e20 lite v05

March 20, 2017 | Author: Juan Alvarado | Category: N/A
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e20 Lite version 0.5

Gary M. Sarli

Credits Lead Designer & Developer Gary M. Sarli

Additional Design Robert Becker

Additional Development Patrick Curtin, Jared Gaume, Lucas Jung, Randall Moe, Jimmy Plamondon, Frank Shea

Editing Allison Bricker

Layout & Production Gary M. Sarli

e20 Logo Design Marc Caron

e20 Lite Cover Design Marc Caron, Gary M. Sarli

Special Thanks All the members of my semi-monthly STAR WARS® game (Mark Valetutto, Deni Anderson, Kenneth Dollar, Nathan Probst, David Dockery, and Allison Bricker) for letting me use them as test subjects for countless house rules; Moe at Kush in Denton, Texas (kushofdenton.com) for always having a table ready for me at his hookah bar when I need to write away from home; and all the patrons who pledged their time and money to assist in the creation of this product. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This product would not be possible without all the patrons who pledged their time and money to assist in its creation. Thank you for your efforts and enthusiasm. GMSarli Games 510 S Carroll Blvd #150 Denton TX 76201 gmsarligames.com Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this GMSarli Games product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

e20 Lite version 0.5 is published by GMSarli Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. GMSarli Games, the GMS logo, e20, e20 Lite, e20 System, and the e20 logo are trademarks of GMSarli Games. © 2010 GMSarli Games.

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Contents CREDITS CONTENTS INTRODUCTION

What’s e20 Lite? What’s Different?

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1: CHARACTER GENERATION

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The Basics The Core Mechanic Dice Rounding Fractions Number Progression Ability Scores Generating Ability Scores Characters at 1st Level Character Advancement

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2: ORIGIN

Race Human Occupation Occupation Descriptions Changing Occupations

3: CLASSES

Class Descriptions Class Features Talents Vanguard Class Features Talents Dreadnought Class Features Talents Corsair Class Features Talents Savant Class Features Talents Sentinel Class Features Talents Envoy Class Features Talents Multiclassing Advanced Talents

4: SKILLS

Skill Basics

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Trained vs. Untrained Skills Applications Specialties Metaskills Skill Checks Types of Skill Checks Making a Skill Check Target Number Success or Failure Cooperative Skill Checks Challenges Progress Skills Used Difficulty Complexity Limit Time Other Factors Level and Experience Running Challenges List of Skills

5: FEATS

Defensive Feats Style Feats Class Feats General Feats

6: TRAITS

Action Points Resources Resources Modifier Purchasing Equipment Losing Resources Gaining Resources Combining Resources Cash on Hand On-Hand Items

7: POWERS

Magic Arcane Divine Pact Primal Psionics Clairsentience Psychokinesis Psychometabolism Telepathy

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Prodigies

8: EQUIPMENT

Using Items Containers Weapons Weapon Tables Ammunition Armor Armor Tables Vehicles Vehicle Table General Equipment Equipment Tables Encumbrance Weight and Load Lifting and Dragging

9: ENHANCEMENTS

Enhancement Basics Using Enhancements Enhancement Slots Acquiring Enhancements Creating Enhancements Creation Process

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10: COMBAT

Attacks Attack Roll Critical Hits Defenses Primary Defense Fortitude Defense Reflex Defense Will Defense Saving Throws Injury and Healing Hit Points and Reserves Massive Damage Threshold Healing and Repairs Conditions Combat Sequence Surprise Initiative Combat Rounds Actions in Combat Stunts Fighting Style Driving Dual Weapon

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Emplaced Weapon One-Handed Weapon Shield Two-Handed Weapon Movement Limited Movement Aerial Movement Maneuvers Losing Control Occupied Spaces Collisions Map Scale Special Combat Rules Area Attacks Concealment Cover Damage Reduction Damage Types Disadvantaged Opponents Dynamic Damage Hardness Range Size Threatened Areas Transport Combat Characters on Transports Transport Movement Attacking a Transport

11: GAMEMASTERING

Experience Awards Encounter XP Targets Encounter Difficulty Allies & Opponents Character Ranks Game Statistics by Level Templates

12: GENRE & SETTING

Genre Genre as Mood Genre as Setting Campaign Settings Ruins of Empire The Hollow Sky Metahuman Zero

OPEN GAME LICENSE V1.0A

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Introduction The goal of the e20 System Evolved project is to design a roleplaying game whose mechanics allow for fast game play, streamlined character creation and advancement, and a cinematic storytelling experience adaptable to any genre or style of play. Its name inspired by the D20 SYSTEM family of games, this project intends to help that venerable rules system evolve into its newest incarnation.

Classes: There are six classes, each of which is roughly analogous to the six basic classes found in d20 Modern: Vanguard (Strong Hero), Dreadnought (Tough Hero), Corsair (Fast Hero), Savant (Smart Hero), Sentinel (Dedicated Hero), Envoy (Charismatic Hero). Each has an assortment of class skills, and the number of skills chosen at 1st level is determined by your starting class. Multiclassing is possible without penalty. There are no advanced classes or prestige classes, but advanced talent trees are available for higher-level characters. Talents: Rather than fixed class features, in the e20 System you select talents from lists called “talent trees,” each of which is associated with a particular class. Some talents require a minimum class level to be selected, so if you dedicate yourself to one class you can access exclusive talents that a multiclass character might not be able to learn. Talents are divided into two categories: core talents (usable once per round) and major talents (usable once until you rest for 1 minute). Talents scale to match your overall power at any given level, and all talents—core and major—have approximately equal value. Skills: Like STAR WARS Saga Edition and DUNGEONS & DRAGONS 4th edition, the e20 System does not use skill points and ranks to measure proficiency. Instead, all skill improve automatically as you gain levels (bonus equal to half your level), and you are either untrained (+0), trained (+2), or focused (up to +5) in a given skill. Unlike previous d20-based games, e20 System skills are not associated with a single ability score. Instead, you match your skill modifier with the most appropriate ability modifier, determined by the specific action you are taking. Challenges, inspired by complex skill checks in Unearthed Arcana and skill challenges in DUNGEONS & DRAGONS 4th edition, provide game mechanics for resolving situations that are too long, complex, or dangerous for a single skill check. The rules contain extensive guidelines on how to build a challenge (including several variant options that serve to make your encounter unique) and even how to use a challenge as a standalone encounter. Feats: For the most part, feats work similarly to those found in previous d20-based games. However, feats that had previously granted a unique action that required a task resolution roll (such as Whirlwind Attack) are usually recast as talents. In addition, feats generally have fewer prerequisites. There are four types of feats: general, class, defensive, and style. Anyone who meets the prerequisite can take a general or defensive feat, but some defensive feats are limited to characters who have at least one level in one of two classes. Class feats provide signature abilities that help to define each class’s role (such as Sneak Attack for a Corsair), and only members of a given class can take its associated class feats. Style feats work with your fighting style (such as two-handed weapon or weapon and shield), providing a specific benefit to match your approach to combat. You can use only one style feat at a time, but you can switch to a different style feat you know as a free action once per round on your turn. Enhancements: Enhancements are abilities acquired through play rather than because of your class and level. They might be physical items (like magic items in a high fantasy setting) or learned tricks and exploits your character has acquired as a direct result of overcoming a particular challenge. In addition, you can build or learn enhancements between adventures; however, enhancements that you build yourself are less powerful than the best that you might acquire during an adventure.

What’s e20 Lite? This product gives you an overview of the lead designer’s vision of the game mechanics that will be found in the final version of the e20 Core Rulebook. In addition to building directly on Open Game Content from sources such as Unearthed Arcana (DUNGEONS & DRAGONS®), Pathfinder, and Mutants & Masterminds, it draws inspiration from the innovations found in other games such as STAR WARS® ROLEPLAYING GAME Saga Edition, DUNGEONS & DRAGONS 4th edition, Savage Worlds, and many other games. Above all else, e20 Lite is very much a work in progress. This product contains the current game mechanics and concepts preferred by the lead designer, but patron input can and will result in substantial changes from this starting point. This product is a living document that serves as a beta test for exploring new game mechanics; as such, it is given a distinct version number (starting at version 0.1) to represent major revisions as the process moves forward.

What’s Different? If you’re familiar with d20-based games in general, much of the structure of the e20 System will be familiar despite having been substantially rebuilt. Unless described as changing in e20 Lite, assume that other rules work roughly the same as they did in DUNGEONS & DRAGONS edition 3.5 or d20 Modern. (There are exceptions, but most major changes are covered, at least in brief.) Character Advancement: You gain feats, talents, and stunts (see below) based on your total character level rather than your individual class levels. Ten encounters of average difficulty will provide enough experience points to advance a level, and you always gain at least one talent, feat, or stunt when you advance. You can retrain these mechanics as you gain levels, so it is not necessary to pre-plan your character’s entire adventuring career in order to have a relatively optimized character. Races: Races play the same role as they did in previous d20-based games. Inspired by DUNGEONS & DRAGONS 4th edition, racial modifiers to ability scores are always positive, never negative. As before, humans are the most customizable race, gaining +2 to an ability score of their choice, an additional trained skill, an additional feat, and an additional stunt at 1st level. Most setting-specific races (such as elves or dwarves in high fantasy) gain +2 to two specific ability scores and several fixed racial traits, trading flexibility for greater specialization. In addition, your race provides some of your possible skill choices at 1st level. Occupations: Occupations help to define your character’s background and experience prior to becoming a 1st-level character. Your occupation, like your race and class, provides some of your possible skill choices at 1st level. In addition, your occupation provides some other details (such as starting resources) that help to flesh out a character’s standing in the campaign world.

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Enhancements are particularly useful for niche situations that are too unusual to be worth spending a talent or feat. Stunts: Stunts provide you with special options when you make an attack, allowing you to produce an additional effect such as disarming, tripping, or bull rushing a character. In addition, you can perform any talent as a stunt so long as you know at least one talent of the same type from the same talent tree and you otherwise meet the talent’s prerequisite. Because of their complexity, stunts require either significant effort (you take a –5 penalty on your attack roll) or a bit of luck (on a critical hit, you can perform a stunt instead of dealing double damage). You learn to master individual stunts and avoid the –5 penalty as you advance in level, and you can choose to learn additional stunts by taking the Stunt Mastery feat. Hit Points: Players familiar with other d20-based games might find that hit points and damage levels are a bit higher than they were in other games. However, relative power levels (damage compared to hit points) are generally similar to those in comparable game systems. In addition to hit points, in the e20 System you have reserves, which are essentially a pool of “backup hit points” that you can use to recover more quickly than typically possible in d20-based games. Once your reserves are drained, however, damage has the potential to cause serious injury and death. Defenses and Saving Throws: Much like STAR WARS Saga Edition and DUNGEONS & DRAGONS 4th edition, the e20 System has multiple static defenses (Primary, Fortitude, Reflex, and Will) that serve as the target number for an attack roll. In addition, the e20 System uses a simple saving throw mechanic for recovery from lasting conditions. Attacks: Unlike previous d20-based games, you do not have a base attack bonus. Instead, each weapon group has an associated skill, such as Firearms or Melee. Because of this, attacks, defenses, and skills all scale at exactly the same rate as you gain levels. Equipment: Weapons are similar to those in previous d20-based games, and damage levels are comparable if not actually identical to their earlier counterparts. Range modifiers function differently, using broad range categories instead of flat range increments. For example, a typical pistol has a point blank range of 5 squares, a short range of 10 squares (–2 to attacks), a medium range of 25 squares (–5 to attacks), a long range of 50 squares (–10 to attacks), and an extreme range of 100 squares (–20 to attacks). Armor provides a modest bonus to both your Primary Defense (analogous to Armor Class in DUNGEONS & DRAGONS) and your massive damage threshold, making you less likely to be fatigued, impaired, disabled, or killed by an attack.

What’s “Lite” About This? In its current incarnation, e20 Lite has been expanded in scope to provide a virtually complete rules engine for the game, giving playtesters everything they need to run scenarios, adventures, and even whole campaigns. In addition, it serves as a core development guide for those patrons who wish to contribute design work for the game. Because of this, the document is quite large, and playtesters will have access to additional material as the project moves forward in its final stages of development. By the time e20 Lite reaches version 1.0, it will be trimmed down to provide a solid set of “quick start rules” that give new players a quick introduction to the essentials of the e20 System. Encounters: Combat encounters are more fluid and volatile than in previous d20-based games; combatants rarely remain in fixed positions for very long. Drawing inspiration from DUNGEONS & DRAGONS 4th edition, threat levels are scaled such that a standard 1st-level opponent is an appropriate challenge for a single 1st-level character. Encounters are thus very easy to scale for parties of different sizes; if you have six 3rdlevel characters, pick out six 3rd-level standard opponents (or any other combination that adds up to roughly the same amount of experience points). Opponents are rated as basic (simpler attack options and lower hit points, much like minions in DUNGEONS & DRAGONs 4th edition), standard, or elite (higher hit points and defenses, and an even match for a character of the same level). As a comparison, a 4th-level elite opponent is roughly the equivalent to a 6th-level standard opponent or a 10thlevel basic opponent. Experience Points: Much as in DUNGEONS & DRAGONS 4th edition, levelindependent experience awards help to make encounter building easier and more intuitive. Genre and Setting: Though its base rules nicely fill the action and adventure genres appropriate to many roleplaying games, the e20 System is a universal system that allows true compatibility between games of many different genres and settings. To that end, the rules are generally modular by design and easy to plug into any campaign. Whether you’re looking for comic book superheroics, cinematic action, or grim and gritty horror, the game can be set anywhere, and with the addition of new talent trees and feats you can represent genre-specific tropes such as magic and psionics.

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1: Character Generation Regardless of your specific origin and class, your character’s progression and ability scores operate using the same mechanics throughout your campaign.

Variations: In cases where values deviate from these progressions, the rules will clearly explain what pattern to use. For example, size modifiers mostly follow the standard progression, but the growth is truncated and expands by only 5 at every step beyond +10.

The Basics

Ability Scores

If you’ve played other d20-based games, you’re probably familiar with many of the concepts at the heart of the e20 System. The following basic rules apply in almost every aspect of the game.

Ability scores are calculated with the standard formula used in previous d20-based games. The ability modifier for a given ability score is equal to the following:

The Core Mechanic

(ability score)/2 – 5, rounded down

Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do the following:

The function of each ability score is summarized below. • Strength: Power, musculature, and the ability to apply force to other characters. • Constitution: Toughness, mass, and overall resistance to physical effects. • Dexterity: Speed, movement, and fine motor skills. • Intelligence: Logic, reason, abstract thought, and accumulated knowledge. • Wisdom: Awareness, intuition, and insight. • Charisma: Self-confidence, presence, and force of personality.

• Roll a d20. • Add any relevant modifiers. • Compare the result to a target number. If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

Dice

Generating Ability Scores

Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.

The Gamemaster chooses which of the following methods to use for generating ability scores. All of these produce heroic characters appropriate for any action or adventure game; genre-specific materials in the e20 System Core Rulebook provide other methods that create characters with lower or higher ability scores.

Point Buy Method

All ability scores start at 8, and you have an allotment of points to spend to improve them above that. In a standard heroic campaign (the assumed default for the e20 System), you have 30 points to spend on your ability scores. Other campaign styles might have higher or lower point totals available.

Rounding Fractions In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage, have a minimum of 1.

Ability Score 9 10 11 12 13

Number Progression Many numbers in the game use a common pattern in their growth, making it easy for you to extrapolate higher and lower values as needed in different situations. Standard Progression: The standard progression is the most commonly used. Each step up is roughly twice as large as the one before it, and every three steps up is exactly ten times larger. The standard progression follows this pattern: 1, 2, 5, 10, 20, 50, 100, and so on. It can be extended upward or downward, as needed. Expanded Progression: The expanded progression is used for some specific mechanics that require more nuance. Each step up is roughly 50% larger than the one before it, every two steps is roughly twice as large, and every six steps is exactly ten times larger. The expanded progression follows this pattern: 1, 1.5, 2, 3, 5, 7.5, 10, 15, 20, 30, 50, 75, 100, and so on. Like the standard progression, it can be extended upward or downward, as needed.

Point Cost 1 2 3 4 5

Ability Score 14 15 16 17 18

Point Cost 7 9 12 15 19

Default Array Method

You start with a specific set of ability scores—15, 14, 13, 12, 11, 10—and you arrange them as desired among your six abilities.

Random Scores Method

Roll 4d6, drop the lowest single die, add the other three, and note the total. Repeat this five more times to generate a set of six ability scores, and you arrange them as desired among your six abilities.

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Table 1–1: Character Advancement Total XP 0 1,000 2,500 4,500 7,500 12,500 20,000 30,000 45,000 65,000 95,000 145,000 220,000 320,000 470,000 670,000 970,000 1,470,000 2,220,000 3,220,000

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Level Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

Summary 1 core talent, 1 major talent, 1 feat, 1 stunt, class and origin traits +1 stunt +1 feat, +1 core talent +1 major talent +1 feat, +1 to 2 abilities, +1 specialization +1 stunt +1 feat, +1 core talent +1 major talent +1 feat, +1 to 3 abilities, +1 specialization +1 stunt +1 feat, +1 core talent +1 major talent +1 feat, +1 to 4 abilities, +1 specialization +1 stunt +1 feat, +1 core talent +1 major talent +1 feat, +1 to 5 abilities, +1 specialization +1 stunt +1 feat, +1 core talent +1 major talent

Core Talents 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6

Major Talents 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6

Feats Known 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10

Stunts Known 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6

• Core Talent: Select one core talent from any talent tree available to your class. • Major Talents: Select one major talent from any talent tree available to your class. • Stunts: Select any one stunt, which you can now perform without the normal –5 penalty. You can select either a universal stunt or a talent stunt. (A talent stunt allows you to use a talent you already know to perform another talent from the same tree and of the same type—core or major—so long as you otherwise meet the prerequisite of the talent you select.) • Specializations: For any trained skill that has specializations (such as Knowledge), select one specialization that you know. Select another specialization if you have Skill Focus for the skill. In addition, you can select a number of bonus specializations equal to your Intelligence modifier (if positive). Among other things, you can use these specializations to learn additional languages (specializations of the Linguistics skill).

Characters at 1st Level To create a 1st-level character, use the following checklist. You don’t necessarily have to follow this checklist in order, so you can adjust earlier decisions if you change your mind later in the process. • Ability Scores: Use the method your Gamemaster selects (described above). • Class: You can be a Vanguard, Dreadnought, Corsair, Savant, Sentinel, or Envoy. Your class determines your starting hit points, your number of trained skills at 1st level, and a list of possible skills at 1st level. In addition, your class provides three automatic feats and your choice of one class feat and one bonus feat, and it determines which talents you are eligible to select. • Race: Your race modifies your ability scores, provides one or more racial traits, and adds one or more racial skills to your list of possible skills at 1st level. • Occupation: Your occupation provides a list of possible skills at 1st level and a modifier to your starting Resources score. • Starting Skills: Your class determines your number of starting skills at 1st level. These skills can be chosen from any skill on your class, occupation, and racial skill lists. In addition, you have the option to use a starting skill slot to gain Skill Focus for a trained skill instead of becoming trained in a new skill. At 1st level, at least half your trained skills (rounded down) must be nonweapon skills. • Automatic Feats: Your class provides three defensive feats automatically. • Class Feat: Your class provides a choice of one class feat. • Bonus Feat: Your class provides a choice of one bonus feat. • Other Feats: Select any one additional feat for which you meet the prerequisite.

Character Advancement As you gain levels, you gain additional talents and feats as well as increases to your ability scores, as summarized in Table 1–1: Character Advancement. Retraining: Every time you gain a level, you have the option to retrain one feat, talent, or stunt you already know. This represents a gradual shift in what techniques you practice; over time, the old falls into disuse as you focus on something new. You must meet the prerequisite of the new selection, and you cannot retrain something if doing so would prevent you from meeting the prerequisite for another feat, talent, or stunt you still know.

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2: Origin Origins reflect your character’s history before becoming a 1st-level hero. Some of these details can change over the course of a campaign.

Skills: Analytics, Focus, Influence, Knowledge, and Linguistics. Resources Modifier: +0.

Administrative

Race

Office workers such as clerks, administrative assistants, and secretaries are the backbone of any large organization. Their duties require them to be flexible enough to navigate bureaucracies, keep abreast of office politics, and multitask on a wide range of day-to-day tasks. Prerequisite: Age 18+. Skills: Deception, Influence, Intuition, Knowledge, and Perception (awareness). Resources Modifier: +0.

A race represents your biological (and, in some settings, cultural) heritage. Each race provides a list of racial traits, such as your base speed, your size, modifiers to your ability scores, and one or more others. Racial modifiers to ability scores are always positive, never negative. Most setting-specific races (such as elves or dwarves in high fantasy) gain +2 to two specific ability scores and several fixed racial traits, trading flexibility for greater specialization. In addition, all races provide some additional skills that you can choose at 1st level from your starting skill allotment (determined by your class). A sample race—human—is described below.

Adventurer

Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrillseekers, and others called to face danger for a variety of reasons. Prerequisite: Age 15+. Skills: Acrobatics, Athletics, Mechanics, Nature, Perception (awareness), Stealth, Vehicles, and any one weapon skill. Resources Modifier: –3.

Human In most settings, human is the default race unless otherwise specified. Humans are particularly adaptable and flexible in their capabilities, making them suited to specialize in nearly any task. Size: Medium. Speed: 5 squares. Ability Modifiers: +2 to a single ability score of your choice. Bonus Skill: Choose one additional skill, which need not be on your occupation or class skill lists. You are trained in this skill. Bonus Feat: Choose one additional feat for which you meet the prerequisite. Bonus Stunt: Choose one additional stunt. This can be either a universal or a talent stunt.

Athlete

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, personal trainers, wrestlers, boxers, martial artists, swimmers, skaters, coaches, and others who engage in any type of competitive sport. Prerequisite: Strength 13, Constitution 13, or Dexterity 13. Skills: Acrobatics, Athletics, Influence, Focus, Perception (awareness), and any two weapon skills except Gunnery. Resources Modifier: –2.

Blue Collar

Occupation Your starting occupation presents your background prior to becoming a 1st-level character. It provides a list of possible starting skills as well as other details, such as your overall resources and social standing. A hero may hold other jobs as his or her career unfolds.

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi pilots, postal workers, and other types of work that are usually not considered to be desk jobs. Prerequisite: Age 18+. Skills: Athletics, Influence, Mechanics, Nature, Vehicles, and any one weapon skill except Gunnery. Resources Modifier: –1.

Occupation Descriptions

Celebrity

A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation. Prerequisite: Age 15+. Skills: Influence. Resources Modifier: +4.

Choose one occupation from the available selections and apply the benefits to your character as noted in the occupation’s description. When creating a 1st-level character, your starting occupation provides some possible selections for your starting skills and a bonus to your starting Resources equal to its listed modifier. After character creation, your occupation’s Resources modifier also provides a bonus to skill checks made to earn money by working at a job. Specializations: Some occupations list a specialization with a given skill, such as Influence (persuasion). If you select this skill as a trained skill, you must select the designated specialization as well unless other specializations are available from your race or class skill lists.

Academic

Academics include librarians, scholars, professors, teachers, and other education professionals. Prerequisite: Age 23+.

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venture. These owners of small to large businesses have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. Some don’t like to stick around after the launch, however, as they prefer to put their energies into the next big thing. Prerequisite: Age 18+. Skills: Computers, Influence (persuasion), Intuition, and Knowledge (business)*.

Creative

The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, web designers, and dancers all fall under this occupation. Prerequisite: Age 15+. Skills: Acrobatics, Athletics, Computers, Deception, Influence, Intuition, Knowledge, and Perception. Resources Modifier: –3.

* Required skill.

Resources Modifier: +2.

Investigative

There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues. Prerequisite: Age 23+. Skills: Deception, Influence (persuasion), Intuition*, Knowledge (streetwise), Perception (awareness), Stealth, and any one weapon skill except Gunnery.

Criminal

This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals. Prerequisite: Age 15+. Skills: Athletics, Deception*, Intuition, Knowledge (streetwise), Mechanics, Perception (awareness), Stealth, and any one weapon skill except Gunnery.

* Required skill.

Resources Modifier: +0.

* Required skill.

Law Enforcement

Resources Modifier: –2.

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police. Prerequisite: Age 20+. Skills: Influence (persuasion), Intuition, Knowledge (civics or streetwise), Perception (awareness), Tactics, Vehicles, and any one weapon skill. Resources Modifier: –1.

Dilettante

Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence. Prerequisite: Age 18+. Skills: None. Resources Modifier: +5.

Law and Politics

This occupation covers lawyers, legal scholars, judges, and politicians at all levels of government. Prerequisite: Age 23+. Skills: Deception, Influence (persuasion or bureaucracy), Intuition, and Knowledge (civics)*.

Doctor

A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist. Prerequisite: Age 25+. Skills: Analytics (life sciences or behavioral sciences), Knowledge, and Medicine*.

* Required skill.

Resources Modifier: +2.

Military

* Required skill.

Resources Modifier: +3.

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces. Prerequisite: Age 18+. Skills: Athletics, Mechanics, Nature (survival), Perception (awareness), Tactics*, Vehicles, and any one weapon skill.

Drifter

Not everyone has a traditional occupation. Characters that have no permanent job (and often no permanent home other than a vehicle) are survivors, adapting to circumstances to make a living in whatever way they can. Prerequisite: Age 15+. Skills: Athletics, Deception, Influence, Intuition, Mechanics, Nature, Perception, Vehicles, and any one weapon skill other than Gunnery. Resources Modifier: –4.

* Required skill.

Resources Modifier: –1.

Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Prerequisite: Age 23+. Skills: Focus, Influence (persuasion), Intuition, Knowledge (history or religion), Linguistics, Perception. Resources Modifier: +0.

Emergency Services

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category. Prerequisite: Age 18+. Skills: Athletics, Knowledge, Medicine, Perception (awareness), Vehicles, and any one weapon skill other than Gunnery. Resources Modifier: –1.

Entrepreneur

Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking

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Rural

White Collar

Student

Changing Occupations

Professional occupations such as accountants, insurance agents, bank personnel, financial advisors, tax preparers, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation. Prerequisite: Age 23+. Skills: Computers, Influence, Intuition, and Knowledge. Resources Modifier: +1.

Farm workers, hunters, and others who make a living in rural communities fall under this category. Prerequisite: Age 15+. Skills: Athletics, Mechanics, Nature, Perception (awareness), Vehicles, and any two weapon skills except Gunnery. Resources Modifier: –2. A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study. Prerequisite: Age 15+. Skills: Analytics, Focus, Knowledge, Perception, any four nonweapon skills, and any one weapon skill except Gunnery. Resources Modifier: –4.

You can change your occupation at any time after creating your character, but there are some requirements to do so. First, you must be trained in at least one skill listed in the occupation’s description, including all of the occupation’s required skills (if any). Second, you must spend time finding your new job; the difficulty depends on the job’s normal salary as well as the size and wealth of the community or company in which you search. Finding a job is a challenge: Check SKILL (Cha) DC 15 + occupation’s Resources modifier; Complexity 60 – Resources modifier of community or company; Base Time 1 day; Completed you find a job in the occupation you seek; Terminated your search has exhausted every lead and you must start from scratch after polishing your resume, practicing your interviewing techniques, and researching new job opportunities.

Technician

Scientists, engineers, and programmers of all types fit within the scope of this starting occupation. Prerequisite: Age 23+. Skills: Analytics, Computers, Knowledge, and Mechanics. Resources Modifier: +1.

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3: Classes The e20 System has six universal classes suitable for any campaign setting and genre, and each class has access to talent trees and exclusive feats that fit their role in the game. A summary of each class is provided below. Class Vanguard Dreadnought Corsair Savant Sentinel Envoy

Starting hp (hp/level) 110 (11) 120 (12) 90 (9) 70 (7) 100 (10) 80 (8)

Trained Skills1 6 5 8 10 7 9

valuable in any given encounter, these talent represent unique capabilities that you can’t learn except by continuing to take levels in the Savant class.

Talent Tree

A talent tree includes a thematically consistent group of talents that represent a specific approach to problem-solving common to a particular class. Each talent tree includes three core talents and six major talents. Prerequisite: Some talent trees have a prerequisite that you must meet in addition to having levels in an associated class. When applicable, talent tree’s description lists them here.

Defense Bonus2 +3 Fort, +2 Reflex +3 Fort, +2 Will +3 Reflex, +2 Fort +3 Reflex, +2 Will +3 Will, +2 Fort +3 Will, +2 Reflex

Talent Name

[Type]

Type: Each talent has a type—core or major—listed in brackets immediately following the talent’s name.

1 At least 1/2 of your starting trained skills must be nonweapon skills 2 Defense bonus provided by automatic feats at 1st level

• Core Talents: These represent the fundamentals of a given series of talents, serving as prerequisites for some major talents in each talent tree and providing the ability to perform relatively simple actions that you can use once per round. • Major Talents: More complex than core talents, major talents provide you with more powerful options. However, they are more taxing to perform, difficult to duplicate once an opponent has witnessed them, or both, so they can be used only once per encounter. You can use a major talent again after you take 1 minute to rest or you spend an Action Point to regain it.

Class Descriptions The six character class descriptions use a common format to summarize the most important information.

Class Features Every class provides a specific set of features that help to determine your character’s game statistics.

Description: Below the talent’s name and listed in italics, the talent provides a brief description that provides some insight into how the talent works or what it might look like in play. Prerequisite: If a talent has any specific prerequisite (such as a minimum level in a class), it is listed here. You cannot select a talent unless you meet its prerequisites. Requirement: If a talent works only in specific circumstances, its description specifies them here. Trigger: If a talent allows you to respond immediately to an event, its description specifies it here. Any talent that is an interruption or reaction has a trigger. Action: The talent’s action type (standard, move, swift, free, reaction, or interruption) is specified here. For standard, move, and swift actions, you can perform the talent only if you have the listed action available on your turn. Keywords: Many talents have keywords, which identify important details that can interact with other mechanics. Some common keywords are described below.

Hit Points

At 1st character level, you gain a set number of starting hit points based on your starting class. As you gain levels, you gain a smaller number of hit points determined by the class you select. If you multiclass, you do not gain your new class’s starting hit points.

Starting Skills

At 1st character level, your class grants you a set number of skills (including a minimum number of nonweapon skills) chosen from your class, racial, and occupation skill lists. If you multiclass, you do not gain any starting skills from your new class.

Starting Feats

At 1st character level, your class grants you some feats automatically in addition to giving you the choice of one class feat and one bonus feat. If you multiclass, you do not gain any starting feats from your new class.

Talents

• Weapon: The talent is performed using a weapon of some sort. You must be trained with the weapon you wield to use it with this talent. Some characteristics of the talent (such as the skill used, the talent’s range, the talent’s damage, and so forth) might be effected by the weapon you wield; in that case, use the appropriate weapon statistic to determine the talent’s statistics. In addition, some weapon talents have an additional keyword that limits them to specific types of weapons. o Autofire: The talent can be performed only with an automatic weapon, such as a machine gun. Unless otherwise specified, an autofire talent expends 10 shots, and your weapon must have at least 10 shots remaining to use this talent.

In the e20 System, you customize your capabilities both in and out of combat by selecting different talents from the talent trees available to each class. Fundamentally, talents provide exclusive skill applications—that is, a new way to use a skill you already know. All talents scale by character level, and talents available at higher levels aren’t more powerful than low-level talents in any absolute sense. However, higher-level talents provide unique and exclusive options that you can’t get without focusing on a single class. In a fantasy setting, for example, a 1st-level Savant might learn arcane magic talents such as Sleep or Magic Missile, and their power levels scale up as the Savant gains levels. At higher levels, the Savant might learn talents such as Flight or Invisibility; though designed to be equally

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Talent Tree Structure



Talent trees use a common structure that provides ample variety at 1st level in addition to several higher-level talents that reward you for focusing on a given class. Basic talent trees have 3 core talents and 6 major talents with the following level requirements: • • • • • •

• •

1st level: 2 core talents, 2 major talents 2nd level: 1 major talent 3rd level: 1 core talent 6th level: 1 major talent 10th level: 1 major talent 14th level: 1 major talent

• •

Target: This line specifies the target or targets of the talent. It can be a set number of characters, a specific type of character (such as creatures, objects, or vehicles), all characters in a specified area, or some combination of the above. Area attacks might list an area that modifies a weapon’s normal area; for example, “all characters in area [WEAPON + 1]” would mean that a machine gun that normally affects an area 2 squares wide on each side would instead affect an area 3 squares wide on each side. All targets must be within the talent’s maximum range (see below). Range: This specifies the range at which you can use the talent and under what circumstances you suffer a penalty. A talent can have more than range type listed; in that case, you must satisfy the requirements of all listed range types when using the talent.

Advanced talent trees—available to two or more classes at higher level— also have 3 core talents and 6 major talents, but their level requirements increase: • • • • • •

qualify, but an assault rifle does because it can use both automatic and semiautomatic fire.) Transport: You must be driving a transport (either riding a mount or piloting a vehicle) to use the talent. Mind-Affecting: The talent depends on the target having a conscious mind, so it affects only creatures with an Intelligence score. Healing: The talent restores hit points or provides some other benefit to living creatures. It does not affect objects or nonliving creatures unless otherwise specified. Magic: The talent produces a magic effect and is available only in settings that include magic. Psionic: The talent produces a psionic effect and is available only in settings that include psionics.

7th level: 2 core talents, 2 major talents 8th level: 1 major talent 9th level: 1 core talent 12th level: 1 major talent 16th level: 1 major talent 20th level: 1 major talent

On its surface, the talent tree structure might seem somewhat “front loaded,” with no immediate reward for going beyond 3rd level in a class. However, class feats help to fill the gaps: New class feats become available at most levels, and most existing class feats improve as you gain class levels. Upon advancing to any level in a class, you’re almost certain to gain access to a new talent, new class feat, or an improvement in a lower-level class feat. The level requirements for talents don’t align perfectly with when you gain new talents for three reasons. First, when you gain a new known stunt, you can use it to learn a talent stunt of the same tree and type as any talent you know; therefore, you might learn new talents as stunts instead of as talents. Second, every time you gain a level you can retrain one feat, talent, or stunt you already know. Even if you don’t gain a talent selection at the time you qualify for a new talent, you could choose to replace an existing talent to learn it right away. Third, you might have more than one class, so your class level (which determines which talents you can learn) won’t necessarily line up with your character level (which determines when you learn new talents and stunts). You have an incentive to continue taking levels in any given class because the next set of new options usually becomes available in only one more level.

• [number]: This specifies the talent’s point blank range. You take a range penalty against targets beyond this range: Short (range × 2), – 2; Medium (range × 5), –5; Long (range × 10), –10; Extreme (range × 20), –20. You cannot use the talent beyond extreme range. • Within [number]: The talent cannot be used at all beyond the specified range. • Weapon: The talent’s range equals that of the weapon you wield. All weapons also have a direct range (see below) unless otherwise specified. • Sight: The talent requires line of sight and can affect any target that does not have total concealment against you so long as you are aware of the target (such as when you have noticed its presence with a Perception check). • Direct: The talent requires a direct line of effect and can affect any target that does not have total cover against you. In addition, if the target has total concealment, you must guess the target’s location; if you guess wrong, your action is wasted. • Communication: The talent can affect any target that can understand you and your language. For verbal communication, the target must be able to hear you; for written communication, gestures, or signals, the target must be able to see you. (Communication devices might allow a target to see or hear you at very great distances.)

o Barrage: The talent can be performed only with an automatic or semiautomatic weapon, such as a 9mm pistol. Unless otherwise specified, a barrage talent expends 5 shots, and your weapon must have at least 5 shots remaining to use this talent. o Blast: The talent can be performed only with a blast area weapon, such as a grenade or other explosive device. o Light: The talent can be performed only with a light weapon wielded in one hand. o Melee: The talent can be performed only with a melee weapon. (Natural weapons count as melee weapons, and unarmed attacks count as melee weapons so long as you are trained in the Unarmed skill.) o Ranged: The talent can be performed only with a ranged weapon that isn’t limited to automatic fire. (A machine gun doesn’t

Attack: If a talent harms, impairs, or otherwise limits the target in some way, it is an attack. Make the attack roll using the listed skill and modifiers (if any) and compare to the target’s listed defenses. When an attack uses a weapon skill, it will often say “SKILL” rather than any specific weapon skill; in this case, use whichever skill matches the weapon you wield. If your attack roll equals or exceeds the target’s defense, you hit; otherwise, you miss. If you roll a natural 1, your attack automatically misses. If you roll a natural 20, you automatically hit if your attack bonus is +0 or more (after subtracting penalties for range, concealment, and so forth) and you score a critical hit if your attack roll equals or exceeds the target’s defense.

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Hit: This describes the effect of a successful attack. If the target suffers any effect in addition to damage dealt, it is listed here.

you attract on the battlefield. This class is most analogous to the Strong Hero in d20 Modern.

• WEAPON: Add the weapon’s damage dice to the damage dealt. • [Skill]: Add your skill modifier to the damage dealt. If “SKILL” is listed, use whichever skill matches the weapon you wield. If any abilities are listed in parentheses after the skill, add that ability modifier to your skill modifier when determining damage. • +[Number] dice: If additional dice are specified, use your weapon’s damage die type. For example, “+1 die” when wielding a rifle (2d8) would add +1d8 to the damage dealt. • [Type] damage: This specifies the attack’s damage type (see page 76). If no type is specified, the attack deals the normal damage type for the weapon you wield. • [Penetrating/Devastating/Ongoing] [number]: The target suffers the effect of the indicated type of dynamic damage (see page 77). • ([Defense] save ends): The specified effect ends if the target makes the indicated saving throw at the end of its turn. Some effects might worsen if a save is failed, as noted in the talent’s description. • Hit by [number]: If your attack roll exceeds the target’s defense by the listed amount, the specified additional effect occurs.

Class Features The following are features of the Vanguard class.

Hit Points

At 1st character level, Vanguards have (110 + Constitution modifier) hit points. You gain (11 + Constitution modifier) hit points for each additional level in Vanguard.

Starting Skills

At 1st character level, you are trained in your choice of six skills (including at least two nonweapon skills) from your class, racial, and occupation skill lists. Class Skills: Athletics, Perception, and any three weapon skills.

Starting Feats

At 1st character level, you gain the following feats: Automatic Feats: Great Fortitude, Improved Great Fortitude, Lightning Reflexes Class Feats: any one Vanguard class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Advanced Weapons, Armor Proficiency, Combat Reflexes, Dodge

Miss: If the attack has any special effect on a miss, the description notes it here. • 1/2 damage: Roll damage as if you had hit and divide the result by 2 to determine how much damage you deal to the target. Unless otherwise specified, the target is not subject to any other effect that occurs on a hit. • Miss by [number]: The miss effect applies only if the target’s defense exceeds your attack roll by less than or equal to the listed number.

Talents The following three talent trees show some sample talents available to the Vanguard.

Check: Any talent that is not an attack is resolved as a task with a normal skill check. Make the skill check using the listed skill and modifiers (if any) and compare to the listed DC, opposed check, or target’s defense. Success: If your skill check result equals or exceeds the target number, the listed effect occurs. Some talents have additional that effects if you beat the target number by some amount (“Success by [number]”), just as with attacks. Failure: If the skill check has some effect that occurs on a failure, the description notes it here. Some failure effects apply only if the target number exceeds your check result by less than or equal to the listed number (“Failure by [number]”), just as with attacks. Effect: If the talent has any effect that occurs regardless of the result of your attack roll or skill check, the description notes it here. Action Point: All major talents have an additional effect that you can trigger by spending an action point prior to making your attack roll or skill check. Unless otherwise specified, this effect stacks with the normal effect of the talent. Stunt: You can use any talent to perform a universal stunt corresponding to its keywords. In addition, you can use a talent to perform any other talent of the same type (core or major) from the same talent tree so long as you meet its prerequisite. If you can perform any other stunt with this talent, the description notes it here. Special: If the talent has any other effect, restriction, or situational modifier that does not fit into any of the above categories, the talent’s description notes it here.

Assault Talent Tree

In the belief that there is no problem so great that it can’t be solved with sufficient firepower, you have become an expert with modern heavy weapons such as machine guns, missile launchers, and artillery. Prerequisite: trained in Gunnery or Advanced Weapons (Firearms)

Strafe

[Core]

Your experience with automatic weapons allows you more flexibility in how you lay down your fire. Action: Standard; autofire, weapon

Target: all characters in (1) adjacent area 4 or (2) area 3; Range: weapon Attack: SKILL (Str) vs. Primary Hit: WEAPON + SKILL damage Miss by 5 or less: half damage

Rolling Barrage

[Major]

You lay down a heavy assault, hitting one target after another over a wide area. Action: Standard; barrage, weapon

Target: 1 character; Range: weapon Attack: SKILL (Str) vs. Primary Hit: WEAPON + SKILL (Str) damage, and repeat this attack at a cumulative –2 penalty against a different character within 5 squares. You cannot attack any target more than once. Miss by 5 or less: half damage Action Point: Instead take cumulative –1 penalty on each successive attack.

Vanguard If you want to be a front-line fighter who uses brute strength and your intimidating presence to dominate opponents, the Vanguard class is a good choice that has a great deal of hit points to absorb the punishment

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Devastating Blast

[Major]

Cleaving Strike

Your focused attack overwhelms the target and inflicts massive damage. Action: Standard; weapon

Target: 1 character; Range: weapon Attack: SKILL (Str) vs. Primary and Fortitude Hit vs. Primary: WEAPON + SKILL (Str + Dex) damage (devastating 5) Hit vs. Fortitude: target is slowed until the end of its next turn Hit by 5 or more vs. Fortitude: target is instead staggered (Fort save ends) Action Point: If damage exceeds target’s threshold, it takes double the normal fatigue or impairment penalty.

