
fighting with two weapons, but if you do, you Range: --
incur all the normal attack penalties associated Size: Large
with fighting with two weapons as if you are Weight: 14 lb.
using a one-handed weapon and a light PDC: 9
weapon. A creature using a double weapon in Restriction:None
one hand, such as a Large creature using a
quarterstaff, can’t use it as a double weapon.
Quarterstaff
Category: Archaic
Damage: 1d6/1d6
Critical: 20
Type: Bludgeoning
Range: --
Size: Large
Weight: 4 lb.
PDC: 3
Restriction:None

Rapier
The rapier is a lightweight sword with a thin
blade. A character can select the Weapon
Finesse feat to apply his or her Dexterity
modifier instead of Strength modifier to attack
rolls with a rapier.
Rapier
Category: Archaic
Damage: 1d6
96
Critical: 18-20 Sap
Type: Piercing
Range: -- This weapon, essentially a smaller version of a
Size: Medium club, deals nonlethal damage instead of lethal
Weight: 3 lb. damage.
PDC: 10 Sap
Restriction: None Category: Simple
Damage: 1d6 non-lethal
Critical: 20
Type: Bludgeoning
Range: --
Size: Small
Weight: 3 lb.
PDC: 2
Restriction: None

Saber
The saber is a long, heavy sword specialized
for use in mounted combat. You gain a +1
equipment bonus on your attack rolls when you
use a saber while mounted (horse or a vehicle
such as a motorcycle).
Saber
Category: Archaic
Damage: 1d8
Critical: 19-20
Type: Piercing,
Slashing Scourge
Range: -- A scourge is a multi-tailed, barbed whip. The
Size: Medium scourge is often dipped in a poison delivered
Weight: 4 lb. via injury. With a scourge, you get a +2 bonus
PDC: 11 on your opposed attack roll when attempting to
Restriction:None disarm an enemy (including the roll to avoid
being disarmed if you fail to disarm your foe).
You can also use this weapon to make trip
attacks. If you are tripped during your own trip
attempt, you can drop the scourge to avoid
being tripped.
Scourge
Category: Exotic
Damage: 1d8
Critical: 20
Type: Slashing
Range: --
97
Size: Medium
Weight: 2 lb.
PDC: 6
Restriction:None

Scimitar
A curved sword. The curve on this blade makes
the weapon’s edge effectively sharper.
Scimtar
Category: Archaic Scythe
Damage: 1d6
Critical: 18-20 The scythe can be a powerful weapon in the
Type: Slashing right hands. The design of the scythe focuses
Range: -- tremendous force on the sharp point as well as
Size: Medium allowing devastating slashes with the blade
Weight: 4 lb. edge.
PDC: 12 Scythe
Restriction:None Category: Archaic
Damage: 2d6
Critical: 20/x4
Type: Piercing, Slashing
Range: --
Size: Large
Weight: 12 lb.
PDC: 7
Restriction:None

98
Category: Exotic
Damage: 2d8
Critical: 20/x3
Type: Piercing,
Range: --
Size: Large
Weight: 5 lb.
PDC: 12
Restriction:None

Sickle
This weapon is like a farmer’s sickle, but it is
strengthened for use as a weapon.
Sickle
Category: Simple
Damage: 1d6
Critical: 20
Type: Slashing
Range: -- Shortspear
Size: Small
Weight: 3 lb. A smaller spear that can be thrown.
PDC: 3 Shortspear
Restriction:None Category: Simple
Damage: 2d8
Critical: 20/x3
Type: Piercing,
Range: 20 ft.
Size: Large
Weight: 5 lb.
PDC: 5
Restriction:None

Shikomi-zue
This ninja weapon appears to be a stout
bamboo or wooden staff, but a quick twist or
press of a button causes a spearhead to spring
from one end. Without the blade, the
shikomizue deals the same damage as a
quarterstaff (1d6, x2 crit), and can be used as
a double weapon. With the blade out, it has the
statistics shown below.
Shikomi-zue

99
Straight Razor
Favored by old-school organized crime
“mechanics,” this item can still be found in
some barbershops and shaving kits.
Straight Razor
Category: Archaic
Damage: 1d4
Critical: 19-20
Type: Slashing
Range: --
Size: Tiny
Weight: 0.5 lb.
PDC: 4
Restriction: None

Spear
This primitive device is a reach weapon. A
character can strike opponents 10 feet away
with it, but can’t use it against an adjacent foe.
Spear
Category: Archaic
Damage: 1d8
Critical: 20
Type: Piercing Stun Gun
Range: -- Although the name suggests a ranged weapon,
Size: Large a stun gun requires physical contact to affect
Weight: 9 lb. its target. (The taser is a ranged weapon with a
PDC: 6 similar effect.) On a successful hit, the stun
Restriction:None 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.
Stun Gun
Category: Simple
Damage: 1d3 (See Description Above)
Critical: 20
Type: Electricity
Range: --
Size: Tiny
Weight: 1 lb.

100
PDC: 5
Restriction: None

Sword, Bastard
A bastard sword is too large to use in one hand
without special training, thus it is an exotic
weapon. A Medium character can use a bastard
sword two-handed as a martial weapon, or a
Large creature can use it one-handed in the
same way.
Bastard Sword
Category: Exotic
Damage: 2d10
Critical: 19-20
Type: Slashing Sword Cane
Range: 20 ft.
Size: Medium This is a lightweight, concealed sword that
Weight: 10 lb. hides its blade in the shaft of a walking stick or
PDC: 15 umbrella. Because of this special construction,
Restriction:None a sword cane is always considered to be
concealed; it is noticed only with a Spot check
(DC 18). (The walking stick or umbrella is not
concealed, only the blade within.)
Sword Cane
Category: Archaic
Damage: 1d6
Critical: 18-20
Type: Piercing
Range: --

101
Size: Medium Sword, Two-Bladed
Weight: 3 lb.
PDC: 9 A two-bladed sword is a double weapon. You
Restriction: None can fight with it as if fighting with two
weapons, but if you do, you incur all the normal
attack penalties associated with fighting with
two weapons as if you were using a one-
handed weapon and a light. A creature using a
double weapon in one hand can’t use it as a
double weapon.
Two-bladed Sword
Category: Archaic
Damage: 1d8/1d8
Critical: 19-20
Type: Slashing
Range: --
Size: Large
Weight: 15 lb.
PDC: 16
Restriction:None