Target: 1 character; Range: reach Attack: SKILL (Str) vs. Primary Hit: WEAPON + SKILL (Str) damage, and make a secondary attack against a different character in range. Attack: SKILL (Str) – 5 vs. Primary Hit: WEAPON + SKILL damage

Combat Throw

Brute Talent Tree

Trigger: a creature misses you with a melee attack Target: creature that missed you; Range: reach Attack: Unarmed vs. Reflex Hit: Target is knocked prone. Hit by 5 or more: Force target into an unoccupied square within your reach, dealing WEAPON + Unarmed (Str) damage

[Core]

You throw all of your weight into your savage attack, crushing your target with a ferocious blow.

Requirement: You must move at least 1 square this turn prior to your attack. Action: Standard action; weapon, melee Target: 1 character; Range: reach Attack: SKILL (Str) vs. Primary Hit: WEAPON + SKILL (Str + Con) damage

Furious Charge

Whirlwind Attack

[Major]

Your awareness of your surroundings allows you to strike all foes in range with a flurry of blows. Action: Standard action; weapon, melee

Target: all enemy characters; Range: reach Attack: SKILL (Str) vs. Reflex of each target Hit: WEAPON + SKILL (Str) damage Miss by 5 or less: half damage Action Point: Instead deal WEAPON + SKILL (Str + Dex) damage on hit.

[Major]

You charge your foe, landing a mighty blow that leaves your target fatigued.

Requirement: You must be able to charge your target. Action: Standard action; weapon, melee Target: 1 character; Range: reach Effect: You move adjacent to your target, subject to the same requirements as the charge action. Your turn ends immediately after your attack. Attack: SKILL (Str) + 2 vs. Primary and Fortitude Hit vs. Primary: WEAPON + SKILL (Str + Con) damage Miss by 5 or less vs. Primary: half damage Hit vs. Fortitude: Target takes –1 fatigue penalty Action Point: On hit vs. Fortitude, target is also slowed (Fort save ends).

Knockout Blow

[Core]

You take advantage of a foe’s momentum to throw him to the ground after a missed attack. Action: Reaction; weapon, melee

By capitalizing on brute strength and furious rage, you crush your enemies, see them driven before you, and hear the lamentations of their spouses. Prerequisite: trained in Melee or Unarmed

Melee Smash

[Core]

Your might allows you to build momentum as you smash through one target so you can strike another. Action: Standard action; weapon, melee

Dreadnought If you want to be a tireless warrior who protects allies and pilots enemies to his advantage in combat, the Dreadnought class is an excellent choice, typically having the most hit points in a given group of characters and continuing to fight after anyone else would have succumbed to enemy attacks. This class is most analogous to the Tough Hero in d20 Modern.

Class Features

[Major]

The following are features of the Dreadnought class.

You strike a vulnerable point on a disadvantaged foe to knock out your target. Action: Standard action; weapon, melee

Hit Points

At 1st character level, Dreadnoughts have (120 + Constitution modifier) hit points. You gain (12 + Constitution modifier) hit points for each additional level in Dreadnought.

Target: 1 disadvantaged living creature; Range: reach Attack: Unarmed (Str) vs. Primary and Fortitude Hit vs. Primary: WEAPON + Unarmed (Str + Dex) nonlethal damage. Hit vs. Primary and Fortitude: Target is dazed (Fort save ends). Hit by 5 or more vs. Fortitude: Target is instead stunned (Fort save ends). If the target fails its save, it becomes disabled. Action Point: On hit vs. Primary, you deal double damage.

Starting Skills

At 1st character level, you are trained in your choice of five skills (including at least two nonweapon skills) from your class, racial, and occupation skill lists. Class Skills: Athletics, Tactics, and any three weapon skills.

Tempest Talent Tree

Starting Feats

Like a gladiator, street fighter, or martial artist, you have become an expert at fighting while surrounded by multiple foes. Prerequisite: trained in Melee or Unarmed

At 1st character level, you gain the following feats. Automatic Feats: Great Fortitude, Improved Great Fortitude, Iron Will Class Feats: any one Dreadnought class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Advantageous Cover, Armor Proficiency, Dodge, Toughness

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Talents

Powerful Charge

The following three talent trees list some sample talents available to the Dreadnought.

Requirement: You must be able to charge your target. Action: Standard action; weapon, melee Target: 1 character; Range: reach Effect: You move adjacent to your target, subject to the same requirements as the charge action. Your turn ends immediately after your attack. Attack: SKILL (Con) + 2 vs. Primary and Fortitude Hit vs. Primary: WEAPON + SKILL (Con) damage Hit vs. Fortitude: Target is forced 1 square away from you. Hit by 5 or more vs. Fortitude: Target is disadvantaged until the end of its next turn.

Bulwark Talent Tree

With your unshakable, unmovable might, you stand fast in the face of overwhelming force and become the anvil on which your foes are crushed.

Hold the Line

[Core]

Your relentless assault cuts off an enemy’s room to maneuver.

Requirement: You cannot move this turn. Action: Standard action; weapon Target: 1 creature; Range: weapon Attack: SKILL (Con) vs. Primary Hit: WEAPON + SKILL (Con) damage, and the target is slowed until the start of your next turn.

Trap Enemy

Overwhelming Charge

[Major]

You plow through one target to reach another with your unstoppable charge.

[Major]

Requirement: You must be able to charge your target. Action: Standard action; weapon, melee Target: 1 creature; Range: reach Effect: Your speed is increased by 2 during this action. You move adjacent to your target, subject to the same requirements as the charge action. Your turn ends immediately after your attack. Attack: SKILL (Con) + 2 vs. Primary and Fortitude Hit vs. Primary: WEAPON + SKILL (Con) damage Hit vs. Fortitude: Target is knocked prone, and you can continue your movement through its space. If your movement brings you in contact with another target, you can repeat this attack against that target. You cannot move more than your speed during this action. Hit by 5 or more vs. Fortitude: Target is dazed until the end of its next turn. Action Point: On hit vs. Primary, instead deal WEAPON + SKILL (Con) damage.

You cut off your opponent’s every avenue of escape as you crush it under a withering assault. Action: Standard action; weapon

Target: 1 creature; Range: weapon Attack: SKILL (Con) vs. Primary Hit: WEAPON + SKILL (Str + Con) damage. If your target moves before the start of your next turn, make a secondary attack as an interruption. Attack: SKILL (Con) vs. Primary Hit: WEAPON + SKILL (Str + Con) damage, and your target’s movement ends immediately. Action Point: On hit, target is slowed until the end of its next turn.

Shift Formation

[Core]

You mount a crushing charge, leaving your target out of position and disadvantaged.

[Major]

Your attacks force your enemies to move to defend themselves, putting them at a disadvantage. Action: Standard action; weapon

Crushing Advance

[Major]

Your tireless onslaught drives your enemies before you. Action: Standard action; weapon

Target: all enemy creatures in reach or area 2; Range: weapon Attack: SKILL (Con) vs. Primary and Fortitude Hit vs. Primary: WEAPON + SKILL damage Hit vs. Fortitude: Target is forced a number of squares equal to your Wisdom modifier (minimum 1) and slowed until the end of its next turn. Hit by 5 or more vs. Fortitude: Target is disadvantaged (save ends) Action Point: On hit vs. Primary, instead deal WEAPON + SKILL (Con + Int) damage

Target: 1 creature; Range: weapon Attack: SKILL (Con) vs. Fortitude Hit: WEAPON + SKILL damage, and you force the target 1 square away from you. In addition, you can step 1 square and repeat this attack (cumulative –2 penalty for each previous hit) against the same target or another character adjacent to that target. Your total movement cannot exceed your speed. Action Point: Gain +2 bonus to all attacks you make with Crushing Advance this turn.

Juggernaut Talent Tree

You capitalize on your size, mass, and momentum to plow through the ranks of your enemies, pummeling them into submission and leaving them in disarray. Prerequisite: trained in Melee or Unarmed

Soldier Talent Tree

You dominate the battlefield, drawing fire away from your allies and helping them to maneuver toward victory.

Draw Fire

[Core]

You dominate the attention of your enemies, forcing them to focus on your rather than your allies. Action: Swift action; weapon

Target: all enemy characters in area 2; Range: weapon Attack: SKILL (Con) vs. Will of all targets in area Hit: Until the start of your next turn, the target cannot make an attack that doesn’t include you as a target so long as you are not unconscious and you are an eligible target. Stunt: Suppress

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Covering Attack

[Major]

Shadow Talent Tree

Your focused attacks create an opening that allows your allies to reposition before the enemy can respond. Action: Standard action; weapon

You thrive in the shadows, feeding on your enemies’ fear as you stalk them and silently move in for the kill. Prerequisite: Sneak Attack feat or trained in Stealth

Target: 1 character; Range: weapon Attack: SKILL (Con) vs. Primary Hit: WEAPON + SKILL (Con) damage, and one allied creature in sight of both you and the target can step up to its speed as an immediate free action. Action Point: One additional allied creature can step up to its speed as an immediate free action. Stunt: Suppress

Sudden Assault

Fleeting Ghost

[Core]

You quickly move from shadow to shadow to remain out of sight.

Action: Move action Target: all characters that gain line of sight as you move; Range: sight Effect: You move up to your base speed through areas with concealment. Check: Stealth (Dex) vs. passive sense (Wis) Success: If you have concealment to the target throughout your movement, you instead gain total concealment.

[Major]

Disappear

You make a quick move to take advantage of an enemy, forcing it to shift its attention to you. Action: Standard action; weapon

[Major]

You step back into the shadows, disappearing from view as you hide in plain sight. Requirement: You must have concealment. Action: Swift action Target: all characters with line of sight to you; Range: sight Check: Stealth (Dex) vs. passive sense (Wis) Success: You gain total concealment to target. Action Point: Your sudden disappearance leaves your opponents dumbfounded. Choose one target you hit; target is stunned until the end of its turn.

Target: 1 character; Range: weapon Effect: You move up to your speed, ending your movement in a position where you can attack your target. Attack: SKILL (Con) vs. Primary and Will Hit vs. Primary: WEAPON + SKILL (Dex) damage Hit vs. Will: Target is disadvantaged and slowed (Will save ends both). Action Point: On hit vs. Will, target is instead stunned (Will save ends). Stunt: Suppress

Unseen Strike

Corsair

[Major]

The sting of hot steel in your enemy’s flesh is the first hint of danger.

Requirement: You must have concealment. Action: Standard action; weapon Target: 1 creature; Range: weapon Attack: Stealth (Dex) vs. Primary and opposed sense (Wis) Hit vs. opposed sense (Wis): You gain total concealment to the target. Hit vs. Primary: WEAPON + Stealth (Dex) damage Massive Damage: Target is stunned (Fortitude save ends) and takes additional –1 impairment penalty. Action Point: If you deal massive damage, target is disabled instead of stunned.

If you want to be a quick and agile combatant, the Corsair class is a good choice that combines speed and sudden, unexpected strikes to eliminate enemies quickly while avoiding their counterattacks. This class is most analogous to the Fast Hero in d20 Modern.

Class Features The following are features of the Corsair class.

Hit Points

Sharpshooter Talent Tree

At 1st character level, Corsairs have (90 + Constitution modifier) hit points. You gain (9 + Constitution modifier) hit points for each additional level in Corsair.

You have everything you need to be a deadly gunslinger or sniper: a keen eye, a steady hand, a full load of ammunition, and a complete lack of remorse. Prerequisite: trained in at least one ranged weapon

Starting Skills

At 1st character level, you are trained in your choice of eight skills (including at least four nonweapon skills) from your racial and occupation skill lists. Class Skills: Acrobatics, Deception, Stealth, Vehicles, and any two weapon skills.

Deadeye

[Core]

Your steady hand and keen senses make you an exceptional sharpshooter. Requirement: You must have aimed at your target this turn. Action: Standard action; weapon, ranged Target: 1 character; Range: weapon Attack: SKILL (Dex) + 1 vs. Primary Hit: WEAPON + SKILL (Dex + Wis) damage Stunt: Disarm

Starting Feats

At 1st character level, you gain the following feats: Automatic Feats: Great Fortitude, Improved Lightning Reflexes, and Lightning Reflexes. Class Feats: any one Corsair class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Dodge, Improved Initiative, Nimble, Sprint

Talents The following three talent trees list some sample talents available to the Corsair.

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Hail of Fire

[Major]

Savant

Your furious hail of fire damages a group of opponents and leaves them off balance, giving your allies the edge against them.

Requirement: Your weapon must have at least 10 shots remaining, which are expended during your action. Action: Standard action; weapon, barrage Target: all enemy characters in area 3; Range: weapon Attack: SKILL (Dex) vs. Primary and Reflex of each target Hit vs. Primary: WEAPON + SKILL damage Hit vs. Reflex: Target is disadvantaged until the start of your next turn. Action Point: WEAPON + SKILL (Int) on hit vs. Primary, and target is disadvantaged (Reflex save ends) on hit vs. Reflex.

If you want to be an embodiment of the maxim “brains over brawn,” the Savant class is a good choice that uses superior planning, analysis, and knowledge to outsmart opponents and find the most efficient path toward overcoming any obstacle. This class is most analogous to the Smart Hero in d20 Modern.

Quick Shot

Hit Points

Class Features The following are features of the Savant class.

[Major]

With blinding speed, you squeeze a round into your target. Action: Swift; weapon, ranged

At 1st character level, Savants have (70 + Constitution modifier) hit points. You gain (7 + Constitution modifier) hit points for each additional level in Savant.

Target: 1 character; Range: weapon Attack: SKILL (Dex) vs. Primary Hit: WEAPON + SKILL (Dex) damage Action Point: Target is disadvantaged to you for this attack. If you deal massive damage, target is stunned until the end of its next turn.

Starting Skills

At 1st character level, you are trained your choice of ten skills (including at least six nonweapon skills) from your class, racial, and occupation skill lists. Class Skills: Computers, Focus, Knowledge, Mechanics, Analytics, Tactics, and any one weapon skill.

Skirmisher Talent Tree

Like a swashbuckler or master duelist, you evade opponents’ attacks as you make quick, nimble attacks that exploit holes in your targets’ defenses. Prerequisite: trained in Acrobatics

Clever Strike

Starting Feats

At 1st character level, you gain the following feats: Automatic Feats: Improved Lightning Reflexes, Iron Will, and Lightning Reflexes Class Feats: any one Savant class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Dodge, Educated, Gearhead, Skill Mastery

[Core]

You make a quick, calculated attack that exploits your target’s weaknesses. Action: Standard action; weapon, light Target: 1 creature; Range: weapon Attack: SKILL (Dex) vs. Primary Hit: WEAPON + SKILL (Dex + Int) damage Stunt: Trip

Nimble Strike

Talents The following three talent trees list some sample talents available to the Savant.

[Major]

Logic Talent Tree

Your knack for weaving through armor and defenses leaves your target flat-footed after your unexpected strike. Action: Standard action; weapon, light

Your method is as rigorous as it is emotionless: observe; evaluate; hypothesize; test hypothesis; confirm hypothesis; exploit newly discovered weakness with cold precision. Prerequisite: trained in Analytics

Target: 1 creature; Range: weapon, within point blank Attack: SKILL (Dex) vs. Reflex Hit: WEAPON + SKILL (Dex + Int) damage, and target is slowed until the start of your next turn. Action Point: On hit, target is dazed (Reflex save ends) instead of slowed.

Defensive Roll

Find Weakness

[Core]

Your analytical mind critiques your target’s defenses, systematically testing by trial-and-error them until you find a weakness. Action: Standard action; weapon

[Major]

Target: 1 character; Range: 5 Attack: Analytics (Int) vs. Fortitude Hit: WEAPON + Analytics damage Miss: Until you hit this target with an attack or the encounter ends, you gain a cumulative +2 bonus to attacks against this target.

You roll with a potentially lethal attack to take less damage from it.

Action: Interruption Trigger: You take damage from an attack that exceeds your current hit points. Check: Acrobatics (Dex) vs. damage dealt Success: you take half damage Fail: Defensive Roll is not expended for this encounter. Action Point: On success, you take no damage from the attack.

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Crucial Insight

[Major]

Outflank

You have a flash of insight, recognizing a crucial weakness in the target that can trigger cascading debilitating effects. Action: Standard action Target: 1 character; Range: sight, 5 Attack: Analytics (Int) vs. Primary, Fortitude, Reflex, and Will Hit vs. Primary: Target is disadvantaged (Reflex save ends). Hit vs. Fortitude: Target’s massive damage threshold is treated as if it were 5 points lower (Fortitude save ends). Hit vs. Reflex: Target is slowed (Reflex save ends). Hit vs. Will: Target is dazed (Will save ends); this is a mind-affecting effect. Action Point: Target takes –2 penalty on all saving throws against the effect of this talent.

Anticipate Action

Requirement: At least one ally in sight must have line of sight to the target. Action: Standard action; weapon Target: 1 character; Range: sight, ally’s weapon Effect: Your ally moves up to its speed as an immediate free action, ending its movement in a space from which it can make a simple melee or ranged attack against the target. Attack: Tactics (Int) vs. Will Hit: ally’s WEAPON + Tactics (Int) damage, and the target is disadvantaged (Will save ends). Action Point: One additional ally can move up to its speed as an immediate free action, and you gain a +2 bonus to your attack.

[Major]

Your quick mind allows you to profile the target to anticipate and preempt its next action.

Technophile Talent Tree

You push machines so far beyond their specified operating limits that even experts can only watch in awe. You know better than to believe the manual’s written specifications, of course; you wrote them. Prerequisite: trained in Computers or Mechanics

Action: Standard action Target: 1 character; Range: sight, 5 Check: Analytics (Int) + 2 vs. Reflex Success: You gain a +2 bonus to your Primary and Reflex Defenses against the target until the start of your next turn. During the target’s next turn, you can perform any single action as an interruption. Failure: Anticipate Action is not expended for the encounter. Action Point: You instead gain a +5 bonus to your Primary and Reflex Defenses against the target until the start of your next turn.

Override

Action: Swift action Target: 1 computer; Range: communication Attack: Computers (Int) vs. Will Hit: Target computer treats you as an administrator until the start of your next turn. Miss: You take a cumulative –2 penalty to any Computers checks against the target computer for the rest of the encounter. Miss by 5 or more: The computer’s administrator is notified of your attempt.

You command the battlefield with absolute precision, executing gambits and moving your pawns—er, your allies—to outwit and outflank the enemy. Checkmate. Prerequisite: trained in Tactics

[Core]

Demolish

Your tactical savvy allows you to spot openings for your allies, allowing them to make additional attacks during your turn.

[Major]

In a feat of applied engineering, you use an explosive device to its maximum potential.

Requirement: At least one ally in sight must be able to make a simple melee or ranged attack against the target. Action: Standard action; weapon Target: 1 character; Range: sight, ally’s weapon Attack: Tactics (Int) vs. Primary Hit: ally’s WEAPON + Tactics (Int) damage Stunt: Suppress

Trick

[Core]

Your hacking expertise allows you to bypass a computer’s security protocols temporarily.

Strategist Talent Tree

Exploit Opening

[Major]

You notice a gaping hole in a target’s defenses, allowing your attack to create a distraction necessary for your allies to reposition themselves to take advantage of the lapse.

Requirement: You must be wielding an explosive weapon. Action: Standard action; weapon, area Target: all characters in [WEAPON + 1] area; Range: 5 Attack: Mechanics (Int) vs. Reflex and Fortitude Hit vs. Reflex: WEAPON + Mechanics (Int) damage (penetrating 5) Miss by 5 or less: half damage Hit vs. Fortitude: Target is dazed (Fort save ends) Action Point: On hit vs. Reflex, deal + 1 die of damage. On hit vs. Fortitude, target is instead stunned (Fort save ends).

[Major]

You pull off a deceptive ploy that leaves your target befuddled and confused.

Customized Modification

Requirement: Target must have line of sight to you. Action: Standard action; mind-affecting Target: 1 character; Range: 5, sight Attack: Tactics (Int)* vs. Will * If you are trained in Deception, you gain a +2 bonus to your attack. Hit: Target is dazed (Will save ends). If the target fails its save, it becomes stunned (Will save ends).

[Major]

You make a quick adjustment to your equipment to better suit the task at hand. Action: Standard action Target: 1 character; Range: 5, sight Effect: Designate a single held item that you wish to modify. Check: Mechanics (Int) vs. Fortitude Success: Until the end of the encounter, you can reroll skill checks made against the target so long as you use the designated item to make that check. Action Point: Instead affect 2 targets in range.

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Sentinel

Second Chance

[Major]

You provide emergency lifesaving techniques to give your ally a second chance to overcome debilitating conditions. Action: Swift action; healing

If you want to be your allies’ consummate defender and protector, the Sentinel is the idea class because it specializes both in helping allies to continue fighting in the face of an enemy’s onslaught and in leading them to greater heroics though your fearless example. This class is most analogous to the Dedicated Hero in d20 Modern.

Target: 1 living creature; Range: reach Check: Medicine (Wis) vs. DC 15 Success: Target can make an immediate saving throw against each condition currently affecting it, and it suffers no ill effect on a failed save. Success by 5 or more: Target can recover as an immediate free action. Action Point: Target heals 1 per point by which your check result exceeds the DC. On success, target gains +2 bonus to its immediate saving throws.

Class Features The following are features of the Sentinel class.

Hit Points

At 1st character level, Sentinels have (100 + Constitution modifier) hit points. You gain (10 + Constitution modifier) hit points for each additional level in Sentinel.

Exploit Anatomy

[Major]

Learning how to mend bodies has also taught you a few tricks about breaking them.

Starting Skills

At 1st character level, you are trained in your choice of seven skills (including at least four nonweapon skills) from your class, racial, and occupation skill lists. Class Skills: Focus, Intuition, Medicine, Perception, and any two weapon skills.

Action: Standard Target: 1 living creature; Range: reach Attack: Medicine (Wis) vs. Fortitude Hit: Target is stunned (Fortitude save ends). For every 5 points by which your attack roll exceeds the target’s Fortitude, the target takes a –1 fatigue penalty (or –1 impairment penalty if the target has no reserves remaining). Action Point: On failed save, target becomes disabled.

Starting Feats

At 1st character level, you gain the following feats: Automatic Feats: Great Fortitude, Improved Iron Will, Iron Will Class Feats: any one Sentinel class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Alertness, Armor Proficiency, Dodge, Surgical Expert

Investigator Talent Tree

Today’s to-do list: (1) Evaluate crime scene; (2) Profile perpetrator; (3) Track fugitive; (4) Interrogate suspect; (5) Eat breakfast. Prerequisite: trained in Intuition

Talents

Profile Target

The following three talent trees list some sample talents available to the Sentinel.

[Core]

You learn to read your opponent’s body language, tailoring your attacks to exploit his tells. Action: Standard action; weapon

Healer Talent Tree

First, do no harm. Second, the first rule doesn’t define what “harm” means. Third, a little creativity and unorthodox medicine never hurt anyone. Fourth, let me tell you about pressure points … Prerequisite: trained in Medicine

Target: 1 creature; Range: weapon, 5 Attack: Intuition (Wis) vs. Primary and Will Hit vs. Primary: WEAPON + Intuition (Wis) damage Hit vs. Will: You gain a +2 bonus to your next attack against this target during this encounter.

Render Aid

Empathy

[Core]

Your medical expertise brings critical aid to your allies. Action: Standard action; healing

[Major]

Your intuitive grasp of emotion and deception allows you to better understand others. Action: Standard action; mind-affecting

Target: 1 living creature; Range: reach Check: Medicine (Wis) vs. DC 15 Success: Target heals 1 per point by which your check result exceeds the DC, and target can recover as an immediate free action. Special: This counts as assisted recovery (page 61). You take a cumulative –5 penalty to your check for each successful assisted recovery performed on your target by any character in the same encounter.

Target: 1 living creature; Range: 5, sight Attack: Intuition (Wis) vs. Will Hit: For the rest of the encounter, you can reroll any Deception, Influence, Intuition, or Perception check you make against the target. Action Point: On a success, you can reroll and keep the better result with any of the listed skill checks against the target.

Takedown

[Major]

Finding fugitives is one thing, but actually catching them is something else. Action: Standard action; weapon, melee

Target: 1 creature; Range: reach Attack: Unarmed (Wis) vs. greater of Fortitude or Reflex Hit: Target is knocked prone, staggered (Fortitude save ends), and grappled until the end of your next turn. Action Point: On hit, target is stunned (Fortitude save ends) instead of staggered. Stunt: Pin

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Class Skills: Deception, Focus, Influence, Intuition, Linguistics, Perception, and any one weapon skill.

Protector Talent Tree

Vigilant, loyal, swift, and fearless, you exemplify everything that a guardian strives to become: the last, best line of defense. Prerequisite: trained in Perception

Shielding Maneuver

Starting Feats

At 1st character level, you gain the following feats: Automatic Feats: Improved Iron Will, Iron Will, Lightning Reflexes Class Feats: any one Envoy class feat for which you meet the prerequisite (see Feats, page 32) Bonus Feats: Confident, Dodge, Trickster, Trustworthy

[Core]

You anticipate danger and make preemptive moves to avoid it. Action: Standard action; weapon

Target: 1 character; Range: weapon Attack: Perception (Wis) vs. Primary Hit: WEAPON + Perception (Wis) damage, and designate either yourself or an ally in sight within 5 squares. Until the start of your next turn, the designated character gains a bonus to its Primary or Reflex Defense (your choice) equal to your Dexterity modifier (minimum +1).

Resolute Defense

Talents The following three talent trees list some sample talents available to the Envoy.

Charm Talent Tree

Your charisma—captivating, compelling, enthralling, irresistible, perhaps even hypnotic—is truly a thing of beauty, a wonder to behold, and a memory to cherish; best of all, other people think so, too. Prerequisite: trained in Deception or Influence

[Major]

Your tireless counterattacks give your allies a moment of reprieve. Action: Standard action; weapon, healing

Target: 1 character; Range: 5 Attack: SKILL (Wis) vs. Primary Hit: WEAPON + SKILL (Con) damage, and designate a number of allies equal to your Wisdom modifier and within 5 squares of you. Designated allies can recover as an immediate free action. Action Point: If a designated ally is attacked before the start of your next turn, you can make a simple melee attack or simple ranged attack against the attacker as an interruption.

Unending Vigilance

Fast Talk

[Core]

Your glib words leave your target dumbfounded and unprepared for a sudden attack. Action: Standard; mind-affecting

Target: 1 creature; Range: weapon, communication Effect: You take a cumulative –2 penalty to your attack roll for each previous use of this talent during the same encounter. Attack: Deception (Cha) + 2 vs. Will Hit: WEAPON + Deception (Cha) damage Hit by 5 or more: Target is dazed until the start of your next turn. Action Point: You take a cumulative –2 penalty to your attack roll for each previous use of this talent during the same encounter. Stunt: Riposte

[Major]

Your instincts allow you to react when others haven’t even detected a threat.

Trigger: You become disadvantaged. Action: Interruption Check: Perception (Wis) vs. DC 15 Success: You are no longer disadvantaged. Success by 5 or more: You can perform one swift action as an immediate free action. Success by 10 or more: Instead perform move action. Success by 15 or more: Instead perform standard action. Action Point: On a success, select a number of creatures in sight equal to your Wisdom modifier (minimum 1). These targets are disadvantaged to you until the end of your next turn.

Dazzle

[Major]

Whether by spinning a captivating tale or performing to entertain, you capture your targets’ focus. Action: Standard action; mind-affecting

Target: [Charisma mod., min. 1] creatures; Range: communication Attack: Influence (Cha) vs. Will* * Target gains +2 Will if unfriendly or +5 Will if hostile. Hit: Target is stunned and takes a –5 penalty to Perception checks until the start of your next turn. Maintain: Standard action Miss: Target cannot be affected by your Dazzle for the rest of the encounter. Action Point: Double the number of targets affected. Special: If a target is attacked by any other character while affected by Dazzle, its effect ends and the target cannot be affected by your Dazzle for the rest of the encounter.

Envoy If you want to be a brilliant negotiator, leader, and facilitator, the Envoy is an ideal choice, manipulating opponents with savvy and deceptive ploys and rallying allies with inspirational words and deeds. This class is most analogous to the Charismatic Hero in d20 Modern.

Class Features

Irresistible Charm

[Major]

Your powers of persuasion can talk someone into almost anything. Action: Standard action; mind-affecting

The following are features of the Envoy class.

Target: 1 creature; Range: communication Attack: Influence (Cha) vs. Will* * Target gains +2 Will if unfriendly or +5 Will if hostile. Hit: Target performs an action of your choice on its next turn. The action cannot be obviously harmful to the target or its allies. Maintain: Standard action Miss: Target cannot be affected by your Irresistible Charm for the rest of the encounter. Action Point: Every time you hit for the duration of the encounter, the target’s attitude toward you improves by one step.

Hit Points

At 1st character level, Envoys have (80 + Constitution modifier) hit points. You gain (8 + Constitution modifier) hit points for each additional level in Envoy.

Starting Skills

At 1st character level, you are trained in your choice of nine skills (including at least six nonweapon skills) from your class, racial, and occupation skill lists.

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A Seed of Doubt

Leadership Talent Tree

Strategy might tell an army where to fight, and tactics might tell a regiment how to fight, but it all comes down to a soldier walking point … and leadership is telling him why he fights. Prerequisite: trained in Influence or Tactics

Lead by Example

Target: 1 living creature; Range: 2, communication Attack: Deception (Cha) vs. Will Hit: Target takes a –2 penalty to all skill checks (Will save ends). Miss: Target takes a –1 penalty to all skill checks until the start of your next turn. Action Point: On hit, target instead takes a –5 penalty to all skill checks (Will save ends).

[Core]

Your courageous attack inspires an ally to follow suit and make an advantageous strike against the same target. Action: Standard action; weapon

Target: 1 character; Range: weapon Attack: Tactics (Cha) vs. Primary Hit: WEAPON + Tactics (Cha) damage, and one ally in sight gains +2 morale bonus to its first attack against that target before the start of your next turn.

Rally

Break Their Spirit

[Major]

Target: 1 living creature; Range: 2, communication Attack: Influence (Cha) vs. Will Hit: 2d8 + Influence (Cha) nonlethal damage. If target attacks or ends its turn adjacent to you or your allies, it takes Influence (Cha) nonlethal damage (Will save ends). Action Point: Target fails save: Target is dazed until the end of its next turn.

Target: 1 allied creature; Range: communication Check: Influence (Cha) vs. DC 15 Effect: The target heals 1d6 plus 1 for every point by which your check result exceeds the DC. The target can recover as an immediate free action. Action Point: Double healing to target.

Multiclassing

[Major]

In the e20 System, you can multiclass with few restrictions. Because each talent tree has higher-level talents that are exclusively available to characters who have specialized in a given class, the advantage of multiclassing is gaining diversity by learning different types of talents, but the disadvantage is that you learn fewer talents from any particular talent tree.

You shout a quick command as you make an attack to give your allies room to maneuver. Action: Standard action; weapon

Target: 1 character; Range: weapon Effect: Move up to your speed, either before or after your attack. Attack: Tactics (Cha) vs. Primary Hit: WEAPON + Tactics (Cha) damage. Two allies in sight can immediately move up to their speed as a free action. This movement is a mind-affecting effect. Miss: Inspire Haste is not expended. Action Point: On hit, target is dazed (Will save ends).

Advanced Talents The e20 System does not include advanced classes or prestige classes that provide greater specialization in a particular role. Instead, it features advanced talent trees that are available only after meeting certain prerequisites. Advanced talent trees are not necessarily exclusive to any class, but characters with levels in a particular class might find it easier to learn these talents.

Negotiator Talent Tree

Whether it’s a tense round of negotiations or a hostage standoff, you remain in control in a volatile situation. Your calm and confidence gradually manipulate your opponent into making mistakes, so all you have to do is wait for your opening. Prerequisite: trained in Influence

Add Insult to Injury

[Major]

With a look that chills your enemy to the bone, you let them know it’s not a good idea to mess with you or your friends. Action: Standard; mind-affecting

When things look their darkest, you bring your allies back from the edge of defeat. Action: Swift action; healing, mind-affecting

Inspire Haste

[Major]

Your ability to read people allows you to exploit their insecurities and throw them off balance. Action: Standard; mind-affecting

[Core]

With a witty jibe as your attack makes contact, you send your target into a fit of rage. Action: Standard; weapon, mind-affecting

Target: 1 living creature; Range: weapon, communication Attack: Influence (Cha) vs. Primary and Will Hit vs. Primary: WEAPON + Influence (Cha) damage Hit vs. Will: The target gains a +1 bonus to its first attack against you before the start of your next turn. If you are an eligible target and the target does not attack you on its next turn, it takes 1d8 + your Charisma modifier nonlethal damage.

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4: Skills Skills in the e20 System are substantially different from those found in earlier d20-based games.

(Dex or Str), Jump (Str), and Swim (Con or Str), each of which apply to a particular type of specialized movement. A skill’s listed applications provide guidelines on how you might use a skill. You can use a given application to perform any number of different actions, and the application’s description often includes particularly common tasks and challenges that frequently occur in play.

• All skills can be used untrained, but skills have some trained-only applications. • All skills automatically improve as you gain levels. • If you are trained in a skill, you have a +2 training bonus to your skill modifier. You start with several trained skills at 1st level (chosen from your class, race, and occupation skill lists), and you can take the Skill Training (SKILL) feat to become trained in any new skill (even those not on your skill lists). • If you take the Skill Focus (SKILL) feat, your training bonus increases to +3 (+4 at 9th level, +5 at 17th level). • Skills are not associated with a single ability score. Instead, the specific application of the skill determines which ability score modifier to add to the skill check.

Improvised Applications

Often, you want to perform an action not explicitly described by any existing skill application. In this case, the Gamemaster can take advantage of the flexibility of the e20 System’s skill system, improvising a new skill application by pairing a skill with one or more ability scores. For example, what if you want to participate in an organized sport such as American football? The Athletics skill is clearly the most closely related, but most sports other than swimming or track and field events wouldn’t fall under a single application. To cover this situation, the Gamemaster can create an improvised application that fits the situation in question. A team’s coach might make an Athletics (Int) check to call plays, and a defensive back might make an Athletics (Wis) check to anticipate or “read” that play. An offensive lineman might make an Athletics (Con) check to control the line of scrimmage and prevent defenders from reaching the backfield, and a running back might make an Athletics (Str) check to force his way past defenders on a draw play. A quarterback might make an Athletics (Cha) check to fake a handoff on an option play, and a receiver might make an Athletics (Dex) check to catch a forward pass. When using an improvised skill application, use the following guidelines to determine which ability score to apply to the skill check:

Skill Basics Your skills represent a variety of related abilities, and you get better at them as you go up in level. A skill check takes into account your training (skill modifier), natural aptitude (ability modifier), and luck (the die roll). It can also take into account your knack for a particular skill as represented by a feat or racial trait, the advantages provided by learning an enhancement related to that skill, the technological edge you gain by using a high-quality piece of equipment, the disadvantages inherent in wearing bulky or unfamiliar armor, and any number of situational modifiers that reflect the circumstances in which you make your skill check.

• Strength: Application of physical force, such as breaking or moving objects. Example: Computers (Str) might be used to physically break the internal components of a computer system. • Constitution: Persistence during long tasks and the resistance of physical force. Example: Mechanics (Con) might be used when taking extra time to ensure that you’ve thoroughly inspected a vehicle prior to a combat mission. • Dexterity: Avoiding obstacles, quick reactions, and accurately performing complex tasks in limited time. Example: Knowledge (Dex) might be used when trying when performing very rushed research in a crowded library. • Intelligence: Planning, coordination, and design of complex systems. Example: Acrobatics (Int) might be used plan and execute a sequence of acrobatic maneuvers to slip through a security laser grid. • Wisdom: Evaluation, awareness, and anticipation. Example: Vehicles (Wis) might be used to estimate the difficulty of a particular aerobatic maneuver before you attempt to perform it. • Charisma: Teaching, obfuscation, and suggestion. Example: Nature (Cha) might be used to coach your allies on how to prepare for a long overland journey.

Trained vs. Untrained Skills The major difference between a trained skill and an untrained skill is that you gain a +2 training bonus to skill checks if you’re trained in the skill. However, some skill applications can’t be used untrained.

Starting Skills

When you make your character, you select a number of skills as trained skills. You receive a number of trained skills based on your character class at 1st level, and you select these trained skills from your occupation, race, and class skill lists.

Skill Training

You can acquire new trained skills at any time by taking the Skill Training feat, learning skills even if they aren’t listed in your occupation, race, or class skill lists.

Skill Focus

In addition to Skill Training, you can take the Skill Focus feat for a particular trained skill to gain an even higher training bonus to your skill checks. Your training bonus improves to +3 at 1st level, +4 at 9th level, and +5 at 17th level.

Specialties Some skills have distinct specialties that represent a particular area of expertise. For example, weapon skills have a separate specialty for each associated weapon group, so someone proficient with swords might not be equally skilled with fencing weapons or hafted weapons. If you do not know the specialty for a particular task or challenge, you are treated as if you are not trained in the skill: Your skill bonus is +0,

Applications A skill application is a particular area of expertise that is associated with one or more ability scores. For example, the Athletics skill covers all manner of athletic activity, and it includes applications such as Climb

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you cannot attempt trained-only applications, you are subject to mishaps, and so forth. Fortunately, you automatically learn specialties when you learn skills, and you can learn more during play.

• Nature when riding a mount (trained only) • Vehicles when operating a vehicle (trained only)

Power

Learning Specialties

To use an extraordinary or supernatural power of any kind (see Powers, page 39), use the following skills to make a power check:

You have several different ways to learn specialties both at 1st level and through play. At 1st Level: For any trained skill that has specialties (such as Knowledge), select one specialization that you know. Select an additional specialty if you have Skill Focus for the skill. In addition, you can select a number of additional specialties equal to your Intelligence modifier (if positive). Among other things, you can use these specialties to learn additional languages (specializations of the Linguistics skill). Intelligence Modifier: If your Intelligence modifier increases during play, you can select an additional specialty. You gain another specialty for every time you have taken the Specialized Experience feat (see below). Skill Training: If you take the Skill Training feat to learn a new skill, select one specialty from that skill (if any). Skill Focus: If you take the Skill Focus feat, select one additional specialty for that skill (if any). Specialized Experience: If you take the Specialized Experience feat, you gain a number of new specialties equal to your Intelligence modifier (minimum 1). Practice: You can learn new specialties through dedicated practice and training. Training is a challenge: Check SKILL (Wis) DC 15 (trained skill) or DC 20 (focused skill); Complexity DC × 2; Base Time 1 week; Completed you learn the specialty; Terminated you don’t learn the specialty and must start from scratch. If you have a teacher to assist you, he can make a SKILL (Cha) check to participate in the challenge. The teacher must be trained in the skill and know the specialty in question, and a maximum of one teacher can assist you during the challenge.

• • • •

Restoration

To treat injuries, perform surgery, jury-rig, or conduct repairs (see Restoration, page 61), use the following skills to make a restoration check: Medicine for any living creature Mechanics for any object or nonliving creature Nature for ordinary animals and plants (trained only) Computers for computer systems and other electronic devices (trained only) • Any weapon skill for a weapon from that group (trained only) • • • •

Sense

To perceive your environment, detect opponents, or resist attempts to deceive or misdirect, use the following skills to make a sense check: • Perception to perceive your physical environment • Intuition to detect lies, feints, and other forms of misdirection • Tactics to resist misdirection or feints made by a commander directing a group of characters (trained only) • Computers to operate sensor systems such as radar or sonar to perceive your physical environment (trained only)

Metaskills

Skill Checks

Metaskills represent broad groups of skills used for a similar purpose. In the rules text, metaskills can stand in for the skills they represent. For example, when you attempt to perform a maneuver during your movement (page 68), you would make a control check using a skill determined by how you move: Athletics when on foot, Nature when riding a mount, Vehicles when piloting a vehicle, and so forth. Thus, if rules refer to a control (Dex) check and you’re riding a horse, you would make a Nature (Dex) check. Several metaskills and the most commonly used skills associated with them are outlined below. Other skills might be used in specific circumstances.

When you use a skill, you make a skill check to see how well you do. The higher the result of the skill check, the better you do. Based on the circumstances, your result must equal or exceed a particular target number—one or more of a target’s defenses, a static Difficulty Class (DC), or the result of an opposed skill check—for the check to be successful. The harder the task, the higher the number you need to roll. Circumstances can affect your check. When free to work without distractions, you can make a careful attempt and avoid simple mistakes. If you have lots of time you can try over and over again, thereby assuring the best outcome. If others help, you might succeed where otherwise you would fail. The amount of time necessary to make a skill check is specified in its description. A skill check might require a single action (standard, move, swift, reaction, interruption, or free) or it might take several rounds, minutes, hours, days, or even weeks to accomplish.

Control

To perform maneuvers during your movement (page 68) or to avoid falling, slipping, or otherwise losing control (page 70), use the following skills to make a control check: • • • •

Focus for most extraordinary or supernatural powers Knowledge (arcana) for arcane magic (trained only) Knowledge (religion) for divine magic (trained only) Nature for primal magic (trained only)

Athletics for a creature Acrobatics for a creature (trained only) Nature for a driver riding a mount Vehicles for a driver operating a vehicle

Types of Skill Checks Every skill check is either a task or a challenge. In addition, any task or challenge can also be an attack. The different types of skill checks are described below.

Initiative

To determine the order in which characters take their actions (see Combat Sequence, page 63), use the following skills to make an initiative check:

Tasks

Tasks cover simple actions that you can complete in a single skill check, such as jumping over an obstacle or making a simple melee attack. You resolve a task with a single skill check. If your skill check result equals or exceeds the target number, you succeed. Otherwise, you fail.

• Intuition for most situations • Tactics for most situations (trained only)

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• Skill (Ability + Ability): If two abilities’ abbreviations are listed in parentheses and joined by a plus sign, add both ability modifiers to your skill check. Example: Firearms (Dex + Wis) check. • Skill: If no ability abbreviation is listed in parentheses, you don’t add any ability modifier to your skill check. Example: Analytics check.

Some tasks have an additional effect if you succeed or fail by a particular margin. (See Making a Skill Check, below.)

Challenges

Challenges represent a set of related skill checks. They cover complex actions that might take several distinct steps to complete, such as navigating through the trackless wilderness or building a device. Some challenges allow (or require) more than one character to participate. You complete a challenge by accumulating progress equal to the complexity of the challenge. You resolve a challenge with multiple attempts, each of which is resolved like any other skill check. A later section outlined the complete rules for challenges (see Challenges, page 26).

Ability Checks: Sometimes you want to do something where no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. For example, you might make a Strength check to force a stuck or blocked door. In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger. Miscellaneous Modifiers: Different situations can affect your skill check for better or worse. For example, attacking a disadvantaged target grants you a +2 bonus to your attack roll, and attacking a target beyond point blank range imposes a range penalty to your attack roll. In addition, some skill checks include a built-in modifier to reflect its advantages or disadvantages relative to a typical skill check. In situations where no specific modifier is listed, the Gamemaster can adjust the miscellaneous modifier in one of the following two ways to account for exceptional circumstances.

Attacks

Attacks directly harm or impair a target, either by dealing damage or by imposing conditions or other penalties. A skill check made to perform an attack is called an attack roll. Because attacks represent actions that take place in the chaotic environment of combat, they are subject to some special rules. For example, so long as your skill modifier is at least +0, you automatically hit on a natural 20, and you score a critical hit if your attack roll is greater than or equal to the target’s defense. At the other extreme, you automatically miss on a natural 1. A later chapter outlines the complete rules for attacks (see Combat, page 58).

• Give a +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character (see Cooperative Skill Checks, page 26), or possessing unusually accurate information. • Give a –2 penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.

Making a Skill Check To make a skill check, roll 1d20 and add your skill modifier and any specified ability modifiers to the total, then compare that check result to the target number to determine success:

Larger or smaller adjustments are possible, but these should be reserved for exceptional circumstances. In most cases, the Gamemaster should apply modifiers using the standard progression (1, 2, 5, 10, 20, and so forth).

Skill check = 1d20 + skill modifier + ability modifier + misc. modifiers The individual components of a skill check are outlined below. Skill Modifier: Your skill modifier represents your level of experience, your degree of training in the skill, and any enhancements you are using to augment your skill.

Target Number The target number for a skill check can be determined in one of three ways. It can be compared to a Difficulty Class (DC), a measure of how hard a skill check is (either relative to your level or in absolute terms); it can be compared to one or more of a target’s defenses (Primary, Fortitude, Reflex, or Will); or, it can be compared to an opposed skill check made by the target.

Skill modifier = 1/2 level + training bonus + enhancement bonus The individual components of your skill modifier are outlined below. 1/2 Level: Add 1/2 your character level (rounded down) to your skill modifier. This represents your overall experience as opposed to any specific training, techniques, or equipment that might affect your skill modifier. Training Bonus: If you are trained in the skill (either by selecting it as a trained skill at 1st level or by taking the Skill Training feat), add a +2 training bonus to your skill modifier. If you also have the Skill Focus feat for the skill, your training bonus increases to +3 at 1st level, +4 at 9th level, and +5 at 17th level. Enhancement Bonus: If you have an active enhancement that applies to the skill, add the enhancement bonus (+1 to +5, depending on quality) to your skill modifier. Enhancements represent either learned advantages (such as techniques, stances, or disciplines) or specialized equipment (such as a high-quality weapon or an optimized computer system) that provide you with an edge when using the skill. Ability Modifier: Most skill checks account for natural aptitude by adding one or more ability modifiers to your skill check. When this applies, the ability is indicated with the skill check in parentheses.

Difficulty Class (DC)

Some skill checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that your skill check must equal or exceed for your skill check to be successful. Absolute DCs: Often, you want to measure the difficulty of a skill check in absolute terms. What kind of character could be expected to make a given skill check, and under what circumstances? The Gamemaster can use Table 4–1: Difficulty Class Examples as a guideline, picking one that best matches the task at hand. As a comparison, consider that an average, untrained 1st-level character will have a skill modifier of +0. Such a character will usually succeed at a very easy task even under stress, an easy task if not under pressure, and even a moderate or difficult task if given enough time to try the task repeatedly (see Checks without Rolls, page 26). Relative DCs: Sometimes, the Gamemaster needs to pick a DC that is appropriate for the heroes’ level rather than by comparing it to the world as a whole. In these cases, the Gamemaster can use a relative DC for the skill check. (Relative DCs are particularly useful for constructing challenges; see page 26.)

• Skill (Ability): If a single ability’s abbreviation is listed in parentheses, add that ability modifier to your skill check. Example: Athletics (Str) check. • Skill (Ability/Ability): If two abilities’ abbreviations are listed in parentheses and joined by a slash, add the better of the two ability modifiers to your skill check. Example: Unarmed (Dex/Str) check.

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Table 4–1: Difficulty Class Examples Difficulty (DC) Trivial (0) Very easy (5) Easy (10) Moderate (15) Difficult (20) Very difficult (25) Heroic (30) Nearly impossible (40)

Example Notice something large in plain sight Climb a knotted rope Hear an approaching guard Rig a vehicle’s wheel to fall off Swim in stormy water Open an average lock Leap across a 30-foot chasm Track a squad across hard ground after 24 hours of rainfall

Skill (Ability) Perception (Wis) Athletics (Str) Perception (Wis) Mechanics (Int) Athletics (Dex) Mechanics (Dex) Athletics (Str) Nature (Wis)

Table 4–2: Sample Opposed Checks Opposed Check Con someone Pretend to be someone else Negotiate for goods or services Create a false map Hide from someone Pick someone’s pocket Tie a prisoner securely

Skill (Ability) Deception (Cha) Deception (Cha) Influence (Cha) Deception (Int) Stealth (Dex) Deception (Dex) Athletics (Dex)

Opposing Skill (Ability) Intuition (Wis) Perception (Wis) Influence (Cha) Intuition (Int) Perception (Wis) Perception (Wis) Acrobatics (Dex)

Simple (DC = 9 + 1/2 level): Simple DCs are best for skill checks that any hero should be able to pass multiple times. Experts in a given skill will pass these checks easily. Moderate (DC = 11 + 3/4 level): Moderate DCs are best for skill checks that an expert should be able to pass multiple times. Any hero has a good chance to pass the check most of the time, but repeated checks will be formidable. Hard (DC = 13 + level): Hard DCs are best for skill checks that an expert should be able to pass most of the time, but repeated checks will be formidable. Very Hard (DC = 15 + level): Very hard DCs are challenging even for an expert, with success and failure almost equally likely. Repeated checks require significant help or very good luck to avoid failing at least once. Adjusting DCs: Some situations may make a task easier or harder to accomplish, resulting in a change to the DC of the skill check. In situations where no specific modifier is listed, the Gamemaster can adjust the DC in one of the following two ways to account for exceptional circumstances.

If your skill check equals or exceeds the target’s defense, you succeed; otherwise, you fail. If a skill check is made against more than one of a target’s defenses, make a single skill check and compare the result to both defenses. In most cases, different effects occur depending on which defense your check result beats, if any.

Opposed Checks

An opposed check is one whose success or failure is determined by comparing your check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie. Passive Opposed Checks: When a skill check affects multiple targets, use a passive opposed check instead of actually rolling each target’s individual check. A passive opposed check is equal to the following: 10 + skill modifier + ability modifier + miscellaneous modifiers A passive opposed check provides the same result as taking 10 (page 26); unlike taking 10, you can perform them under stress, and you never initiate a passive opposed check (that is, they always occur as a result of being the target of another’s action).

• Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience or doing work that can be subpar. • Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing work that must be flawless.

Success or Failure As described above, if your skill check result equals or exceeds the target number, you succeed; otherwise, you fail. In addition, some skills allow for varying degrees of success or failure. For example, if you fail a Mechanics (Int) check to disarm a bomb by 5 or more, the device detonates prematurely. If a given skill application or task has varying degrees of success or failure, it is included in its description in the e20 System Core Rulebook.

Larger or smaller adjustments are possible, but these should be reserved for exceptional circumstances. In most cases, the Gamemaster should apply modifiers using the standard progression (1, 2, 5, 10, 20, and so forth). As a rule of thumb, conditions that affect your ability to perform the skill apply a miscellaneous modifier to your skill check, and conditions that modify how well you have to perform the skill to succeed change the DC. Both have the same result—they create a better or worse chance of success—but they represent different circumstances, and sometimes that difference is important.

Mishaps

An untrained character can attempt most skill checks, but at times such an attempt can be risky. If you are untrained in a skill and you roll a natural 1 on your skill check (that is, the d20 comes up with 1 on its face), you suffer some sort of mishap. The details of a mishap are left to the discretion of the Gamemaster. For attacks, you might drop your weapon, your weapon might jam and require a quick repair, or you might hit an unintended target with your attack. For social skills, you might grievously offend another character (possibly provoking a fight), or your subject might intentionally mislead

Target’s Defense

Most attacks are made against one or more of the target’s defenses (Primary, Fortitude, Reflex, and Will). In addition, some other skill checks are made against a target’s defense, such as an Influence (Cha) check made against a target’s Will to improve the target’s attitude toward you.

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you. For expert or technical skills, you might make a terrible miscalculation that causes an accident, or you might reach a grossly incorrect conclusion about a subject. The possibilities are limited only by the Gamemaster’s creativity, but keep in mind that a mishap should introduce some meaningful complication or obstacle into the encounter; it should not produce a truly catastrophic outcome that brings the game to a halt.

In cases where the skill restricts who can achieve certain results, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. In addition, the Gamemaster can impose reasonable limits on how many characters can assist on a single skill check. For example, it would be difficult for more than a handful of characters to assist a Medicine check made to perform surgery.

Trying Again

Many challenges allow or even require that multiple characters participate to complete the challenge. Generally, challenges provide for more interesting dynamics than simply assisting an ally with a skill check. (See Challenges, below, for more detail.)

Multi-Character Challenges

In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some applications, however, have consequences of failure that must be taken into account. A few applications are virtually useless once a check has failed on an attempt to accomplish a particular task. For most applications, when you have succeeded once at a given task, additional successes are meaningless. If a given skill application cannot be retried, this is included in the skill’s description in the e20 System Core Rulebook. For situations not explicitly covered by the rules, the Gamemaster makes a ruling about whether the skill check can be tried again (and if so, whether any additional modifiers apply to the new check.)

Challenges Challenges represent a set of related skill checks. They cover complex actions that might take several distinct steps to complete, such as navigating through the trackless wilderness or building a device. Some challenges allow (or require) more than one character to participate. You complete a challenge by accumulating progress equal to the complexity of the challenge. Because challenges can be as big an obstacle as an armed opponent, they have a level and you earn experience for overcoming them. If a challenge has little or no risk attached, however, the experience earned is substantially reduced.

Checks without Rolls

A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, you can use a skill under more favorable conditions and eliminate the luck factor. Taking 10: When you are not threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for you to take 10. In most cases, taking 10 is purely a safety measure: You expect that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help. Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the task being attempted carries no penalties for failure, you can take 20. Eventually, you will get a 20 on 1d20 if you roll enough times, and that’s what this option represents (without taking the time to roll each individual attempt). Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take, and you cannot do anything else while taking 20 (even if you would have other actions remaining each round).

If you accumulate progress equal to the complexity the challenge, the challenge is completed and the indicated effect occurs. If your progress is ever reduced below 0, the challenge is terminated; you might be able to attempt the challenge again, but you’ll have to start from scratch. (If expensive materials were necessary, half of them are ruined in the attempt and must be replaced.)

Cooperative Skill Checks

Attacks as Progress

Progress The individual skill checks that make up a challenge are called attempts. (See Making a Skill Check, page 24.) • If your attempt is successful (that is, your check result equals or exceeds the target number), you accumulate progress toward completing the challenge. You gain 5 points of progress for a successful attempt, plus 1 additional point of progress for every point by which your check result exceeds the target number. • If your attempt fails, you gain no progress toward completing the challenge. In addition, if you fail by 5 or more points, you have made a costly mistake that costs you 5 points of progress.

In some cases, making attacks might be a reasonable means of approaching the challenge. For example, in a chase scene where the heroes are trying to escape several armed pursuers, you can escape either by successfully evading your opponents or by eliminating them outright. In these cases, you can make attacks to earn progress. Difficulty: By default, an attack is considered an improvised primary skill application for the challenge. (See Difficulty, page 28.) Progress: By default, you earn progress equal to the damage dealt by your attack. The Gamemaster might apply modifiers to your damage, as deemed appropriate. Continuing the chase example, above, the pursuers’ vehicles should have Hardness and DR that will reduce the damage dealt. On the other hand, if you are using a weapon that has penetration, this would reduce the target vehicle’s Hardness and DR.

When more than one character tries the same skill at the same time and for the same purpose, their efforts might overlap.

Individual Tasks

Often, several characters attempt some action and each succeeds or fails independently. The result of one character’s Climb check does not influence the results of other characters Climb check.

Aid Another

You can help another character achieve success on your skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to its check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, your help won’t be beneficial, or only a limited number of characters can help at once.

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that occurred during the challenge. As with action point loss, this is a good option for moving the adventure past a challenge and onto the next step in the adventure.

Terminated Challenges

When used as a part of an adventure, a terminated challenge should have consequences. The specific consequences should be related to the nature of the challenge. Several possible consequences are outlined below, and the Gamemaster can create new consequences as appropriate.

When creating new consequences, the Gamemaster should keep in mind that a terminated challenge should never act as a roadblock that prevents further progress in an adventure. The terminated challenge should make things more difficult for the heroes, certainly, but it should not stop them in their tracks. For example, if the heroes are attempting to infiltrate an enemy installation, a terminated challenge might result in a combat encounter with the guards; if the heroes prevail in that encounter, they can proceed into the installation (perhaps using the guards’ keys to open a locked door) but now everyone inside is on high alert.

• Combat Encounter: The simplest outcome of a terminated challenge is to trigger a combat encounter of roughly the same XP value. Alternatively, multiple encounters that add up to roughly the same XP value might be used. When caught trying to infiltrate an enemy installation, for example, the heroes might be confronted by a large group of guards, or they might encounter several smaller patrols that seek them out later in the adventure (perhaps reinforcing other opponents in later encounters). • Allies Lost or Captured: If the adventure involves allied Gamemaster characters, they might be killed or captured as a result of a terminated challenge that involves combat or another high-risk situation. In a social setting, allies might be “lost” by changing their attitude toward the heroes; for example, failed negotiations might result in a patron taking offense and becoming indifferent (or worse) as a result of the heroes’ poorly executed attempt, or a failed attempt to perform a mission for an ally might result in that ally losing faith in the heroes. • Equipment Lost or Damaged: Sometimes, the most logical result of a terminated challenge is that some significant equipment becomes lost or damaged. For example, a terminated challenge to navigate an asteroid field might result in the heroes’ spacecraft being seriously damaged or even destroyed. Generally, equipment loss isn’t particularly significant unless its value is at least equal to an individual’s Resources modifier, but critical equipment (such as rope when climbing a mountain) might be valuable enough to count as a significant loss. (Because players really don’t like losing their favorite toys, you should use this option sparingly; at the very least, it’s usually better to leave equipment damaged but salvageable rather than destroyed outright.) • Resources Lost: In many cases, the most appropriate cost of a terminated challenge is monetary. The heroes might be fined by the authorities during a botched smuggling run, they might lose business contacts because of harm to their reputation, or they might even be fired by their current employer. Generally, a loss of 1 point of Resources for each participating character is an appropriate consequence. • Time Lost: By itself, lost time is not particularly meaningful, but it might have secondary consequences that matter to the heroes (usually in the form of lost allies, equipment, or resources); for example, the heroes might not reach a town in time to save its inhabitants from an approaching army. However, lost time can be an appropriate consequence if it has some significant effect on the heroes or their reputation, such as being incarcerated or marooned. Such lost time is a great way to bring an adventure to a screeching halt, though, so it should be used very sparingly (and even then only if it ultimately moves the campaign forward). • Action Point Lost: A very simple way to penalize the characters for a terminated challenge is to charge them 1 Action Point each as the heroes expend extra effort to grasp victory from the jaws of defeat. This is a good way to move past a challenge that needs to be overcome in one way or another to continue the adventure. (If a hero does not have an Action Point remaining, they might instead take damage, below.) • Damage: Another simple way to penalize the characters is to deal damage; generally, an amount equal to their recovery value (1/5 their maximum hit points) is appropriate. Alternatively, a hero might gain a –1 impairment penalty to represent some physical trauma

Skills Used Every challenge is associated with one or more skills. The specific skill applications chosen should be thematically related to the challenge at hand. For example, a social encounter is quite likely to involve skills such as Deception, Influence, and Intuition. Similarly, almost any wilderness encounter could include skills such as Athletics, Nature, and Perception. Each means of approaching the challenge is a separate skill application (that is, including both a skill and the relevant ability modifier). Primary skill applications are those most directly related to the challenge at hand. Secondary skill applications are those that play a supporting role that nevertheless contribute meaningfully to the completion of the challenge.

Number of Skill Applications

Generally, a single-character challenge should have 1 to 2 primary skill applications and 0 to 3 secondary skill applications. A single skill might have more than one application in the challenge. Continuing our wilderness example, Athletics (Con) might be a primary application to represent your endurance on an overland trek, and Athletics (Str) might be a secondary application used to climb over difficult terrain to gain shortcuts on your journey. For a multi-character challenge (that is, one that requires multiple characters to participate), add 1 primary skill application per 2 characters and add 1 secondary skill application per character. For example, a multicharacter challenge for four heroes should have 3 to 4 primary skill applications and 4 to 7 secondary skill applications. In addition, a multicharacter challenge should involve a number of different skills at least equal to the number of participating characters. Primary Skill Applications: Primary skill applications produce progress toward completing the challenge, and they represent the most appropriate and directly related way to address it. For example, a social challenge might include Deception (Cha), Influence (Int or Cha), and Intuition (Wis) as primary skill applications. Secondary Skill Applications: Secondary skill applications usually don’t produce progress toward completing the challenge. Instead, they reveal new options (making a new primary skill application available), provide a bonus to a primary skill application (usually +2), or change other factors (such as reducing your current tally of complications by 5, or removing the possibility of critical failure; see Other Factors, page 29). If a secondary skill application provides progress toward completing the challenge (rather than any of the options above), it can do so only once during the entire encounter. Once a participant uses it successfully, that application can’t be used again.

Improvised Skill Applications

When designing a challenge, the Gamemaster should expect the players to come up with relevant skill applications that are not on the original list for the challenge. This is not only acceptable but also encouraged: The players should exercise creativity when approaching a challenge, and the Gamemaster should reward them for doing so.

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Each skill in the e20 System Core Rulebook includes a section on suggested improvised applications to give the players a few ideas for use in play, but these suggestions should be considered a starting point for creativity, not a limit on the skill’s use. An improvised skill application can function as either a secondary or primary skill application for the challenge, depending on how directly the Gamemaster believes that it relates to the challenge at hand. Normally, the difficulty of an improvised skill application is increased by one step (from moderate to hard, for example), but the Gamemaster can ignore this if the proposed application is particularly ingenious or well suited to the challenge. As a rule of thumb, if a player proposes something so appropriate that you would have included it yourself had you thought of it, you don’t need to increase the difficulty.

average complexity will keep all required participants busy for most or all of an encounter, but if additional heroes can help, they might be able to complete it fairly quickly. You should use challenges of extreme complexity sparingly; even if additional heroes participate, the challenge will take quite a while to complete.

Limit Some challenges might allow only a limited number of attempts before the challenge expires (that is, it ends without being completed or terminated). These challenges usually represent a situation where the quality of the outcome is variable; for example, an engineer designing a new vehicle might create a design that is anywhere on a continuum from inspired and ingenious to critically flawed and unusable.

Difficulty

Attempt Limit

The number of attempts allowed before the challenge expires is determined by the complexity of the challenge. The minimum value of the attempt limit is equal to (required number of participants) + (complexity/10). Higher Limit: Increasing the limit by 50% reduces the challenge’s level by 1, and increasing the limit by 100% reduces the challenge’s level by 2. Expiration Terminates: If a limited challenge treats anything less than partial success (see below) as a termination rather than a neutral outcome, increase its level by 1.

Difficulty can be set in absolute or relative terms, as with any other skill check. A challenge’s difficulty also determines its base level for purposes of experience earned for overcoming the challenge. When building a challenge from scratch, use relative DCs of the desired level to determine the difficulty of the challenge. Use a simple relative DC for a secondary skill application in a multi-character challenge; increase the difficulty by one step each for a primary skill application, an improvised skill, or a single-character challenge. (Multi-character challenges have lower DCs at a given level because not all participating characters will be well suited to a particular set of skills.) For ease of reference, the types of skill applications associated with each relative DC are given below.

Partial Success

By default, limited challenges allow for partial success depending on how much progress you accumulate before the challenge expires. Unless otherwise specified, every 10 points by which your progress falls short of the complexity reduces the quality of the outcome by one step; however, you must accumulate progress equal to at least half the complexity to achieve any partial success. The quality of a partial success varies depending on the situation; published challenges will specify particular effects, and when creating a new challenge the Gamemaster should use his judgment to define each tier of partial success. Example: You are trying to improve the attitude of a detective so that he will provide confidential information (complexity 40, limit 5). If you complete the challenge (progress 40 or more after no more than five attempts), the detective becomes helpful and will provide the information you need, even if this would be moderately risky to him. If you achieve the first tier of partial success (progress 30 to 39), the detective becomes friendly; he won’t provide confidential information himself, but he will give you advice and guidance on where you might find the information you seek. If you have the second tier of partial success (progress 20 to 29), the detective is indifferent; he won’t provide any advice, but he won’t try to get you in trouble, either. If you achieve no partial success (progress 0 to 19, less than half the complexity of the challenge), the detective becomes unfriendly; he is offended by your request, and he might intentionally mislead you or notify his superiors. If

• Simple (DC = 9 + 1/2 level): In multi-character challenges, use simple relative DCs for secondary skill applications. • Moderate (DC = 11 + 3/4 level): In multi-character challenges, use moderate relative DCs for primary skill applications and most improvised secondary skill applications. In single-character challenges, use moderate relative DCs for secondary skill applications. • Hard (DC = 13 + level): In multi-character challenges, use hard relative DCs for most improvised primary skill applications. In singlecharacter challenges, use hard relative DCs for primary skill applications and most improvised secondary skill applications. • Very Hard (DC = 15 + level): In single-character challenges, use very hard relative DCs for improvised primary skill applications.

Complexity The complexity of the challenge determines how long it will take to overcome, and it plays a major role in determining the experience award the heroes receive for completing it. Choose a complexity value that matches how much effort you want the heroes to have to put into the challenge, as shown on Table 4–3: Complexity. A challenge of minor complexity is best for minor obstacles or distractions meant to sidetrack the heroes momentarily. A challenge of

Table 4–3: Complexity Rank Minor Average Extreme

Complexity per Req’d Participant* 14 or less (avg. 10) 15 to 29 (avg. 20) 30 or more (avg. 40)

Description The challenge serves as a relatively minor obstacle for the characters in the course of a larger encounter, most likely requiring only a couple of rounds to complete. The challenge is an obstacle equivalent to one standard opponent of the challenge’s level per participant. It should occupy the majority of the participant’s attention even as a part of a larger encounter; if all heroes are required to participate, it can function as an encounter by itself. The challenge is a major obstacle, the equivalent of one elite opponent of the challenge’s level per participant. In most cases, a challenge of extreme complexity should be an encounter unto itself unless it allows only one participant.

* Complexity does not change if additional characters (beyond those required) choose to participate in the challenge.

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you the challenge was terminated by achieving negative progress (progress –1 or lower), the detective becomes hostile; he might attempt to arrest you on the spot. No Partial Success: If a limited challenge does not allow for partial success when it expires, increase its level by 1.

Complications (+1 level)

Occasionally, a challenge has more than one dimension; lost progress not only makes your job harder, but it also builds toward an undesired outcome. Every time your attempt results in a loss of progress, you gain an equal amount in complications. If your complications total ever equals or exceeds half the challenge’s complexity, the challenge automatically terminates. Mitigating Complications (–1 level): When a challenge has complications, you might have the option to mitigate them with a secondary skill application instead of building progress toward completing the challenge. When you do so, calculate how much progress your attempt would have earned (had it been a primary skill application) and subtract that amount from your current complications total. Sacrifice (+0 level): When you earn complications by a failed attempt, you can choose to make a personal sacrifice to prevent the complication total from increasing. You have three options: (1) Sacrifice an Action Point; (2) Take damage equal to your recovery value (1/5 your maximum hit points); (3) Take a –1 impairment penalty.

Time Challenges can take place at any time scale, ranging from round-byround actions undertaken during a larger combat encounter to extended and abstracted interactions that span weeks or even months. Published challenges include the time required for each attempt in their descriptions. Base Time: If a challenge lists a base time (for example, “Base Time 1 week”), the total time required for the challenge is progressive rather than determined by a flat amount per attempt. Creation challenges (such as building a vehicle) are the most common challenges that use a base time; a particularly skilled mechanic might be able to build a vehicle very quickly, but an amateur mechanic might take much longer due to false starts. Every time a participant makes an additional attempt, the total time expended increases by one step on the standard progression (1, 2, 5, 10, 20, and so on). For example, a challenge with a base time of 1 week takes 1 week if completed by the time all characters make a single attempt, 2 weeks if they needed two attempts, 5 weeks if they needed three attempts, and so forth. Limited challenges very rarely have a base time. Initiative: In most cases, the order in which the heroes make their attempts does not affect the outcome of the challenge. Generally, it is best for the heroes to start with their most capable member. However, in the case of a challenge that has an adversary (see Other Factors, below), initiative should be determined normally to determine the order of actions. An adversary cannot act until the challenge has started, however, so if the adversary gets the highest initiative it must delay until at least one hero has made an attempt.

Critical Failure (+1 level)

If challenge has opportunities for catastrophic failure, the Gamemaster might apply this factor. If you roll a natural 1 on your attempt, you automatically lose 10 progress regardless of your skill check result.

Critical Success (–1 level)

If a challenge has opportunities for spectacular success, the Gamemaster might apply this factor. If you roll a natural 20 on your attempt, calculate the progress you would normally earn and then double it.

New Objectives (+0 level)

Some challenges have distinct phases that use different skill applications. For example, once you find a downed pilot behind enemy lines (Perception, Nature, Tactics), you now need to evade enemy pursuers and keep the injured pilot alive (Athletics, Medicine, Stealth). Evolving objectives are a good way to make sure that every participant in a challenge has at least some time in the spotlight. There is no set point at which a challenge should change to a new objective, but a good guideline is to divide the progress into equal segments for each. With two objectives, for example, you might change the skill set needed once you cross the halfway point toward completing the challenge.

Other Factors Every challenge is different, and adding one or more of the following factors can help to make a challenge more interesting and dynamic. Generally, it’s a good idea for the Gamemaster to add at least one factor to any challenge to ensure that it has something to differentiate it from other challenges the heroes face in play.

Risky (+1 level)

Some challenges are particularly dangerous, providing a situation which is less forgiving of mistakes. In a risky challenge, you lose 5 progress on any failure, not just when you fail by 5 or more.

Adversary (+XP by type and level)

Sometimes a Gamemaster character is in a position to oppose the heroes directly, interfering with their progress. The adversary makes skill checks just as the heroes do, but the progress earned by the attempt is applied in reverse: A success subtract from your progress, and a failure adds to your progress. Sometimes, you might have the option to engage the adversary in combat; doing so might prevent the adversary from interfering with your progress, but any character in combat can’t contribute to the challenge’s progress, either. Just because a challenge features opponents doesn’t mean that it needs the adversary factor. Use this option only if an opponent is in a position to directly sabotage and interfere with your work; for example, when hacking a computer network, the system administrator is specifically trying to isolate your connection, terminate your access, and undo any changes you make, so that would qualify as an adversary. In an ordinary chase scene, however, the challenge is evading the pursuers themselves; unless you want to represent a single highly skilled opponent (such as a legendary bounty hunter chasing you along with a bunch of ordinary guards), there’s no need to use the adversary factor.

Safe (–2 levels)

Some challenges don’t represent an immediate threat even on termination, though the potential for some kind of confrontation is present. For example, when negotiating with a bouncer to get into a private club, the challenge is unlikely to result in combat unless the characters do something particularly provocative (or if they choose to start a fight on their own). A safe challenge can be combined with the complications or critical failure factors; in this case, a critical failure or terminating the challenge by accumulating complications makes the threat immediate rather than potential.

Very Safe (–4 levels)

Some challenges don’t have any real threat of failure other than the time and resources expended in the attempt. These challenges are particularly common outside of adventures, such as when using your skills to create enhancements in your downtime. For example, a hero who spends time writing a book with the Linguistics skill might have a lot to gain if the

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prompt them to describe their actions in whatever detail they can, framing their attempts in terms of how they try to tackle the challenge rather than what they are trying to accomplish. If a player describes something particularly appropriate (such as a very eloquent argument when trying to gain the favor of a noble), feel free to reduce the difficulty by one step (from hard to moderate, for example). Conversely, if a player describes something particularly counterproductive (such as trying to physically intimidate a noble protected by loyal and welltrained bodyguards), you might increase the difficulty by one step. However, be sure that you don’t penalize a character for a player’s lack of knowledge. A skilled mechanic would logically know all the technical details about disarming a trap, so let the player focus on a more general approach rather than naming specifics (for example, “I want to jam the trigger,” “I want to block its firing port,” or “I want to search for a blind spot that won’t set it off”). Similarly, a player might not know the correct way to address a noble with his family’s formal ancestral title, but a quick Knowledge (Int/civics) check will determine if the character does.

Table 4–4: Challenge Experience Awards Level Minor Average 1 50 100 2 75 150 3 100 200 4 150 300 5 200 500 6 300 750 7 500 1,000 8 750 1,500 9 1,000 2,000 10 1,500 3,000

Extreme 200 300 500 750 1,000 1,500 2,000 3,000 5,000 7,500

Level 11 12 13 14 15 16 17 18 19 20

Minor Average 2,000 5,000 3,000 7,500 5,000 10,000 7,500 15,000 10,000 20,000 15,000 30,000 20,000 50,000 30,000 75,000 50,000 100,000 75,000 150000

Extreme 10,000 15,000 20,000 30,000 50,000 75,000 100,000 150000 200,000 300,000

challenge is successful (even a partial success might result in some modest income), but a failure means that the hero has lost no more than the time spent on an unworkable manuscript. If a very safe challenge doesn’t require any expenditure sufficient to reduce your Resources modifier and requires one week or less of your time, it does not represent a sufficient risk for you to gain any experience at all.

Hidden Challenges

Depending on the challenge in question, the players might not need to know mechanical details such as complexity and progress. Unless a player initiated the challenge (such as when creating an item), the players won’t necessarily know the details of the challenge—or even that one has started! When a challenge’s game mechanics might intrude on roleplaying, you can safely tuck all the numbers “behind the screen,” out of sight (and out of mind) of the players. Just let them interact with the game world in whatever manner fits their character’s personality, giving them feedback on their actions as you go along. Continuing the earlier example, if a player fails in a ill-conceived attempt to intimidate the noble, you might say, “The noble darkens visibly at your insulting attempt to intimidate him in front of his own guards, and it seems to have strengthened his resolve.” Nevertheless, don’t overlook the current progress score as a source of dramatic tension. In challenges that represent dangerous tactical situations, letting the players see their current progress, the complexity goal they have to reach, and (for limited challenges) how many attempts they have remaining can really engage the players.

Level and Experience Once you have determined the base level of the challenge, apply any modifiers for limit or other factors to determine the adjusted level of the challenge. Look up the experience point (XP) value corresponding to the challenge’s complexity and adjusted level on Table 4–4: Challenge Experience Awards. As a comparison, a challenge of average complexity is the equivalent of a single standard opponent of the same level (both in XP value and approximate difficulty). If the heroes complete the challenge, divide this XP among all characters who participated. For a limited challenge where the heroes achieve only partial success, divide the XP by 2 for every step below complete success that they achieve.

Other Rewards

A challenge won’t necessarily have any other awards attached to it, but if the situation warrants the Gamemaster can provide for the characters to find money or goods in the aftermath of a challenge. Alternatively, the characters might receive a specific monetary reward if the characters performed the challenge on behalf of a patron. If the challenge’s adjusted level is greater than that of the heroes, a flat increase of 1 point to all participants’ Resources modifiers is an appropriate award. If you would prefer to give out a reward in cash or equipment, a value equal to a purchase DC of (challenge’s adjusted level + 10), split among all participants, is a reasonable amount.

List of Skills Table 4–5: Skills lists the skills used in the e20 System, dividing them into weapon skills and nonweapon skills. Specific applications within each skill—many of them familiar to players of other d20-based games— are also listed.

Running Challenges When running a challenge as the Gamemaster, you should encourage creativity and roleplaying by taking the actions of the heroes and translating them into an appropriate skill check. Player’s shouldn’t think about their actions in terms of skills and ability modifiers; instead,

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Table 4–5: Skills Skill

Nonweapon Skills Acrobatics Analytics

Athletics Computers Deception Focus Influence Intuition Knowledge Linguistics Mechanics Medicine Nature Perception Stealth Tactics Vehicles

Weapon Skills Firearms Gunnery Melee Ranged Unarmed

Applications Balance (Dex), Escape Restraints (Dex), Escape Grapple (Dex or Str), Soft Fall* (Dex or Str), Tumble* (Wis) Create Chemicals* (Int), Collect Data (Wis), Evaluate Data (Int), Scientific Knowledge* (Int) Specializations: behavioral sciences, life sciences, physical sciences, social sciences Catch (Dex), Climb (Dex or Str), Endurance (Con), Jump (Str), Swim (Con or Str), Use Rope (Dex or Int) Access System (Wis), Create Electronic Device* (Int), Create Program* (Int), Modify System* (Int), Protect System* (Wis), Repair System* (Int) Bluff (Cha), Create Forgery (Dex or Int), Create Disguise (Wis), Feint* (Cha), Innuendo (Cha), Sleight of Hand* (Dex) Concentration (Con), Use Arcane Magic* (Cha or Int), Use Divide Magic* (Cha or Wis), Use Psionics* (Cha or Con), Additional Recovery* (Con) Improve Attitude (Cha), Intimidate (Cha or Str), Negotiate (Cha or Wis), Perform (Cha), Requisition (Int) Specializations: acting, bureaucracy, dance, keyboards, percussion instruments, persuasion, singing, stand-up, stringed instruments, wind instruments Gamble (Cha or Int), Gather Information (Cha), Sense Motive (Wis), Sense Paranormal Activity* (Wis) Appraise (Wis), Common Information (Int), Expert Information* (Int), Profession (Wis), Research (Int) Specializations: arcana, business, civics, current events, entertainment, history, religion, streetwise Create Document (Cha or Int), Cryptography* (Int), Innuendo (Cha), Read/Write Language (Int or Wis), Speak Language (Cha or Wis) Specializations: individual languages (by setting), composition Create Machine* (Int), Create Object (Dex or Int), Create Structure* (Int), Demolitions* (Int or Wis), Disable Device (Dex or Int), Jury Rig (Dex or Str), Repair (Int) Create Pharmaceuticals* (Int), Treat Injury (Wis), Treat Disease (Wis), Treat Poison (Wis), Surgery* (Dex or Int) Handle Animal (Cha), Train Animal (Cha or Wis), Ride (Dex), Survival (Wis), Track* (Wis) Create Visual Artwork (Cha), Notice (Wis), Read Lips* (Int), Search (Int) Specializations: awareness, cinematography, drawing, painting, photography, sculpture Camouflage (Int), Conceal (Dex), Sneak (Dex), Snipe* (Wis), Tail (Cha) Anticipate* (Wis), Coordinate Attack (Cha), Plan* (Int) Dogfight* (Dex), Navigate (Int or Wis), Pilot (Dex), Repair Vehicle (Int), Use Fixed Weapon* (Dex or Int) Specializations: light aircraft, light wheeled, heavy aircraft**, heavy wheeled, helicopter**, fighter aircraft**, powerboat, rowboat, sailboat, ship, spacecraft**, teamster, tracked All weapon skills: Use Weapon (by attack), Maintain Weapon* (Dex or Wis), Repair Weapon* (Int), Modify Weapon* (Int), Create Weapon* (Int) Specializations: handguns, longarms, shotguns Specializations: mortars & artillery, explosives & incendiaries, rockets & missiles, machine guns & autocannons, cannons & guns Specializations: basic weapons, chained weapons, fencing weapons, hafted weapons, swords, pole weapons Specializations: basic weapons, bows, crossbows Specializations: brawling, grappling, natural weapons

* Trained only. ** This specialization has a prerequisite.

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5: Feats limited to characters who have at least one level in one of two classes. As a 1st-level character, you get three free defensive feats (including one second-tier defensive feat), determined by your starting class.

Feats take up too much space to describe fully, but the tables below summarize the effect of each feat with enough detail to use it in a simple adventure. Characters can learn four types of feats—general, class, defensive, and style—described in more detail in the sections below.

Style Feats

Defensive Feats

Style feats work with your fighting style (such as two-handed weapon or weapon and shield), providing a specific benefit to match your approach to combat. You can use only one style feat at a time, but you can switch to a different style feat you know as a free action once per round on your turn. Anyone who meets the prerequisite can take a style feat, but some

Defensive feats improve one of your defenses (Primary, Fortitude, Reflex, or Will), either directly or by allowing you to wear armor without penalty. Anyone who meets the prerequisite can take a defensive feat, but some second-tier defensive feats (such as Improved Great Fortitude) are

Table 5–1: Defensive Feats Feat Armor Proficiency Armor Proficiency, Heavy Dodge Dodge, Improved Great Fortitude Great Fortitude, Improved Iron Will Iron Will, Improved Lightning Reflexes Lightning Reflexes, Improved

Prerequisite Armor Proficiency Dodge Great Fortitude, either Dreadnought or Vanguard Iron Will, either Envoy or Sentinel Lightning Reflexes, either Corsair or Sentinel

Effect Wear armor without penalty. Wear heavy armor without penalty. +2 defense bonus to Primary Defense when not wearing armor. +3 defense bonus to Primary Defense when not wearing armor (+4 at 9th level, +5 at 17th) +2 defense bonus to Fortitude Defense and Fortitude saves. +3 defense bonus to Fortitude Defense and Fortitude saves (+4 at 9th level, +5 at 17th) +2 defense bonus to Will Defense and Will saves. +3 defense bonus to Will Defense and Will saves (+4 at 9th level, +5 at 17th) +2 defense bonus to Reflex Defense and Reflex saves. +3 defense bonus to Reflex Defense and Reflex saves (+4 at 9th level, +5 at 17th)

Table 5–2: Style Feats Feat Autofire Assault Burst Fire Careful Shot Combat Expertise Dual Mastery Evasive Maneuvers Expert Duelist Flurry of Blows Mobility Power Attack Rapid Fire Shield Bash Shield Expert Sustained Fire Transport Dodge Transport Mobility

Prerequisite

Effect Emplaced or Two-Handed; must aim/brace; with autofire/barrage attack, deal 1/2 damage on a miss by 5 more points (for example, on miss by 10 or less instead of miss by 5 or less). Emplaced or Two-Handed; must aim/brace; automatic only; with ranged attack against 1 target, –3 to attack (–2 with normal or light weapon), +2 damage dice; ammo 5. Emplaced or Two-Handed; must aim; with ranged or area (blast, splash, or spread) attack, +1 attack (+2 with light weapon) Int 13 With attack on your turn, choose a value up to your Intelligence modifier (min. 1); until start of your next turn, add value to your Primary and Reflex and subtract value from attacks. Dual; +1 to attacks with primary and off-hand weapons. Driving; enemies calculate range penalty using (2 × transport’s current speed) or distance, whichever is greater. One-Handed; with melee or ranged attack, crit on natural 19–20; with light weapon, +1 attack Dex 13 Dual, One-Handed, Shield; with melee attack, –2 attack (–1 with light weapon), +1 damage die. Dex 13 If you move less than your speed and then use standard action, you can move again as swift action so long as total movement doesn’t exceed your speed. Str 13 Two-Handed; with melee attack, –2 attack, +1 damage die. Semiautomatic only; with ranged attack, –2 attack (–1 with light weapon), +1 damage die; ammo 2. Armor Proficiency (light) Shield; after hitting target with melee attack, deal Strength modifier (min. 1) bludgeoning damage to 1 character in reach. Armor Proficiency (light) Shield; add Constitution modifier (min. 1) to Primary Defense. Emplaced or Two-Handed; must aim/brace; with autofire/barrage attack against same area as last round, +1 damage die; double ammo spent. Driving; as interruption 1/round, when your transport would be hit by an attack, transport gains +5 bonus to Primary and Reflex Defenses against that attack. Dex 13 Driving; you take no speed penalty to attacks; if you move less than the maximum for your declared speed and then use a standard action, you can move again as swift action (up to total allowed for your declared speed).

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Table 5–3: Class Feats Feat Bastion of Courage

Prerequisite Sentinel 1st

Brilliant Tactician Brutal Presence

Savant 1st, trained in Tactics Vanguard 1st

Calculated Risk

Savant 1st

Connections Damage Reduction Devastating Attack (weapon group) Energy Resistance (type) Evasion Extreme Effort Faith Favored Enemy

Envoy 1st Dreadnought 5th Vanguard 3rd

Effect Swift action; you and all allies in sight within 5 squares gain a +2 bonus on Will saves until start of your next turn. Swift action; you and all allies in sight within 5 squares gain a +2 bonus to attacks of opportunity and +2 bonus to Primary Defense against attacks of opportunity until start of your next turn. 1/round, designate a target you hit with a melee attack. If that target is within reach and makes an attack that doesn’t include you as a target before the start of your next turn, it takes 1d6 damage (2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level). Can reroll attack, but take –5 penalty to all defenses until end of next turn (+1 to reroll at 5th, +2 to reroll at 10th, +3 to reroll at 15th). Treat Resources DCs as 2 points lower. You gain DR 1 (DR 2 at 10th level, DR 3 at 15th level). Attacks with weapon group gain devastating +2 (+3 at 5th level, +4 at 10th level, +5 at 15th level).