Sword, Short
This sword is popular with heroes for its
concealability.
Short Sword
Category: Archaic
Damage: 2d6
Critical: 19-20
Type: Piercing
Range: --
Size: Small
Weight: 3 lb.
PDC: 10
Restriction:None

Tonfa
This is the melee weapon carried by most
police forces, used to subdue and restrain
criminals. A character can deal nonlethal
damage with a tonfa without taking the usual –
4 penalty.
Tonfa
Category: Simple
Damage: 1d4
Critical: 20
Type: Bludgeoning
Range: --
Size: Medium

102
Weight: 2 lb.
PDC: 6
Restriction: None

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.
The three-section staff is a double weapon. A
character can fight with it as if fighting with Trident
two weapons, but if he or she does, the This three-tined piercing weapon can be
character incurs all the normal attack penalties thrown just as a shortspear can be, but its
associated with fighting with two weapons, as if range increment is shorter because it’s not as
using a one-handed weapon and a light aerodynamic. Scuba divers and aquatic
weapon. Shadow creatures make use of tridents.
Sansetsukon (three-section staff) Trident
Category: Exotic Category: Archaic
Damage: 1d10/1d10 Damage: 1d8
Critical: 20 Critical: 20
Type: Bludgeoning Type: Piercing
Range: -- Range: 10 ft.
Size: Large Size: Medium
Weight: 3 lb. Weight: 5 lb.
PDC: 4 PDC: 7
Restriction: None Restriction:None

Urgosh, Dwarven
A dwarven urgrosh is a double weapon. You
can fight with it as if fighting with two
weapons, but if you do, you incur all the normal
attack penalties associated with fighting with
two weapons as if you were using a one-
handed weapon and a light. A creature using a

103
double weapon in one hand can’t use it as a A samurai’s wakizashi is part of a matched pair
double weapon. with his katana, and—like the katana—is an
The urgrosh’s axe head is a slashing weapon important part of his honor. Its most prominent
that deals 1d8 points of damage. Its spear use is in the suicide ritual called seppuku.
head is a piercing weapon that deals 1d6 Wakizashi
points of damage. You can use either head as Category: Archaic
the primary weapon head. The other is the off- Damage: 1d6
hand weapon. If you use an urgrosh against a Critical: 19-20
charging character, the spear head is the part Type: Slashing
of the weapon that does damage. An urgrosh is Range: --
also called a spear-axe. Size: Small
Dwarven Urgosh Weight: 3 lb.
Category: Exotic PDC: 11
Damage: 1d8/1d6 Restriction:None
Critical: 20/x3
Type: Piercing,
Slashing Waraxe, Dwarven
Range: -- A dwarven waraxe is too large to use in one
Size: Large hand without special training; thus, it is an
Weight: 15 lb. exotic weapon. A Medium character can use a
PDC: 15 dwarven waraxe two-handed as a martial
Restriction:None weapon, or a Large creature can use it one-
Dwarven Waraxe
Category: Exotic
Damage: 1d10
Critical: 20/x3
Type: Slashing
Range: --
Size: Medium
Weight: 15 lb.
PDC: 15
Restriction:None

Wakizashi
The wakizashi is a Japanese masterwork short
sword, granting a +1 bonus on your attack
rolls. A masterwork weapon’s bonus to attack
does not stack with an enhancement bonus to
attack.

104
Warhammer
This is a one-handed sledge with a large, heavy
WEAPONS:
head. It includes large work hammers such as
those that can be found around construction
sites.
RANGED
Warhammer Descriptions of ranged weapons follow.
Category: Archaic Some are considered simple weapons (covered
Damage: 1d8 by the Simple Weapon Proficiency feat), some
Critical: 20/x3 are archaic (covered by the Archaic Weapons
Type: Bludgeoning Proficiency), and some are special in that they
Range: -- do not require a feat to be used effectively.
Size: Medium
Weight: 8 lb.
PDC: 9
Restriction:None

Air Pistols and Air Rifles


War Fan
These low powered weapons are used to fire
This weapon appears to the untrained eye as darts or pellets, typically to deliver a chemical
nothing more than a beautifully crafted fan. In payload (see Craft (chemical)). They are very
fact, the vanes of the fan are crafted from quiet when fired. Air pistols require a CO2
steel, and the tips are needle-sharp. When first cartridge to operate, which allows the gun to
brought into melee, the wielder may attempt a fire 10 times before needing to be replaced
Bluff check against an opponent’s Sense (PDC 3).
Motive check. If the wielder wins the contest, Air pistol
he adds a +4 bonus to the attack roll for his Category: Simple
first round’s attack(s). Damage: 1d2
Japanese War Fan Critical: 20
Category: Exotic Type: Piercing
Damage: 1d6 Range: 30ft
Critical: 20/x3 Rate of Fire: 1
Type: Slashing Magazine: 1 Int.
Range: -- Size: Small
Size: Small Weight: 2 lbs
Weight: 3 lb. PDC: 7
PDC: 12 Restriction: None
Restriction:None
Air rifle
Category: Simple
105
Damage: 1d2 failed trip with bolas does not allow the target
Critical: 20 to make a trip attack against you.
Type: Piercing Bolas
Range: 50ft Category: Archaic
Rate of Fire: 1 Range: 10 ft
Magazine: 1 Int. Rate of Fire:1
Size: Small Magazine: -
Weight: 5lbs Size: Small
PDC: 8 Weight: 2 lbs
Restriction: None PDC: 3
Restriction: None