Dreadnought 1st

You gain resistance equal to your Constitution modifier (min. 1) against selected energy type.

Corsair 3rd Vanguard 1st Sentinel 1st Corsair 1st

Take no damage from area attack or autofire attack on a miss. Move action; can reroll next Strength-based skill check this turn. When you spend Action Point to reroll, add your Wisdom modifier (min. 1) to reroll. Select a group of characters (such as members of an organization, creatures native to one terrain type, or one type of vehicle). Against this group, you can reroll sense checks or weapon attack rolls up to 2/encounter (3/encounter at 6th, 4/encounter at 11th, 5/encounter at 16th). You can take this feat multiple times; pick a new group each time. 1/round, issue routine command to computer as free action.

Gimmick Healing Knack Heroic Surge Ignore Hardness Improved Influence Increased Speed Inspirational Presence Lucky Rage Rage, Greater Relentless Remain Conscious Robust Second Wind Situational Awareness Sneak Attack Sneak Attack, Greater Stamina Sudden Insight Uncanny Dodge Uncanny Luck

Savant 1st, trained in Computers Sentinel 1st Sentinel 1st Vanguard 1st

When you heal a target, healing is doubled. (Does not affect recovery.) 1/encounter, reduce action type necessary by 1 step for a given action (2/encounter at 11th level). Ignore 2 points of target’s hardness with melee attack (3 points at 6th level, 4 points at 11th level, 5 points at 16th level). Envoy 1st Treat target attitude as 1 step better for Influence checks. Corsair 1st Speed increases by 1 square (2 squares at 6th level, 3 squares at 11th level). Envoy 1st Swift action; you and all allies in sight within 5 squares reduce fatigue by 1 additional point on successful save until the start of your next turn. Corsair 1st Spend Action Point to gain +1 to skill checks or +1 to defenses for rest of encounter. Vanguard 1st Spend Action Point to go into a rage: +2 to all Strength-based skill checks and damage; (Vanguard level + 9) temporary hit points; –2 Primary, –2 Reflex, +2 Will. At end of encounter, effect ends and you take (Vanguard level + 9) damage. Vanguard 11th When you go into a range, bonus to Will Defense and Strength-based skill checks and damage improves to +3; other effects remain unchanged. Dreadnought 1st Once per round, when an enemy steps out of a space you threaten, you can step 1 square as an immediate free action. Dreadnought 5th When you would become disabled, you are instead exhausted so long as you have at least 1/2 your reserves remaining (or any reserves at all at Dreadnought 15th). Dreadnought 3rd You gain (Dreadnought level + 9) hit points. You gain an additional 1 hp every time you gain a level of Dreadnought. Dreadnought 1st You can use the recover action 1 additional time per encounter. Sentinel 1st Once per encounter, you can reroll an Insight or Perception check and keep the better result. Corsair 1st Once per round when you hit a disadvantaged target with a weapon attack at point blank range, you deal an additional 3d6 damage (4d6 at 6th level, 5d6 at 11th level, 6d6 at 16th level). Corsair 5th Use d8s rather than d6s for your sneak attack damage. Dreadnought 3rd, When you rest, your healing is doubled. When you successfully save to reduce your fatigue or Robust impairment penalty, your penalty is reduced by 2 instead of 1. Savant 1st 1/encounter, can reroll an Intelligence-based skill check (2/encounter at 11th). Corsair 5th, Evasion Not disadvantaged when flat-footed or struck by unseen attacker. At Corsair 10th, you also cannot be flanked. Corsair 5th 1/encounter, treat a natural roll of 16 or higher as a natural 20 (2/encounter at 15th).

style feats require that you use a particular fighting style to gain their benefits. You must be trained in all weapons you wield (and your transport’s control skill, for driving style feats) to use a style feat.

Class Feats Class feats provide signature abilities that help to define each class’s role (such as Sneak Attack for a Corsair), and only members of a given class

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Table 5–4: General Feats Feat Advanced Weapons Advantageous Cover Alertness Animal Affinity Attentive Blind Fight Builder Cautious Combat Reflexes Confident Creative Educated Elusive Target Far Shot Gearhead Guide Improved Initiative Medical Expert Meticulous Nimble Precise Shot Quick Draw Skill Focus

Prerequisite Skill Training (SKILL)

Skill Mastery Skill Training Specialized Experience Sprint Studious Stunt Mastery Surgical Expert Toughness Trickster Trustworthy Vehicle Expert

Skill Training (SKILL)

trained in Mechanics

trained in Knowledge

trained in Acrobatics Skill Training (SKILL)

trained in Medicine

trained in Vehicles

Effect Apply your training bonus to attacks with advanced weapons associated with selected SKILL. When you have non-mobile cover against an attack, gain +1 bonus to Primary and Reflex Defenses. Halve distance before determining range penalty on Perception checks. Can take 10 on Nature checks to ride, handle animals, or train animals even under pressure. 1/encounter, can reroll Intuition check to sense motive or Analytics check to evaluate data. Reduce concealment by 1 step in melee. Double progress when creating devices, structures, and vehicles. No mishap with explosives unless you fail Mechanics check by 10 or more. 1/round, can reroll attack of opportunity. 1/encounter, can reroll Intuition check to gamble or Influence check to intimidate. Double progress when creating artwork or composition or when performing. 1/encounter, can reroll Knowledge check. Reduce difficulty by 1 step for unfamiliar subjects. When you have mobile cover against an attack, gain +1 bonus to Primary and Reflex Defenses. Reduce range penalties beyond point blank range: short, –1; medium, –2; long, –5; extreme, –10. When restoring hit points to nonliving object (page 61), reduce challenge’s base time to 10 minutes. Double progress when using Nature to orienteer or Vehicles to navigate. Can reroll when making an initiative check. 1/encounter, can reroll Medicine check. 1/2 time to take 20 on Deception check to create forgery or Perception check to search. 1/encounter, reroll Acrobatics check to escape or use sleight of hand. Ignore mobile cover for ranged attacks. Draw or holster weapon as free action; must be trained with weapon’s skill. +3 training bonus to selected SKILL (+4 at 9th level, +5 at 17th level); can train other characters to use enhancements based on selected SKILL. Roll of 4 or less on d20 is treated as a 5 when making skill check with selected SKILL. +2 training bonus to selected SKILL, use trained-only SKILL applications. Gain a number of new specializations equal to your Intelligence modifier (minimum 1). When running, move up to 2.5 × speed (2 × speed when carrying medium or heavy load). 1/2 time to take 20 on Knowledge check to perform research or Linguistics check to decipher. Perform the chosen stunt without the normal –5 penalty. When restoring hit points to living creature (page 61), reduce challenge’s base time to 10 minutes. Gain (9 + character level) hit points; every time you advance a level, gain +1 hit point. Reduce difficulty by 1 step when determining penalty to Deception check to bluff or create disguise. 1/encounter, can reroll Influence check to improve attitude or gather information. 1/encounter, can reroll a Vehicles check.

can take its associated class feats. Many class feats require you to have more than one level in a given class to select the feat. As a 1st-level character, you get one free class feat, chosen from all class feats available for your starting class at 1st level.

General Feats General feats allow you to focus on particular situations in which you want to excel, whether in or out of combat. Anyone who meets the prerequisite can take a general feat.

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6: Traits Traits are game statistics that aren’t directly related to your class and level. The two most important traits for any campaign are Action Points and Resources; different genres and settings might have additional traits that play a significant role (such as alignment, honor, sanity, and so forth).

• Perform Stunt: You can perform a stunt at no penalty even if you don’t have the associated Stunt Mastery feat. • Regain Talent: You can spend an Action Point to regain the ability to use a major talent you have already expended without resting for 1 minute. • Reroll: You can reroll an ability check, skill check, attack, or saving throw you just made, treating the new result as if it were the original roll.

Action Points

Unless otherwise specified, you must spend your Action Point immediately before taking the action it modifies. The effect of the Action Point is applied before completing the action it modifies (if any).

Action Points allow you to perform exceptionally heroic acts or influence your environment. You start with 1 Action Point, which you can expend during play. Some actions and situations can change your Action Point total; for example, you have the option to gain an Action Point when you score a critical hit (rather than dealing double damage or some other benefit). After one hour of rest, your Action Point total is reset to 1. When you spend an Action Point, select one of the benefits listed below. Some options for Action Points might be unavailable for different styles of play; for example, the On-Hand Object option might be disallowed in a less cinematic game. In addition, some genres might add additional options for Action Points.

Resources Every character has a Resources modifier that reflects his or her buying power—a composite of income, credit rating, and savings—in addition to the ability to call in favors or requisition equipment for missions. A character’s Resources modifier serves as the basis of the character’s Resources check, which is used to purchase equipment and services for the character. Unlike the Wealth mechanic in d20 Modern, Resources are part of a hybrid system that allows the easy movement from abstract assets (composed of credit, savings, and intangibles such as favors and access to wealthy patrons) to cash on hand, and back again. Even in a campaign where almost all transactions are conducted in cash, the Resources mechanic is still used for purposes of calculating the difficulty of acquiring items through means other than purchase. For example, the skill check DC and complexity for designing or creating items is determined partially by the purchase DC of the item in question. Similarly, because Resources are a wholly abstract mechanic, they are useful for assets other than money. For example, if a powerful patron owes you a favor or if a large organization provides you with access to its property, your Resources modifier can be used to represent this access. For simplicity, a single Resources modifier represents all your assets, regardless of source. However, the Gamemaster has the option to give characters separate Resources modifiers to represent very different assets, perhaps creating separate modifiers for calling in favors, making requisitions through a bureaucracy, and so forth. The e20 System Core Rulebook provides additional guidance and options for using separate Resources modifiers.

• Emulate Feat: Until the end of your turn, you gain the benefit of a single feat for which you meet the prerequisite. • Enhance Talent: Major talents have an “Action Point” line that describes an enhanced effect that you can activate by spending an action point. • Haste: You can perform an action as if it requires an action type one step lower. You use a move action to perform a standard action, a swift action to perform a move action, a free action to perform a swift action, or perform a free action or reaction as if it were an interruption. • On-Hand Object: Normally, you can make a Resources check to see if you have a common object available on hand, but you are limited to situations in which you would reasonably be expected to have an assortment of common objects (such as in your home, in the trunk of your vehicle, and so forth). If you spend an Action Point, you can ignore this restriction on finding an on-hand object nearby. However, the Gamemaster determines the object’s specific location (accessible to you, but not necessarily convenient), and the GM is free to overrule any specific on-hand object you request if it would not reasonably be present. For example, the GM would rightly say that you can’t find a set of lock picks inside a jail cell.

Table 6–1: Resources Modifiers Resources Modifier +0 or less +1 to +3 +4 to +6 +7 to +9 +10 to +12 +13 to +15 +16 to +20 +21 to +30 +31 to +40 +41 to +45 +46 to +50 +51 to +55 +56 or more

Individual Finances Impoverished or in debt Struggling Working class Middle class Affluent Wealthy (millionaire) Rich (multi-millionaire) Very rich (billionaire) — — — — —

Organization or Community Size — — — — Small local business Mid-sized local business, village, hamlet Large local business, minor national corporation, town Major national corporation, small city Tiny/impoverished nation, large city, minor multinational corporation Small/developing nation, major metropolis, major multinational corporation Industrialized nation, giant multinational corporation Wealthy nation, great power Superpower

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Table 6–2: Purchase DCs Purchase DC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Value 1 $2 $3 $5 $7 $10 $15 $20 $30 $50 $75 $100 $150 $200 $300 $500 $750 $1,000 $1,500 $2,000 $3,000 $5,000 $7,500 $10,000 $15,000 $20,000

Purchase DC 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 +6

Value 1 $30,000 $50,000 $75,000 $100,000 $150,000 $200,000 $300,000 $500,000 $750,000 $1,000,000 $1,500,000 $2,000,000 $3,000,000 $5,000,000 $7,500,000 $10,000,000 $15,000,000 $20,000,000 $30,000,000 $50,000,000 $75,000,000 $100,000,000 $150,000,000 $200,000,000 ×10

The Resources Check

A Resources check is a 1d20 roll plus your current Resources modifier. If you succeed on the Resources check, you purchase the object or service successfully. If you fail, you can’t afford it at the time. If your current Resources modifier is equal to or greater than the DC, the purchase is automatically successful. If you successfully purchase an object or service with a purchase DC that’s higher than your current Resources modifier, your Resources modifier decreases by (purchase DC – Resources modifier)/2, rounded up.

Shopping and Time

Purchases require an amount of time determined by the purchase DC, as shown on the table below. You can make a purchase more quickly, but this increases the purchase DC by 1 for every step by which you reduce your shopping time; since you’re rushed, you won’t have sufficient time to shop around for the best bargain. You can take 10 and take 20 for legal purchases. Taking 20 takes 20 times as long as normal; this is most often the case for major purchases, such as when you get a mortgage to buy a house. You cannot take 10 or take 20 if you have a current Resources modifier of +0 or less. Minimum Community Resources: Small communities very rarely have extremely rare or expensive items available for sale through conventional retail outlets. However, some residents might own the item in question as personal property (rather than as store inventory), and you might be able to talk the owner into selling it to you. For every point by which the community’s resources is less than the minimum for the item you seek, add 1 to the item’s purchase DC, take a –2 penalty to your Resources check result, and increase the time required by 1 step on the table. You might also need to make an Influence (Cha) check to negotiate with the owner and convince him or her to sell you the item, at the Gamemaster’s discretion.

1 Value in US Dollars, circa 2011

Resources Modifier Over the course of play, your Resources modifier will decrease as you purchase expensive items and increase as you gain levels. There is no limit to how high or low your Resources modifier can climb. Since Resources is an abstract concept, it’s sometimes difficult to determine how financially well off a character is. To get a general sense of how financially solvent a character is at any given time, check the table below.

Purchase DC 10 or less 11 to 15 16 to 20 21 to 25 26 to 30 31 to 35 36 to 40 41 or more

Resources and the Starting Hero

At 1st level, your starting Resources modifier is 7 + your occupation’s Resources modifier. Random Resources: At the Gamemaster’s option, your starting Resources can be determined randomly. To do so, roll 2d6 and add your occupation’s Resources modifier.

Time Required 1 hour 2 hours 4 hours 1 day 2 days 1 week 2 weeks 1 month

Minimum Community Resources Purchase DC + 1 Purchase DC + 2 Purchase DC + 3 Purchase DC + 4 Purchase DC + 5 Purchase DC + 6 Purchase DC + 7 Purchase DC + 8

Trying Again

You can try again if you fail a Resources check, but not until you have spent an additional number of hours shopping equal to the purchase DC of the object or service.

Low Resources

If your current Resources modifier is +0 or less, your dire financial circumstances place some limitations on what you can do with your Resources. You cannot take 10 or take 20 on any Resources check, and you cannot make any withdrawals to gain cash.

Losing Resources If you successfully purchase an object or service with a purchase DC that’s higher than your current Resources modifier, your Resources modifier decreases by (purchase DC – Resources modifier)/2, rounded up.

Purchasing Equipment Resources checks are used to determine what you can afford and to what gear you might reasonably have access. Your Resources modifier reflects your buying power, and every object and service has a purchase DC. To make a purchase, make a Resources check against the purchase DC.

Making Withdrawals

Sometimes, you don’t want to buy a specific item, but you would like to have some cash on hand. In this case, pick a purchase DC greater than your current Resources modifier that corresponds to the amount of cash you’d like to withdraw. Make a Resources check as with a normal purchase to determine if you are successful. If successful, compare the purchase DC to your current Resources to calculate how much you reduce your Resources modifier.

Purchase DCs

In the e20 System Core Rulebook, every item and service available in the Equipment chapter has a purchase DC listed. For other items, you can determine a purchase DC by looking up its value in US dollars (present day, circa 2011) on Table 6–2: Purchase DCs.

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Because making a withdrawal is simpler than actually making a purchase (that is, you don’t need to go shopping), treat the purchase DC as 5 points lower when determining how long you must spend to make the withdrawal. For example, a purchase DC of 15 would normally take 2 hours, so making a withdrawal of $500 (DC 15) instead takes only 1 hour, the same as a DC 10 purchase. You cannot make a withdrawal if your current Resources modifier is +0 or less.

check.) The DC is equal to 20 + your current Resources, and you cannot take 10 or take 20 on this check. After one week of dedicated work (at least 40 hours), you can make one skill check to see if your Resources improve. You can work a job while adventuring, so long as you are able to put in the necessary hours of work. The Gamemaster determines what requirements your specific job might have, such as a specific work schedule and whether overtime is possible (or perhaps required). Depending on the job, time spent during adventures might count as work hours; for example, a team of commandos working for a professional military would count time spent conducting missions as a part of their job. The Gamemaster is the final arbiter of when you can and cannot work to earn money, and it should never be allowed to disrupt adventures or the campaign as a whole.

Gaining Resources Your Resources modifier recovers as you advance in level. When you advance a level, make a skill check using your best skill associated with your current occupation, adding the occupation’s Resource modifier to your check. If your check result equals or exceeds your current Resources modifier, your Resources modifier increases by 1, plus 1 additional point for every 5 points by which your check result exceeds your Resources modifier.

Combining Resources Multiple characters can combine their funds to make a large purchase or split a large reward. Doing so reduces the financial strain on any single member of the group, but it requires all participating characters to spend time shopping together to make the purchase.

Resources Awards

Adventuring may result in characters finding valuable items or monetary rewards. In such cases, the benefit might translate into a Resources award. The award might be a direct bonus, such as every hero in the group gaining 1 point of Resources; this is most appropriate when the reward is largely intangible, such as earning favors from powerful patrons or gaining access to an organization’s assets. Alternatively, the award might be in the form of cash, which each character can either keep or deposit to increase their current Resources.

Combined Resources Modifier

To make a purchase as a group, you need to calculate a combined Resources modifier. You have two options for doing this, and both will yield similar results. Add Purchase Values: Look up the value (in US$) corresponding to each character’s current Resources modifier. Add these values together, and then find the greatest value on the table that is less than or equal to this amount. The purchase DC listed for that value is the combined Resources modifier for the group. For example, characters with Resources +5, +6, and +8 want to combine their efforts to make a purchase. Look up the values of for purchase DCs of 5 ($10), 6 ($15) and 8 ($30), and then add these together ($55). The greatest value on the table that is less than or equal to $55 is $50 (purchase DC 9). Therefore, the group has a combined Resources modifier of +9. Combine Least Pairs: Start with the two lowest Resources modifiers and combine them. If they have the same modifier, their combined modifier is +2 higher. If one is 1 to 2 points higher than the other, their combined modifier is +1 higher than the greater modifier. If one is 3 or more points higher than the other, their combined modifier is equal to the greater modifier (that is, the lower modifier is too small to significantly increase the greater modifier). Repeat this process, always combining the two lowest values, until you have a single combined Resources modifier. For example, the same three characters (Resources +5, +6, and +8) want to combine their efforts to make a purchase. Starting with the two lowest modifiers, we see that 6 is 1 point greater than 5, so this pair combines to a value of +7 (1 point more than the greater modifier, +6). Next, we combine the +7 and +8. Again, the greater modifier is 1 point higher than the lesser modifier, so their combined modifier is +9 (1 point more than the greater modifier, +8).

Making Deposits

You can take cash on hand and deposit it to increase your current Resources. Determine the purchase DC equivalent to the cash value you deposit; round down to the next lowest purchase DC. Your Resources modifier increases by (purchase DC – Resources modifier)/3, rounded down.

Selling Stuff

To sell something, you first need to determine its sale value. Assuming the object is undamaged and in working condition, the sale value is equal to the object’s purchase DC (as if purchased new) – 3. Selling an object can provide an increase to a character’s Resources modifier. Your Resources modifier increases by (sale DC – Resources modifier)/3, rounded down. Selling an object takes an amount of time equal to that required to purchase the object, as determined by its purchase DC. A character cannot legally sell restricted objects unless the character is licensed to own them. A character also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that the character have contacts in the black market, and reduces the sale value by an additional 3.

Working a Job

When you aren’t adventuring, you might be able to work to earn money. This option is available only if you have a regular job that provides you with access to paid work, and in some settings that won’t be available on a reliable basis. In a high fantasy setting, for example, you can’t expect to work as a blacksmith for a week between adventures because most trades are practiced by full-time apprentices and journeymen. (If you own your own smithy, of course, you can pick up work whenever you want—but then you’ll also have to manage and train your apprentices and journeymen so they can run the business in your absence.) Working a job requires a skill check just as when you gain Resources upon advancing a level, using your best skill associated with your occupation and adding the occupation’s Resources modifier. (If your occupation has a required skill, you must use that skill to make the

Making a Combined Purchase

Once you have calculated the combined Resources modifier, make the purchase normally using the combined modifier. Calculate the Resources lost for the group as a whole (comparing the purchase DC to the combined Resources modifier), and apply that loss individually to each character. For example, if our group with a combined Resources modifier of +9 successfully buys something with a purchase DC of 13, this would result in the loss of 2 points of Resources (13 – 9 = 4, 4/2 = 2). Therefore, each

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specifically purchase such objects in order to employ them—use the following rules. With the GM’s permission, you can make a Resources check to see if you have a mundane object on hand, as long as the object has a purchase DC of 10 or lower. The Resources check works the same as for buying the object, except that you take a –10 penalty on the check and you can’t take 10 or take 20. In addition, you can’t make a Resources check to see if you have a mundane object on hand during character generation or between adventures—only during play. If you succeed, your Resources modifier is unaffected, even if the object’s purchase DC is higher than your Resources modifier. 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, such as in your home or in the trunk of your vehicle.

member of the group loses 2 points from their Resources modifier, reducing them to +3, +4, and +6.

Cash on Hand The Resources mechanic abstracts the day-to-day monetary transactions that characters in a modern setting might make, avoiding the minutia of paying bills, collecting paychecks, and so forth. However, in many settings it is entirely appropriate to conduct most transactions in cash rather than resorting to Resources checks. In these cases, the options for making withdrawals and making deposits allow you to move freely between an abstract Resources modifier and specific cash funds. When purchasing an item with cash, its cash value is equal to that listed for its purchase DC in Table 6–2: Purchase DCs unless otherwise specified.

On-Hand Items To account for the mundane and innocuous objects that most people have among their possessions—and not force every character to

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7: Powers Some genres and settings might provide access to powers—extraordinary or supernatural abilities not found in the real world. This chapter provides a brief overview of the types of powers that you can find in the e20 System Core Rulebook.

and bargain with supernatural—and often malevolent—entities. They might be powerful but less-than-deific extraplanar beings (such as demons and devils), but some might be forgotten elder gods whose vast powers merely lie dormant as they sleep, dreaming of the unimaginable horrors they will unleash when they awaken. You can learn pact magic through sinister bargains that grant you diabolic powers you channel into vicious attacks (Warlock Spellcasting, Vanguard), unearthing forgotten occult symbols and rituals that allow you to summon extraplanar beings and bind them to your will (Alienist Spellcasting, Savant), or mastering the potential of your own infernal bloodline (Hexblade Spellcasting, Dreadnought).

Magic Magic is the art of manipulating the world around you through supernatural means. Magic has four primary types—arcane, divine, pact, and primal—and it can employed by casting spells, performing incantations, or using items with inherent magical properties. Spellcasting: Each type of magic has its own talent tree, and you must take one of the spellcasting feats for a given magic type before you can learn any of its talents. Every spellcasting feat is associated with a single class. Because of the number of possible magical effects within even a single type of magic, spell talent trees are larger than usual: They have 6 core talents (three 1st, and one at 3rd, 7th, and 11th) and 12 major talents (three at 1st, and one at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th). Unlike normal talents, however, spells have some restrictions on how you can use talent stunts, as determined by your spellcasting feat. Incantations: In addition to spells, anyone with the necessary spellcasting feat can perform incantations—longer rituals that produce lasting effects. Each incantation is a challenge (page 26); you gain its benefit when you complete it, but you can suffer a magical backlash if the challenge is terminated. Magic Items: Some objects have inherent magical properties in the form of an enhancement (page 55). Anyone with a spellcasting feat can produce magic items that use that type of magic.

Primal Primal magic taps into the inherent power of the natural world, calling upon the energies produced by all life or the spirits left behind after death. You can learn primal magic through devotion to the natural cycles of life and death and guarding against those who would intrude upon it (Druid Spellcasting, Sentinel), immersing yourself in the wild and learning to call upon your inherent connection to it (Ranger Spellcasting, Vanguard), or seeing, contacting, and traveling the spirit world (Shaman Spellcasting, Corsair).

Psionics Psionics is the practice of using your mind to produce paranormal effects though intense meditative focus. Psionics has four types—clairsentience, psychokinesis, psychometabolism, and telepathy—and it can be employed by manifesting psionic talents, performing meditations, or using items empowered with psychic energy. Manifestation: Each type of psionics has its own talent tree, and you must take the Psychic Manifestation feat before you can learn them. Each talent tree is associated with three classes. Meditations: In addition to manifestations, anyone with the Psychic Manifestation feat can perform meditations, lengthy delves into the recesses of the mind that can produce lasting effects. Each meditation is a challenge (page 26); you gain its benefit when you complete it, but you can suffer a psychic backlash if the challenge is terminated. Empowered Items: Some objects have inherent psionic properties in the form of an enhancement (page 55). Anyone with the Psychic Manifestation feat can produce psionic items.

Arcane Arcane magic allows you to take direct control of universal forces, shaping the underlying eldritch fabric of reality using arcane formulae, invocations, and rituals that produce the desired effect. You can learn arcane magic either through dedicated study of arcane writings (Wizard Spellcasting, Savant), informal study and second-hand knowledge picked up over time (Bard Spellcasting, Envoy), or a completely intuitive and innate grasp of arcane magic (Sorcerer Spellcasting, Corsair).

Divine

Clairsentience

Divine magic allows you to use your faith to call upon a supremely powerful entity, which then intercedes on your behalf. This entity is often a deity, but it can also be something more abstract, such as tapping into the collective consciousness of the adherents to a particular philosophy or ideology. You can learn divine magic through pious reverence and dedicated study of religious and philosophical teachings (Cleric Spellcasting, Sentinel), a righteous devotion to serving your faith through bold deeds (Paladin Spellcasting, Dreadnought), or by gaining divine favor through the faith you inspire in others (Evangelist Spellcasting, Envoy).

Clairsentience provides various forms of extrasensory perception, including powers such as clairvoyance, clairaudience, precognition, postcognition, and psychometry. This talent tree is available to Corsairs, Sentinels, and Envoys.

Psychokinesis Psychokinesis is the mental manipulation of your physical environment, including powers such as moving distant objects, starting fires, controlling light or sound, and creating telekinetic shields to protect you from attacks. This talent tree is available to Vanguards, Corsairs, and Savants.

Pact Pact magic delves into Things Man Was Not Meant To Know, forbidden secrets that cross the line into madness and allow you to make contact

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being a member of another species), but under very limited circumstances it might be possible for a character to become a prodigy, perhaps through the injection of a mutagenic serum, genetic engineering, or a bizarre, freak accident. During character creation, prodigies select their powers, which might be in the form of feats (Superior Strength, Regeneration) or a talent tree (Energy Manipulation, Teleportation); many prodigies have psionic or magic talents, as well. As they advance in level, prodigies can continue to improve their existing powers or, in the case of prodigy talents, learn new powers closely related to those they already know; they cannot gain new and unrelated powers. (You might have an indestructible skeleton, retractable claws, and uncanny regeneration, but you ain’t learning to fly, bub.) Although they are too varied and complex to list here, the e20 System Core Rulebook provides a wide range of prodigy powers appropriate for any superhero … or villain.

Psychometabolism Psychometabolism is the mastery of the body, unlocking your physical potential by opening your internal channels of energy. It includes powers such as adrenaline control, biofeedback, regeneration, and even altering your molecular structure. This talent tree is available to Vanguards, Dreadnoughts, and Sentinels.

Telepathy Telepathy is the ability to contact, read, and even control other characters’ minds as well as to protect yourself from such intrusion. It includes powers such as telepathic communication, mind reading, psychic blasts, creating illusions, amplifying emotions, altering memories, and even controlling actions. This talent tree is available to Dreadnoughts, Savants, and Sentinels.

Prodigies Prodigies are characters with inherent exceptional or supernatural abilities that might be described as “super powers.” In most cases, prodigies are born with these powers (either as a result of mutation or

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8: Equipment In most cases, equipment in the e20 System is similar to its earlier d20based counterparts.

A closed container (such as a holster with its safety strap attached, or a briefcase) requires a swift action to open or close and an additional swift action to unlock it, if necessary.

Using Items

Weapons

Before you can use an item to perform an action or gain its benefit, you must first equip the item in the proper location on your body. Your available locations are arms, back, fingers (two separate locations, one on each hand), hands, head, held, legs, neck, torso, and waist. Unless otherwise specified, you can only use or gain the benefit of one item in each body location. Held: Equipping or stowing a held item (such as a weapon or tool) requires a swift action. You can also drop a held item as a free action. Worn: Wearing or removing a single worn item requires a move action. If the item includes multiple pieces (such as a pair of gloves, an intricate costume, or most formal clothing), you must use one move action per piece. Because of their bulk and complexity, suits of armor require multiple actions to wear or remove: Archaic armor requires (1 + defense bonus) standard actions, and modern armor (1 + defense bonus) move actions. Hasty Removal: In an emergency (such as when you fall into a river while wearing heavy clothing or armor), you can remove a worn item hastily at the cost of damaging it. You must spend the same number of actions indicated above, but reduce the action type necessary by one step (from standard to move, or from move to swift). During hasty removal, the worn item’s hit points and reserves are both reduced to 0 and it is incapacitated (page 63), making it unusable until repaired.

Weapons are similar to those seen in previous d20-based games, and damage levels are comparable if not actually identical. A wide variety of weapons are detailed in the tables below.

Weapon Tables The following section details the terms used in the weapon tables below. Weapon: This lists the name of the weapon. Weapons are grouped by skill and specialization within each skill. Some weapons can be used with more than one skill or specialization, such as bayonets (Firearms/rifles or Melee/simple), daggers (Melee/simple or Melee/fencing), short swords (Melee/swords or Melee/fencing), or grenades (Gunnery/explosives & incendiaries or Ranged/simple). If a weapon has any special properties (such as providing a bonus to a particular action or requiring the Advanced Weapons feat), they are noted in the weapon’s entry in the table. Damage: This lists the weapon’s damage. Weapon damage (before adding any extra damage from your specific action) must equal or exceed a target’s Hardness for an attack to deal any damage. Strength: Muscle-powered weapons include your Strength modifier as a part of their weapon damage. When determining if you penetrate a target’s Hardness, be sure to include your Strength modifier. Type: Some targets have resistance, vulnerability, or immunity to particular types of damage. In addition, some Damage Reduction doesn’t apply to specific types of damage. In these cases, the weapon’s damage type matters. (See Damage Types, page 76.) Most weapons deal a single type of damage, but some have the option to deal one of two types (for example, “Pierc./Slash.”) or deal damage that counts as both types (for example, “Bludg. + Pierc.”). Some weapons can deal different types of damage by using different ammunition. (See Ammunition, page 46.) Range: This lists the weapon’s point blank range. Beyond point blank range, you take a range penalty to your attack: short range (2 × range), – 2; medium range (5 × range), –5; long range (10 × range), –10; extreme range (20 × range), –20. Use the distance to the target or the target’s current speed, whichever is more, when calculating your range penalty. Some equipment and feats can mitigate range modifiers. Maximum Range: A weapon cannot attack a target beyond its maximum range. (For area weapons, the entire area must be within the weapon’s maximum range.) Unless otherwise specified, a weapon’s maximum range is equal to its extreme range, but some weapons list a maximum range in addition to its point blank range (for example, “2, max. 5”). Area: For weapons that produce an area attack, this column lists how wide (in squares) its area is on each side. (See Area Attacks, page 73.)

Containers The actions listed above assume that the item in question has a dedicated, accessible, and open container. If this is not the case, you must spend additional actions to equip or remove it. Accessible: An accessible container is one worn within easy reach, but you can have only a limited number of accessible containers at any given time. You can have up to four on your waist (such as belt pouches, hip holsters, and pants pockets), two on your torso (such as shoulder holsters, bandoliers, or shirt pockets), and two on your back (such as a rifle slung over your shoulder, an arrow quiver, or the pockets of a jacket or coat). If the item’s container isn’t accessible, you must spend an additional move action to get to the container itself (such as by removing a worn backpack or bending down to reach an ankle holster) before you can equip or remove the item. Dedicated: A dedicated container, such as a holster, holds only a single item. If the item you seek shares its container with other objects (such as in a bag, backpack, briefcase, or large pocket), you must spend an additional move action to find the item. Open: An open container has no lid, straps, or other restraints that prevent you from easily retrieving the item you seek. The disadvantage of an open container is that items can easily fall out, suffer damage from the elements, or become the target of pickpockets. Because of this, most adventurers prefer to keep important items secured (such as with the safety strap on holster) unless they expect to need them in very short order.

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Table 8–1: Archaic Weapons (Unarmed and Melee) Weapon UNARMED

Damage

Type

Range

Area

Ammo

Wield

Size

Weight

Prep

Purch DC

Unarmed strike Martial arts2 MELEE

1d4+Str1 1d6+Str

Bludg. Bludg.

— —

— —

— —

Light Light

M (+0) M (+0)

— —

— —

— —

Sai7,10 Dagger14 Sap Club Greatclub Quarterstaff9,10,11 Shortspear Spear

1d4+Str 1d4+Str 1d6+Str1 1d6+Str 1d10+Str 1d6+Str 1d6+Str 1d8+Str

Bludg. Pierc./Slash. Bludg. Bludg. Bludg. Bludg. Pierc. Pierc.

2 2 — 2 — — 5 5

— — — — — — — —

Thrown Thrown — Thrown — — Thrown Thrown

Light Light Light Light Heavy Heavy Normal Heavy

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

1 lb. 1 lb. 2 lb. 3 lb. 8 lb. 4 lb. 3 lb. 6 lb.

Free Free — Free — — Free Free

5 7 7 3 9 4 5 7

Flail, light7 Flail, heavy7 Spiked chain2,8,9 Nunchuku2,10 Whip2,3

1d6+Str 1d10+Str 1d8+Str 1d6+Str 1d4+Str

Bludg. Bludg. Pierc. Bludg. Slash.

— — — — —

— — — — —

— — — — —

Normal Heavy Heavy Light Normal

M (+0) M (+0) M (+0) M (+0) M (+0)

5 lb. 10 lb. 10 lb. 2 lb. 2 lb.

— — — — —

11 12 14 7 5

Main-gauche11 Stiletto12 Rapier13 Cutlass11 Saber13

1d4+Str 1d4+Str 1d6+Str 1d6+Str 1d6+Str

Pierc. Pierc. Pierc. Slash. Slash.

— — — — —

— — — — —

— — — — —

Light Light Light Light Light

M (+0) M (+0) M (+0) M (+0) M (+0)

1 lb. 1 lb. 2 lb. 3 lb. 2 lb.

— — — — —

8 8 13 14 13

Kama2,10 Pick, light12 Pick, heavy12 Hammer, light Handaxe Battleaxe Greataxe Mace, light Mace, heavy Morningstar Scythe12 Warhammer

1d6+Str 1d4+Str 1d6+Str 1d4+Str 1d6+Str 1d8+Str 1d12+Str 1d6+Str 1d8+Str 1d12+Str 1d10+Str 1d8+Str

Slash. Pierc. Pierc. Bludg. Slash. Slash. Slash. Bludg. Bludg. Bludg. + Pierc. Pierc./Slash. Bludg.

2 — — 5 2 — — — — — — —

— — — — — — — — — — — —

Thrown — — Thrown Thrown — — — — — — —

Light Light Normal Light Light Normal Heavy Light Normal Heavy Heavy Normal

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

2 lb. 3 lb. 6 lb. 1 lb. 3 lb. 6 lb. 12 lb. 4 lb. 8 lb. 12 lb. 10 lb. 5 lb.

Free — Free Free — — — — — — —

7 9 11 5 10 12 14 9 12 15 13 12

Halberd6 Longspear8 Lance5,8 Glaive8 Guisarme6,8 Ranseur7,8

1d10+Str 1d8+Str 1d8+Str 1d10+Str 1d8+Str 1d8+Str

Pierc./Slash. Pierc. Pierc. Slash. Slash. Pierc.

— — — — — —

— — — — — —

— — — — — —

Heavy Heavy Heavy Heavy Heavy Heavy

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

12 lb. 9 lb. 10 lb. 10 lb. 12 lb. 12 lb.

— — — — — —

11 9 11 10 11 11

Short sword Longsword Bastard sword2 Scimitar12 Falchion12 Greatsword

1d6+Str 1d8+Str 1d10+Str 1d8+Str 1d10+Str 1d12+Str

Pierc. Slash. Slash. Slash. Slash. Slash.

— — — — — —

— — — — — —

— — — — — —

Light Normal Normal Normal Heavy Heavy

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

2 lb. 4 lb. 6 lb. 4 lb. 8 lb. 8 lb.

— — — — — —

11 12 14 12 16 15

Brawling

Basic weapons

Chained weapons

Fencing weapons

Hafted weapons

Polearms

Swords

1 2 3 4 5 6 7

Nonlethal damage Advanced weapon On hit vs. Reflex and Fortitude, target is grappled On hit vs. Primary and Fortitude, target is poisoned +1 die of damage when charging +2 to attack when using Trip stunt +2 to attack when using Disarm stunt

8 9 10 11 12 13 14

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Reach weapon Double weapon Martial arts weapon +2 to Primary Defense with total defense action +1 die of damage on critical hit +2 to attack when using Riposte stunt +2 to Stealth checks to conceal

bow, crossbow, or sling. You must draw another shot of ammunition as a swift action, but placing it in the weapon is a free action. Internal: The weapon holds its ammunition in an internal chamber, such as in a bolt-action rifle or pump-action shotgun. You must spend at least two swift actions to reload the weapon: one to acquire the ammunition, and another to load a number of shots equal to 1 + your Dexterity modifier (minimum 2 per swift action). If this isn’t sufficient to finish reloading the weapon, you can spend additional consecutive swift actions to load more shots (number as above). Cylinder: The weapon holds its ammunition in a cylinder, such as in a

Ammunition: All nonmelee weapons require ammunition to make an attack. Loading or reloading ammunition requires an action determined by the listing in this column. The action listed assumes that you have the ammunition in an easily accessible location, such as a holster or a pouch on a belt or bandolier. If the ammunition is stored in a worn item such as a backpack, you must remove the item (a move action) before you can access its contents. Thrown: After using a thrown weapon, you must draw another one as a swift action before you can make another attack. External: The weapon holds its ammunition externally, such as on a

Table 8–2: Archaic Weapons (Ranged, Firearms, and Gunnery) Damage

Type

Range

Area

Ammo

Wield

Size

Weight

Prep

Purch DC

Sling Net1,2 Bolas1,2 Dart Javelin Skuriken1,3

1d4+Str — 1d4+Str 1d4+Str 1d6+Str 1d4+Str

Bludg. — Bludg. Pierc. Pierc. Pierc.

10 1 2 5 10 2

— — — — — —

1 ext. Thrown Thrown Thrown Thrown Thrown6

Light Heavy Light Light Normal Light

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

0.1 lb. 6 lb. 2 lb. 0.5 lb. 2 lb. 0.5 lb.

Free Free Free Free Free Free

2 7 9 3 5 5

Shortbow4 Longbow Greatbow1

1d6+Str 1d8+Str 1d10+Str

Pierc. Pierc. Pierc.

10 20 20

— — —

1 ext.6 1 ext.6 1 ext.6

Normal Heavy Heavy

M (+0) M (+0) M (+0)

2 lb. 3 lb. 4 lb.

Free Free Free

14 17 20

2d4 2d6 2d6 2d8 2d8

Pierc. Pierc. Pierc. Pierc. Pierc.

5 10 10 20 20

— — — — —

1 ext. 1 ext. 5 box 1 ext. 5 box

Light Normal Normal Heavy Heavy

M (+0) M (+0) M (+0) M (+0) M (+0)

2 lb. 4 lb. 6 lb. 8 lb. 12 lb.

Swift Swift Swift Standard Standard

17 14 20 15 21

Belt pistol, wheel-lock Horse pistol, wheel-lock Pistol, flintlock

2d4 2d6 2d4

Ball. Ball. Ball.

2 2 2

— — —

1 int. 1 int. 1 int.

Light Normal Light

M (+0) M (+0) M (+0)

3 lb. 4 lb. 3 lb.

2 × Standard 2 × Standard Standard

11 12 13

Musket, flintlock Musket, matchlock Arquebus, matchlock Caliver, matchlock

2d8 2d8 2d6 2d4

Ball. Ball. Ball. Ball.

10 10 5 5

— — — —

1 int. 1 int. 1 int. 1 int.

Heavy Mounted Heavy Heavy

M (+0) M (+0) M (+0) M (+0)

14 lb. 20 lb. 10 lb. 11 lb.

Standard 2 × Standard 2 × Standard 2 × Standard

14 11 10 9

Blunderbuss, flintlock GUNNERY

2d6

Ball.

5



1 int.

Heavy

M (+0)

7 lb.

Standard

13

3d4 3d4

Expl. Fire

— 2

5 2

— Thrown

Light Light

M (+0) M (+0)

1 lb. 1 lb.