Blowgun
The blowgun is a long tube through which you
fire needles. A needle can deliver poison of
either the injury or contact type (see Craft
[chemical] for poisons).
Blowgun
Category: Simple
Damage: 1
Critical: 20
Type: Piercing
Bolas Range: 10 ft
A bolas consists of two or more wooden Rate of Fire: 1
spheres connected by lengths of cord. The Magazine: 1Int.
bolas is a ranged weapon that can be used to Size: Small
entangle a Small or larger opponent. First, you Weight: 2 lbs
make a ranged touch attack against the target. PDC: 4
The target must be at least 10 feet away, as Restriction: None
the bolas cannot be used against adjacent
opponents. If the attack roll succeeds, the
target is entangled. A target can free itself
from the bolas as a full-round action or make
an Escape Artist check (DC 15) on its turn to
escape from the bolas as an attack action. The
bolas has 5 hit points and can be broken with a
successful Strength check (DC 20) as a full-
round action.
If you entangle a creature with the bolas, you
may attempt to trip it on your next attack. A

106
Crossbow
A crossbow requires two hands to use. Pulling a
lever draws the bow. Loading a crossbow is a
move action that provokes attacks of
opportunity.
Crossbow
Category: Simple
Damage: 1d10
Critical: 19-20
Type: Piercing
Range: 40 ft
Magazine: 1 Int.
Rate of Fire:1
Size: Medium
Weight: 7 lb.
PDC: 9
Restriction: None

Compound Bow
Bow hunting remains a popular sport in North
America. A character’s Strength modifier
applies to damage rolls made when using this
weapon.
Compound Bow
Category: Archaic
Damage: 1d8
Critical: 20
Type: Piercing Crossbow, Grapple-Firing
Range: 40 ft
This device helps heroes scale unclimbable
Rate of Fire: 1
walls, bridge chasms, escape down buildings,
Size: Large
and the like. A grapple-firing crossbow is a
Weight: 3 lb.
heavy crossbow modified to fire a special,
PDC: 10
grapple-headed metal bolt attached to 100 feet
Restriction: None
of thin, light line.

107
A successful shot at an appropriate target Crossbow, Hand
indicates that the grapple has hooked onto
something, anchoring the rope firmly enough This exotic weapon is common among spies
for a character to ascend it with a successful and others who favor stealth over power.
Climb check (DC 15). Failure brings one of Assassins also use these weapons to launch
three results: the grapple simply failed to snag poison-coated bolts at the target. You can draw
anything, it has lodged but is not secure a hand crossbow back manually. Loading a
enough to support a character’s weight, or hand crossbow is a move action that provokes
there’s simply nothing up there for it to catch attacks of opportunity.
onto. In the first case, the user can simply Crossbow, hand
recoil the rope and try again. In the second Category: Archaic
case, a successful Intelligence check (DC 10) Damage: 1d4
made before anyone tries to climb reveals the Critical: 19-20
instability. The user cannot free that grapple Type: Piercing
but may try to fire another. (Should anyone try Range: 30 ft
to climb the unstable rope, the grapple gives Rate of Fire: 1
way after the climber has progressed 2d10 Magazine: 1Int.
feet. Determine damage normally for the Size: Tiny
resulting fall.) In the third case, retries Weight: 3 lbs
automatically fail. PDC: 11
A character can easily anchor a grapple-bolt by Restriction: None
hand in a niche or use pitons to secure it on
smooth stone. This provides the same aid for Crossbow, Repeating
descent without the need to fire the weapon.
Crossbow, grapple-firing The repeating crossbow holds five crossbow
Category: Archaic bolts. When loaded, you can shoot the
Damage: 1d3 crossbow according to your normal number of
Type: Piercing attacks without reloading. Loading a new case
Range: 120 ft of five bolts is a full-round action that provokes
Rate of Fire: 1 attacks of opportunity.
Magazine: 1Int. Crossbow, repeating
Size: Medium Category: Archaic
Weight: 12 lbs Damage: 1d4
PDC: 12 Critical: 19-20
Restriction: None Type: Piercing
Range: 30 ft
Rate of Fire: 1
Magazine: 1Int.
Size: Tiny
Weight: 3 lbs
PDC: 11
Restriction: None

108
Flamethrower
Category: None
Damage: 3d6
Type: Piercing
Magazine: 10 Int.
Rate of Fire: 1
Size: Large
Weight: 50 lb.
PDC: 17
Restriction: Military (+3)

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, and thus no feat is
needed to operate the weapon effectively. 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 Flare Gun
Reflex save. Normally used as a signaling device, a flare
A flamethrower’s backpack has hardness 5 and gun can be used as a weapon in a pinch. If
5 hit points. When worn, the backpack has a fired in the air, it releases a brightly colored
Defense equal to 9 + the wearer’s Dexterity flame that can be seen for miles, depending on
modifier + the wearer’s class bonus. A surrounding terrain. A flare gun automatically
backpack reduced to 0 hit points ruptures and ignites flammable items. It should be noted
explodes, dealing 6d6 points of fire damage to that the flare gun can “technically” be used
the wearer (no save allowed) and 3d6 points of with 12-gauge shotgun shells. It is NOT
splash damage to creatures and objects in recommended as it may very well cause the
adjacent 5-foot squares (Reflex save, DC 15, weapon to be destroyed, and the wielder to
for half damage). take the full damage from the exploding shell..
Any creature or flammable object that takes Flare Gun
damage from a flamethrower catches on fire, Category: Simple
taking 1d6 points of fire damage each Damage: 1d8
subsequent round until the flames are Critical: 20
extinguished. A fire engulfing a single creature Type: Piercing
or object can be doused or smothered as a full- Range: 30 ft
round action. Discharging a fire extinguisher is Rate of Fire: 1
a move action and instantly smothers flames in Magazine: 1 Int.
a 10-foot-by-10-foot area. Size: Tiny
A flamethrower can shoot 10 times before the Weight: 3 lbs
fuel supply is depleted. Refilling or replacing a PDC: 11
fuel pack has a PDC of 13.
109
Restriction: None Net
A fighting net has small barbs in the weave and
a trailing rope to control netted opponents. You
use it to entangle opponents.
When you throw a net, you make a ranged
touch attack against your target. A net’s
maximum range is 10 feet, and you suffer no
range penalties to throw it even to its
maximum range. If you hit, the target is
entangled. An entangled creature suffers a –2
penalty on attack rolls and a –4 penalty on
effective Dexterity.
The entangled creature can only move at half
Javelin speed and cannot charge or run. If you control
This light, flexible spear built for throwing can the trailing rope by succeeding at an opposed
be used in melee, but since it’s not designed Strength check while holding it, the entangled
for it, characters using it in this manner are creature can only move within the limits that
always considered nonproficient and take a –4 the rope allows. If the entangled creature
penalty on their melee attack rolls. attempts to cast a spell, it must succeed at a
Javelin Concentration check (DC 15) or the spell fails.
Category: Simple The entangled creature can escape with an
Damage: 1d6 Escape Artist check (DC 20) that requires a full-
Critical: 20 round action. The net has 5 hit points and can
Type: Piercing be burst with a Strength check (DC 25, also a
Range: 30 ft full-round action).
Rate of Fire: 1 A net is only useful against creatures within
Size: Medium one size category of you. For instance, a Small
Weight: 2 lb. character wielding a net can entangle Tiny,
PDC: 4 Small, and Medium creatures.
Restriction: None A net must be folded to be thrown effectively.
The first time you throw your net in a fight, you
make a normal ranged touch attack roll. After
the net is unfolded, you suffer a –4 penalty on
attack rolls with it. It takes 2 rounds for a
proficient user to fold a net and twice that long
for a nonproficient one to do so.
Net
Category: Archaic
Range: 10 ft
Rate of Fire: 1
Size: Medium
Weight: 10 lbs
PDC: 6
Restriction: None

110
target with a large splotch of bright,
degradable paint. Getting struck with a
paintball stings and, if the target is not aware
of the circumstance, they might believe they
have been shot with an actual bullet.
A critical hit with a paintball gun deals 1d6
points of nonlethal damage.
Paintball Gun
Category: Simple
Net Launcher Critical: 20
Range: 30 ft
This is a bulky, compressed air rifle with a Rate of Fire: Semi
conical muzzle that throws a weighted net Magazine: 40 Int.
when fired. Police and animal control personnel Size: Small
use net launchers, as well as big game hunters Weight: 2 lbs
and the occasional field researcher hoping to PDC: 8
bag a live Shadow creature. Restriction: None
Net launchers have a much greater range than
a regular thrown net. It takes 10 minutes to
reset a net that was previously fired or 1
minute to set the net launcher with a
prepackaged net (PDC 6, 2 lb. per package).
Net Launcher
Category: Grenade Launcher
Range: 10 ft
Rate of Fire: 1
Magazine: 1 Int.
Size: Large
Weight: 20 lbs
PDC: 15
Restriction: License (+1)

Pepper Spray
A chemical irritant that can temporarily blind a
target, pepper spray comes in a single-shot
container. To use it, 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.
Paintball Gun Pepper Spray
Category: Simple
Paintball guns offer a way for the average
Damage: See Above Description
person to experience what it’s like to be in a
Type: See Above Description
“live fire” scenario, but without the possibility
Range: 5 ft
of taking lethal damage. A paintball deals no
Rate of Fire: 1
damage, but a successful hit will spatter the
Size: Tiny
111
Weight: 0.5 lb. Sling
PDC: 5
Restriction: None The sling, commonly used by primitive people,
hurls lead bullets to kill small game. It’s not as
easy to use as the crossbow or as powerful as a
bow, but it’s cheap and easy to improvise from
common materials.
You can hurl ordinary stones with a sling.
Stones are not as dense or as round as bullets,
so you deal only 1d3 points of damage and
suffer a –1 penalty on attack rolls.
Sling
Category: Archaic
Damage: 1d4
Critical: 20
Type: Ballistic
Range: 50 ft
Rate of Fire: 1.
Size: Small
Shuriken PDC: 3
Restriction: None
A shuriken is a thrown, star-shaped projectile
with four to eight razor-sharp points. A
character may draw a shuriken as a free
action.
Shuriken (Ninja Star)
Category: Archaic
Damage: 1
Critical: 20
Type: Piercing
Range: 10 ft
Rate of Fire: 1.
Size: Tiny
Weight: 0.5 lb.
PDC: 3 Slingshot
Restriction: None Less powerful than a regular sling, a slingshot
has a strong pair of rubber bands attached to a
V-shaped handle. The damage listed in the
table is for lead bullets (as the sling above), but
you can also hurl other small objects like
firecrackers, paintballs, rocks, and the like.
Slingshot
Category: Simple
Damage: 1d3
Critical: 20
Type: Ballistic
Range: 50 ft
Rate of Fire: 1.
Size: Tiny
Weight: 1 lb.
112
PDC: 4 Type: Piercing
Restriction: None Range: 10 ft
Rate of Fire: 1.
Magazine: 1 Int.
Size: Large
Weight: 5 lb.
PDC: 10
Restriction: None

Speargun
A speargun uses a powerful set of bands to
propel a stainless steel shaft at the target.
Most speargun shafts are tied to a thin, strong Sticky Foam Sprayer
line (DC 20 Strength check to break). This line
is attached to a reel, allowing the shooter to This bulky and unusual weapon looks similar to
draw the shaft back. a flamethrower, with a fuel tank and sprayer
If you deal damage to your opponent, the shaft nozzle. However, instead of jellied flaming fuel,
may lodge in the victim if the victim fails a the sticky foam sprayer launches a stream of
Reflex saving throw against a DC equal to 10 + liquid goop that hinders movement and can
the damage dealt. The creature moves at only create impromptu barriers.
half speed and cannot charge or run while a The sticky foam sprayer has a range of 15 feet
spear is lodged in its body. If you control the and fills a 5-foot square per round. A creature
trailing rope by succeeding at an opposed hit by the sticky foam suffers a –2 penalty to
Strength check while holding it, the harpooned attack rolls and a –4 penalty to effective
creature can only move within the limits that Dexterity. The entangled character must make
the rope allows (the trailing rope is 30 feet a Reflex save (DC 15) or be glued to the floor,
long). If the speared creature attempts to cast unable to move. A creature simply moving into
a spell, it must succeed at a Concentration a square with the foam also must make this
check (DC 15) or the spell fails. save, but does not suffer the penalty to attack
The speared creature can pull the shaft from its rolls or Dexterity. Even with a successful save,
wound if it takes a full-round action, but in so it can only move at half speed. Creatures that
doing it deals 2d6 points of damage to itself. are Huge or larger are unaffected by sticky
Reloading a speargun is a full-round action. foam.
Speargun A character who is glued to the floor can break
Category: Simple free with a successful Strength check (DC 20)
Damage: 2d6 or by dealing 15 points of damage to the sticky
Critical: 20 foam with a slashing weapon. A character