— —

12 7

Ballista, light6 Ballista, heavy Catapult, light1 Catapult, heavy1 Trebuchet1

2d8+2 2d8+4 2d12+4 2d12+10 2d12+20

Pierc. Pierc. Bludg. Bludg. Bludg.

20 20 507 507 1007

— — — — —

1 ext. 1 ext. 1 ext. 1 ext. 1 ext.

Mounted Crew (2) Crew (2) Crew (4) Crew (6)

L (–1) H (–2) H (–2) G (–5) C (–10)

75 lb. 150 lb. 0.5 lb. 1 ton 2 tons

Standard Standard 2 × Standard 2 × Standard 2 × Standard

18 20 21 23 25

Cannon, 1 lb. Cannon, 3 lb. Cannon, 6 lb. Cannon, 12 lb. Cannon, 24 lb.

3d6+2 3d8+4 3d8+10 3d8+20 3d8+40

Imp. Imp. Imp. Imp. Imp.

20 50 50 100 100

2 2 5 5 5

1 int. 1 int. 1 int. 1 int. 1 int.

Mounted Crew (2) Crew (3) Crew (6) Crew (8)

L (–1) H (–2) G (–5) C (–10) XC (–20)

75 lb. 500 lb. 1 ton 2 tons 4 tons

Standard Standard Standard Standard Standard

18 21 24 26 28

Weapon RANGED

Basic weapons

Bows

Crossbows

Hand crossbow1 Light crossbow5 Light crossbow, rpt’g1,5 Heavy crossbow Heavy crossbow, rpt’g1 FIREARMS

Handguns

Longarms

Shotguns

Explosives & incendiaries

Explosive, black powder Flaming oil

Ballistae & catapults

Cannons & guns

1 2 3 4

Advanced weapon On hit vs. Reflex and Fortitude, target is grappled Martial arts weapon Must be wielded in two hands (regardless of wield type).

5 6 7

43

–5 penalty to attack if wielded in one hand. If you have the weapon’s specialization and Advanced Weapons feat, requires only a free action to draw (thrown) or reload (ext.). Indirect fire, cannot attack targets at point blank range

revolver. You must spend at least two swift actions to reload the weapon: one to acquire the ammunition, and another to load a number of shots equal to 1 + your Dexterity modifier (minimum 2 per swift action). If this isn’t sufficient to finish reloading the weapon, you can spend additional consecutive swift actions to load more shots (number as above). In addition, you can use a speed loader to reload a cylinder. A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a pre-loaded speed loader allows you to load all the bullets into the cylinder (instead of the normal 1 + Dexterity modifier) with a single swift action. When filling an empty speed loader, you must spend one swift action to load a number of shots equal to 1 + your Dexterity modifier (minimum 2 per swift action). Box: The weapon holds its ammunition in a box magazine, such as in a semiautomatic pistol or an automatic rifle. You must spend two swift actions to reload the weapon; one swift action to acquire the pre-loaded box magazine, and another swift action to load it into the weapon. When filling an empty box magazine, you must spend one swift action to load a number of shots equal to 1 + your Dexterity modifier (minimum 2 per swift action). Linked: Often used on larger autofire weapons such as machine guns, the weapon’s bullets are chained together with small metal clips, forming a belt. You must spend two swift actions to reload the weapon; one swift

action to acquire the belt, and another swift action to load one end of the belt into the weapon. Typically, a belt holds 50 bullets. Any number of belts can be clipped together by spending two swift actions: one to acquire the second belt, and another to link it to the first one. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed. Wield: This column indicates how you wield the weapon. This can affect what fighting styles you can use with the weapon as well as what key ability applies to your skill when you make an attack. Light: The weapon is very light and quick, ideal for being wielded in one hand. When using a light weapon, your penalty for using two weapon fighting style is reduced by 1 point (from –3 to –2). When making a melee attack with a light melee weapon, use Dexterity rather than Strength as the key ability for your attack and damage. Normal: The weapon is of average size, allowing you to wield it comfortably in one or two hands. Heavy: The weapon is very large, normally requiring you to use twohanded weapon style (page 66). If its weight is no more than your light load, you can wield it with one-handed weapon style at a –5 penalty. Emplaced: The weapon is so large that you operate it from some sort of emplacement, such as a tripod, bipod, or permanent weapon mount on a vehicle. You normally use two hands to operate the weapon, but you can

Table 8–3: Modern Weapons (Unarmed, Melee, Ranged, and Firearms) Damage

Type

Range

Area

Ammo

Wield

Size

Weight

Prep

Purch DC

spec.1

Bludg.







Light

M (+0)

1



6

1d6+Str 1d8+Str 1d4+Str 1d6+Str 2d8+Str 1d4+Str 1d6+Str

Bludg. Bludg. Slash. Pierc. Slash. Bludg. Bludg.

2 2 — — — — —

— — — — — — —

— — — — — — —

Light Light Light Heavy Heavy Light Heavy

M (+0) M (+0) M (+0) M (+0) M (+0) M (+0) M (+0)

2 lb. 3 lb. 1 lb. +1 lb. 20 lb. — —

— — — — — — —

7 9 10 10 10 — —

2d45 2d65

Poison6 Shock

1, max. 2 1, max. 5

— —

1 int. 1 int.

Light Light

M (+0) M (+0)

0.5 lb. 2 lb.

Free Free

6 8

Pistol, .222 Pistol, 9 mm Pistol, .44 magnum Submachine gun, 9 mm3

2d4 2d6 2d8 2d6

Ball. Ball. Ball. Ball.

5 5 2 5

— — — —

6 cyl. 15 box 6 cyl. 30 box

Light Light Normal Normal

M (+0) M (+0) M (+0) M (+0)

1 lb. 3 lb. 3 lb. 6 lb.

Semi Semi Semi Semi/Auto

13 (L) 15 (L) 15 (L) 16 (R)

Rifle, .22LR7 Rifle, .3087 Assault Rifle, 5.56 mm3,7 Assault Rifle, 7.62 mm3,7 Sniper Rifle, .503,7

2d8 2d10 2d8 2d10 2d12

Ball. Ball. Ball. Ball. Ball.

20 50 20 50 100

— — — — —

5 int. 5 int. 30 box 20 box 11 box

Normal Heavy Normal Heavy Mounted

M (+0) M (+0) M (+0) M (+0) M (+0)

6 lb. 8 lb. 8 lb. 11 lb. 35 lb.

Swift Swift Semi/Auto Semi/Auto Swift

15 (L) 16 (L) 18 (R) 19 (R) 21 (R)

12-gauge7 12-gauge, sawed off2 12-gauge, semiautomatic7

2d8 2d8 2d8

Ball. Ball. Ball.

58 28 58

— — —

6 int. 6 int. 11 int.

Normal Normal Normal

M (+0) M (+0) M (+0)

7 lb. 4 lb. 10 lb.

Swift Swift Semi

15 (L) 15 (I) 19 (R)

Weapon UNARMED

Brawling

Brass knuckles MELEE

Basic

Baton, collapsible2 Baton, nightstick3 Bayonet, loose Bayonet, mounted4 Chainsaw Pistol whip Rifle butt RANGED

Simple

Pepper spray Taser FIREARMS

Handguns

Longarms

Shotguns

1 2 3 4 5

Increase brawling damage by 1 die type +2 to Stealth checks to conceal Advanced weapon Double weapon Nonlethal damage

6 7 8

44

On hit vs. Reflex and Fortitude, target is staggered until end of its next turn; on hit vs. Fort by 5 or more, target is dazed (Fort save ends), becoming stunned on failed save. –5 penalty to attack if wielded in one hand Apply range penalty to weapon damage rather than attack roll.

complex that it requires more than one operator to function as intended. The number listed in parentheses indicates the total number of crew needed (including the gunner who performs the actual attack). Before the gunner can take any action to reload, prepare, or attack with the weapon, every member of the crew must use an equivalent action to perform its part of the task while in or adjacent to the weapon’s space. (For example, if the gunner spends a standard action to attack, every other member of the crew must spend a separate standard

try to operate it with one hand at a –5 penalty to your attack. If you do wield it in two hands, you can use emplaced weapon style (page 66) to gain an additional benefit. If the weapon’s weight is no more than your light load, you can remove it from its mount and wield it with two-handed weapon style at a –5 penalty; however, you cannot aim or brace the weapon unless it is mounted on its normal emplacement. Crew: A crewed weapon is an emplaced weapon whose workings are so

Table 8–4: Modern Weapons (Gunnery) Damage

Type

Range

Area

Ammo

Wield

Size

Weight

Prep

Purch DC

2d10 2d10 2d12 2d12 2d12+4 2d12+4 2d12+10 2d12+10

Ball. Ball. Ball. Ball. Ball. Ball. Ball. Ball.

20 20 50 50 100 100 100 100

— — — — — — — —

Linked Linked Linked Linked Linked Linked Linked Linked

Heavy Mounted Mounted Mounted Mounted Mounted Mounted Mounted

M (+0) M (+0) M (+0) M (+0) H (–2) H (–2) G (–5) G (–5)

22 lb. 72 lb. 75 lb. 200 lb. 75 lb. 250 lb. 150 lb. 0.6 ton

Auto Auto1 Auto Auto1 Auto Auto1 Auto Auto1

22 (M) 24 (M) 23 (M) 25 (M) 24 (M) 28 (M) 25 (M) 31 (M)

4d4 4d6 4d6 4d4

Expl. Expl. Expl. Fire

2 — 2 5, max. 5

2 5 5 5

Thrown — Thrown 10 int.

Light Light Light Heavy

M (+0) M (+0) M (+0) M (+0)

1 lb. 1 lb. 1 lb. 50 lb.

Swift — Swift Semi

12 (L) 12 (M) 15 (M) 17 (M)

Grenade launcher, 40 mm Auto grenade lnchr, 40 mm Mortar, 60 mm Howitzer, 105 mm Howitzer, 155 mm

4d4 4d4 4d6 4d10+20 4d12+30

Expl. Expl. Expl. Expl. Expl.

20 50 1003 5003 1,0003

2 2 5 10 20

1 int. Linked 1 int. 1 int. 1 int.

Heavy Mounted Mounted Crew (2) Crew (2)

M (+0) M (+0) M (+0) C (–10) XC (–15)

7 lb. 75 lb. 100 lb. 0.8 ton 2 tons

Free Semi Free Free Free

15 (M) 21 (M) 23 (M) 31 (M) 32 (M)

Tank gun, 75 mm Tank gun, 90 mm Tank gun, 105 mm Tank gun, 120 mm Naval gun, 3-in. Naval gun, 5-in. Naval gun, 8-in. Naval gun, 16-in.

4d10+10 4d12+10 4d10+20 4d12+20 4d8+20 4d8+30 4d8+40 4d10+50

Expl. Expl. Expl. Expl. Expl. Expl. Expl. Expl.

100 100 200 200 2003 5003 1,0003 2,0003

5 5 5 5 5 10 10 20

1 int. 1 int. 1 int. 1 int. 1 int. 1 int. 1 int. 1 int.

Crew (2) Crew (2) Crew (2) Crew (2) Crew (2) Crew (3) Crew (6) Crew (25)

G (–5) G (–5) C (–10) C (–10) C (–10) XC (–15) 2XC (–20) 3XC (–25)

0.6 ton 0.8 ton 1.8 tons 2.5 tons 0.8 ton 4 tons 11 tons 125 tons

Free Free Free Free Free Free Free Standard

29 (M) 30 (M) 31 (M) 32 (M) 29 (M) 32 (M) 35 (M) 40 (M)

Rocket launcher4 Rocket pod, 70 mm Missile, ultralight2 Missile, light2 Missile, medium2 Missile, heavy2 Missile, superheavy2

4d12 4d12+4 4d12+4 4d12+10 4d12+20 4d12+30 4d12+40

Expl. Expl. Expl. Expl. Expl. Expl. Expl.

20 50 1005 2005 5005 1,0005 2,0005

5 5 5 10 10 20 20

1 int. 19 int. 1 int./ext. 1 int./ext. 1 int./ext. 1 int./ext. 1 int./ext.

Heavy Mounted Heavy Mounted Mounted Mounted Mounted

M (+0) H (–2) H (–2) G (–5) C (–10) XC (–15) 2XC (–20)

6 lb. 0.4 ton 20 lb.6 50 lb.6 100 lb.6 200 lb.6 500 lb.6

Free Semi/Auto Free7 Free7 Free7 Free7 Free7

15 (M) 24 (M) 23 (M) 24 (M) 26 (M) 28 (M) 31 (M)

Weapon GUNNERY

MG & autocannons

Machine gun, 7.62 mm Minigun, 7.62 mm Machine gun, .50-cal. Minigun, 12.7 mm Autocannon, 20 mm Gatling, 20 mm Autocannon, 30 mm Gatling, 30 mm

Explosives & incendiaries Explosive, dynamite Explosive, C4 Grenade Flamethrower2

Mortars & artillery

Cannons & guns

Rockets & missiles

1 2 3 4 5 6 7

High rate of fire: By expending 100 shots during an autofire attack, deal +1 die of damage on hit by 5 or more and 1/2 damage on a miss by 10 or less. Advanced weapon Range listed is for indirect fire, which cannot attack targets at point blank range and requires Advanced Weapons (Gunnery). If used for direct fire, range is decreased by two steps using the standard progression (for example, from 500 to 100). This is a disposable, one-shot, shoulder-fired rocket launcher. If a guided missile has a target lock, use its attack bonus (+5) or the gunner’s (including range penalty), whichever is better. Missiles move 1,000 squares per round during the attacker’s turn. High-speed missiles instead move 5,000 squares each round (purchase DC +2, weight ×1.5). Longrange missiles have an extreme range equal to 100 × range (purchase DC +5, weight ×5). Weight is for a single missile. A missile launcher has weight equal to (0.5 × missile weight) × (1 + missiles carried) and purchase DC equal to (missile’s purchase DC + 1 for every missile carried). Up to (2 × vehicle size modifier) missiles can be carried on hardpoints at no additional cost, but they are unprotected and increase aerodynamic drag (multiply weight by 5 when determining encumbrance for a fixed-wing flying vehicle). Acquiring a missile lock for a guided missile is a swift action (Computers vs. Reflex). If a guided missile has a target lock, use its attack bonus (+5) or the gunner’s (including range penalty), whichever is better. An unguided missile has range 50.

45

action first.) If a crew is short-handed, the gunner or remaining crew must perform these extra actions, reducing the rate at which they can fire the weapon. Other than as listed above, crewed weapons function just like any other emplaced weapon. Size: A weapon’s size determines how easily you can aim it and how much damage it deals. This column lists an abbreviation for the weapon’s size (M = Medium, L = Large, H = Huge, G = Gargantuan, C = Colossal, 1XC = Extra-Colossal, 2XC = Double Extra-Colossal, 3XC = Triple ExtraColossal) followed by the penalty you take to attacks with this weapon (determined by the weapon’s size modifier). Each weapon’s listed damage already includes the addition of 2 × its size modifier. Weight: A weapon’s weight matters when calculating encumbrance and when determining how you can wield the weapon. You cannot wield a weapon in one hand if it weighs more than your light load, and you cannot wield a weapon in two hands if it weighs more than your heavy load. You can wield an emplaced weapon regardless of its weight. Preparation: Some ranged weapons require you to take an additional action before firing even after you have loaded the ammunition. For example, a crossbow must be cranked, and a bolt-action rifle requires you to work the action to chamber a round for firing. Other ranged weapons require no action at all before making an attack, possibly even allowing you to fire multiple shots with a single attack. If a weapon requires an action to prepare it for firing, you don’t have to do this action in the same round that you make your attack. Automatic: Automatic weapons fire multiple shots with a single pull of the trigger. Normally, automatic weapons make autofire attacks (using 10 shots) or barrage attacks (using 5 shots), and they cannot make ordinary ranged attacks unless they can also use semiautomatic fire. (Switching between automatic and semiautomatic modes is a swift action.) Some automatic weapons (such as Gatling autocannons and miniguns) have a high rate of fire. With these weapons, you have the option to expend 100 shots of ammunition in a single autofire attack; if you do so, you deal +1 die of damage if you hit by 5 or more and you deal 1/2 damage if you miss by 10 or less (rather than a miss by 5 or less, the norm for autofire attacks). Semiautomatic: Semiautomatic weapons load the next shot into the chamber automatically as you make attacks, allowing you to make multiple attacks in rapid succession. Because of this, you can use the Rapid Shot feat with these weapons. Free: This weapon requires no special action before you make an attack. If a weapon requires only a free action for preparation and you are able to draw or load your ammunition as a free action (such as with shuriken or bows when you have the appropriate Advanced Weapons feat), you can treat that weapon as if it were semiautomatic. Swift: This weapon requires you to work some sort of mechanical action before being able to fire, such as a bolt-action rifle, a pumpaction shotgun, or a crossbow. You must spend a swift action to prepare this weapon for an attack. Standard: This weapon requires you to exert substantial effort—one or more standard actions—before you can fire it. This is common for archaic weapons such as heavy crossbows, ballistae, catapults, and black-powder firearms or cannons. Purchase DC: This column lists the purchase DC for the weapon. If the weapon has a purchase restriction, an abbreviation is listed in parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.

Ammunition Standard ammunition for firearms and other weapons is summarized on Table 8–5: Ammunition, and several alternative types are described in the sections below. Depending on the ammunition used, an attack might produce an area attack (page 73), deal a different type of damage (page 76), have a dynamic damage trait (page 77), or produce some other special effect.

Bullet Types

Ballistic weapons (including firearms, machine guns, and autocannons) default to using a solid bullet with no special characteristics. Ballistic damage has the trait penetrating 2 against targets wearing archaic armor. Armor Piercing: Armor-piercing bullets have a dense, high-strength core such as tungsten, hardened steel, or even (for very large weapons) depleted uranium. This core can penetrate armor and even reach the interior of larger targets without breaking up. Because it doesn’t easily expand inside the target, however, it reduces the chance of damaging the target’s internal organs or critical components. Damage with an armor-piercing bullet has the traits penetration 10 and nondevastating. Armor-Piercing Incendiary: Large ballistic weapons (minimum .50 caliber or 12.7 mm) can employ armor piercing incendiary rounds that deal additional damage to the target after impact. These function as normal armor-piercing bullets except that they deal both ballistic and fire damage. Armor-Piercing Explosive: Bigger ballistic weapons (minimum.50 caliber or 12.7 mm) can employ armor-piercing explosive rounds that cause extensive damage after penetrating to the target’s interior. These function as a normal armor-piercing bullet except that they do not have the nondevastating trait. Availability: Armor-piercing bullets are available for any modern ballistic weapon. For firearms smaller than .50 caliber or 12.7 mm increase purchase DC by 2. For firearms, machine guns, and autocannons of at least .50 caliber or 12.7 mm, armor-piercing bullets have no additional cost, and armor-piercing incendiary and armor-piercing explosive ammunition increases the purchase DC by 2. The minimum restriction for armor-piercing ammunition of any type is Military. Expanding: Expanding bullets (such as hollow-point, soft-point, or prefragmented bullets) begin disintegrating very quickly after striking a target, shedding most or all of their kinetic energy in a larger area of the target’s interior. Because it breaks up so quickly upon impact, an expanding bullet has great difficulty penetrating a hard, solid surface or body armor. Damage with an expanding bullet has the traits devastating 2 and nonpenetrating. Availability: Expanding bullets are widely available for modern handguns and longarms with a purchase restriction of less than Military; increase purchase DC by 2. Though routinely used by civilians and law enforcement, the terms of the Hague Convention prohibit the use of expanding bullets in international warfare. High Explosive: Very large ballistic weapons (those with a size of 20 mm or larger) have sufficient size that they can house a significant highexplosive charge. This allows them to be especially effective in an antipersonnel role, especially when coupled with the high rate of fire of an autocannon. High-explosive bullets produce a blast area attack that deals explosive damage. Availability: High-explosive bullets are available for autocannons and Gatling autocannons of 20 mm or larger. They have a purchase restriction of Military, and increase purchase DC by 3.

46

Table 8–5: Ammunition

Shell, Warhead, and Grenade Types

Explosive weapons default to using a basic high-explosive charge that deals damage to all characters in its area. When employed, they produce a blast area attack. Impact weapons—such as archaic black-powder cannons—don’t normally have an explosive charge, but their impact has sufficient kinetic energy to shower the target area with fragments. When employed, they produce a splash attack. However, damage to secondary targets has the nonpenetrating trait. Fragmentary: A fragmentary shell uses a smaller explosive charge to propel a high volume of fragments designed to damage lightly armored, small, or hard-to-hit targets. A fragmentary shell designed for antiaircraft purposes usually employs a proximity fuse that allows it to detonate without hitting the target. Because of the fragments’ small size, they have difficulty penetrating a hard, solid surface or body armor. When making a blast attack with a fragmentary shell, you deal 1/2 damage on a miss by 5 additional points (for example, on a miss by 10 or less rather than on a miss by 5 or less). Damage with a fragmentary shell has the nonpenetrating trait. Availability: Fragmentary shells are available for modern grenades, mortars, artillery, rockets, and missiles at no additional cost. Black-power cannons can also use fragmentary shells, but they are expensive (increase purchase DC by 3) and unreliable (mishap on natural 1 if trained or natural 1–2 if untrained). Anti-Armor: An anti-armor shell (such as a shaped charge or armorpiercing explosive charge) provides exceptional penetration against a heavily armored or very large target. Because it focuses its energy into a single target, it deals less damage against others in its area of effect. When used, an anti-armor shell produces a splash area attack. Against the main target, damage with an anti-armor shell has the trait penetrating 20. Availability: Anti-armor shells are available for modern artillery, tank guns, naval guns, rockets, and missiles. Incendiary: Incendiary shells use a small explosive charge to distribute a burning substance (such as white phosphorus) over its area, making it ideal for use against living targets and flammable objects. Incendiary shells produce a spread area attack and deal fire damage. Availability: Incendiary shells are available for modern grenades, mortars, artillery, rockets, and missiles at no additional cost. Incendiary loads (such as flaming oil or Greek fire) are also available for archaic catapults and trebuchet, but they increase the purchase DC by 10. Tear Gas: Tear gas hinders and immobilizes living creatures without a serious danger of causing lethal damage. A tear gas shell produces a spread area attack that releases an inhaled poison: Hit vs. Fortitude target staggered (Fort save ends); 1st Failed Save target dazed (Fort save ends); 2nd Failed Save target stunned (Fort save ends). In addition, tear gas produces a persistent hazard in its area that provides concealment and attacks any living creature that moves into or ends its turn in the area: Attack +0 vs. Fortitude; Hit as above. The hazard lasts 1 round in high winds (over 20 mph), 2 rounds is moderate winds (over 10 mph), 5 rounds in light winds, and 10 rounds in an enclosed space (anything smaller than the attack’s area). Availability: Tear gas shells are available for modern grenades, mortars, and artillery. Reduce purchase DC by 3. (Tear gas grenades have a restriction of Licensed rather than Military.) Smoke: Smoke obscures vision and conceals targets without dealing damage. Different shells can produce different colors of smoke

Ammunition (Quantity) Weight Ranged Weapons (20 shots) Arrow 3 lb. Crossbow bolt 2 lb. Sling bullets 10 lb. Handguns (50 shots) Black-powder handgun 2 lb. .22 caliber 0.5 lb. 9mm 1 lb. .44 caliber 3 lb. Shotguns (10 shots) Black-powder blunderbuss 1 lb. 12-gauge 1 lb. Longarms, Machine Guns, and Autocannons (20 shots) Black-powder longarm 2 lb. .22LR caliber 0.3 lb. .308 caliber 1 lb. 5.56mm 0.5 lb. 7.62mm 1 lb. .50 caliber or 12.7mm 7 lb. 20mm 20 lb. 30mm 40 lb. Ballistae and Catapults (10 shots) Ballista, light 40 lb. Ballista, heavy 200 lb. Catapult, light 300 lb. Catapult, heavy 750 lb. Trebuchet 1.5 tons Mortars, Artillery, Cannons, and Guns (10 shots) 40mm grenade 20 lb. 60mm mortar 30 lb. Gun/artillery (L) 15 lb. Gun/artillery (H) 50 lb. Gun/artillery (G) 150 lb. Gun/artillery (C) 500 lb. Gun/artillery (1XC) 1,500 lb. Gun/artillery (2XC) 2 tons Gun/artillery (3XC) 10 tons Explosives, Incendiaries, and Rockets (10 shots) Flamethrower 30 lb. Rocket, 70mm 350 lb.

Purchase DC 8 9 3 3 4 5 5 3 4 3 3 4 4 4 6 (M) 10 (M) 12 (M) 8 12 7 9 11 12 (M) 17 (M) 12 (M) 15 (M) 18 (M) 21 (M) 24 (M) 27 (M) 30 (M) 14 (M) 22 (M)

(commonly white, red, yellow, green, and purple), so they can serve as signaling devices at very long range. Though not designed to cause harm, a living creature can become fatigued from prolonged exposure to smoke. A smoke shell produces a spread attack that deals no damage, but it creates a persistent hazard that provides total concealment and makes an inhaled poison attack against any living creature that ends its turn in the area: Attack +0 vs. Fortitude; Hit target fatigued. The hazard lasts 1 round in high winds (over 20 mph), 2 rounds is moderate winds (over 10 mph), 5 rounds in light winds, and 10 rounds in an enclosed space (anything smaller than its area). Availability: Smoke shells are available for modern grenades, mortars, and artillery. Reduce purchase DC by 5. (Smoke grenades have no purchase restriction.)

47

or heavy). To gain the full benefit of armor, you must have the Armor Proficiency feat for light armor or shields and the Heavy Armor Proficiency feat for heavy armor. Defense Bonus (Primary): All armor provides at least some degree of protection that helps to deflect blows and prevent attacks from solidly connecting with your body. If you are proficient in a suit of armor, add its listed defense bonus to your Primary Defense. If you are not proficient, you gain only 1/2 the listed defense bonus. Style Bonus (Primary): If you wear a shield (arms location) and proficient in their use, you gain the listed style bonus to your Primary Defense. If you are not proficient, you gain only 1/2 the listed style bonus.

Armor Armor provides a modest bonus to both your Primary Defense (analogous to Armor Class in DUNGEONS & DRAGONS) and your Massive Damage Threshold (making you less likely to be fatigued, impaired, disabled, or killed by an attack). Several types of armor are detailed here.

Armor Tables The following section details the terms used in the armor tables below. Armor: Each suit of armor is listed by name and grouped by type (light

Table 8–6: Archaic Armor Defense Bonus (Primary)

Style Bonus (Primary)

Armor Bonus (Threshold)

Max Ability Bonus

Check Penalty

Weight

Purchase DC

Padded Leather Studded leather Hide Brigandine Chainmail shirt

+0 +1 +1 +2 +2 +2

— — — — — —

+1 +2 +3 +3 +4 +5

+5 +4 +4 +3 +3 +3

+0 +0 –1 –1 –1 –2

10 lb. 15 lb. 20 lb. 25 lb. 25 lb. 25 lb.

9 11 14 12 15 16

Scale, leather Scale, metal Lamellar Chainmail suit Breastplate Splinted mail Laminar (banded) Half plate Full plate

+3 +3 +3 +4 +4 +4 +5 +5 +5

— — — — — — — — —

+5 +6 +7 +7 +8 +9 +9 +10 +11

+2 +2 +2 +1 +1 +1 +0 +0 +0

–2 –2 –3 –3 –3 –4 –4 –4 –5

25 lb. 30 lb. 30 lb. 40 lb. 30 lb. 45 lb. 35 lb. 45 lb. 50 lb.

15 16 17 18 19 20 21 22 24

Buckler Shield, light wooden Shield, light steel Shield, heavy wooden Shield, heavy steel Shield, tower

— — — — — —

+1 +1 +1 +2 +2 +3

+0 +1 +2 +2 +3 +3

+5 +4 +4 +3 +3 +2

+0 –1 –1 –2 –2 –5

5 lb. 5 lb. 6 lb. 10 lb. 15 lb. 45 lb.

12 8 11 10 13 14

Defense Bonus (Primary)

Style Bonus (Primary)

Armor Bonus (Threshold)

Max Ability Bonus

Check Penalty

Weight

Purchase DC

Leather jacket Leather padding, light Leather padding, heavy Light undercover shirt Pull-up pouch vest Ballistic jacket Undercover vest Concealable vest

+0 +0 +1 +1 +1 +2 +2 +2

— — — — — — — —

+1 +2 +2 +3 +4 +4 +5 +6

+5 +5 +4 +4 +4 +3 +3 +3

+0 +0 +0 +0 –1 –1 –1 –2

4 lb. 10 lb. 25 lb. 2 lb. 2 lb. 4 lb. 3 lb. 4 lb.

12 13 14 14 (L) 15 (L) 15 (L) 16 (L) 17 (L)

Light-duty vest Light-duty armor Tactical vest Tactical armor Tactical armor, heavy Forced entry unit

+3 +3 +4 +4 +5 +5

— — — — — —

+7 +8 +9 +10 +11 +12

+2 +2 +1 +1 +0 +0

–2 –3 –3 –4 –4 –5

8 lb. 12 lb. 16 lb. 20 lb. 34 lb. 38 lb.

18 (L) 19 (L) 20 (L) 21 (R) 22 (R) 23 (R)

Riot shield, heavy Ballistic shield, heavy Ballistic shield, tower

— — —

+2 +2 +3

+2 +3 +4

+3 +3 +2

–2 –2 –5

6 lb. 20 lb. 27 lb.

11 (L) 18 (L) 19 (L)

Armor

Light Armor

Heavy Armor

Shields

Table 8–7: Modern Armor Armor

Light Armor

Heavy Armor

Shields

48

vehicles might have crew stations for a vehicle commander, co-pilot, engineer, or other system operators. Most ground and air vehicles operate for no more than several hours at a time, so their accommodations usually include no more than a crew station (such as a seat next to an instrument panel). Vehicles that operate for longer journeys (such as most water vehicles) include bunks for each crewmember, cabins (usually shared), a galley, and other facilities necessary to live for days, weeks, or months on board. Crew and Saving Throws: If a vehicle has an engineer and at least 1/10 its listed crew, it gains the self-repairing trait and can make saving throws to shake off the effects of different conditions. The engineer rolls the saving throw on the vehicle’s behalf, adding his or her Mechanics training bonus (+2 if trained, +3 to +5 with Skill Focus) to the result. This represents the various actions that crewmembers take as a part of their normal duties to keep the vehicle running smoothly. If the vehicle has less than its listed crew, it takes a penalty on its saving throw or might be unable to make saving throws at all: less than 1/2, –2 penalty; less than 1/5, –5 penalty; less than 1/10, vehicle does not gain self-repairing trait and no saving throw is possible. Passengers: This column lists the number of passengers the vehicle normally carries. Passenger accommodations are similar to those for crew (that is, seats for relatively short journeys and cabins for longer ones). Cargo: Almost all vehicles have at least some cargo capacity, even if it is no more than a small space under the driver’s seat. A vehicle can carry additional cargo if it doesn’t have a full load of passengers; the space for a seated passenger can carry 200 lb. of cargo, and the space for a passenger in a cabin can carry 1,000 lb. of cargo. Control Modifier: This column lists the net modifier (0 – size modifier + Dexterity modifier + armor check modifier) that applies to all control (Dex) checks followed by the net modifier (0 + size modifier + Strength modifier + armor check modifier) that applies to all control (Str) checks. Speed: Each vehicle has a base speed and a maximum speed. Base Speed: A vehicle’s base speed determines the minimum and maximum values for each speed category. Traveling faster than Low speed causes the driver and gunners to take a speed penalty to their control checks and attack rolls.

Armor Bonus (Threshold): The most important benefit of armor is that it helps to reduce the seriousness of injuries by absorbing some of the impact and cushioning blows. An attack that might injure, incapacitate, or kill an unarmored character might merely knock the wind out of one wearing heavy armor. Against weapon attacks, add the listed armor bonus to your massive damage threshold. If you wear a shield, its style bonus stacks with that of your armor. Maximum Ability Bonus: Armor is cumbersome, restricting your movements and making it more difficult for you to move freely to avoid incoming attacks. When calculating your Primary and Reflex Defenses, the bonus you receive from your Dexterity or Intelligence modifiers cannot exceed your armor’s listed maximum ability bonus. Check Penalty: Because armor makes precise movements more difficult, it can cause a penalty to certain skill checks. Apply your armor’s listed check penalty to all nonattack skill checks with a key ability of Strength, Constitution, or Dexterity. If you are not proficient in the armor you wear, you also apply this penalty to all weapon attacks. If your encumbrance also causes you to take a check penalty, they do not stack; apply only the worst check penalty to the skill checks listed above. Weight: Because it is often the heaviest single piece of equipment you carry, your armor’s weight is important for calculating your encumbrance (see page 54). You cannot wear armor that weighs more than your heavy load. Heavy Armor: Due to its overall bulk, heavy armor can slow down even the strongest of characters. When wearing heavy armor with which you are proficient, you are treated as if you carry a medium load (or your actual encumbrance, whichever is greater). When you take the run action, you can move only up to 1.5 × your base speed. When wearing heavy armor with which you aren’t proficient, you are instead treated as if you carry a heavy load (or your actual encumbrance whichever is greater). Reduce your base speed to 3/4 normal; when you take the run action, you can move only up to 1.5 × your (reduced) base speed. Purchase DC: This column lists the purchase DC for the armor. If the armor has a purchase restriction, an abbreviation is listed in parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.

• Stationary (no penalty): No movement, cannot turn unless it has pivot or hover traits. • Low speed (no penalty): Move up to base speed; can turn 45 degrees after moving forward (1/2 space) squares. • Moderate speed (–1 penalty): Move up to 2 × base speed; can turn 45 degrees after moving forward (1/10 space × base speed) squares. • High speed (–2 penalty): Move up to 5 × base speed; can turn 45 degrees after moving forward (1/5 space × base speed) squares. • Very High speed (–5 penalty): Move up to maximum speed; can turn 45 degrees after moving forward (space × base speed) squares a maximum of once per round.

Vehicles In combat, a vehicle typically has limited movement (page 67); its driver must declare speed at the end of its turn each round, its movement must fall within the minimum and maximum values for its declared speed, it has facing, and it has limitations on how quickly it can turn. In addition, vehicles and other transports have some special rules that apply in combat. For example, a vehicle’s crew takes control of specific positions within the vehicle, allowing each crewmember certain options on its turn. See Transport Combat (page 79) for more detail.

Some vehicles do not have every speed category available because their maximum speed is less than or equal to their High speed. Maximum Speed: A vehicle cannot move more than its maximum speed on its turn unless the driver successfully performs the Exceed Maximum Speed maneuver. (See Maneuvers, page 68.) Defenses: This column lists the vehicle’s Primary, Fortitude, and Reflex Defenses, in that order. Add the driver’s Dexterity modifier (min. 1) to the vehicle’s Primary and Reflex Defenses. Add the engineer’s Intelligence or Wisdom modifier (min. 1) to the vehicle’s Fortitude Defense. (The commander and co-pilot might affect the vehicle’s defenses as well.) Vehicles are not creatures so they do not have a Will Defense. However, some effects might be able to target the Will Defense of a vehicle’s crew. Massive Damage Threshold: A vehicle’s massive damage threshold is equal to 5 + its Fortitude Defense, as with any basic character.

Vehicle Table For brevity, e20 Lite presents vehicle statistics in a condensed table format, but the e20 System Core Rulebook provides each vehicle with a full stat block. The following section details the terms used in the vehicles table. Vehicle: Each vehicle is listed by name, usually with a broad term followed by a more specific descriptor (such as “Car, full-size”). The table divides vehicles into groups based on their function and type of locomotion. Crew: This column lists the normal number of crew the vehicle needs to operate normally. All vehicles have a crew station for a driver and a number of gunners determined by its weapons (if any). Some larger

49

Table 8–10: Modern Vehicles Vehicle

Motorcycles

Crew Pass Cargo

CTRL Mod

Speed (base/max)

Defenses Hard/ Prm/Frt/Ref DR hp

Abilities Weapons or Size Str/Dex/Int Special Equipment

Adj Purch Lvl DC

Racing1,2 Street1,2

1 1

1 1

0 lb. 5 lb.

+4/+0 +3/+2

30/300 20/200

14/12/17 13/15/15

5/— 8 5/1 12

M L

10/19/— 13/18/—

— —

1 1

24 (L) 23 (L)

Subcompact Compact Sports coupe Full-size

1 1 1 1

3 4 1 5

150 lb. 275 lb. 250 lb. 425 lb.

+2/+2 +1/+3 +3/+2 +0/+5

15/150 20/200 30/300 20/200

12/14/15 11/15/14 13/14/16 10/18/12

5/1 5/1 5/1 5/2

12 15 12 20

L L L H

12/17/— 14/15/— 13/18/— 16/14/—

— — — —

1 1 2 2

22 (L) 23 (L) 26 (L) 25 (L)

Minivan SUV, sport SUV, full-size Truck, full-size Truck, hvy duty Van, cargo

1 1 1 1 1 1

6 4 7 2 5 2

325 lb. 300 lb. 500 lb. 1 ton 2 ton 2.5 tons

+0/+6 +0/+5 –1/+6 –1/+7 –1/+7 –2/+7

20/150 20/200 10/150 10/150 10/150 10/150

10/19/12 10/18/12 9/19/11 9/20/11 9/20/11 8/20/10

5/2 5/2 5/2 5/2 5/2 5/2

20 20 24 20 20 24

H H H H H H

18/14/— 16/14/— 19/12/— 20/12/— 21/12/— 21/10/—

— — — — — —

2 2 2 2 2 2

25 (L) 25 (L) 26 (L) 25 (L) 26 (L) 26 (L)

Armored van APC, wheeled Limousine Moving van Passenger bus Truck, semi APC, tracked1

2 2 1 1 1 1 3

0 9 7 2 39 2 7

1.8 ton 450 lb. 425 lb. 3.5 tons 400 lb. 20 tons 425 lb.

–2/+7 +0/+8 –4/+9 –4/+11 –4/+11 –5/+12 –6/+11

10/150 20/100 10/150 10/100 10/100 10/150 10/80

12/25/9 14/27/11 7/23/9 6/24/8 7/25/9 5/25/7 9/27/6

10/2 10/2 5/5 5/5 5/5 5/5 15/5

24 28 40 50 50 50 60

H H G G G G G

20/10/— 22/15/12 21/14/— 23/12/— 24/14/— 24/10/— 18/13/12

Tank1

4

0

425 lb.

–8/+12

10/80

8/29/5

20/5 60

G

Light3,4 Attack3

1 2

4 0

250 lb. 60 lb.

–3/+5 –4/+6

20/200 30/300

7/17/10 9/19/10

5/5 30 10/5 40

G G

Gunship3

2

14 4.5 tons

–5/+6

10/300

5/19/7

5/5 50

G

Light prop4 Jet fighter4

1 1

3 0

–1/+7 –2/+8

100/400 200/2000

8/18/11 8/23/11

5/5 40 5/5 50

G G

Private jet4 Jet airliner4 Jumbo jet4

2 2 3

9 500 lb. 108 2.5 tons 266 5 tons

–3/+7 200/1000 –8/+14 200/1000 –10/+15 200/1000

6/19/8 1/26/3 –1/27/1

5/5 50 5/10 60 5/15 80

G C 1XC

Speedboat Cabin cruiser Yacht Patrol cutter

1 1 2 75

4 6 8 10

350 lb. +1/+3 2 tons +0/+7 5 tons –6/+12 100 tons –11/+17

6/90 4/60 4/40 4/40

11/15/14 10/19/12 4/25/6 2/33/0

5/2 5/5 5/10 5/15

Bulk freighter

10

10 32k tons –20/+27

2/30

–10/37/–8

5/20 200 2XC

Cars

Vans and trucks

Heavy ground

Helicopters

Airplanes

Watercraft

120 lb. 30 lb.

20 H 50 G 80 C 160 1XC

3× gun ports (L, R, A) .50-cal MG (T) — — — — 30mm autocannon (T) 7.62mm MG (T) 19/10/12 120mm tank gun (T) .50-cal MG (T)

4 29 (R) 8 37 (M) 5 31 (R) 4 29 (R) 5 32 (R) 4 30 (R) 8 38 (M)

10/15/— — 11/15/12 30mm autocannon (F) 6 4× hardpoints (F) 6 13/11/12 2× 7.62mm mini (PL, PR) 4× hardpoints (F) 6

6 33 (R) 9 40 (M)

14/19/— — 15/19/12 20mm Gatling (F) 6 9× hardpoint (F) 6 15/15/11 — 19/14/11 — 11/20/11 —

5 31 (R) 12 46 (M) 6 34 (R) 8 38 (R) 10 42 (R)

12/17/— 14/18/— 15/19/— 13/20/12

2 3 5 10

— — — 30mm autocannon (PF) 2× .50-cal MG (PL, PR) Helicopter pad 25/11/12 4× cargo cranes

9 40 (M)

9 39 (M)

26 (L) 28 (L) 32 (L) 42 (M)

10 42 (L)

1 2 3 4

Pivot trait (can turn while stationary) –5 penalty to control check when decelerating with Change Declared Speed maneuver Hover trait (can turn while stationary and move laterally) Airplanes have a ground speed used for taxiing, takeoff, and landing: base ground speed = (maximum air speed)/50; max ground speed = (base ground speed) × 20. 5 –5 penalty to control check when accelerating with Change Declared Speed maneuver 6 Driver-operated weapon. If trained in Vehicles, the driver can make a control (Dex) check instead of the normal weapon skill check to make an attack. Hardness: Because of their metallic or high-strength composite construction, almost all vehicles have Hardness 5 or more. Hardness 10 represents significant armor (enough to stop most small-arms fire), often carried by light combat vehicles and ground-attack aircraft. Hardness 15 represents heavy armor, usually a thick layer of a conventional material

Hardness and Damage Reduction: This column lists the vehicle’s Hardness and Damage Reduction (DR), in that order. When a vehicle takes damage, subtract its Hardness and Damage Reduction from the damage dealt.