113
trying to scrape sticky foam off himself, or the stream can make a Reflex save (DC 15) to
another character assisting, does not need to take half damage (if applicable). Creatures with
make an attack roll; hitting the sticky foam is cover get a bonus on their Reflex save.
automatic, after which the character who hit Regular water deals no damage, but special
rolls damage to see how much of the goo he substances (such as holy water) can be used
scraped off. for different effects. If you make a full-round
A character capable of spellcasting who is attack against a target, it deals the same
bound by the sticky foam must make a amount of damage as a vial of the substance—
Concentration check (DC 15) to cast a spell. an attack action does not produce enough of a
The sticky foam becomes brittle and breaks stream to deal damage.
apart easily after 10 minutes. The super watergun has a handle that must be
pumped to shoot, thus requiring both hands to
A variety of problems have been found with use effectively. A super watergun cannot hold
Sticky Foam: acid, which will eat through the thin plastic
tank in a matter of seconds. The entire tank of
• It can be lethal if sprayed toward the water must contain the given substance to be
face, causing immediate suffocation. effective— mixing with regular water will
However the foam could be useful for negate the effect.
denying access to certain rooms or Super Water Gun
corridors, as in the case of a drug raid or Category: None
a prison riot. Range: 10 ft
Magazine: 5 Int.
Currently there is no "antidote", while the foam Size: Medium
is non-toxic, the solvents that unstuck a person Weight: 2 lb.
are potentially toxic, and so far, no totally safe PDC: 4
and effective solvent has been found. The Restriction: None
other alternative is to cut the individual out of
their clothing with a pair of scissors.
Sticky Foam Sprayer
Stats: Not Supplied

Taser
A taser uses springs or compressed air to fire a
pair of darts at a target. On impact, the darts
release a powerful electrical current. On a
Super Watergun successful hit, the darts deal 1d4 points of
The super watergun is a toy gun that shoots a electricity damage and the target must make a
thin stream of water. The tank holds enough Fortitude saving throw (DC 15) or be paralyzed
water to shoot 5 times before needing to be for 1d6 rounds. Reloading a taser is a full-round
refilled. A super watergun has a maximum action that provokes attacks of opportunity.
range of 10 feet. No attack roll is required to Taser
hit, and thus no feat is required to operate one Category: Simple
effectively. Any creature caught in the path of Damage: 1d4 (See above description)
114
Type: Electricity
Range: 5 ft
Magazine: 1 Int
Rate of Fire: 1.
Size: Small
Weight: 2 lb.
PDC: 7
Restriction: None

Whip
Whips deal a small amount of lethal damage.
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
Water Cannon penalties.
Because a whip can wrap around an enemy’s
Used for crowd control and riot dispersion,
leg or other limb, a character can make a trip
water cannons are essentially mounted fire
attack with it by succeeding at a ranged touch
hoses built into vehicles with a large tank. A
attack. The character does not provoke an
water cannon can fire continuously for 2
attack of opportunity when using a whip in this
minutes before needing to be refilled.
way. If the character is tripped during his or
A person struck by a water cannon takes 1d10
her own trip attempt, the character can drop
points of nonlethal damage per round, and
the whip to avoid being tripped.
must make a Reflex save (DC 15) or be
When using a whip, a character gets a +2
knocked prone by the force of the blast. A
bonus on your opposed attack roll when
water cannon that is attached to a vehicle
attempting to disarm an opponent (including
cannot be removed. Use these same statistics
the roll to keep from being disarmed if the
if attacking someone with a fire hose.
character fails to disarm the opponent).
Water Cannon
Whip
Category: Simple
Category: Simple
Range: 10 ft
Damage: 1d2
Magazine: 20 Int.
Type: Slashing
Size: Huge
Range: 15 ft
Weight: 50 lb.
Rate of Fire: 1.
PDC: 19
Size: Small
Restriction: License (+1)
Weight: 2 lb.
PDC: 4
Restriction: None

115
Box Magazine
WEAPON For weapons that use box magazines, a

ACCESSORIES character can purchase extras. Loading these


extra magazines ahead of time and keeping
them in a handy place makes it easy to reload
As if modern weapons weren’t dangerous a weapon in combat.
enough, a number of accessories can increase Box Magazine
their utility or efficiency. Size: Tiny
Weight: 0.5 lb.
PDC: 4

Detonator
A detonator activates an explosive, causing it
to explode. The device consists of an
electrically activated blasting cap and some
sort of device that delivers the electrical
charge to set off the blasting cap. Connecting a
detonator to an explosive requires a
Booby Trap Kit Demolitions check (DC 15). Failure means that
This small package consists of a spring-loaded the explosive fails to go off as planned. Failure
device with a hair-trigger pin. It can be wired to by 10 or more means the explosive goes off as
a blasting cap or other detonator (not included the detonator is being installed.
with the kit), and is used by attaching the pin
to a tripwire or pull-cord. If someone trips or
cuts the tripwire, the spring action sets off the
detonator (and hence the explosive).
Booby trap kit
Size: Diminutive
Weight: --
PDC: 4

Blasting Cap
This is a detonator without a built-in controller.
It can be wired into any electrical device, such
as a light switch or a car’s ignition switch, with
a Demolitions check (DC 10). When the
electrical device is activated, the detonator
goes off.
Blasting Cap
Size: Tiny
Weight: 0.5 lb.
PDC: 4
Restriction: License (+1)

116
PDC: 7
Restriction: License (+1)

Radio Control
This device consists of two parts: the detonator
itself and the activation device. The activation
device is an electronic item about the size of a
deck of cards, with an antenna, a safety, and
an activation switch. When the switch is
toggled, the activation device sends a signal to
the detonator by radio, setting it off. It has a Wired
range of 500 feet.
Radio Control This is the simplest form of detonator. The
Size: Tiny blasting cap connects by a wire to an activation
Weight: 0.5 lb. device, usually a small pistol-grip device that
PDC: 10 the user squeezes. The detonator comes with
Restriction: License (+1) 100 feet of wire, but longer lengths can be
spliced in with a Demolitions check (DC 10).
Wired
Size: Tiny
Weight: 1 lb.
PDC: 6
Restriction: License (+1)

Holster
Holsters are generally available for all Medium-
size or smaller firearms.

Timed
This is an electronic timer connected to the
detonator. Like an alarm clock, it can be set to
go off at a particular time.
Timed
Size: Tiny
Weight: 0.5 lb.
117
Small or Tiny weapons can be carried in
waistband holsters (often placed inside the
wearer’s waistband against his or her back).
Tiny weapons can also be carried in ankle or
boot holsters.
Concealed Carry Holster
Size: Tiny
Weight: 0.5 lb.
PDC: 5

Hip
This holster holds the weapon in an easily
accessed—and easily seen—location. Illuminator
Hip Holster An illuminator is a small flashlight that mounts
Size: Tiny to a firearm, freeing up one of the user’s
Weight: 1 lb. hands. It functions as a standard flashlight.
PDC: 5 Illuminator
Size: Tiny
Weight: 0.5 lb.
PDC: 7

Concealed Carry
A concealed carry holster is designed to help Laser Sight
keep a weapon out of sight (see Concealed This small laser mounts on a firearm, and
Weapons and Objects). In most cases, this is a projects a tiny red dot on the weapon’s target.
shoulder holster (the weapon fits under the A laser sight grants a +1 equipment bonus on
wearer’s armpit, presumably beneath a jacket).
118
all attack rolls made against targets no farther
than 30 feet away. However, a laser sight can’t
be used outdoors during the daytime.
Laser Site
Size: Tiny
Weight: 0.5 lb.
PDC: 15

Scope Electro-Optical
A scope is a sighting device that makes it An electro-optical scope functions the same as
easier to hit targets at long range. However, a standard scope in normal light. In darkness,
although a scope magnifies the image of the however, the user sees through it as if he or
target, it has a very limited field of view, she had the darkvision ability granted by night
making it difficult to use. vision goggles.
Electro-Optical Scope
Size: Small
Weight: 3 lb.
PDC: 18

The d20 Modern Roleplaying Game doesn't


provide guidelines for telescopic scopes, but a
set of rules governing the use of such devices
can lend considerable realism to the game. The
following are suggested:

• When using a telescopic scope, a hero


cannot use automatic fire, or the Burst
Fire, Double Tap, or Strafe feats.

• A hero gains the benefits of the Dead


Aim and Far Shot feats when using a
telescopic scope, even if she does not
Standard have those feats or qualify for them.
A standard scope increases the range
increment for a ranged weapon by one-half • A hero using a telescopic scope takes a -
(multiply by 1.5). However, to use a scope a 10 penalty on Spot checks made to
character must spend an attack action detect opponents within 30 feet.
acquiring his or her target. If the character
changes targets or otherwise lose sight of the • Making an attack when using a
target, he or she must reacquire the target to telescopic scope requires a full-round
gain the benefit of the scope. action.
Standard Scope
• A telescopic scope provides no benefit at
Size: Tiny
ranges less than 50 feet.
Weight: 0.5 lb.
PDC: 11 • Depending on their quality, telescopic
scopes provide varying equipment
bonuses on attack rolls, according to the
following table.

119
Equipment speed that propel a bullet as it is fired. This
Scope PDC eliminates the noise from the bullet’s firing,
Bonus
x3 +2 14 dramatically reducing the sound the weapon
makes when it is used. For handguns, the only
x8 +4 16
sound is the mechanical action of the weapon
x12 +6 17 (Listen check, DC 15, to notice). For longarms,
Zoom, x3- the supersonic speed of the bullet itself still
+6 18
x12 makes noise. However, it’s difficult to tell
where the sound is coming from, requiring a
Listen check (DC 15) to locate the source of the
gunfire.
Modifying a weapon to accept a suppressor
requires a Repair check (DC 15). Once a
weapon has been modified in this manner, a
suppressor can be attached or removed as a
move action.
Suppressors cannot be used on revolvers or
shotguns. A suppressor purchased for one
weapon can be used for any other weapon that
fires the same caliber of ammunition.
Speed Loader Suppressor (Pistol)
A speed loader holds a number of bullets in a Size: Tiny
ring, in a position that mirrors the chambers in Weight: 1 lb.
a revolver cylinder. Using a speed loader saves PDC: 12
time in reloading a revolver, since a character Restriction: Military (+3)
can insert all the bullets at once.
Speed Loader Suppressor (Rifle)
Size: Tiny Size: Small
Weight: 0.5 lb. Weight: 4 lb.
PDC: 3 PDC: 14
Restriction: Military (+3)