50

(such as the thick steel on a tracked armored personnel carrier). Hardness 20 represents very heavy armor constructed of either exotic, high-density materials (such as the depleted uranium used on a main battle tank) or exceptionally thick conventional materials (such as a battleship’s armor belt, which can be over a foot thick). If an attack’s weapon damage (before adding modifiers for skill and so forth) does not equal or exceed a target’s Hardness, the attack does not penetrate and it deals no damage at all. Damage Reduction: Like all characters, a vehicle greater than Medium size has Damage Reduction equal to its size modifier. Even if an attack can break through a vehicle’s exterior armor, an attack might not be able to penetrate far enough into a larger vehicle to reach critical components and cause significant damage. Hit Points: As for other characters, a vehicle’s hit points provide an abstract measure of how much punishment they can take before they cease to function. Whenever a vehicle takes damage, subtract it from the vehicle’s current hit points until they are reduced to 0, and then apply the remainder to the vehicle’s reserves. Any time the vehicle’s hit points take damage, the driver can choose to apply some or all of the damage dealt to his or her own hit points instead of the vehicle’s hit points, up to a maximum of the driver’s current hit points. (Only one character can perform this function in a single encounter, even if a different character takes over as the driver.) Reserves: Like other basic characters, vehicles have reserves equal to 1/2 their hit points. The engineer can make a DC 15 Mechanics check as a standard action to allow the vehicle to recover up to 1/5 its maximum hit points from its reserves. Any time the vehicle’s reserves take damage (either by an attack or by using the recover action), the engineer can choose to apply some or all of the damage dealt to his or her own hit points instead of the vehicle’s reserves, up to a maximum of the engineer’s current hit points. (Only one character can perform this function in a single encounter, even if a different character takes over as the engineer.) Size: As with all characters, a vehicle’s size category determines its space, size modifier, and size multiplier. (See Size, page 78.) Space: This represents the width (in squares) of the vehicle’s space, and it contributes to the vehicle’s turn rate when traveling above Low speed (see Speed, above). Determine a vehicle’s space using its size category: Medium (M), 1; Large (L), 2; Huge (H), 3; Gargantuan (G), 5; Colossal (C), 10; Extra-Colossal (1XC), 20; Double Extra-Colossal (2XC), 50. Size Modifier: Each vehicle’s Primary, Fortitude, and Reflex Defenses already include the vehicle’s size modifier. When attacking with a vehicle weapon, use the size modifier of the weapon to determine the penalty to your attack. Size Multiplier: Each vehicle’s hit points already include the effect of the vehicle’s size multiplier. When you need the vehicle’s size multiplier for another purpose (such as during a collision), determine it using the vehicle’s size category: Medium (M), ×1; Large (L), ×1.5; Huge (H), ×2; Gargantuan (G), ×5; Colossal (C), ×10; Extra-Colossal (1XC), ×20; Double Extra-Colossal (2XC), ×50. Abilities: This column lists the vehicle’s Strength, Dexterity, and Intelligence (if any). Strength and Dexterity modifiers are already included in the vehicle’s other statistics. The vehicle’s Intelligence modifier represents the quality of its sensor (such as radar or sonar), fire control, and computer systems. When you make an attack with one of the vehicle’s weapons or make a senses check from a designated crew position, reduce your skill check’s total range, speed, and concealment penalties by an amount equal to the vehicle’s Intelligence modifier. If you use the vehicle’s computer systems for any other Computer check, add its Intelligence modifier (positive or

negative) to your check result (just as you would with any other computer system). Weapons or Special Equipment: This column lists the vehicle’s weapons and special equipment. Each weapon lists its firing arc in parentheses after its name. Firing arcs are represented by a single letter (F = front, L = left, R = right, A = aft, T = 360-degree turret). The prefix P added to a firing arc indicates a partial turret that can fire into that arc and either adjacent arc; for example, PF can attack into the front, left, or right arcs. This column also indicates which weapons are driver-operated weapons. Even if a vehicle has more than one driver-operated weapon, the driver can use only one at a time. If trained in Vehicles, the driver can make a control (Dex) check instead of a weapon skill check when attacking with a driver-operated weapon. Adjusted Level: This column indicates the vehicle’s approximate value during an encounter, represented by what level of basic character would be equivalent to the vehicle. For example, a jet fighter has an adjusted level of 12, so it is worth one 12th-level basic character (1,500 XP). When calculating the total XP for an encounter, add the XP value of any vehicles used by opponents and subtract the XP value of any vehicles used by the heroes. (The XP value of a vehicle does not include the XP value of its crew.) Purchase DC: This column lists the purchase DC for the vehicle. If the vehicle has a purchase restriction, an abbreviation is listed in parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.

General Equipment This section covers a wide variety of general equipment available to adventurers of all sorts. Clothing: When you create a new character, assume that you own (1 + Resources modifier) outfits of ordinary clothing with a purchase DC of 13 or less. Select them from the equipment table appropriate to your setting. Battery-Operated Items: Many of types of modern equipment are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life; assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries during their down time, and that the batteries last as long as needed during a typical adventure.

Equipment Tables The following section details the terms used in the equipment tables below. Object: This column lists each object alphabetically by name, grouping them by function (such as “Bags and Boxes” or “Computers and Electronics”). Weight: This column lists the typical weight of the object. Weights for specific models of a given object might vary by up to 50%. When needed, you can use an object’s weight to estimate its size. See Table 10–3: Size (page 79) for typical weights at each size, selecting the size with the closest listed weight. Keep in mind that objects constructed of heavier materials can weigh substantially more (about 5× as much for solid stone or 10× as much for solid iron or steel), and largely hollow objects can weigh much less. Purchase DC: This column lists the purchase DC for the equipment. If the equipment has a purchase restriction, an abbreviation is listed in parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.

51

Table 8–8: Archaic Equipment Item

Adventuring Gear

Bedroll Bell Blanket, winter Block and tackle Caltrops Candle Canvas (sq. yd.) Chain (10 ft.) Chalk, 1 piece Crowbar Firewood (per day) Fishhook Fishing net, 25 sq. ft. Flint and steel Grappling hook Hammer Ink (1 oz. vial) Inkpen Ladder, 10-foot Lantern, bullseye Lantern, hooded Lock Average Good Amazing Manacles Mirror, small steel Oil (1-pint flask) Paper (sheet) Parchment (sheet) Pick, miner’s Piton Pole, 10-foot Ram, portable Rations, trail (per day) Rope, hempen (50 ft.) Rope, silk (50 ft.) Sealing wax Signal whistle Signet ring Sledge Soap (per lb.) Spade or shovel Spyglass Tent Torch Whetstone

Weight

Purch DC

5 lb. — 3 lb. 5 lb. 2 lb. — 1 lb. 2 lb. — 5 lb. 20 lb. — 5 lb. — 4 lb. 2 lb. — — 20 lb. 3 lb. 2 lb.

1 5 3 9 5 0 1 14 0 7 0 1 9 5 5 3 11 1 1 12 10

1 lb. 1 lb. 1 lb. 2 lb. 0.5 lb. 1 lb. — — 10 lb. 0.5 lb. 8 lb. 20 lb. 1 lb. 10 lb. 5 lb. 1 lb. — — 10 lb. 1 lb. 8 lb. 1 lb. 20 lb. 1 lb. 1 lb.

15 17 19 12 11 1 3 1 8 1 1 11 3 5 11 5 4 9 5 3 7 23 11 0 0

Weight

Purch DC

Alchemist’s lab Artisan’s tools Climber’s kit Disguise kit Healer’s kit Holly and mistletoe Holy symbol, wooden Holy symbol, silver Hourglass Magnifying glass Musical instrument Scale, merchant’s Thieves’ tools Water clock

40 lb. 5 lb. 5 lb. 8 lb. 1 lb. — — 1 lb. 1 lb. — 3 lb. 1 lb. 1 lb. 200 lb.

21 9 17 15 15 0 5 14 14 17 9 7 14 (I) 23

Backpack (empty) Barrel (empty) Basket (empty) Bottle, wine, glass Bucket (empty) Case, map or scroll Chest (empty) Flask (empty) Jug, clay Mug/Tankard, clay Pitcher, clay Pot, iron Pouch, belt (empty) Sack (empty) Vial, ink or potion Waterskin

2 lb. 30 lb. 1 lb. — 2 lb. 0.5 lb. 25 lb. 1.5 lb. 9 lb. 1 lb. 5 lb. 10 lb. 0.5 lb. 0.5 lb. 0.1 lb. 4 lb.

7 7 3 7 3 5 7 0 0 0 0 3 5 0 5 5

Artisan’s outfit Cleric’s vestments Cold weather outfit Courtier’s outfit Entertainer’s outfit Explorer’s outfit Monk’s outfit Noble’s outfit Peasant’s outfit Royal outfit Scholar’s outfit Traveler’s outfit

4 lb. 6 lb. 7 lb. 6 lb. 4 lb. 8 lb. 2 lb. 10 lb. 2 lb. 15 lb. 6 lb. 5 lb.

5 9 11 14 8 11 9 17 0 19 9 5

Item

Tools and Skill Kits

Containers

Clothing

52

Item

Food, Drink, and Lodging Ale Gallon Mug Banquet (per person) Bread (loaf) Cheese Inn stay (per day) Good Common Poor Meals (per day) Good Common Poor Meat Wine Common (pitcher) Fine (bottle)

Mounts and Related Gear Barding Medium Large Bit and bridle Dog, guard Dog, riding Donkey or mule Feed (per day) Horse Horse, heavy Horse, light Pony Warhorse, heavy Warhorse, light Warpony Saddle Military Pack Riding Saddle, Exotic Military Pack Riding Saddlebags Stabling (per day)

Weight

Purch DC

8 lb. 1 lb. — 0.5 lb. 0.5 lb.

1 0 11 0 0

— — —

7 3 1

— — — 0.5 lb.

3 2 0 2

6 lb. 1.5 lb.

1 11

x1 x2 1 lb. — — — 10 lb.

+2 +4 7 14 18 11 0

— — — — — —

19 17 14 21 19 17

30 lb. 15 lb. 25 lb.

13 9 11

40 lb. 20 lb. 30 lb. 8 lb. —

16 12 14 9 3

Table 8–9: Modern Equipment Object

Bags and Boxes

Aluminum travel case 10 lb. Capacity 40 lb. Capacity 75 lb. capacity Briefcase Contractor’s field bag Day pack Handbag Range pack Standard Oversized Patrol box

Clothing

Clothing outfit Business Casual Formal Uniform Outerwear Coat Overcoat Parka Photojournalist’s vest Windbreaker Tool belt

Computers and Electronics Camera Photo, digital Photo, 35mm film Film Photo, disposable Video, digital Cell phone Basic Average Smartphone Computer Desktop Laptop Netbook Tablet Digital audio recorder Portable satellite phone Printer Walkie-talkie Basic Professional

Weight

Purch DC Object

Weight

Survival Gear

5 lb. 10 lb. 15 lb. 2 lb. 2 lb. 2 lb. 1 lb.

11 12 13 9 8 8 7

2 lb. 3 lb. 4 lb.

9 11 11

3 lb. 2 lb. 3 lb. 2 lb.

13 10 15 11

2 lb. 3 lb. 3 lb. 1 lb. 1 lb. 2 lb.

10 11 11 11 8 11

0.5 lb. 2 lb. — 0.5 lb. 2 lb.

14 17 6 7 16

0.1 lb. 0.2 lb. 0.3 lb.

10 12 14

10 lb. 5 lb. 3 lb. 1.5 lb. 1 lb. 2 lb. 3 lb.

16 17 14 15 11 17 11

1 lb. 1 lb.

9 15

Backpack Binoculars Standard Rangefinding Electro-optical Chemical light sticks (5) Climbing gear Compass Fire extinguisher Flash goggles Flashlight Penlight Standard Battery flood Gas mask GPS receiver Map Road atlas Tactical map Mesh vest Portable stove Rope (150 ft.) Sleeping bag Tent 2-person dome 4-person dome 8-person dome Trail rations (12)

Weapon Accessories

Box magazine Detonator Blasting cap Radio controlled Timed Wired Holster Hip Concealed carry Illuminator Laser sight Scope Standard Electro-optical Speed loader Suppressor Pistol Rifle

53

Purch DC Object

3 lb.

11

2 lb. 3 lb. 4 lb. 1 lb. 10 lb. 0.5 lb. 3 lb. 2 lb.

9 15 16 5 12 8 10 15

0.5 lb. 1 lb. 2 lb. 5 lb. 1 lb.

6 7 8 14 11

1 lb. 0.5 lb. 7 lb. 1 lb. 12 lb. 4 lb.

7 6 10 11 8 11

4 lb. 7 lb. 10 lb. 1 lb.

12 13 14 8

0.5 lb.

7

0.5 lb. 0.5 lb. 0.5 lb. 1 lb.

7 11 9 8

1 lb. 0.5 lb. 0.5 lb. 0.5 lb.

8 8 9 15

0.5 lb. 3 lb. 0.5 lb.

12 17 6

1 lb. 4 lb.

13 14

Professional Equipment

Bolt cutter Caltrops (25) Chemical kit Demolitions kit Disguise kit Duct tape Electrical tool kit Basic Deluxe Evidence kit Basic Deluxe First aid kit Forgery kit Handcuffs Steel Zip-tie (25) Instrument, keyboard Instrument, percussion Instrument, stringed Instrument, wind Lockpicks Car opening kit Lockpick set Lock release gun Mechanical tool kit Basic Deluxe Medical kit Multipurpose tool Pharmacist kit Search-and-rescue kit Spike strip Surgery kit

Surveillance Gear

Black box Caller ID defeater Cellular interceptor Lineman’s buttset Metal detector Night vision goggles Tap detector Telephone tap Line tap Receiver tap Telephone line tracer

Weight

Purch DC

5 lb. 2 lb. 6 lb. 5 lb. 5 lb. 1 lb.

8 8 16 14 (L) 13 6

12 lb. 33 lb.

14 20

6 lb. 8 lb. 3 lb. 3 lb.

9 15 8 13

1 lb. 0.5 lb. 12 lb. 50 lb. 7 lb. 1 lb.

9 8 13 14 14 10

1 lb. 1 lb. 0.5 lb.

8 (L) 11 (L) 13 (R)

22 lb. 45 lb. 5 lb. 0.5 lb. 6 lb. 7 lb. 22 lb. 5 lb.

14 19 15 11 17 (R) 13 14 16 (L)

0.5 lb. 1 lb. 0.5 lb. 1 lb. 2 lb. 3 lb. 1 lb.

7 (I) 8 21 14 (L) 12 17 9

0.5 lb. 0.5 lb. 5 lb.

14 (L) 6 (R) 21

(A character with limited movement instead reduces its maximum speed to 3/4 normal.)

Encumbrance

Heavy Load (up to carrying capacity)

You take a –5 check penalty when carrying a heavy load. Reduce your base speed to 3/4 normal. In addition, when you take the run action, you can move no more than 1.5 × your (reduced) base speed. (A character with limited movement instead reduces its maximum speed to 1/2 normal.) To determine the minimum current speed for a flying character to remain in flight, use the character’s unencumbered base speed, not its reduced base speed. Because of this, some characters might not be able to fly at all when carrying a heavy load.

Encumbrance rules determine how much your armor and equipment slow you down and inhibit your actions. Your Strength and size multiplier determine your carrying capacity: Carrying Capacity = (Strength × size multiplier)2 For example, a Large creature (×1.5 size multiplier) with Strength 14 would have a carrying capacity of 441 lb. (14 × 1.5 = 21, 212 = 441). Some characters might apply an additional modifier to their carrying capacity, depending on their mode of locomotion and overall stability: • • • • • • • • •

Overloaded (up to 2 × carrying capacity)

Ground creature, legless (snake, gastropod, etc.): ×1.5 Ground creature, 4+ legs: ×1.5 Ground vehicle, 4+ legs or wheels: ×1.5 Ground vehicle, 6+ legs or wheels: ×2 Ground vehicle, tracked: ×3 Air vehicle, hover: ×0.5 Water vehicle, Colossal or lesser size: ×2 Water vehicle, 1X Colossal or greater size: ×5 High-capacity vehicle: ×2 to ×10, depending on vehicle’s design

You can lift up to twice your carrying capacity off the ground, but you can barely move or defend yourself while doing so. You take a –10 check penalty when overloaded, and you are disadvantaged to all opponents. You cannot perform any movement other than using a standard action to move 1 square (character scale only). No character can swim, fly, climb, or jump while overloaded. A character in the water begins sinking, and a climbing or flying character falls immediately.

Lifting and Dragging

Weight and Load

You can lift a weight up to your carrying capacity over your head. You can lift up to double your carrying capacity off the ground, but you are overloaded when you do so (see above). When dragging a character (whether object or creature), you might be able to move much more weight than you can normally carry. The specific circumstances determine how much of its weight you must count when calculating your current load.

If you want to determine whether your character’s gear is heavy enough to slow him or her down more than the armor already does, total the weight of all your carried items, including armor, weapons, and gear. Your carrying capacity determines how much weight you can carry as a light load, medium load, or heavy load. If you try to carry more than your carrying capacity, you become overloaded. Check Penalty: Carrying more than a light load limits your movement and causes you to take a check penalty to all nonattack skill checks based on Strength, Constitution, and Dexterity. Your check penalty from encumbrance does not stack with your check penalty from armor; apply only the greater penalty. Vehicles and Load: When calculating a vehicle’s current load, do not count the weight of its crew or normal fuel capacity. Count the weight of passengers and cargo normally. For a flying vehicle, count 5 × the weight of any weapons or equipment carried on hardpoints.

• Low Resistance (1/10 weight): The dragged character and the surface provide virtually no resistance, such as dragging a wheeled or slick object on a smooth surface. • Moderate Resistance (1/5 weight): The dragged character and the surface provide typical resistance overall, such as dragging a wheeled object on rough terrain or moving a large piece of furniture over a rough floor or low carpet. • High Resistance (1/2 weight): Either the dragged character or the surface provide substantial resistance, such as a high-friction surface like a thick carpet, rough or difficult terrain, or a dragged object that snags on obstacles as you move it. • Very High Resistance (no reduction): The dragged character or surface provides so much resistance that you gain no significant advantage over carrying it, such as when dragging a creature that actively resists you.

Light Load (up to 1/5 carrying capacity)

You can comfortably carry a light load without significant effort. You take no check penalty, and you can move normally.

Medium Load (up to 1/2 carrying capacity)

You take a –2 check penalty when carrying a medium load. When you take the run action, you can move no more than 1.5 × your base speed.

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9: Enhancements Unique to the e20 System, enhancements are abilities not determined by your class and level but rather acquired through play. Enhancements can be gained by characters between adventures (just as DUNGEONS & DRAGONS heroes can create magic items), but those you can create yourself are less powerful than those you might find during play. Enhancements are useful for highly specialized niches and situations that come up too rarely to be worth investing a talent or feat. For example, an ace pilot might have a wide variety of enhancements that grant the ability to use unique maneuvers while operating a vehicle, but most of the pilot’s talents and feats can be applied anywhere. Enhancements are comparable to the rules for magic items in DUNGEONS & DRAGONS. The complete rule set for enhancements is too extensive to cover in e20 Lite, but the following should give you a feel for what they do and how they are used.

Available Enhancement Slot: Every enhancement occupies a specific enhancement slot (see below). The enhancement’s designated slot is available only if you have no other active enhancement in that slot. Your available slots are acumen, cadence, discipline, exploit, form, method, secret, stance, stratagem, and technique (two separate slots). Each slot has an affinity for a specific body location, which might affect what physical enhancements you can use. Available Body Location: A physical enhancement (such as a magic sword) occupies a location on your body in addition to an enhancement slot. The enhancement’s designated location is available only you have no other item (whether a physical enhancement or mundane object) worn or held in that location. As with ordinary items, your available locations are arms, back, fingers (two separate locations, one on each hand), hands, head, held, legs, neck, torso, and waist. Fighting Style, Slots, and Locations: Your fighting style might change what slots and locations you have available. You cannot use your form slot or arms location (for example, to wear a shield) when using crew, dual weapon, one-handed weapon, or two-handed weapon fighting styles. However, you gain an additional exploit slot and held item location when using dual weapon style. Other Requirements: Some enhancements might have other requirements, such as particular feats, skill training, or class levels. The enhancement’s description specifies any additional requirements you must meet.

Enhancement Basics Enhancements come in two distinct types. Mental enhancements represent exercises, regimens, and tricks you learn during play, either as the result of overcoming a particularly challenging encounter or by deliberately studying them (perhaps with the assistance of an instructor). Physical enhancements represent exceptional items that provide you with some special capability or advantage, such as a high-quality targeting system for an emplaced weapon or, in a fantasy setting, an enchanted sword. You can find, build, and sometimes purchase physical enhancements.

Activation and Deactivation

If you meet all the enhancement’s requirements, you can spend an action to activate it. Deactivating an enhancement requires another action, making that slot (and location, for physical enhancements) available for you to activate a different enhancement. The specific actions needed depend on whether you are activating or deactivating a mental or physical enhancement. Mental Enhancements: Gathering your wits to focus on activating a mental enhancement requires you to spend a standard action. To deactivate, you need to spend a swift action representing a slight mental effort to shift your attention. After resting for one minute, you can automatically deactivate or activate any or all mental enhancements you have. Physical Enhancements: Because a physical enhancement represents a specific item, you need only spend whatever action you would normally need to equip or remove that item. (See Using Items, page 41.)

Using Enhancements To gain the benefit of an enhancement, you must meet its requirements and then spend some sort of action to activate it. You can spend another action to deactivate an enhancement, such as when you want to change the enhancement you have in a given slot. When you have one or more active enhancements, you gain the following benefits: • Add all enhancement bonuses to your skills or defenses. Enhancement bonuses do not stack; if you have two different bonuses that apply to the same skill or defense, apply only the best one. • Once per round, you can use any one core talent provided by any of your active enhancements. (Only exploit enhancements can provide core talents.) • Once per encounter, you can use any one major talent provided by any of your enhancements. You can use another major talent by spending an Action Point. • Once per encounter as a free action, you can use any one feat provided by any of your enhancements. The effect of the feat lasts until the start of your next turn. • If you have an enhancement that provides a trait, apply the effect specified in the trait’s description.

Enhancement Slots Each enhancement slot represents a particular physical or mental approach to problem solving that can grants a character thematically related capabilities. Enhancements can grant benefits that don’t match their natural strengths, but those that do tend to be more powerful, easier to create, or both. Each enhancement slot described below includes a brief description of its common themes as well as its affinity for particular body locations, skills, defenses, and classes. Affinities don’t affect how an enhancement functions when active, but they can have a significant effect when determining an enhancement’s level as well as how difficult, costly, and time-consuming it might be to create.

Requirements

Before activating an enhancement, you must meet all the requirements outlined below.

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Acumen

Stance

Acumen enhancements represent a deep understanding of and insight into the world around you, and they help you to apply this rare knowledge to protect you from harm. Location Affinity: back (cloak, cape, jacket, coat) Skill Affinity: Knowledge, Nature Defense Affinity: Fortitude, Reflex, Will Class Affinity: none

Stance enhancements focus on kinesthetic learning that enhances your physical self-awareness, and you find your untapped potential to predict and evade what you can so you can absorb and withstand what you can’t. Location Affinity: torso (armor, robe, vest, shirt) Skill Affinity: Gunnery, Vehicles Defense Affinity: Primary, Fortitude Class Affinity: none

Cadence

Stratagem

Cadence enhancements usually augment your speed, mobility, and agility, and this leads naturally toward a better ability to evade attacks and bypass danger. Location Affinity: legs (shoes, boots, leggings, pants) Skill Affinity: Acrobatics, Ranged, Stealth Defense Affinity: Reflex Class Affinity: Corsair

Stratagem enhancements illuminate, enlighten, organize, and solve the enigmas of the world, and your epiphany of purest logic reveals the breathtaking simplicity underneath it all. Location Affinity: head (helmet, eyewear, circlet, crown) Skill Affinity: Analytics, Computers, Mechanics, Tactics Defense Affinity: none Class Affinity: Savant

Discipline

Discipline enhancements spring from your internal discipline and intuitive connection to your surroundings, and they grant you a deep insight into the vitality, resilience, and life force of yourself and those around you. Location Affinity: waist (belt, sash, bandolier, baldric) Skill Affinity: Intuition, Medicine, Perception Defense Affinity: Will Class Affinity: Sentinel

Technique

Exploit

Acquiring Enhancements

Technique enhancements provide an exceptional insight into your own weaknesses while lacking a specific focus on one approach, so you can adapt them to fill any niche or meet any need. Location Affinity: fingers (ring, brass knuckles) Skill Affinity: none Defense Affinity: Primary, Fortitude, Reflex, Will Class Affinity: none

Exploit enhancements seek the flawed defenses and the lingering openings an opponent leaves exposed, allowing you to find the weak links that most easily break under pressure. Location Affinity: held (weapon, tool, implement) Skill Affinity: Firearms, Gunnery, Melee, Ranged, Unarmed Defense Affinity: none Class Affinity: none

On average, your character will acquire two new enhancements in the process of gaining one level. “Acquiring” can mean finding a physical enhancement or learning a new mental enhancement during an encounter. In either case, the enhancement usually relates directly to the situation in which you acquire it. The quality of an acquired enhancement is 1 to 5 levels greater than your character level, and the Gamemaster should allocate them in a way that keeps their distribution even among the players. For example, if you get one enhancement at level + 5, the other enhancement you gain during this level should be lower (ideally level + 1). Over multiple levels, the GM should try to make sure every player’s character gets a turn at acquiring the best enhancement at a given level. One way you can acquire enhancements is by defeating elite opponents of your level or higher; in this case, you might learn the new enhancement because you saw it in action and learned from the experience. The e20 System Core Rulebook provides a template that the GM can use to turn the defeated opponent’s talents, feats, or stunts into a comparable enhancement appropriate for a given level.

Form

Form enhancements focus on strict, repeated, and exhausting defensive exercises that burn themselves into your mind, and soon you find that every move, shift, parry, and counterattack comes automatically. Location Affinity: arms (shield, bracers) Skill Affinity: Focus, Melee Defense Affinity: Primary Class Affinity: Dreadnought

Method

Method enhancements translate physical prowess into accuracy and power, and you learn to apply your body’s strengths toward direct and bold actions. Location Affinity: hands (gauntlets, gloves) Skill Affinity: Athletics, Firearms, Unarmed Defense Affinity: Fortitude Class Affinity: Vanguard

Creating Enhancements Whether the enhancement is a physical item or a trick learned through intense training, it costs both time and money to create—and they are even more expensive to buy from someone else. Creating enhancements is a good way for you to use your expertise to help your comrades improve. In this way, both you and your entire party benefit from your personal strengths. Every enhancement has a slot, a bonus to one or more skills or defenses, level, prerequisite, and cost, and some allow a user to gain the benefit of one or more talents, feats, or traits.

Secret

Secret enhancements represent the ephemeral keys to the psyche, and your intimate understanding of emotion, desire, and expression allow you to manipulate those around you. Location Affinity: neck (necklace, amulet, charm, medal) Skill Affinity: Deception, Influence, Linguistics Defense Affinity: Will Class Affinity: Envoy

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Slot: Choose a slot for the enhancement to occupy (see above). The slot you choose determines the location, skill, defense, and class affinities for the enhancement. Physical Enhancement: If creating a physical enhancement, choose the enhancement’s base item and the body location it occupies when equipped. For example, the base item for a magic longsword is an ordinary longsword, and its body location is held. Skills and Defenses: Every enhancement provides a +1 to +5 enhancement bonus to at least one skill or defense. Talents: If an enhancement provides a bonus to a skill, it can also provide the ability to use a talent that uses that skill. Exploits can provide core or major talents, and other enhancements can provide only major talents. Feats: Enhancements can allow a user to gain the benefit of a class, general, or style feat. Traits: Some enhancements have traits that produce a special effect other than a talent or feat in exchange for increasing the enhancement's level. For example, a flaming sword might add +1d6 of fire damage on a hit and add +1 to the enhancement’s level. Most traits are magical or psionic in origin, and a wide variety of traits are described in the e20 System Core Rulebook. Level: An enhancement's level is a function of its enhancement bonuses to skills and defenses as well as the talents, feats, and traits it provides. Calculate the level using the following steps; if the enhancement does not have affinity for a given skill, defense, or class (for a talent or class feat), double that value when calculating the enhancement’s level.

• Your character level must equal or exceed 4 × (greatest enhancement bonus provided). • You must have Skill Focus for any skill that receives an enhancement bonus. • You must have the second-tier defensive feat (“Improved [Feat]”) for any defense that receives an enhancement bonus. • You must know any talent or feat the enhancement provides. • You must meet the prerequisite specified in the description of any trait the enhancement provides. Cost: To create an enhancement, you must first acquire the necessary components. In the case of a physical enhancement, one of the components is the base item the enhancement occupies. Unless otherwise specified, the market value of an enhancement is (purchase DC of components) + 3. Mental Enhancement: The component purchase DC is 15 + enhancement's level. Physical Enhancement: The component purchase DC is either 15 + enhancement’s level or 2 + base item’s purchase DC, whichever is greater.

Creation Process Once you have determined the enhancement’s level and cost, met its prerequisite, and purchased its components, you can begin creating the enhancement by participating in the challenge described below.

Create Enhancement

[Challenge]

Participants: 1 character, but additional characters can participate if they meet the prerequisite for the enhancement. If you are teaching the enhancement to another character, the recipient must be present during the entire creation process. Primary Skill: SKILL (Int) for physical enhancements, SKILL (Wis) for selftaught enhancements, or SKILL (Cha) for enhancements taught to another character. DC: 15 + enhancement's level. Complexity: 20 + enhancement's level. Factors: If you interrupt the creation process, you lose 5 progress for every week (or fraction thereof) that you are not participating in the challenge. Time: 1 day (base). Result: If the challenge is completed, the enhancement is created successfully. If the challenge is terminated, you lose half the value of the components needed to create the enhancement. (Replacing the lost half of the components has a purchase DC 2 points lower.)

• Skills and Defenses: Add 3 × (best enhancement bonus + 1 per additional enhancement bonus). • Talents: Add 2 × (largest level prerequisite of any talent provided + 1 per additional talent provided). • Feats: Add 4 × (largest level prerequisite of any feat provided [min. 1] + 1 per additional feat provided). • Traits: Add the level modifier of each trait the enhancement provides. • Body Location: After adding all values above, double the total level if the enhancement does not have affinity for the body location you choose. The resulting total gives you the enhancement’s level. Prerequisite: To create the enhancement, you must meet all of the following prerequisites. • Your character level must equal or exceed the enhancement's level.

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10: Combat Combat or its threat is an important part of most roleplaying games, and the e20 System is no exception. The combat rules are similar to those found in previous d20-based games except as noted here.

Defenses

Attacks

The e20 System uses static defense scores to determine the success of an attack and a simple saving throw mechanic to handle recovery from lasting effects. Defense scores are calculated using the following formula:

An attack is any action that uses the word “attack” to describe its d20 task resolution roll. Attacks damage or inhibit the target in some way.

10 + 1/2 level + ability modifier + defense bonus + enhancement bonus

Attack Roll

The specific ability modifiers used and the source of defense bonuses are different for each of the four types of defenses.

An attack roll is a skill check using the listed skill modifier, ability modifier, and other modifiers as described in the action’s summary.

Primary Defense Primary Defense is the target defense for most weapon-based attacks that are directed at a single target (as opposed to area attacks). Ability Modifier: Dexterity or Intelligence. If you’re wearing armor, it can limit your ability modifier. Defense Bonus: Dodge grants a +2 defense bonus and Improved Dodge grants a +3 defense bonus (increasing to +4 at 9th level and +5 at 17th level). If you are wearing armor, you instead add the armor’s listed bonus.

Attack Roll = d20 + skill modifier + ability modifier + misc. modifiers Some attacks—particularly those by inanimate objects such as traps and hazards—do not use a skill at all; instead, they use a flat modifier. If you are not Medium size, subtract your size modifier (or your weapon’s size modifier, if different) from all weapon attacks. When you make an attack, compare your attack roll to the target’s Primary, Reflex, Fortitude, and/or Will Defense, as described in the action’s summary. If your attack roll equals or exceeds the target’s defense, the attack hits. Otherwise, it misses. Natural 20: When you roll a natural 20 (the d20 comes up with 20 on its face), you gain two benefits:

Fortitude Defense Fortitude Defense is the target defense for attacks that directly affect your character’s physical health (such as diseases or poisons) and anything wherein sheer toughness and bulk comes into play (such as resisting being pushed). Ability Modifier: Strength or Constitution. Defense Bonus: Great Fortitude grants a +2 defense bonus and Improved Great Fortitude grants a +3 defense bonus (increasing to +4 at 9th level and +5 at 17th level).

• If your total attack modifier is at least +0 after applying all penalties (such as for range and concealment), you automatically hit the target. • If your attack roll equals or exceeds the target’s defense, you score a critical hit (see below). Natural 1: When you roll a natural 1 (the d20 comes up with 1 on its face), your attack automatically misses. In addition, if you are not trained in your weapon’s skill, you suffer a mishap. (See Mishaps, page 25.)

Reflex Defense Reflex Defense is the target defense for area attacks and environmental hazards (such as landslides or pit traps). In addition, Reflex Defense fills the same role as “touch Armor Class” did in previous d20-based games. Ability Modifier: Dexterity or Intelligence. If you’re wearing armor, it can limit your ability modifier. Defense Bonus: Lightning Reflexes grants a +2 defense bonus and Improved Lightning Reflexes grants a +3 defense bonus (increasing to +4 at 9th level and +5 at 17th level).

Critical Hits Critical hits are handled somewhat differently in the e20 System than in previous d20-based games. When you score a critical hit with an attack, choose one of the following effects: • Double Damage: Your attack deals double damage against the target. Roll damage normally, apply all modifiers, and then double the result. • Gain Action Point: You gain one Action Point, which you can use to gain other benefits during an encounter. (See Action Points, page 35.) • Perform Stunt: In addition to the normal effect of your attack, you can perform a stunt such as tripping, disarming, or pinning your target. Different stunts have requirements that might make them unavailable for a given attack. (See Stunts, page 64.)

Will Defense Will Defense is the target defense for attacks that are resisted by mental or emotional stamina and willpower (such as morale or psychic effects). Ability Modifier: Wisdom or Charisma. Defense Bonus: Iron Will grants a +2 defense bonus and Improved Iron Will grants a +3 defense bonus (increasing to +4 at 9th level and +5 at 17th level).

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Combat Terms Several combat-related terms have specific meanings that are important for understanding the combat rules in this chapter. Attack: An attack is any skill check that directly restricts the actions of or harms another character. An attack is usually made against one or more of a target’s Defenses. An attack hits if the attack roll equals or exceeds the target’s Defense, and it misses if the attack roll is less than the target’s Defense. If your skill modifier is +0 or more after applying all penalties, you automatically hit on a natural 20; if your attack roll equals or exceeds the target’s defense, you also score a critical hit. You automatically miss on a natural 1, and you suffer a mishap if you are untrained with your weapon. Damage: Many effects can deal damage. Subtract damage taken from the target’s hit points until none remain, and then subtract the remainder from the target’s reserves. If an attack deals half damage in a given circumstance, calculate damage normally (as if it hit) and then divide by 2. Unless otherwise specified, other effects caused by a hit do not apply on a miss. Defense: A character’s ability to resist attacks is represented by four Defense scores. Primary Defense applies to most weapon attacks that deal damage. Fortitude Defense applies to attacks that affect a target’s health or conditions, such as poisons. Reflex Defense applies to effects that cover an area rather than a single target, such as an explosion. It is also used when a target’s armor and ability to dodge do not apply against an attack. Will Defense applies to mental attacks that affect a target’s morale or mental condition. Target: A target is a character designated as being the subject of an attack or other skill check. Character: A character is anything that can be the target of an action. If you can affect it in a significant way, it’s a character. An incorporeal character has no Strength score and cannot exert force physically. A nonliving character has no Constitution score and cannot heal naturally. An immobile character has no Dexterity score and cannot move. A mindless character has no Intelligence score and acts on preprogrammed instructions or stimulus-response behavior. Creature: A creature is any character with a Wisdom and Charisma score. It is self-aware and it perceives its environment. Object: An object is any character with no Wisdom or Charisma score. It has no awareness, and any action it takes must be preprogrammed or automatic. Tables, chairs, and nonpowered melee weapons are objects. A device is any object that performs a mechanical, electronic, or supernatural function. Guns, computers, locks, and doors are devices. Noncharacter: Impassable barriers and environmental effects are not characters and cannot be a target unless an action’s description specifies otherwise. They can affect other characters, however, for example by blocking movement or by producing a hazard. If a specific action can target a noncharacter, it is treated as an object.

Barrier: A barrier is any solid obstacle that physically blocks movement. Solid walls, cliffs, and the ground are all barriers. Barriers are most often encountered as obstacles during movement. Environmental Effect: An environmental effect is nonsolid but might affect characters either by changing conditions (such as fog or light) or by creating a hazard (such as smoke or fire). Size: A character’s size represents its relative length, width, and mass compared to other characters. Size Modifier: Subtract a character’s size modifier from its Primary and Reflex Defenses, weapon attack rolls, and Dexterity-based skill checks other than attacks. Add a character’s size modifier to its Fortitude Defense, grappling attack rolls, and Strength-or Constitution-based skill checks other than attacks. Add twice a character’s size modifier to its weapon damage. Size Multiplier: This value applies to certain special situations, such as calculating a character’s encumbrance or collision damage. Space: A character’s space is the area it takes up on the battle grid, measured by its width in squares. Reach: Creatures and anthropomorphic vehicles have a reach that defines how large an area they threaten for purposes of attacks of opportunity and how far away they hit a target with a melee attack. Speed: A character’s speed represents how far it can move on the battle grid. Movement Type: A character with simple movement (including most creatures) can move in any direction it wants, and it doesn’t have a specific facing. A character with limited movement (including transports driven by another character and most flying creatures) have more restrictions on their movement; they have facing, can turn only under specific circumstances, and must declare their speed at the end of their turn. Base Speed: A character’s base speed is listed in its game statistics. Depending on the specific action taken, the character might move some multiple of its base speed as a single action (up to its maximum speed). Declared Speed: At the end of its turn, a character with limited movement declares its speed category for its next turn. Its can declare a speed up to one speed category higher or lower than its current speed. Current Speed: A character’s current speed is equal to the distance in squares it has moved this turn, the minimum value for its declared speed, or its falling distance in feet (up to 200), whichever is greatest. Range: Many attacks can affect a target at range. Range is calculated by counting the number of squares between you and your target, including the target’s square but not your own square. Determine your range penalty based on the distance to the target, the target’s current speed, or the difference in altitude between you and the target, whichever is greatest. Depending on your range, you might take a range penalty to your attack.

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defend yourself, withstand damage, and shake off the effects of attacks. All temporary hit points expire after a specified time has elapsed (most often at the end of the current encounter or after 1 minute). Temporary hit points are separate from your current hit points; do not add them together. When you take damage, subtract the damage from your pool of temporary hit points until they are reduced to 0, and then apply the remainder to your current hit points. Temporary hit points do not stack: If two or more effects would grant you more than one pool of temporary hit points, you keep only the largest pool rather than adding them together. Once they expire or you lose them from taking damage, temporary hit points cannot be recovered or healed in any way. However, you might be able to gain a new pool of temporary hit points later, from the same or a different source.

Saving Throws When an attack or other condition includes some sort of lasting effect, you make a saving throw (also called a “save”) at the end of your turn each round to try to end the effect. The e20 System has three different saves, each of which are made with a d20 roll plus your defense bonus from the defensive feats you know. (Add only your defense bonus, not your entire defense score.) • Fortitude save: 1d20 + Fortitude defense bonus vs. DC 10 • Reflex save: 1d20 + Reflex defense bonus vs. DC 10 • Will save: 1d20 + Will defense bonus vs. DC 10 Your fatigue and impairment penalties (if any) apply to your saving throw. As you become increasingly worn down by damage, you find it much harder to shake off the effects of conditions.

Reserves

Reserves represent how easily you can recover from damage or, when they’re running low, how close you are to your breaking point. In a way, your reserves are like a pool of “backup hit points”: Damage that exceeds your current hit points is subtracted from your reserves, and you can use your reserves to replenish your hit points. You have maximum reserves equal to your maximum hit points. Any time you take damage that exceeds your current hit points, subtract the excess damage from your current reserves. Like hit points, your reserves cannot be reduced below 0, and they cannot increase above your maximum reserves. After you've rested for 1 minute, you automatically recover as many hit points as possible from your current reserves, returning you to full hit points if sufficient reserves remain. Once per encounter, you can recover hit points as a standard action, drawing an amount up to 1/5 your maximum hit points from your reserves to help get you back into the fight. If you have at least 1 reserve point remaining, you are able to recover from damage very quickly. If both your hit points and reserves are reduced to 0, you are incapacitated and must make a Fortitude save every hour to see if you recover hit points and regain consciousness, remain incapacitated, or start to weaken and die. (See Conditions, page 62.)

Injury and Healing The e20 System uses a hybrid system to track damage and lingering effects on a character.

Hit Points and Reserves Your hit points and reserves provide an abstract representation of your how well you can survive or avoid the effects of an attack or hazard, how much damage you can survive, and how easily you can recover.

Hit Points

Your hit points represent how much punishment you can take before you’re in danger of losing consciousness or dying. Your maximum hit points are determined primarily by your class levels and your Constitution score, as specified in each class description (see Classes, page 11). Other game statistics, such as feats you know or your size, can also affect your hit point total. Hit points do not represent physical toughness alone. Highly experienced characters have a great number of hit points because they are skilled enough to avoid or minimize the effects of an attack, but their ability to do so is gradually worn down over the course of a fight. In contrast, a large object has a great number of hit points because it has so much mass and resilience that it can withstand a great deal of physical punishment. When you take damage from any source, subtract the damage dealt from your current hit points; if your hit points are reduced to 0, subtract the remaining damage from your reserves (see below). Your hit points cannot be reduced below 0, and they cannot increase above your maximum hit points. If you have at least 1 hit point remaining, you can act normally on your turn. If your hit points are reduced to 0, you are exhausted and unable to take more than a single action each round. In addition, if you take a standard action while exhausted, you must make a Fortitude save at the end of your turn to avoid becoming disabled. (See Conditions, page 62.) Temporary Hit Points: Some sources (such as the Vanguard’s Rage class feat) can grant you temporary hit points, which represent an effect that provides an extraordinary boost of vitality that helps you to better

Massive Damage Threshold Your massive damage threshold represents how much damage you can take in a single attack without suffering any lingering debilitating effect beyond that specified by the attack itself. You calculate your massive damage threshold with the following formula: Threshold = 10 + Fortitude Defense + armor bonus + misc. bonus

Fortitude Defense: Include your Fortitude Defense (not just your Fortitude defense bonus) when calculating your massive damage threshold. Armor Bonus: When you are wearing a suit of armor, you gain its listed armor bonus to your massive damage threshold. (This bonus applies even if you are not proficient with the armor you wear.) Miscellaneous Bonuses: Some feats, racial traits, and other effects might modify your massive damage threshold.

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Table 10–1: Massive Damage Hit Points 1+

Reserves 1+

1+

0

0

1+

0

0

Effect1 You are fatigued, causing a –1 fatigue penalty to all skill checks and saving throws; these penalties stack if you take massive damage additional times. At the end of your turn, make a Fortitude save to reduce your fatigue penalty by 1. Fatigue penalties end automatically if you rest for one full minute. You are impaired, causing a –1 impairment penalty to all skill checks and saving throws; these penalties stack if you take massive damage additional times. After a long rest (6 hours or sleep or the equivalent), make a Fortitude save to reduce your impairment penalty by 1. You take a –1 fatigue penalty and fall unconscious (disabled). At the end of your turn, make a Fortitude save. On a success, you regain consciousness (removing the disabled condition). On a failure, your condition does not change. On a failure by 10 or more, your condition worsens to incapacitated. You take a –1 impairment penalty and begin dying (weakening). At the end of your turn, make a Fortitude save. On a success, you stabilize and become incapacitated. On a failure, you continue weakening and take an additional –1 impairment penalty. On a failure by 10 or more, you are dead (destroyed). Overwhelming Damage: If the damage dealt equals or exceeds 2 × your massive damage threshold, you are immediately killed (destroyed); the damage is too extensive for you to have any chance of survival. Vehicles and other volatile objects explode when destroyed by overwhelming damage. In addition, you can make a Fortitude saving throw to reduce your current impairment penalty by 1 after a long rest.

Effects of Massive Damage

If you take damage equal to or greater than your maximum damage threshold in a single attack, the attack causes some additional lasting effect determined by how many hit points and reserves you have remaining after applying the damage, as shown in Table 10–1: Massive Damage.

Restoration

Restoration is a metaskill (page 23) that covers any attempt to treat injuries, perform surgery, attempt a jury-rig, or conduct major repairs on a character that has been damaged or affected by a condition (page 62). The skill you use to make a restoration check depends on what type of character you want to help:

Healing and Repairs

Medicine for any living creature Mechanics for any object or nonliving creature Nature for ordinary animals and plants (trained only) Computers for computer systems and other electronic devices (trained only) • Any weapon skill for a weapon from that group (trained only) • • • •

After losing hit points and reserves or being affected by various conditions (page 62), you have several ways to get back into fighting form either on your own or with assistance from other characters.

Rest and Healing

A living or self-repairing character can regain lost hit points and remove conditions that affect it in several ways. Recovery: Once per encounter as a standard action, you can recover up to 1/5 your maximum hit points from your reserves (but not more that the current reserves you have remaining). Subtract this amount from your current reserves and add it to your current hit points. Saving Throws: Most conditions (such as fatigue) allow you to remove them by making a successful saving throw at the end of your turn; the type of saving throw is identified in the condition or the attack that caused it. Some conditions require you to wait for a specified period before you can make a saving throw; for example, you make your saving throw after 1 hour when you’re incapacitated or a full night’s rest (6 hours) when you’re impaired. Make a separate saving throw against each condition, and you can decide the order in which you make your saving throws. If you are fatigued or impaired, apply the total of your current fatigue and impairment penalties to all saving throws. Short Rest: If you rest for 1 minute (10 rounds) without engaging in any strenuous activity, you automatically recover up to your maximum hit points from your reserves and remove all current fatigue penalties. In addition, you regain the ability to use all your expended major talents after a short rest. Moderate Rest: If you rest for 1 hour without engaging in any strenuous activity, you can make a Fortitude saving throw to regain 1/5 your maximum hit points. Apply this healing first to your current hit points, and then apply any remainder to your reserves. In addition, your Action Points reset to 1 after a moderate rest. Long Rest: If you spend 6 hours sleeping (or otherwise helpless, for non-sleeping characters), you automatically regain your maximum hit points. As during a moderate rest, apply this healing first to your current hit points, and then apply any remainder to your reserves.

To make a restoration check, you must be within reach of the target for the duration of the check. If you don’t have an appropriate tool kit (such as a first aid kit, surgery kit, tool kit, or electronics kit), you take a penalty of –5 to your check, and you might not be able to attempt it at all. Finally, since extensive or widespread damage is more difficult to mend, you take a penalty to your restoration check equal to the target’s combined fatigue and impairment penalties. Assisted Recovery: If a target has reserves remaining, you can attempt first aid or a jury-rigged repair to help restore it to working condition. As a standard action, make a DC 15 restoration (Wis) check to allow the target to recover 1/5 its maximum hit points from its reserves. You take a –5 penalty to your restoration check if you do not have a first aid kit (for living creatures) or appropriate basic tool kit (for other targets). For every successful assisted recovery that target has received in the same encounter (that is, without resting for one minute), you take a cumulative –5 penalty to your restoration check. (There’s only so much you can with bandages and duct tape.) Restoring Hit Points: You can restore a character’s hit points with surgery or major repairs by completing a challenge: Check restoration (Int) DC 20; Complexity 10 × size multiplier (min. 5); Base Time 1 hour; Completed target heals 1/5 its maximum hit points; Terminated target takes damage equal to 1/5 its maximum hit points (which might qualify as massive damage). Because of its delicate nature, this procedure requires you to have a surgery kit (for living creatures) or a deluxe tool kit of the appropriate type (for other targets) to avoid taking a penalty to your restoration check. If you instead use a first aid kit or basic tool kit, you take a –5 penalty to your restoration check; without an appropriate kit of some kind, you cannot attempt to restore hit points at all.

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Depending on the circumstances of its destruction (disintegrated, shattered, imploded, exploded, or killed by more conventional means), it might leave behind a relatively intact body, mutilated remains, scattered fragments, a pile of ashes, or anything in between. If a powered vehicle or other volatile object (such as a generator or fuel tank) is destroyed by overwhelming damage (damage that equals or exceeds 2 × its massive damage threshold), it explodes: Target all characters within (size modifier) squares of destroyed character; Attack +5 vs. Reflex; Hit 4d6 + (2 × size modifier) explosion damage; Miss by 5 or less 1/2 damage; Special double damage to any character in contact with or inside the destroyed character. Restoration: Normally none, but some settings might have special supernatural or technological means of resurrecting or reassembling a destroyed character. Disabled: The character is helpless, unconscious, and unable to take any actions. A living or self-repairing character can remove the disabled condition without assistance. At the end of its turn, the character makes a Fortitude save. On a success, remove this condition. On a failure, its condition does not change. On a failure by 10 or more, its condition changes to incapacitated. Restoration: As a standard action, a character can make a DC 20 restoration (Wis) check to remove this condition from a disabled target. On a failure by 5 or more, the target instead takes a –1 fatigue penalty. Disadvantaged: Opponents gain a +2 bonus to attacks against a disadvantaged character (+5 if it is helpless). Depending on the specific circumstances, the character might be disadvantaged to all opponents (such as when it is stunned) or only to specific opponents (such as when an enemy uses the feint action). Exhausted: The character can take only a single action (standard, move, or swift) on its turn, and it has only 1/2 its normal carrying capacity. If an exhausted character takes a standard action, it must make a Fortitude save at the end of its turn. On a failed save, its condition becomes disabled. This condition ends automatically when the character gains at least 1 hit point and the total of its current fatigue and impairment penalties does not exceed 5 + its Constitution modifier. Fatigued: The character takes a –1 fatigue penalty to all skill checks and saving throws. If a character is fatigued multiple times, these penalties stack. If the total of a character’s current fatigue and impairment penalties is greater than 5 + its Constitution modifier, the character automatically becomes exhausted. A living or self-repairing character can reduce its fatigue penalty without assistance if it has had sufficient sustenance (food, water, air, and sleep). At the end of its turn, a fatigued character can make a Fortitude save to reduce its fatigue penalty by 1 point. This condition is removed when a character’s fatigue penalty is reduced to 0 or it rests for 1 minute (10 rounds). Restoration: As a standard action, a character can make a DC 15 restoration (Wis) check to reduce a target’s fatigue penalty by 1. On a failure by 5 or more, the target’s fatigue instead increases by 1. Grabbed: When a character hits vs. Reflex with a grapple attack, both the attacker and target are grabbed. A grabbed character can perform most actions normally, but it can move only 1 square as a standard action if its opponent is the same size and cannot move at all if its opponent is larger. A grabbed character drags its opponents with it when moving. The grabbing character cannot perform any action that requires two hands other than a grapple attack. This condition ends in one of four ways: (1) The grabbed character successfully shakes off the grab as a swift action; (2) The grabbing character becomes helpless; (3) At the end of the grabbing character’s next turn after its most recent successful grapple or maintain hold

Excessive Damage The default massive damage rules represent a cinematic heroic style of play appropriate for most settings and campaigns in the action and adventure genres. As an optional rule for less cinematic styles, taking damage that exceeds your massive damage threshold by a great amount can cause additional fatigue or injury. This rule provides options for two less cinematic styles of play—heroic realism or gritty realism—and it provides a good example of how the e20 System can be adapted to very different genres and settings. Heroic Realism: Heroic characters can still perform cinematic and sometimes over-the-top actions during their adventures, but they are much more likely to find themselves limping, bleeding, or worse before the day is out. The original Die Hard might fit this style of play, with John McClane being bloodied, bludgeoned, and almost unable to walk by the end of the movie. For every 10 points by which an attack’s damage exceeds your massive damage threshold, you take an additional –1 fatigue or impairment penalty (determined by whether you have any remaining reserves, as normal). Because you are automatically exhausted your combined fatigue and impairment penalties exceed 5 + your Constitution modifier, you are much more likely to be significantly hindered even if you have hit points or reserves remaining. Gritty Realism: Though you might have the ability to perform some amazing acts of heroism, the very real and immediate threat of serious injury or death virtually requires that you act in a more cautious (and realistic) manner. You’ll want to find and stay in cover as much as possible, so you will tend to be less mobile during a fight. Even then, a single lucky shot can take you out of action—perhaps permanently. Many war movies (such as Saving Private Ryan) fit this style of play, and it strives to capture the terror, brutality, and inhumanity of combat. For every 5 points by which an attack’s damage exceeds your massive damage threshold, you take an additional –1 fatigue or impairment penalty (determined by whether you have any remaining reserves, as normal). In addition, if you ever take damage equal to or greater than 2 × your massive damage threshold, you are automatically disabled (if you have reserves remaining) or destroyed (if you do not), regardless of your current hit points. With this variant, you are very likely to become exhausted due to fatigue and impairment during any lengthy battle, and a single critical hit (or regular hit from a particularly powerful weapon) has the real potential to kill you outright. Removing Conditions: Although most targets can recover from conditions on their own, you can make a restoration check to speed the process along. In a condition’s description (see below), it indicates if you can make a restoration check to assist in removing a condition from a target. When removing a condition, you take a –5 penalty to your restoration check if you do not have a first aid kit (for living creatures) or appropriate basic tool kit (for other targets).

Conditions A number of adverse conditions can affect a character. If more than one condition affects a single character, apply both if possible. If not possible, apply only the most severe condition. Dazed: Living creatures only. The character cannot take any actions. Destroyed: The character is no more. It has ceased to be. It has expired, kicked the bucket, shuffled off this mortal coil, run down the curtain, and joined the choir invisible. It is an ex-character.

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A prone creature on a solid surface is treated as having cover from a low object (+2 cover bonus to Primary and Reflex Defenses, but an attacker ignores low objects within its reach). A prone character takes a –5 penalty to attack with melee weapons, and the only other weapons it can use are firearms, emplaced weapons on bipods, crossbows, and shuriken. Slowed: The character (or driver, for a transport) loses its move action on its turn. It can trade its standard action for another move action, however. Staggered: The character (or driver, for a transport) loses its standard action on its turn. Stunned: Living creatures only. The character cannot take any actions, and it is disadvantaged. Unconscious: Creatures only. The character is helpless and unaware of its surroundings. If standing when it becomes unconscious, it also falls prone. If the character is sleeping (as opposed to being unconscious because of another condition), it can make a Perception (Wis) check at a –10 penalty to wake up in response to any unexpected sound, light, or movement. Restoration: A character can automatically wake a sleeping target within its reach with a standard action. Uncontrolled: Creatures and vehicles only. An uncontrolled creature immediately falls prone. If swimming, it begins to sink, and if flying or climbing, it falls from its current height. An uncontrolled vehicle continues moving, turning randomly and reducing it declared speed by one category each round (or losing an equal amount of altitude, if flying). It remains uncontrolled until its driver makes a control (Dex) check to regain control or the vehicle’s declared speed is reduced to stationary. (See Losing Control, page 70.) Weakening: The character is helpless, unconscious, and unable to take any actions. At the end of its turn, the character makes a Fortitude save. On a success, its condition changes to incapacitated. On a failure, its impairment penalty increases by 1. On a failure by 10 or more, the character is destroyed. Restoration: As a standard action, a character can make a DC 20 restoration (Wis) check to stabilize a weakening target and change its condition to incapacitated. On a failure by 5 or more, the target’s impairment penalty increases by 1.

attack; (4) The grabbling character voluntarily releases the grab as a free action. Grappled: When a character hits vs. Reflex and Fortitude with a grapple attack, the target is grappled. A grappled character is disadvantaged against all characters other than opponents grappling it, its reach extends only into its own space, and it cannot voluntarily move from its space. It can make weapon attacks only against an opponent grappling it and only if wielding a light weapon. It takes a –5 penalty to all attack rolls except those made with unarmed attacks or natural weapons. This condition ends in one of four ways: (1) The grappled character successfully escapes the grapple as standard action; (2) The grappling character becomes helpless; (3) At the end of the grappling character’s next turn after its most recent successful grapple attack; (4) The grappling character voluntarily releases the grapple as a free action. Helpless: The character is disadvantaged, and opponents gain a +5 bonus to attacks against it rather than the usual +2. Opponents can attempt to kill a helpless character outright by using the coup de grace action. This condition is always caused by another effect, so it continues until the effect ends. Unattended, stationary objects are always helpless. Impaired: The character takes a –1 impairment penalty to all skill checks and saving throws. If a character is impaired multiple times, these penalties stack. If the total of a character’s current fatigue and impairment penalties is greater than 5 + its Constitution modifier, the character automatically becomes exhausted. A living or self-repairing character can reduce its impairment penalty without assistance if it has had sufficient sustenance (food, water, air, and sleep). After a long rest (6 hours of sleep or the equivalent), an impaired character can make a Fortitude save to reduce its impairment penalty by 1 point. This condition is removed when a character’s impairment penalty is reduced to 0. Restoration: A character can attempt to remove this condition from an impaired target by completing a challenge: Check restoration (Int) DC 15; Complexity 10 × size modifier [min. 5]; Base Time 1 hour; Completed reduce target’s impairment penalty by 1; Terminated increase target’s impairment penalty by 1. Incapacitated: The character is helpless, unconscious, and unable to take any actions. A living or self-repairing character can remove the incapacitated condition without assistance. After one hour, the character makes a Fortitude save. On a success, it heals 1/5 its maximum hit points and this condition is removed. On a failure, its condition does not change. On a failure by 10 or more, its condition changes to weakening. Restoration: A character can attempt to remove this condition from an incapacitated target by completing a challenge: Check restoration (Int) DC 20; Complexity 10 × size modifier [min. 5]; Base Time 1 hour; Completed target regains 1/5 maximum hit points and is no longer incapacitated; Terminated target’s condition changes to weakening. Prone: Creatures only. A prone creature falls flat on the ground. If the creature is not walking on solid ground when knocked prone, it is subject to an additional effect. A mounted creature is thrown from its mount, falling 5 feet for every square of its mount’s reach. A climbing creature falls from its current height. A swimming creature sinks 1 square each round until it makes a DC 15 control (Str) check to regain control. A flying creature falls 100 squares the first round and 200 squares each subsequent round until it makes a DC 15 control (Dex) check to regain control. While prone, a creature can move only by crawling (4 × normal movement cost per square), and it can end this condition by using a move action to stand up.

Combat Sequence The basic combat sequence of the e20 System is similar to that seen in previous d20-based games.

Surprise At the beginning of an encounter, the Gamemaster decides who is surprised and who is prepared for combat. The GM can call for Perception checks, Insight checks, or any other skill check that he deems appropriate in order for characters to become aware of the imminent danger. (See Sense metaskill description, page 23.) If there is at least one surprised character and at least one unsurprised character, a surprise round occurs. A surprise round is like an ordinary combat round, but each unsurprised combatant is allowed only one standard, move, or swift action on its turn.

Initiative Every character makes an initiative check to determine their order for taking turns during the battle. For most characters, an initiative check is

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an Insight (Dex) check. If you are trained in Tactics, you can substitute a Tactics (Int) check. (See Initiative metaskill description, page 23.)

• Reactions: These are special actions that allow you to act on another character’s turn, but only after the action that triggered it is complete. After you resolve your reaction, the original character can complete its turn.

Combat Rounds

Table 10–2: Actions in Combat summarizes the effect of several sample actions.

Each character takes its turn in initiative order until everyone has had their turn; at that point, a new combat round begins and everyone is entitled to a new turn in the same order. Until you have started your first turn in combat, you are disadvantaged and vulnerable to some types of special attacks (such as a Sneak Attack).

Stunts Stunts are options that allow you to produce a specified effect or alter the effect of a normal attack.

During Other Characters’ Turns

You can perform free actions, reactions, and interruptions during other character’s turns, but only interruptions can prevent an action already in progress from being completed.

Performing a Stunt

You can perform a stunt as a standard action or as the benefit provided by scoring a critical hit. Every stunt is resolved by comparing your attack roll to one or more of the target’s defenses. Separate Action: As a standard action, you can produce the effect of one stunt. You take a –5 penalty on your attack roll unless you have the Stunt Mastery feat for that stunt; alternatively, you can spend an Action Point to perform a stunt at no penalty. Use the specified attack roll to determine if you are able to perform the stunt. Critical Hit: If you score a critical hit, you have the option of gaining the benefit of one eligible stunt in addition to the normal effect of your successful attack roll. You do not make a separate attack roll; instead, compare the result of your attack roll to the specified defense. (Even if you rolled a natural 20 on your attack roll, the stunt is not automatically successful.)

During Your Turn

Your turn breaks into three distinct phases. • Beginning of Your Turn: Most beneficial effects are listed as lasting until the beginning of your turn. At the beginning of your turn, you can choose to delay and wait for another character to complete its turn before acting; however, the delay will not extend the duration of any beneficial effects. • Middle of Your Turn: You can perform a standard action, a move action, a swift action, and one or more free actions in any order. Some situations and conditions might restrict or expand the actions available to you on your turn. • End of Your Turn: Most detrimental effects last at least until the end of your turn. At the end of your turn, make a separate saving throw for each condition that allows it (such as fatigue). See the individual condition’s description for details on the results of the saving throw (including whether any special effect occurs on a failed save).

Types of Stunts

There are two types of stunts: Universal stunts, which are available to all characters, and talent stunts, which are available only to characters who have a specific talent. Universal Stunts: Universal stunts are available for a wide range of attacks. In addition to performing a stunt as a separate action, each stunt can be performed with some types of attacks by spending an action point or by scoring a critical hit. The specific attacks that are eligible for each stunt are listed in parentheses.

Actions in Combat You can perform several different types of actions during combat. Each round on your turn, you can perform one standard action, one move action, and one swift action. You can also perform one or more free actions even when it is not your turn, and some situations might call for you to make an action in reaction to (or even interrupting) another character’s action.

• Bull Rush (any melee attack or charge): Target within reach; SKILL (Con) vs. Fortitude. On a hit, target is forced 1 square away from you, plus 1 additional square for every 5 points by which your attack roll beat the target’s Fortitude Defense. You can move to remain within reach of your target, and this movement does not provoke an attack of opportunity from your target. Regardless of how much your attack roll beats the target’s defense, you can move no more than your speed in squares; any movement performed as a part of a charge counts toward this limit. • Crush (grapple): Grappled target within reach; Unarmed (Con) vs. Fortitude. On hit, WEAPON + Unarmed (Str) damage and target is grappled until the start of your next turn. • Disarm (grapple or any melee attack): Target within reach; SKILL (Dex) vs. Reflex or Fortitude, whichever is higher. (You gain a +2 bonus to your attack if you are wielding a two-handed weapon, and you take a –2 penalty to your attack if your target is wielding a twohanded weapon; these modifiers stack.) On hit, target drops its weapon in a space of your choice that is within reach of both you and the target. If you disarm a target while unarmed, you can choose to wield the weapon instead of dropping it so long as you are otherwise able to do so. • Pin (grapple): Grappled target within reach; Unarmed (Str) vs. Reflex or Fortitude, whichever is greater. On hit, target is grappled and cannot take any actions until the end of your next turn.

• Standard Actions: These require the most effort and focus during your turn; most attacks are standard actions. You can trade your standard action for a move action or a swift action. • Move Actions: These involve movement and other substantial bodily adjustments, such as removing an article of clothing or standing up from a prone position. You can trade your move action for a swift action. • Swift Actions: These are generally used to enable other actions, and they are sometimes used to enhance or build on a standard action. • Free Actions: These require very little effort, and you can perform more than one each round (subject to the GM’s approval), even during another character’s turn. However, you cannot interrupt another character’s action when performing a free action. • Interruptions: These are special actions that interrupt another action (either your own or another character’s); resolve your interruption first, and when your interruption is resolved determine whether or not the other action is allowed to proceed. (For example, if you make an attack of opportunity when a target moves out of your threatened area and disable the target, that target would be unable to complete its movement.) You can perform only one interruption in response to any single action.

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• Riposte (feint, melee only): Target within reach; SKILL (Int) vs. Reflex. On hit, you gain a +2 bonus to your Primary and Reflex Defenses against that target until the start of your next turn. In addition, if your target makes an attack against you before the start of your next turn, you can make an attack of opportunity against the target as an immediate interruption. • Suppress (aid another or any area, autofire, or ranged attack): SKILL

(Int) vs. Will. On hit, the target immediately uses the lean action to increase its cover (if it has cover against your attack) or uses the fall prone action (if it does not have cover against your attack). The target loses its swift action on its next turn. • Throw (grapple): Grappled target within reach; SKILL (Str) vs. Fortitude. On hit, force target 1 square away from you, plus 1 additional square for every 5 points by which your attack roll beats

Table 10–2: Actions in Combat Action

Standard Actions

Effect

Aid Another SKILL (Int) vs. DC 10; on success, one ally gains +2 bonus or one enemy takes –2 penalty to designated skill check. Attack, Simple Area SKILL (Int) vs. Reflex; area by weapon; on hit, WEAPON + SKILL damage; on miss by 1–5, half damage. Attack, Simple Autofire Automatic weapons only; area 2; SKILL (Str for held weapon, Int for emplaced weapon) vs. Primary; on hit, WEAPON + SKILL damage; on miss by 1–5, half damage; expends 10 shots. Attack, Simple Barrage Automatic or semiautomatic weapons only; SKILL ( Str for held weapon, Int for emplaced weapon ) vs. Primary; on hit, WEAPON + SKILL damage; on miss by 1–5, half damage; expends 5 shots. Attack, Simple Melee SKILL (Str) vs. Primary; on hit, WEAPON + SKILL (Str) damage. Light Weapon: SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL (Dex) damage. Attack, Simple Ranged SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL (Dex) damage. Charge Move up to speed in straight line, ending adjacent to target; SKILL (Con) + 2 vs. Primary; on hit, WEAPON + SKILL (Con) damage; disadvantaged until start of next turn. Coup de Grace* Make simple melee or ranged attack against helpless target; on hit, automatic critical hit (double damage); if hit points reduced to 0, target is weakening (or destroyed if damage equals or exceeds threshold). Escape Control (Dex/Str) vs. Fortitude of grappling opponent; on hit, no longer grabbed or grappled and can step 1 square. Feint SKILL (Dex) vs. Reflex; on hit, target is disadvantaged to you until the end of your next turn. Grapple Unarmed (Str) vs. Reflex and Fortitude; on hit vs. Reflex, you and target are grabbed until the end of your next turn; on hit vs. Reflex and Fortitude, target is also grappled until the end of your next turn. Perform Stunt Perform a stunt as a deliberate action. Ready Action Declare action and trigger that will activate it. Recover Recover up to 1/5 your maximum hit points from your reserves; 1/encounter. Total Defense Gain +2 bonus to all defenses until start of next turn.

Move Actions

Move, Limited* Move, Simple* Run* Stand up* Step Wear/Remove Item*

Limited movement only; move a number of squares that falls within your declared speed category. Simple movement only; move up to your speed. Simple movement only; move up to twice your speed; disadvantaged until start of your next turn. Stand up from a prone position. Simple movement, character scale only; safely move 1 square without provoking an attack of opportunity. Wear or remove a worn item from your person, such as a backpack, helmet, or belt.

Aim/Brace*

Fall Prone Lean Maintain Hold Retrieve/Store Item Shake Off Target Lock*

Cannot move during same turn; with two-handed or emplaced ranged or area weapon, add style bonus to damage equal to listed ability modifier (minimum 1): Strength (two-handed autofire or barrage), Intelligence (any ranged, blast, splash, or spread attack; emplaced autofire or barrage). When wielding two weapons and you hit with an attack with your primary weapon, use this action to make a melee or ranged attack with your off-hand weapon: SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL damage. Drop to a prone position. Reduce or improve existing cover by one step, such as by peeking around a corner. Must be grabbing target; Unarmed (Str) vs. Reflex; on hit, you and target remain grabbed until the end of your next turn. Item is retrieved from or stored in an accessible location such as a pocket, belt pouch, or holster. Control (Dex/Str) vs. Fortitude of grabbing opponent; on hit, no longer grabbed. Computers (Int) vs. Reflex; on hit, guided missile or torpedo will seek target independently when fired.

Maneuver Regain Control Release Saving Throw Speak

Control (varies) vs. maneuver’s DC; on success, you perform maneuver; on failure by 10 or more, you lose control. End of turn only; when uncontrolled, make DC 15 control (Dex) check; on success, you regain control. You release a grab or grapple you initiated. If releasing a grapple, step 1 square into unoccupied space. End of turn only; make a Fortitude, Reflex, or Will save to remove a condition currently affecting you. Speak or shout a few words.

Attack of Opportunity

When a target you threaten performs a provoking action in your threatened area, you can make a simple melee attack or simple ranged attack (handguns only) against that target. You gain one benefit of using an Action Point (see page 35).

Swift Actions

Extra Attack

Free Actions

Interruptions

Use Action Point

Reactions

Perform Readied Action Perform action readied earlier in the round when triggering condition is met.

* Provokes attack of opportunity

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the target’s Fortitude Defense; target takes WEAPON + Unarmed (Str) damage, falls prone, and is no longer grappled. • Trip (grapple or any melee attack): Target within reach; SKILL (Dex) vs. Reflex or Fortitude, whichever is greater. On hit, target falls prone.

Dual Weapon You wield one light or normal weapon in each of your hands. Once per round when you hit with an attack using your primary weapon, you can use make an extra attack (a swift action) with your off-hand weapon. You take a –2 penalty to all attacks with light weapons and a –3 penalty to all attacks with normal weapons.

Talent Stunts: A talent is always eligible to use any stunt that matches its keywords or those of the weapon you wield. For example, Cleaving Strike has the melee keyword, so you can use it to perform the Bull Rush stunt. In addition, you can use some talents to perform specific stunts in addition to those allowed by its keywords. If a talent has stunts available beyond those universal stunts you can use with a given weapon or talent keyword, it will be noted in the Stunts line of the talent’s description. For example, Draw Fire is not a ranged, autofire, or area attack, but you can nevertheless use it to perform the Suppress stunt. Finally, as a talent stunt, you can use a talent you know to perform another talent of the same type (core or major) from the same talent tree; you must meet the prerequisite (including minimum level) for the talent performed. If you use a major talent to perform a talent stunt, you expend that major talent for the duration of the encounter.

Emplaced Weapon You are using two hands to operate an emplaced weapon of some sort, such as a machine gun on a tripod, an autocannon on a fighter jet, or an artillery emplacement. The benefit of using this style depends on the specific type of weapon you wield: • Melee Attack: You gain a style bonus to your damage with melee weapons equal to your Charisma modifier (minimum +1). This usually applies only when you make an attack using a mount’s natural weapons, such as a warhorse’s hooves. • Ranged or Area Attack: If you aim (a swift action) before making a ranged or area attack, you gain a style bonus to your damage equal to your Intelligence modifier (minimum +1).

Fighting Style

Fire Control: If your emplaced weapon (or the vehicle it is built into) has an Intelligence score, it has a fire control system that helps you to operate the weapon. When you make an attack with the emplaced weapon, reduce the total of your range, speed, and concealment penalties by an amount equal to the vehicle’s Intelligence modifier (if positive). Driver-Operated Weapons: If you are trained in your transport’s control skill and you make an attack with a driver-operated weapon, you can make a control (Dex) check instead of the appropriate weapon skill check to make your attack roll.

The e20 System is designed to handle any style of combat, providing a unique benefit for each option a character might choose to employ. Unarmed Characters: If you are not wielding a weapon, you can use the dual weapon, one-handed weapon, two-handed weapon, or weapon and shield fighting styles. Unless you specify otherwise, you default to one-handed weapon fighting style when unarmed.

Driving When driving a transport (such as when riding a mount or piloting a vehicle), add your Dexterity modifier (minimum 1) as a style bonus to your transport’s Primary and Reflex Defenses. You must use two hands (and often your feet as well) to control the transport in order to use this fighting style. While driving a transport, you must use a move action to drive your transport on your turn and a free action at the end of your turn to declare your transport’s speed for the following round. Failure to do either of these actions results in your transport becoming uncontrolled unless it is stationary. Using a Different Fighting Style: Because you normally use both hands to control a transport, you have some difficulty using a different fighting style while driving. You take a penalty to all control checks if you don’t drive a transport with both hands: Using just one hand causes a –5 penalty (or a –10 penalty if driving a vehicle whose specialization has a prerequisite, such as helicopters or heavy aircraft). At the Gamemaster’s discretion, some transports might be so complex that they can’t be operated at all with less than two hands. There are two ways to use a different fighting style while driving without taking a penalty to your control checks. First, if your transport has a driver-operated weapon, you can choose to use emplaced weapon style instead of driving style. Because the weapon is specifically meant to be used while driving, you don’t take the penalties listed above to your control checks. Second, if riding a mount specifically trained for combat (such as a warhorse) and you are trained in Nature, you can guide your mount using your knees and free your hands for another use without taking the penalties listed above to your control checks.

One-Handed Weapon You wield a single light or normal weapon in one hand, and you have nothing in your other hand. You gain a style bonus to your Primary and Reflex Defenses equal to your Intelligence modifier (minimum +1).

Shield You wield a light or normal weapon in your primary hand, and you carry a shield in your off hand. You gain a style bonus to your Primary Defense determined by the type of shield you use (ranging from +1 to +3). If you are not proficient with shields, you gain only 1/2 the listed bonus for a shield.

Two-Handed Weapon You wield a light, normal, or heavy weapon in two hands. When using a thrown weapon, you don’t actually throw it with you hands, but you use your off hand as a counterbalance to give your throw a little extra force. The benefit of using this style depends on the specific type of weapon you wield: • Melee Attack: You gain a style bonus to your damage with melee weapons equal to your Constitution modifier (minimum +1). • Ranged or Area (Blast, Splash, or Spread) Attack: If you aim (a swift action) before making a ranged or area (blast, splash, or spread) attack, you gain a style bonus to your damage equal to your Intelligence modifier (minimum +1). • Area (Autofire or Barrage) Attack: If you brace your weapon (a swift action) before making an area (autofire or barrage) attack, you gain

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a style bonus to your damage equal to your Strength modifier (minimum +1).

Limited Movement Characters with limited movement have some special rules for movement. First, their facing matters because they can’t change direction very easily. Second, their ability to change speed from round to round has some limitations, and their speed determines how quickly they can turn. Third, they have to declare their speed at the end of their turn, and they must move a distance on the following round that falls within their declared speed category. Unless otherwise specified, transports of all types (a creature you ride as a mount or a vehicle you pilot) and flying creatures have limited movement.

Movement Your speed is determined by your race and your armor. Your speed while unarmored is your base land speed. A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal. Difficult terrain, obstacles, or poor visibility can hamper movement. During your turn, you can use actions to move across the combat grid. The number of squares you can move depends on your base speed and the specific action you take. Moving 1 square in any direction (even diagonally) costs you 1 square of movement. Each square of movement costs 2 × normal if you are crouched, and each square of movement costs 4 × normal if you are prone, crawling, climbing, swimming, or using some other alternative mode of movement. (Such movement modes often require you to make Athletics checks.) In addition, some environmental or terrain conditions can change the cost of each square of movement. If more than one multiplier applies to your movement cost, multiply them together to determine the final cost of each square of movement. Once you have used all the squares of movement your action allows, your movement ends. You can always move less than the maximum number of squares your action allows, if you wish. Unless otherwise specified, moving out of a space provokes attacks of opportunity from any character that threatens it. Most creatures can maneuver freely, moving in any direction they choose at will. Facing doesn’t matter for these creatures because they can easily turn toward or away from a threat. However, transports (mounts and vehicles) and some types of creatures are not so agile, and their facing matters during combat. Simple Movement: Unless otherwise specified, all creatures that aren’t flying have simple movement. They do not have facing, and they can move in any direction. You can do any of the following types of movement with a single move action if you have simple movement.

Facing

A character with limited movement has four faces: front, left, right, and aft (rear). Its faces affect who it can attack and how it moves. Firing Arcs: Each weapon attack that the character can make is limited to one or more firing arcs. An attack with a turret firing arc can attack in any direction. An attack with a partial turret can attack into three adjacent firing arcs (such as front/left/right). Direction of Movement: The character can move either forward (into a space adjacent to its front) or in reverse (into a space adjacent to its aft), but not left or right unless it has the hover trait (such as a helicopter). Movement in reverse is limited to low speed unless otherwise specified. (See Speed Categories, below.)

Speed Categories

A character with limited movement uses the following speed categories to determine how far it can move, how quickly it can turn, and what penalty it takes when making performing a maneuver (see Maneuvers, page 68). The speed penalty (if any) that applies to your control checks at each speed category is listed in parentheses. • Stationary (+0): The character is motionless. A vehicle with the pivot or hover traits or a walking mount can turn in any direction while stationary, but other characters cannot turn or move. • Low Speed (+0): The character moves up to its base speed. After moving forward a distance equal to (1/2 × space), it can turn up to 45 degrees. • Moderate Speed (–1): The character moves up to 2 × its base speed. After moving forward a distance equal to (1/10 × space × base speed), it can turn up to 45 degrees. • High Speed (–2): The character moves up to 5 × its base speed. After moving forward a distance equal to (1/5 × space × base speed), it can turn up to 45 degrees. • Very High Speed (–5): The character moves up to its maximum speed (see below). After moving forward a distance equal to (space × base speed), it can turn up to 45 degrees a maximum of once per round.

• Simple move up to your base speed. • Run up to twice your base speed in a straight line; you become disadvantaged until the start of your next turn. • Charge up to your base speed in a straight line (minimum 2 squares) and make a melee attack at the end of your movement; your turn ends after your attack, and you become disadvantaged until the start of your next turn. • Step 1 square in any direction; unlike other movement, this doesn’t provoke an attack of opportunity. If you have simple movement, you can trade your standard action for a second move action if desired. Treat consecutive moves on the same turn as a single continuous movement; for example, you can end your first move action in an occupied square so long as you continue your movement with a second move action (see Occupied Spaces, page 71). Similarly, if you have a base speed of 5 and you are crouched (movement cost 2 per square), you can move up to 5 squares if you use two consecutive move actions (10 squares total movement cost). Limited Movement: Flying creatures and transports (including creatures ridden as mounts as well as piloted vehicles) have limited movement, so that they can’t change direction easily and thus their facing is important. These characters have restrictions on how much they can change their speed from turn to turn. The following section outlines the specific rules for characters with limited movement.

Turn Rate: The turn rate listed for each speed category represents the default for a typical character relative to its speed and space. A character’s game statistics indicate if it has a longer or shorter turn rate. Turning is a free action that you can take immediately after moving forward a number of squares equal to a speed category’s listed turn rate. Sideslip: A character might wish to move to the side without changing its facing, for instance to change lanes, avoid obstacles, or weave in and out of traffic. When performing a sideslip, the character moves one square diagonally relative to its facing (that is, forward-left or forwardright) instead of moving one square forward. The character must move forward at least one square before it can sideslip one square. Once it has performed a sideslip, it cannot sideslip in the opposite direction until it has moved forward a number of squares equal to its turn rate. Maximum Speed: Your maximum speed is the greatest distance that you can travel in a single turn. By default, maximum speed is (base speed

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Moving on your turn requires you to use a move action, and you can do so a maximum of once on your turn each round. Unlike characters with simple movement, you cannot have multiple moves in a single turn. Unless you are stationary, you must perform a limited move (a move action) each round or you become uncontrolled. (See Losing Control, page 70.) Squares of Movement: During your movement, you can move any number of squares that falls within your declared speed category. You might be able to turn (change direction by 45 degrees) one or more times during your movement. Your current speed category, your space, and your base speed determine your turn rate (the number of squares you must move forward before being able to turn 45 degrees).

Simplified Limited Movement The rules for limited movement are meant to provide a slight touch of realism for campaigns that involve a fair amount of mounted or vehicle combat. If these situations arise only rarely or if you prefer a more streamlined approach, you can use the optional rules in this sidebar in place of the normal rules for limited movement.

Move Actions

A character with limited movement can use one or both of its move actions to move during its turn, just like any other character. No Backtracking: When moving, a character with limited movement can’t move into a space that it just left. In practice, this means that most characters with limited movement can’t turn more than 90 degrees. Hover or Pivot Traits: A character with the hover or pivot traits can ignore this limitation when using a simple move action. Run Action: When running, the character moves more than its base speed and up to 2× its base speed in a straight line. It can’t take the run action unless it has moved at least its base speed since the start of its last turn. Once it uses the run action, it must move at least its base speed on its next turn or it becomes uncontrolled. Running at Maximum Speed: If the character has performed no movement other than the run action since the start of its last turn, it can run a distance greater than 2× its base speed and up to 1/2 its listed maximum speed. If the character runs at maximum speed, it must move at least 2× its base speed on its next turn or it becomes uncontrolled. Flying Characters: Flying characters without the hover trait must use the run action to fly. A flying creature can take off with a simple move so long as it immediately follows it with a run action on the same round. However, a fixed-wing aircraft must reach a speed on the ground that equals its base flying speed before it can take off with the run action. Out of Control Vehicles: When a vehicle is uncontrolled, it repeats its last move action (simple move, run, or run at maximum speed) once at the beginning of its next turn, changing direction randomly at the start of its turn and then moving in a straight line. Each round thereafter, it reduces its move action by one step (to run, then to simple move, then to stationary); for a flying character, it instead reduces its altitude by an equivalent amount. A failure by 10 or more when attempting to regain control causes collision damage and brings the vehicle to a halt.

Aerial Movement Some special rules apply to flying characters. Minimum Speed: To remain in flight, the character must have a current speed greater than its base speed unless it has the hover trait (such as a helicopter). If its current speed drops below this amount for any reason, it stalls, becoming uncontrolled and falling immediately. (See Losing Control, page 70.) Altitude: Flying characters move in three dimensions, gaining or losing altitude by climbing or diving, respectively. Climbing costs 2 squares of movement for every square you increase your altitude. Diving costs 1/2 square of movement for every square you decrease your altitude. When declaring your speed at the end of your turn, determine your current speed based on your actual distance moved rather than the squares of movement you spent during your movement. When calculating the range to a target, use either the horizontal distance or the difference in altitude, whichever is more. Falling: A falling character drops 100 squares (500 feet) at the end of its first turn of falling and 200 squares (1,000 feet) at the end of each additional turn of falling. When declaring your speed, determine your current speed based on the distance fallen during your turn. Taking Off and Landing: Flying creatures that have simple movement on the ground and vehicles with the hover trait (such as a helicopters) can take off at any time by declaring a flying speed. It can land safely upon moving onto any unoccupied surface so long as the character is not uncontrolled and it is able to end its movement upon touching down. Otherwise, it crashes and suffers a collision. (See Collisions, page 72.) Other flying vehicles (such as fixed-wing aircraft) have additional requirements. To take off, the vehicle must have a current ground speed greater than its stall speed (that is, its base flying speed); depending on its base ground speed, this might take a few rounds to accomplish. To land, the vehicle must fly in a direction parallel to the surface as it enters an unoccupied space on ground; its current speed at landing cannot be greater than its maximum ground speed when it touches down. Otherwise, it crashes and suffers a collision. Once it touches down, it still has to reduce its ground speed to stationary to complete the landing.