Suppressor
A suppressor fits on the end of a firearm,
capturing the gases traveling at supersonic
120
Index
CONTENTS...............................2 Concealable Vest...........12 Tool Belt..........................27
General Equipment Rules.........2 Chainmail Shirt...............13 Books......................................27
On-Hand Objects..................2 E.O.B. Armor..................13 Popular Press.................27
Restricted Objects.................2 Firefighter Turnout Coat. 13 Textbook.........................28
Table: Restricted Hide................................14 Encyclopedia..................28
Objects.........................3 Lamellar..........................14 Library Collection............28
Purchasing a License.......3 Light-Duty Vest...............15 Clothing...................................29
The Black Market..............3 Scale Mail.......................15 Clothing Outfit.................29
Requisitioning Equipment.....3 Tactical Vest...................16 Bigfoot Suit.....................30
Table: Requisition Heavy Armor...........................16 Business.........................30
Modifiers.......................4 Banded Mail....................16 Casual.............................30
Mastercraft Objects...............4 Forced Entry Unit............16 Formal.............................31
Concealed Weapons and Half-Plate........................17 Fatigues..........................31
Objects..................................4 Land Warrior Armor........17 Uniform...........................32
Sleight of Hand Checks....4 O-Yoroi...........................18 Designer Outfit................32
Size and Concealment.....4 Plate Mail........................18 Ghillie Suit.......................32
Table: Concealing Space Suit......................19 Stealth ............................33
Weapons and Objects. .4 Special Response Vest. .19 Double-sided...................33
Spotting Concealed Splint Mail.......................19 Outerwear................................33
Objects .............................5 Shields.....................................20 Coat................................33
Spotting Concealable Buckler............................20 Fatigue Jacket................34
Armor................................5 Small Shield....................20 Overcoat.........................34
Living in Luxury.....................5 Large Shield....................21 Parka..............................34
Operating a Bicycle...............5 Wooden or Steel.............21 Windbreaker...................35
Armor & Protective Gear...........6 Impromptu Shield...........21 Computer & Consumer
Light Armor................................6 Riot..................................22 Electronics...............................35
Chemico Body Armor.......6 Bags & Boxes..........................22 Cameras.........................35
Buff Coat...........................6 Aluminum Travel Case...22 35mm..............................35
Flight Suit and Helmet......7 Briefcase.........................23 Digital..............................36
Leather Jacket..................8 Camera Bag....................23 Disposable......................36
Leather Armor...................8 Contractor’s Field Bag....23 Film.................................36
Light Undercover Shirt......9 Day Pack........................24 Film Developing (Service)
Pull-Up Pouch Vest........10 Duffle Bag.......................24 ........................................36
Rad Suit..........................10 Fanny Pack.....................24 Cell Phone......................36
Sports Pads....................11 Handbag.........................25 Computer........................37
Studded Leather.............11 Money Belt......................25 Desktop...........................37
Undercover Vest.............11 Patrol Box.......................25 Notebook........................37
Medium Armor.........................12 Range Pack....................26 Upgrade..........................37
Breastplate......................12 Suitcase, Wheeled..........26 Digital Audio Recorder....38
121
Laser Pointer..................38 Disguise Kit.....................47 Diamondback X-20
Modem............................38 Duct Tape.......................48 Mountain Bike.................61
Broadband .....................38 Electrical Tool Kit............48 LeMond Victoire Racing
Cellular ...........................38 Basic...............................48 Bike.................................61
Multi-Function PDA/Cell Deluxe.............................48 Mongoose Pro Fuzz BMX
Phone.............................39 Evidence Kits..................48 Bike.................................61
Pager..............................39 Basic...............................49 Surveillance Gear....................62
PDA.................................39 Deluxe.............................49 Black Box........................62
Portable Hard Drive........39 Fake ID...........................49 Bug Sweeper..................62
Portable Satellite Fiend Hunter’s Kit...........49 Caller ID Defeater...........62
Telephone.......................40 First Aid Kit.....................50 Cellular Interceptor.........62
Portable Video Camera. .40 Forced Entry Kit..............50 Concealable Camera......63
Printer.............................40 Forgery Kit......................50 Concealable Microphone63
Scanner..........................40 Generator, Portable........51 Concealable Video Camera
Video Shades.................41 Glasscutter, Circular.......51 ........................................63
Walkie-Talkie..................41 Handcuffs........................51 Explosives Detector........64
Basic...............................41 Steel................................51 Fiber Optic Camera........64
Professional....................41 Zip-Tie.............................52 Lineman’s Buttset...........64
Lifestyle...................................41 Hydraulic Compressor....52 Microphone, Contact......64
Housing...........................41 Holy Water......................52 Microphone, Laser..........65
Entertainment.................42 Instrument, Keyboard.....53 Microphone, Parabolic....65
Meals..............................42 Instrument, Percussion...53 Microphone, Pick Up......65
Transportation & Lodging Instrument, Stringed.......53 Microphone, Shotgun.....65
........................................42 Instrument, Wind............53 Microtransmitter..............66
Transportation.................42 Jaws of Life.....................54 Metal Detector................66
Car Rental.......................43 Lockpick Set...................54 Night Vision Goggles......66
Lodging...........................43 Lock Release Gun..........55 Night-Vision Imager........66
Auto Repair.....................43 Liquid Metal Embrittlement Police Scanner................67
Auto Repair.....................43 Sprayer...........................55 Snake-Eye Lens.............67
Bail Bonds.......................43 Marbles, Bag of...............55 Tap Detector...................67
Property Crime................44 Mechanical Tool Kit........55 Telephone Tap................67
Assault Crime.................44 Basic...............................55 Line Tap..........................68
Death Crime....................44 Deluxe.............................55 Receiver Tap..................68
Bribery............................44 Medical Kit......................56 Telephone Line Tracer. . .68
Legal Services................44 Multipurpose Tool...........56 Survival Gear...........................68
Medical Services:...........44 Pharmacist Kit.................56 Backpack .......................68
Long-Term Care.............44 Ram, Portable.................57 Binoculars.......................69
Restore Hit Points...........44 Road Flare......................57 Standard.........................69
Surgery...........................44 Scuba Diving Gear.........57 Rangefinding...................69
Poison/Disease...............44 Search-and-Rescue Kit. .58 Electro-Optical................69
Professional Equipment..........44 Spike Strip......................58 Canteen..........................69
Bolt Cutter.......................45 Surgery Kit......................58 Chemical Light Stick.......70
Breaking and Entering Kit Vampire Slayer’s Kit.......59 Climbing Gear.................70
........................................45 Werewolf Hunter’s Kit.....59 Compass.........................70
Caltrops..........................45 Winch, Portable..............59 Fire Extinguisher.............71
Camouflage Compact.....46 Sports Equipment....................59 Fishing Rod.....................71
Capture Kit......................46 In-Line Skates.................59 Flask...............................71
Car Opening Kit..............46 Skateboard.....................60 Flash Goggles.................71
Chemical Kit....................46 Skis and Snowboards.....60 Flashlight........................71
Concertina Wire..............47 General Purpose Bicycles Penlight...........................72
Demolitions Kit................47 ........................................60 Standard.........................72
122
Battery Flood..................72 Greatsword.....................87 Warhammer..................105
Gas Mask........................72 Guisarme........................87 War Fan........................105
GPS Receiver.................72 Halberd...........................88 Weapons: Ranged ...............105
Hip Boots........................73 Hammer, Gnome Hooked Air Pistols and Air Rifles
Maps...............................73 ........................................88 ......................................105
Road Atlas......................73 Hatchet...........................88 Bolas.............................106
Tactical Map...................73 Kama..............................89 Blowgun........................106
Aeronautical chart ..........74 Katana............................89 Compound Bow............107
Nautical chart .................74 Ketch-All Pole.................89 Crossbow......................107
Road map.......................75 Khopesh..........................90 Crossbow, Grapple-Firing
Souvenir maps................75 Knife................................90 ......................................107
Specialized map ............75 Kukri................................90 Crossbow, Hand...........108
Street map......................76 Lance, Heavy and Light..91 Crossbow, Repeating...108
Topographical map ........76 Longsword......................91 Flamethrower................109
Street atlas .....................76 Mace, Heavy and Light...91 Flare Gun......................109
Survey ............................76 Machete..........................92 Javelin...........................110
Mapping program...........77 Maul................................92 Net................................110
Geographic information Metal Baton.....................93 Net Launcher................111
system............................77 Naginata.........................93 Paintball Gun................111
Mesh Vest.......................77 Nekode...........................94 Pepper Spray................111
Portable Stove................77 Ninja-to...........................94 Shuriken........................112
Rain Poncho...................78 Nunchaku........................95 Sling..............................112
Rope...............................78 Pick.................................95 Slingshot.......................112
Sleeping Bag..................78 Pickaxe...........................95 Speargun......................113
Tackle Box......................78 Quarterstaff.....................96 Sticky Foam Sprayer....113
Tent.................................79 Ranseur..........................96 Super Watergun...........114
8-Person Dome Tent......79 Rapier.............................96 Taser.............................114
Trail Rations....................79 Saber..............................97 Water Cannon..............115
Weapons: Melee.....................79 Sap..................................97 Whip..............................115
Axe, Orc Double.............80 Scourge..........................97 Weapon Accessories............116
Battleaxe.........................80 Scimitar...........................98 Booby Trap Kit..............116
Bayonet (Fixed)..............80 Scythe.............................98 Box Magazine...............116
Brass Knuckles...............80 Sickle..............................99 Detonator......................116
Chain (Manriki-gusari)....81 Shikomi-zue....................99 Blasting Cap.................116
Chain Saw......................81 Shortspear......................99 Radio Control................117
Cleaver...........................82 Spear............................100 Timed............................117
Club................................82 Straight Razor...............100 Wired............................117
Club, Spiked...................83 Stun Gun.......................100 Holster..........................117
Cutlass............................83 Sword, Bastard.............101 Hip................................118
Dagger, Punching...........83 Sword Cane..................101 Concealed Carry...........118
Falchion..........................84 Sword, Short.................102 Illuminator.....................118
Flail, Dire.........................84 Sword, Two-Bladed......102 Laser Sight....................118
Flail, Light and Heavy.....84 Tonfa.............................102 Scope............................119
Gauntlet..........................85 Three-Section Staff.......103 Standard.......................119
Gauntlet, Spiked.............85 Trident...........................103 Electro-Optical..............119
Glaive..............................86 Urgosh, Dwarven..........103 Speed Loader...............120
Greataxe.........................86 Wakizashi.....................104 Suppressor...................120
Greatclub........................86 Waraxe, Dwarven.........104

123
OPEN GAME LICENSE Version 1.0a licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
The following text is the property of Wizards of the Coast, Inc. and is
Trademark in conjunction with a work containing Open Game Content
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
except as expressly licensed in another, independent Agreement with
Reserved.
the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge
1. Definitions: (a)"Contributors" means the copyright and/or trademark to the ownership of that Product Identity. The owner of any Product
owners who have contributed Open Game Content; (b)"Derivative Identity used in Open Game Content shall retain all rights, title and
Material" means copyrighted material including derivative works and interest in and to that Product Identity.
translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement,
8. Identification: If you distribute Open Game Content You must clearly
compilation, abridgment or other form in which an existing work may
indicate which portions of the work that you are distributing are Open
be recast, transformed or adapted; (c) "Distribute" means to
Game Content.
reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the
game mechanic and includes the methods, procedures, processes and 9. Updating the License: Wizards or its designated Agents may publish
routines to the extent such content does not embody the Product updated versions of this License. You may use any authorized version
Identity and is an enhancement over the prior art and any additional of this License to copy, modify and distribute any Open Game Content
content clearly identified as Open Game Content by the Contributor, originally distributed under any version of this License.
and means any work covered by this License, including translations
and derivative works under copyright law, but specifically excludes
10 Copy of this License: You MUST include a copy of this License with
Product Identity. (e) "Product Identity" means product and product line
every copy of the Open Game Content You Distribute.
names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, 11. Use of Contributor Credits: You may not market or advertise the
likenesses, formats, poses, concepts, themes and graphic, Open Game Content using the name of any Contributor unless You
photographic and other visual or audio representations; names and have written permission from the Contributor to do so.
descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations,
12 Inability to Comply: If it is impossible for You to comply with any of
environments, creatures, equipment, magical or supernatural abilities
the terms of this License with respect to some or all of the Open Game
or effects, logos, symbols, or graphic designs; and any other trademark
Content due to statute, judicial order, or governmental regulation then
or registered trademark clearly identified as Product identity by the
You may not Use any Open Game Material so affected.
owner of the Product Identity, and which specifically excludes the Open
Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its 13 Termination: This License will terminate automatically if You fail to
products or the associated products contributed to the Open Game comply with all terms herein and fail to cure such breach within 30
License by the Contributor (g) "Use", "Used" or "Using" means to use, days of becoming aware of the breach. All sublicenses shall survive the
Distribute, copy, edit, format, modify, translate and otherwise create termination of this License.
Derivative Material of Open Game Content. (h) "You" or "Your" means
the licensee in terms of this agreement.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content that necessary to make it enforceable.
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
15 COPYRIGHT NOTICE
to any Open Game Content that you Use. No terms may be added to or
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game
Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this


License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT


NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly

124

S-ar putea să vă placă și