No Facing

Characters with limited movement do not have facing in this variant. If the character has weapons with different firing arcs, it still can use multiple weapons against a single target only if all of them are listed as being able to attack into the same arc. × 4) for a creature and (base speed × 10) for a vehicle. However, the actual maximum speed might be substantially faster or slower than this amount, as listed in the character’s game statistics. (Vehicles, in particular, can vary widely in their maximum speeds.) A character’s maximum speed might make it unable to move at some speed categories. For example, a character limited to four times its base speed can’t move at very high speed at all.

Maneuvers When moving, you must make control checks to perform certain actions, such as avoiding a hazard or intentionally ramming an opponent. Your method of movement determines which skill you use to make control checks:

Movement Sequence

• Creature: A creature uses Athletics to perform maneuvers. If trained in Acrobatics, you can substitute an Acrobatics check. • Mount: When riding a creature as a mount, a driver uses Nature to perform maneuvers. • Vehicle: When piloting a vehicle, a driver uses Vehicles to perform maneuvers.

Use the following steps each turn to handle your movement. Declare Speed: Declare your speed category for next round at the end of your turn. You can declare a speed category up to 1 step higher or lower than your current speed on this last turn. You can declare a change in your direction of movement (forward or reverse) only if you were stationary this turn.

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Unless otherwise specified, you add your Dexterity modifier to your control check. In some situations, you might use a different skill or ability modifier to make a control check. The maneuver’s description notes if a different skill applies. Maneuver Modifiers: When making a maneuver, some modifiers might apply to your control check. Size Modifier: Subtract your size modifier from all control (Dex) checks and add your size modifier to all control (Str) checks. Speed Penalty: If you have limited movement, your current speed category might cause a penalty to your control check. Stationary or low speed, no penalty; moderate speed, –1 penalty; high speed, –2 penalty; very high speed, –5 penalty. Transports: If you are driving a transport (either riding a creature as a mount or piloting a vehicle), you always make control checks using your Dexterity modifier, regardless of what maneuver you perform. Add your transport’s Dexterity modifier to control (Dex) checks and add your transport’s Strength modifier to control (Str) checks. Multiple Maneuvers: If you have limited movement, each additional maneuver you perform in a single turn becomes increasingly difficult. You take a cumulative –2 penalty to your control check for each previous maneuver you have attempted since the start of your turn. (Characters with simple movement do not take a penalty for multiple maneuvers.)

Altitude Categories To help determine an appropriate altitude for a flying character, use the following altitude categories as a guide.

As a free action, make a control check against its listed DC. On a success, you perform the maneuver successfully. On a failure, you don’t perform the maneuver. On a failure by 10 or more points, you become uncontrolled. (See Losing Control, page 70.)

• Very Low: Up to 20 squares (100 feet) above the ground. Only flying creatures and hovering vehicles tend to use this altitude category in combat. Fixed-wing vehicles generally use this altitude only immediately before landing or after takeoff. • Low: Up to 100 squares (500 feet) above the ground. Attack aircraft often strafe ground targets at this altitude. • Moderate: Up to 500 squares (2,500 feet) above the ground. Aircraft often use this altitude while in a landing pattern and awaiting clearance for final approach. Most small arms aren’t a danger to aircraft at this altitude. • High: Up to 2,000 squares (10,000 feet) above the ground. Most helicopters cannot exceed this altitude. Creatures can breathe indefinitely without special equipment at this altitude or below. Surface-to-air missiles can strike a target at this altitude in a single round. • Very High: Up to 10,000 squares (50,000 feet) above the ground. Most fixed-wing aircraft cannot exceed this altitude. In fact, propeller- and turboprop-driven airplanes typically don’t exceed about half this altitude. • Extreme: Up to 50,000 squares (250,000 feet) above the ground. Almost leading up to the edge of space (about 60 miles), only rocket vehicles normally travel in this altitude range.

Specific Maneuvers

Option: Declaring Altitude Categories

Attempting a Maneuver

Instead of calculating altitude in squares, you can use altitude categories as an abstract representation of a flying character’s distance from the ground. At the end of a flying character’s turn, it declares its altitude category immediately after declaring its speed category. When a flying character climbs or dives, its declared speed changes because of the pull of gravity. For every step your altitude category increases, your declared speed decreases by one category. For every step your altitude category decreases, your declared speed increases by one category (even when falling).

The following section describes each maneuver in detail. The ability modifier you apply to your control check is listed in parentheses. Some maneuvers require that the character have either simple or limited movement, as noted in parentheses immediately after the ability modifier that applies to the check. Avoid Hazard (Dex): Combat rarely occurs on a perfectly flat, featureless plain. When you try to move through an occupied square, you must succeed on a control (Dex) check to avoid the hazard (collision or otherwise) and continue moving. You cannot avoid a hazard that fills the entire square (such as a large structure). You cannot avoid a hazard if you cannot make a control check (such as if you are disabled or uncontrolled) or if you are unaware of the hazard. In these cases, the hazard automatically affects you. The DC to avoid a hazard is 15 + hazard’s size modifier. On a success, you avoid the hazard and can continue your movement. On a failure, the hazard’s effect occurs normally. Specific rules for some common types of hazards are outlined below. Collision: If the hazard is another solid object, a collision occurs. (See Collisions, page 72.) Oil Slick: Determine an oil slick’s size by the area it covers. If you don’t avoid the hazard, you must make an immediate control (Dex) check (DC 15). On a failure, you lose control. Caltrops: Determine the caltrops’ size by the area they cover (rather than using the size of an individual caltrop, usually Diminutive). Caltrops attack any walking creature or wheeled vehicle with tires that enters their space: Target moving character; Range 0 squares; Attack +0 vs. Reflex and Fortitude; Hit vs. Reflex damage equal to moving character’s speed modifier; Hit vs. Reflex and Fortitude as above, and target is slowed and takes –1 impairment penalty; Special slowed condition remains until character reduces its impairment penalty by 1. Other Hazard: For other types of hazards (pits, traps, and so forth), use their listed game statistics to determine the effect of entering a space they occupy.

Change Declared Speed (Dex, limited only): With this maneuver, a character with limited movement can change its declared speed at a time other than at the end of its turn, increasing or decreasing the total distance it can move. The DC for your control (Dex) check is determined by how much you change your declared speed. A change of one category is a DC 15 check, and a change of two categories is a DC 25 check. You can attempt to change your declared speed only once per turn. On a success, your declared speed changes by the amount you specified. On a failed check, your declared speed does not change. If your speed category changes, your turn rate and maneuver modifier change to match the new speed category for the rest of your turn. Exceed Maximum Speed (Dex): Every character has the potential to move a bit farther than its normal limits. A character can attempt this upon moving the maximum possible distance during a single action, either a run action (simple movement) or its maximum speed (limited movement). Make a control (Dex) check vs. DC 25. On a success, you can move an additional number of squares equal to 1/10 the maximum you can normally move during your action. For every 10 points by which your check result exceeds the DC, you can add an additional 1/10 to your total movement allowed.

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Sideswipe: If you and the struck target are both moving in the same direction and the collision does not occur in either of your front or aft faces, you can attempt a special type of ram called a sideswipe. A sideswipe deals less damage to both targets during the collision, but it is more likely to cause the struck target to lose control. Make your control check as you would during a normal ram maneuver. On a hit vs. Reflex and Fortitude, both targets take 1/5 normal damage from the collision, and the struck target must make an immediate control (Dex) check (DC 15) or it becomes uncontrolled. (Depending on the collision’s damage, the struck target might need to make another control check to avoid losing control.) On a miss vs. Fortitude, both targets take 1/2 normal damage from the collision, and there is no additional effect. Tumble (Dex, simple only): A creature trained in Acrobatics can attempt to move through squares threatened or occupied by another creature, avoiding attacks of opportunity and collisions while doing so. Each square of tumbling costs twice as much as normal movement (2 points of movement per square on normal terrain). Make a single check for all continuous squares of tumbling, up to a maximum of 4 squares. Tumbling through a threatened square requires an Acrobatics (Dex) check against DC 15. On a success, you do not provoke attacks of opportunity during your tumbling movement. On a failure, you are subject to attacks of opportunity normally. Tumbling through a space occupied by another creature requires a Acrobatics (Dex) check against DC 25. On a success, you can move through the occupied space and you do not provoke attacks of opportunity during your tumbling movement. On a failure, you cannot move into or through the occupied space, and you are subject to attacks of opportunity normally. Use Skill (varies): Some skills are used as a part of movement. For example, you can make a Stealth (Dex) check vs. a target’s opposed sense (Wis) check to avoid being noticed, and you can make an Athletics (Str) check to climb a wall. Each skill’s description includes the specific check you must make as well as the result of a successful or failed check. As with any other maneuver, using a skill counts as an attempted maneuver for purposes of determining your check penalty for multiple maneuvers (if you have limited movement), and if you fail by 10 or more you lose control.

Hard Turn (Dex, limited only): A hard turn allows a make a 45-degree turn without first moving forward a number of squares equal to your turn rate. Make a control (Dex) check against DC 15. On a success, your facing changes by 45 degrees in the direction you specify. On a failed check, your facing does not change. Bootleg Turn (wheeled vehicles only): By making a bootleg turn, a vehicle can radically change direction without turning in a loop. However, in so doing, the vehicle comes to a stop. Before a transport can attempt a bootleg turn, it must move forward at least a number of squares equal to its turn rate. The DC for a bootleg turn is 5 per 45 degrees of facing change. On a success, your facing changes by the specified amount and your vehicle’s declared speed is reduced to stationary. On a failed check, your vehicle turns only 45 degrees in the specified direction and its declared speed does not change. Jump (Str): If moving on the ground, you can attempt to jump over a gap or obstacle in your path. Make a control (Str) check to attempt a jump, and add 1/10 your current speed to your check result. The DC of a long jump is equal to its distance in feet. (You clear a vertical height equal to 1/4 the distance you jump.) The DC of a high jump is equal to 5 × its distance in feet. If you do not have a running start (moving at least 2 squares in a straight line prior to the jump), the DC is doubled. Make a control (Str) check against the jump’s DC. On a success, you jump over the obstacle and can continue your movement. On a failure, you do not clear the obstacle, and you either suffer a collision or fall depending on the jump you attempted. Simple Movement: If you have simple movement and you fail by 1–4 points, you clear the obstacle but you fall prone, ending your movement. Wheeled and Tracked Vehicles: Wheeled and tracked vehicles cannot physically jump upward, so they begin falling immediately upon starting a jump. Double the DC for any jump made without a ramp. In addition, it cannot even attempt a high jump (to clear a vertical obstacle) unless it starts from a greater height or it uses a ramp (see below). If the vehicle’s fall brings it into contact with an obstacle (such as the far side of a ditch or ravine), a collision occurs. If the vehicle is not resting on a stable surface after the collision, it falls. If the vehicle uses a ramp, it gains some upward momentum that makes the jump easier. With an adequate ramp, the vehicle can attempt a long jump or high jump the same as any other character would. A long jump requires a ramp between 30 and 45 degrees, and a high jump requires a ramp between 45 and 60 degrees. Overrun (Str, simple only): A creature with simple movement can attempt to force its way through another creature’s space. Attempting to enter the target’s space provokes an attack of opportunity. If the target chooses to let you pass, you can move through its space without further effect (no check necessary). If the target resists your movement, make a control (Str) check against the target’s Fortitude Defense to attempt this maneuver. On a success, you can move through the target’s space. On a success by 5 or more, the target is also knocked prone. On a failure, you cannot enter the target’s space and your movement ends immediately. Ram (Str): You can choose to collide intentionally with another target, taking advantage of your momentum to try to strike in a way that reduces the damage you take. To ram a target, make a control (Str) check vs. Reflex and Fortitude. On a hit vs. Reflex, a collision occurs regardless of the size of the two characters. (A collision occurs automatically if either you or your target have a space at least 1 square wide in the map’s current scale, but this is often not the case at local, tactical, or aerospace scale.) On a hit vs. Reflex and Fortitude, you take half damage from the collision.

Losing Control When a character fails a control check, it might lose control of its movement. The specific effect of losing control depends on whether the character is a creature or a vehicle.

Creatures

When a creature becomes uncontrolled, it falls prone. A creature on a solid surface suffers no lingering effect from losing control. (It must spend a move action to stand up again, however.) Mounted Creatures: If riding a mount when it falls prone, the creature is thrown from the mount and falls 5 feet for every 1 square of the mount’s reach. For example, being thrown off the back of a warhorse (Large, reach 1) would result in a fall of 5 feet. Climbing Creatures: If climbing when it falls prone, the creature falls 100 squares on the first round and 200 squares on each subsequent round. Unless the creature can fly, it remains uncontrolled until it hits the ground. (See Falling, page 72.) Swimming Creatures: If swimming when it falls prone, it sinks 1 square per round until it regains control with a DC 15 control (Str) check at the end of its turn. The creature automatically regains control if it settles onto a solid surface underwater. Flying Creatures: If flying when it falls prone, the creature falls 100 squares on the first round and 200 squares on each subsequent round until it regains control with a DC 15 control (Dex) check at the end of its

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No Resistance: Unless it is charging or running, a creature can move through a space occupied by a creature that allows it to pass (most often an ally, but sometimes an opponent will choose not to resist your movement). The moving creature does not gain cover from the creature that allows it to pass. Overrun: While moving or charging, a creature can attempt to use the overrun maneuver to move through another creature’s space. Bull Rush: The Bull Rush stunt allows a creature to move into (but not through) another creature’s space in an attempt to force it out. Grappling: A creature can move into (but not through) another creature’s space if it is currently grappling. Tumble: A creature trained in Acrobatics can attempt to tumble through another creature’s space. Very Small Creatures: A Fine, Diminutive, or Tiny creature can move into or through a space occupied by another creature. The creature provokes attacks of opportunity when doing so. Creatures Three Sizes Larger or Smaller: Any creature can move through a space occupied by a creature at least three size categories larger or smaller than it is. Ending Your Movement: You can’t end your movement in the same space as another creature unless it is prone and disadvantaged. Difficult Terrain: Difficult terrain hampers movement, costing as 2 squares of movement for every square of difficult terrain you move into. You can’t run or charge across difficult terrain. If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow. Obstacles: Like difficult terrain, obstacles (including vehicles) can hamper movement. If an obstacle hampers movement but doesn’t completely block it, each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross. Flying and incorporeal characters can avoid most obstacles. Barriers: Some obstacles take up an entire square, blocking movement entirely. A character can’t move through a barrier, but it might be possible to climb, jump, or fly over it. Squeezing: In some cases, you might have to squeeze into or through an area that isn’t as wide as the space you take up. The specific effect of squeezing depends on whether the character has simple or limited movement. Simple Movement: You can squeeze through or into a space that is at 1/2 as wide as your normal space (round down). Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you are disadvantaged. For example, when a Large creature (which normally takes up a space two squares wide) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Acrobatics skill. You can’t attack while using Acrobatics to squeeze through or into a narrow space, and you are disadvantaged. Limited Movement: A character with limited movement does have to spend any additional movement when squeezing, and it occupies a space half as wide as its normal space when doing so. It can end its movement while squeezing. A character with limited movement cannot turn to change its facing while squeezing. For example, a Gargantuan bus (space 5 squares wide) can squeeze into a 2-square wide lane on a typical road, driving forward at no movement penalty and continuing to squeeze from round to round.

turn. The creature automatically regains control after it hits the ground. (See Falling, page 72.)

Vehicles

When a becomes uncontrolled, the following effects occur. • First round: On the character’s first turn that it becomes uncontrolled, it continues its movement forward until it has moved the minimum necessary for its declared speed. If its movement takes it into an occupied square, a collision occurs. • Second and subsequent rounds: On the character’s turn on each following round that it remains uncontrolled, the character turns randomly (d6: 1–2, 45 degrees left; 3–4, no turn; 5–6, 45 degrees right) and reduces its declared speed by one category. (Exception: A flying character instead decreases its altitude by a number of squares equal to half the minimum for its declared speed.) As before, it moves forward a number of squares equal to its declared speed, and a collision occurs if its movement takes it into an occupied square. Once uncontrolled, the vehicle is subject to some special rules. No Maneuvers: The vehicle cannot make any maneuvers while uncontrolled. For example, the vehicle’s driver cannot attempt to avoid hazards, so it has no way to prevent a collision if it moves into an occupied square. Regaining Control: At the end of each turn that it remains uncontrolled, the vehicle’s driver can make a DC 15 control (Dex) check to regain control of its movement. • On a success, the driver regains control. • On a failure by 1–9 points, the vehicle remains uncontrolled. • On a failure by 10 or more, the vehicle goes into a catastrophic spin resulting in a flip (on the ground) or tumble (in the air). The vehicle takes damage as if it had collided with a barrier. After the collision, its declared speed is reduced to stationary, and its new facing is determined randomly. If flying, the vehicle immediately begins falling (100 squares on the first round, 200 squares on each subsequent round). If the driver cannot make a control check at the end of its turn, the vehicle automatically flips or tumbles at the end of the second turn that it remains uncontrolled. If the vehicle’s declared speed is reduced to stationary and it is not falling, the driver regains control automatically at the end of its turn.

Occupied Spaces When another character or a barrier occupies a space, you have limitations on the ways that you can move into or through that space. The specific restrictions are determined by what occupies the space. Creatures: Except as described below, you can’t move into or through a space occupied by another creature without causing a collision. Prone and Disadvantaged: A creature can move into or through a square occupied by a prone and disadvantaged creature without penalty. (Some creatures, particularly very large ones, might count as difficult terrain.) If you end your movement in the creature’s space, it remains disadvantaged and prone until one of the following occurs: • You move out of its space. (It cannot make an attack of opportunity against you for this movement.) • It crawls to an unoccupied space. • It successfully grapples you. • It successfully uses the Bull Rush stunt against you, forcing you out of its space.

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However, it needs its full space to turn a corner, so it must swing wide (taking up more than one lane of traffic) to perform such a turn.

Collision

Big and Little Characters in Combat

Target: 1 moving character and 1 struck character or barrier*; Range: 0

[Hazard]

A collision occurs with a shuddering smash.

* Treat a barrier (such as the ground or a terrain feature) as a Colossal object (+10 size modifier, ×10 size multiplier).

Characters smaller than Small or larger than Medium have special rules relating to position. Little Characters: A little character is one whose space is no more than 1/2 square wide at the map’s current scale. A little character can move into or through the space of another little character without causing a collision or having to use any special maneuver. The size categories that take up such little space vary by the map scale used: character scale, up to Tiny; local scale, up to Gargantuan; tactical scale, up to 2X Colossal; aerospace scale, up to 5X Colossal. Reach and Little Characters: Characters that take up less than 1 square of space typically have a natural reach of 0 squares, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent if it has a reach of 1 or more squares. (You can attack a target in your own space so long as you don’t wield a reach weapon, so you can usually attack such characters without difficulty.) Since they have a natural reach of 0 squares, little characters do not threaten the squares around them. You can move past them without provoking attacks of opportunity, and they cannot flank an enemy. Big Characters: A big character is one whose space is at least 2 squares wide at the map’s current scale. The size categories that take up so much space vary by the map scale used: character scale, Large or greater; local scale, 1X Colossal or greater; tactical scale, 4X Colossal or greater; aerospace scale, 7X Colossal or greater. Reach and Big Characters: Characters that take up more than 1 square typically have a natural reach of 2 squares or more, meaning that they can reach targets in melee even if they aren’t in adjacent squares. Unlike when someone uses a reach weapon, a character with greater than normal natural reach (more than 1 square) still threatens squares adjacent to it. A character with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within its threatened area before you can attack it in melee. (At character scale, you can step 1 square as a move action without provoking an attack of opportunity.) Big characters using reach weapons can strike up to double their natural reach in melee but can’t strike at their natural reach or less, just as other characters can.

Attack: +(larger character’s size modifier) vs. Reflex Hit: (moving character’s current speed/10) × (other character’s size multiplier) bludgeoning damage.* Target must make immediate control (Dex) check (DC = 10 + hit points lost) or lose control.

* If the struck character has limited movement, double damage if it is moving toward the collision and halve it if it is moving away.

Moving Character: The character immediately spends a number of squares of movement equal to the hit points lost in the collision. Forced Movement: The smaller character (or the struck character, if both targets have the same size) is forced 1 square away from the collision and the other character. Continued Movement: If the struck character is the same size or larger and blocking the moving character’s movement (either in its front face or in the straight path of a running or charging character), the moving character stops. If the moving character is larger, it can continue its movement through the struck character’s space; the struck character is trampled, taking bludgeoning damage equal to 2 × the moving character’s size modifier. Miss: half damage, but all other effects apply normally. Special: All characters carried on a transport take damage from a collision equal to the damage that exceeded the transport’s massive damage threshold. If a carried character is wearing safety restraints (such as a seat belt) and the transport provides it with cover, divide the damage dealt to that character by the transport’s size multiplier.

Falling

Falling is one of the most common types of collision that can occur during an encounter. For ease of reference, the hazard statistics for a falling creature are provided here: Falling (hazard): Attack +10 vs. Reflex; Hit bludgeoning damage equal to distance fallen in feet (min. 5, max. 200); Miss half damage; Effect falling creature must make an Athletics (Dex) or Acrobatics (Dex) check against a DC equal to 10 + the damage taken or fall prone.

Map Scale Combat can occur at many different scales to account for the size of the combatants and their movement. Vehicles, in particular, can move great distances in a single round, so at a smaller scale they quickly run off the edge of the battle grid. For any given battle, choose an appropriate map scale depending on the combatants involved. Each of the four scales—character, local, tactical, and aerospace—is about 10 times larger than the next smallest scale; however, aerospace scale is more open-ended, allowing it to handle very different levels of technology. Even though map scales list particular sizes for each square on the battle grid, you should think of map scale as somewhat abstract; depending on circumstances, the actual size of each square can vary a bit from the numbers listed.

Collisions A collision occurs when a character moves into an occupied space other than as allowed under Occupied Spaces, above. If both characters occupy a space no more than 1/2 square wide at the map’s current scale, no collision occurs unless the moving character successfully uses the Ram stunt (page 70). If a character collides with multiple characters simultaneously (for example, a Large transport entering the spaces occupied by two adjacent Medium-size characters), resolve the effect each collision individually. A collision is a hazard that attacks all characters involved.

Character (5 feet/square)

The default battle grid is at character scale, where each square on the battle grid represents approximately 5 feet of space. Most combat that characters participate in will take place at this scale, and normal rules for movement, attacks of opportunity, and range apply.

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Local (50 feet/square)

What Fits on a Map?

Local scale is ideal for foot chases, platoon-level battles, and combat involving most ground vehicles. An unencumbered human can move or charge up to one square or run up to two squares in a single round. At this scale, attacks of opportunity generally do not come into play unless a character specifically moves into melee (usually with the charge action); otherwise, even two characters sharing the same square might be far apart.

With four different map scales, you might find it hard to estimate exactly what fits on a single map so that you can choose the right scale for the encounter. Use the following examples to help you visualize how big a space fits on a typical tabletop map grid (roughly 3 ft. long and 2 ft. wide and using 1-inch squares).

Character (180 ft. × 120 ft., 0.5 acre)

Tactical (500 feet/square)

• Tiny ancient or medieval hamlet or thorp (up to 50 people) • Modern residence (residential street with four town homes, two small houses with yards, or one large house with yard on each side; small apartment complex; small mansion; Executive Residence at the White House) • Mid-sized building or small complex (shopping center; warehouse; small office building; small hangar; small fort or outpost) • Interior of an airliner or jumbo jet • Deck of a coast guard cutter or luxury yacht

Tactical scale works best for chases involving subsonic aircraft, aerial dogfights, high-speed ground vehicle chases, and battles involving large military units. At this scale, a car traveling at typical highway speeds travels about 1 square per round, a light civilian airplane at takeoff or landing travels about 2 squares per round, and modern jet fighters in a dogfight travel about 6 to 10 squares per round.

Aerospace (1+ mile/square)

Aerospace scale is more abstract than the smaller scales, with a minimum size of about 1 mile per square (appropriate for high-altitude and long-range aerial battles with supersonic aircraft) but allowing for much larger battles depending on the technology involved (such as a space battle with gravity engines and warp drives). As a comparison, a vehicle in low Earth orbit travels roughly 30 miles per round, and anything over about 1 million miles per round represents traveling over the speed of light. Nevertheless, the size of each individual square in a space battle might be considerably smaller; vehicles could be traveling at amazing absolute speeds while still maneuvering at much lower speeds relative to one another. (In many science fiction and space opera settings, such as Star Wars and Star Trek, even massive space battles often take place when opponents are well within visual range.)

Local (1800 ft. × 1200 ft., 50 acres)

• Small ancient medieval city (up to 5,000 people) • Tiny modern town or several modern city blocks (about eight Manhattan city blocks at 900 ft. × 264 ft. each) • Large building or mid-sized complex (small farm; shopping mall; factory; distribution center; office complex; small airport; large castle or outpost; United States Capitol; the Pentagon; the Kremlin; Westminster Palace) • Deck of an aircraft carrier or supertanker • Modern platoon-level firefight (100+ combatants)

Tactical (3.4 mi × 2.3 mi., 7.82 sq. mi.)

• Ancient or medieval metropolis (up to 500,000 people) • Small modern city or large section of a modern metropolis (Midtown Manhattan; National Mall in Washington DC and across Potomac River to the Pentagon and Arlington National Cemetery) • Large modern complex (large international airport; major seaport; modern military base; JFK International Airport; Pearl Harbor; Naval Base San Diego) • Modern battalion-level battle (1,000+ combatants; Omaha Beach during invasion of Normandy)

Special Combat Rules Different situations in combat can have a substantial effect on the outcome of the battle. Most of these are similar to those seen in previous d20-based games.

Area Attacks Area attacks such as explosives, automatic weapons fire, and tear gas affect all eligible characters in a given area. Normally, the attack’s area is a space of the specified length and width in squares; for example, “area 3” means that the attack affects the area of a 3×3 group of squares. If an attack affects a nonstandard area, its description details the specifics of the area’s shape (for example, “a 4×1 line of squares”). Center of an Area: Determining the center of an area can be important for some effects. When you make an area attack, identify the point that is equally distant from all four corners of the area:

Aerospace (36 mi. × 24 mi., 864 sq. mi.)

• Modern metropolis and surrounding area (New York City; Tokyo; London; Paris; Moscow; Hong Kong) • Massive modern complex (Edwards Air Force Base; Fort Hood; Kennedy Space Center; Baikonur Cosmodrome) • Modern division-level battle (10,000+ combatants; all Operation Overlord landings during invasion of Normandy) For example, if you throw a grenade into a room through a window, the window provides cover to the area you’re trying to attack (that is, your grenade might bounce off the wall on the way in). In addition, any character inside might have cover (such as by hiding behind a desk) from where the grenade actually detonates. Common Effects: Unless otherwise specified, area attacks deal full damage on a hit and half damage on a miss by 5 or less, and they cannot score a critical hit. Area attacks are less vulnerable to concealment because you don’t need to aim at individual targets; you take no penalty from concealment unless it affects the line of sight between you and the center of the area. Types of Area Attacks: Area attacks can be autofire, barrage, blast, splash, or spread attacks. In the sections below, each type’s description specifies its normal area, which of a target’s defenses you use for your

• If the point is inside a square, designate one corner of that square as the center. • If the point is on the intersection between four squares, that intersection is the center. • If the point is on the line between two squares, designate one corner that touches that line as the center. (This occurs only when an area has an uneven shape, such as a 4×1 line of squares.) Indirect Range: Many area attacks have an indirect range, meaning that you need a line of effect both from you to the center and from the center to each target. In this case, each target gains the benefit of any cover in both lines of effect. (This is the only case where cover bonuses stack.)

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attack, how it interacts with cover, and any other additional effect or requirement associated with the attack.

Barrage

Either a short, controlled burst of automatic weapons fire or several quick shots with a semiautomatic weapon, a barrage is similar to autofire except that it is concentrated on a very small area. A barrage requires the use of an automatic or semiautomatic weapon and expends 5 shots. When using an automatic weapon, you might prefer a barrage to autofire so you can better conserve ammunition, avoid damaging other characters near your intended target, and have a reduced chance of suffering a mishap. When using a semiautomatic weapon, you can’t use autofire at all, so a barrage gives you an option that improves your chances of damaging a hard-to-hit target. However, semiautomatic weapons are more likely to jam when fired so rapidly in quick succession, so you have a greater chance of suffering a mishap than with an ordinary attack (most likely disabling your weapon).

Autofire

A sustained burst of automatic weapons fire spread over a small area, autofire is very effective against both tightly packed groups of enemies and Large or greater size enemies (which might be struck by multiple shots that deal additional damage). Autofire requires the use of an automatic weapon and expends 10 shots of ammunition. Because of the stress and heat generated by sustained fire, you have a greater chance of suffering a mishap with autofire than with most other attacks (most likely disabling your weapon). When wielding an automatic weapon with a high rate of fire (such as a minigun or Gatling autocannon), you can instead expend 100 shots to expand the attack’s area or increase the chance of damaging your targets, but using this option further increases your chances of suffering a mishap.

Autofire

Barrage

[Simple Attack]

Requirement: You must use an automatic or semiautomatic weapon with at least 5 shots remaining, which you expend when you make your barrage attack. Action: Standard; weapon, area (barrage) Target: 5 largest characters in area 1 Range: direct, by weapon Attack: SKILL (Str*) vs. Primary

[Simple Attack]

Requirement: You must use an automatic weapon with at least 10 shots remaining, which you expend when you make your autofire attack. Action: Standard; weapon, area (autofire) Target: all characters in area 2 Range: direct, by weapon Attack: SKILL (Str*) vs. Primary

* For emplaced weapon, add Intelligence modifier instead of Strength. Hit: WEAPON + SKILL damage.

* For emplaced weapon, add Intelligence modifier instead of Strength. Hit: WEAPON + SKILL damage.

Two-Handed or Emplaced: If you brace (a swift action) immediately prior to your attack, add a style bonus to damage equal to your Strength bonus (min. 1) with a two-handed weapon or your Intelligence bonus (min. 1) with an emplaced weapon. Miss by 5 or less: 1/2 damage Mishap: If using a semiautomatic weapon, you suffer a mishap on a natural 1 if trained or a natural 1–2 if untrained. Automatic and Semiautomatic Area Weapons: Some weapons (such as an automatic grenade launcher) produce area attacks in addition to having automatic or semiautomatic fire capability, allowing you to combine the effects of both types of area attacks. In this case, use the weapon’s normal area attack with the following modifications. Requirement: You expend 5 shots, as with any barrage attack. Miss: Deal 1/2 damage on a miss by 5 additional points (for example, 1/2 damage on miss by 10 or less instead of miss by 5 or less). Mishap: If using a semiautomatic weapon, you suffer a mishap on a natural 1 if trained or a natural 1–2 if untrained, as with any barrage attack.

Two-Handed or Emplaced: If you brace (a swift action) immediately prior to your attack, add a style bonus to damage equal to your Strength bonus (min. 1) with a two-handed weapon or your Intelligence bonus (min. 1) with an emplaced weapon. Target of Large or greater size: If the target occupies at least four squares of the attack’s area, you deal additional damage: 4 squares, +1 damage die; 9 squares, +2 damage dice; 16 squares, +3 damage dice; 25 squares, +4 damage dice. Miss by 5 or less: 1/2 damage Mishap: You suffer a mishap on a natural 1 if trained or natural 1–2 if untrained. High Rare of Fire: If using an automatic weapon with a high rate of fire, you can choose to expend 100 shots to gain one of the following two benefits: (1) Target all characters in area 5; or (2) Deal 1/2 damage on a miss by 10 or less. However, you suffer a mishap on a natural 1–2 if trained or natural 1–5 if untrained. Automatic Area Weapons: Some weapons (such as an autocannon with high-explosive ammunition) produce area attacks in addition to having automatic fire capability, allowing you to combine the effects of both types of area attacks. In this case, use the weapon’s normal area attack with the following modifications. Requirement: You expend 10 shots, as with any autofire attack. Area: Increase the attack’s normal area by one step on the standard progression (for example, from area 2 to area 5). Miss: Deal 1/2 damage on a miss by 5 additional points (for example, 1/2 damage on miss by 10 or less instead of miss by 5 or less). Mishap: You suffer a mishap on a natural 1 if trained or a natural 1–2 if untrained, as with any autofire attack. High Rate of Fire: If using an automatic weapon with a high rate of fire, you can choose to expend 100 shots to gain your choice of the following two benefits: (1) Increase the attack’s normal area by one additional step; or (2) Deal 1/2 damage on a miss by 10 additional points. However, you suffer a mishap on a natural 1–2 if trained or natural 1–5 if untrained.

Blast

A blast attack is high-energy, concentrated burst such as that created by most high explosives and fragmentary devices. A blast expands at a very high velocity (sometimes enough to form a true shockwave), so it doesn’t move slowly enough to flow around walls or other barriers that provide cover.

Blast

[Simple Attack]

Requirement: You must use a weapon or talent with the blast keyword. Action: Standard; area (blast) Target: all characters in area [by weapon or talent] Range: indirect, by weapon or talent Attack: SKILL (Int) vs. Reflex Hit: WEAPON + SKILL damage Miss by 5 or less: 1/2 damage

Splash

A splash attack focuses its energy on a single primary target and damages other characters in its area as a secondary effect of its burst.

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For example, an anti-armor rocket directs most of its damage to a single target, but the force of its explosion can still damage other nearby characters. Like a blast, the secondary effect of a splash attack’s burst expands at too high a velocity to flow around walls or other barriers that provide cover.

Splash

If all four lines cross a square that provides total concealment (such as thick smoke), the target has total concealment and you have no line of sight. For an area attack, instead pick a corner of your space and draw a single imaginary line to the area’s center (see page 73). If this line crosses a square that provides concealment, the area has concealment. If this line crosses a square that provides total concealment, the area has total concealment and you have no line of sight. Close Targets: If your target has concealment from smoke, fog, or precipitation, reduce its concealment by one step if you are adjacent to it. At the GM’s discretion, particularly thin smoke or fog and light precipitation might not provide concealment at all unless a target is much farther away. For example, very light rain or mist might provide concealment only at a distance of 100 squares or more. Darkness: Dim light (concealment) and total darkness (total concealment) are different from other types of concealment; determine their effects based on the lighting conditions in the target’s square rather than the space between you. For example, a character holding a bright lantern at the end of a long, dark hallway does not have concealment, even if most of the space between you is dark. Ignoring Concealment: Some abilities and effects might allow you to ignore the effects of some or all concealment. Blindsight: If you have blindsight, you ignore concealment and total concealment from any source. However, some types of blindsight work only within a limited range. Darkvision: If you have darkvision, you ignore concealment and total concealment from darkness only. As with blindsight, some types of darkvision work only within a limited range. Low-light Vision: If you have low-light vision, you ignore concealment (but not total concealment) from darkness only.

[Simple Attack]

Requirement: You must use a weapon or talent with the splash keyword. Action: Standard; weapon, area (splash) Main Target: 1 character adjacent to center of secondary area Secondary Targets: All other characters in area [by weapon or talent] Range: direct (primary target) or indirect (secondary targets), by weapon Attack: SKILL (Int) vs. Primary and Reflex Main Target Hit vs. Primary: WEAPON + SKILL (Int) damage Critical: Can score a critical hit (unlike other area attacks) Miss vs. Primary: Main target becomes a secondary target. Secondary Targets Hit vs. Reflex: 1/2 (WEAPON + SKILL) damage Miss vs. Reflex by 5 or less: 1/5 (WEAPON + SKILL) damage

Spread

A spread attack (usually a gas or liquid such as tear gas or napalm) expands to fill its entire area, bypassing cover and even flowing around corners. Because it expands more slowly than a blast or splash attack, a spread can damage characters that would have complete protection from other area attacks. However, its lower kinetic energy usually means that spread attacks deal somewhat less damage than that dealt by an explosive weapon of comparable size.

Spread

[Simple Attack]

Requirement: You must use a weapon or talent with the spread keyword. Action: Standard; area (spread) Target: all characters in area [by weapon or talent]*

Cover Any time an object or creature occupies a space directly between you and an opponent, you might gain cover and become harder to hit because your opponent doesn’t have a clear shot. When you have cover against an attack, you gain a +2 cover bonus to your Primary and Reflex Defenses. If you have improved cover (such as from an arrow slit or peeking around a corner), you instead gain a +5 cover bonus to your Primary and Reflex Defenses. You cannot make an attack of opportunity against a target that has cover against you. Determining Cover: When taking an action that requires line of effect (such as any weapon attack), pick a corner of your space and draw an imaginary line to all four corners of the opponent’s space. If one or two lines cross a square that provides cover, the target has cover. If three lines cross such a square, the target has improved cover. If all four lines cross such as square, the target has total cover and there is no line of effect for your attack. Low Objects: Some low objects provide cover just as a wall or other obstacle would. However, you ignore low objects that are within your reach when making an attack because you are able to shoot or swing above the low objects. Normally, low objects do not provide more than normal cover if you are standing or more than improved cover if you are prone. Mobile Cover: Mobile cover is provided by other creatures, and it works like ordinary cover except that it does not prevent attacks of opportunity. A single creature normally grants no more than normal cover, but a grappled or pinned creature (such as a hostage held as a human shield) can provide improved cover. A creature two or more sizes smaller than you grants no cover at all. Multiple Sources of Cover: If multiple sources of cover are in the same line of effect, do not add their cover bonuses together. Instead, the GM

* From center, area includes all contiguous squares not separated by total cover.

Range: special*, by weapon or talent

* Only apply cover in line of effect from attacker to center of area.

Attack: SKILL (Int) vs. Reflex Hit: WEAPON + SKILL damage Miss by 5 or less: 1/2 damage

Concealment Concealment represents any condition or effect that reduces your ability to see clearly. If your view of a target is obscured significantly (such as in dim light, smoke, fog, or heavy rain), that target has concealment. If you make a skill check that requires line of sight or a direct line of effect (such as a weapon attack) against a target that has concealment, you take a –2 penalty to your skill check. If your view is blocked completely (such as in total darkness, heavy smoke or fog, or a blizzard), that target instead has total concealment. You cannot use any action that requires line of sight against a target with total concealment. If you use an action that requires a direct line of effect, you must correctly guess the target’s location (that is, you pick a specific square to target) to have any effect; in addition, you take a –5 penalty to any skill check you make as a part of that action. You cannot make an attack of opportunity against an opponent with concealment. Determining Concealment: To determine if a target has concealment, pick a corner of your space and draw an imaginary line to all four corners of the target’s space. If at least one line crosses a square that provides concealment, the target has concealment against your attack.

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might upgrade the quality of your cover (from cover to improved cover, for example) if it seems like two sources of cover would complement one another by blocking the line of effect in different ways. For example, standing behind another creature (mobile cover) ordinarily won’t provide more than normal cover (+2 cover bonus). If you are standing on the other side of a whole crowd, however, there are fewer and fewer gaps that an attacker might use to get a clear shot, so you might instead gain improved cover (or even total cover, in the case of a very large and tightly-packed crowd). Indirect Range: The only exception is for attacks with an indirect range, such as a blast area attack. Indirect range requires two separate lines of effect (one from the attacker to the center of the area and another from the center of the area to the target); because of this, calculate the cover bonus for each line of effect separately and then add both cover bonuses to the target’s defenses. This is the only case where cover bonuses stack. Lean: As a swift action, you can lean into cover to increase it by one step (for example, turning improved cover into total cover), and you can reverse this with another swift action. This is possible only if there is a space within your reach that would provide less cover if you were to stand in it, such as when you peek around a corner. Hitting Cover: If you miss with an attack against a target with cover and the target’s Primary Defense exceeds your attack roll by an amount equal to or less than the target’s cover bonus, the character providing cover is subject to the attack instead of the original target. Compare the attack roll to the new target to determine the effect of the attack. Shooting Through Cover: Some objects are weak or thin enough that particularly powerful attacks can penetrate them. If you hit this sort of cover, your attack does not miss but the target gains Hardness (see page 77) against your attack. Some common examples of cover and the Hardness they provide are listed below. Decrease the listed Hardness by 1 step if the target is adjacent to the cover; this is due to an effect called spalling, which causes fragments and debris from the far side of the cover to be propelled outward by the force of your attack. Shooting Through Cover Thick glass, thick padding (e.g. overturned mattress) Thin wood or plastic (e.g. hollow-core door), typical interior wall (e.g. plaster, sheet rock, dry wall) Thick wood (e.g. solid oak door, small tree), thin light metal (e.g. car door, empty barrel) Typical exterior wall (thin brick or stone), bullet-resistant glass, thin layer of steel, multiple interior walls Thick or lightly armored wall, sandbags, thick tree trunk, thick layer of steel Heavily armored wall, very thick steel, bank vault

apply to specific types of damage. In these cases, the weapon’s damage type matters.

Ballistic

Bullets of all types deal ballistic damage, traveling at very high velocity to produce a great deal of kinetic energy despite their relatively low mass. Ballistic damage has the trait penetrating 2 against archaic armor. Ballistic weapons can use different types of bullets (such as armorpiercing or expanding ammunition) that produce a special effect.

Bludgeoning

Bludgeoning damage causes blunt-force trauma that smashes or crushes the target.

Explosive

Explosive weapons default to using a basic high-explosive charge that produces a blast area attack (see page 74).

Fire

Incendiary devices of all types deal fire damage by hitting their targets with a burning flammable substance such as oil, gasoline, white phosphorus, or napalm. On a hit vs. Reflex and Fortitude, the target catches fire, taking ongoing fire damage (Reflex save ends). If a spread area attack (page 75) deals fire damage, it creates a persistent hazard that lasts until the start of the attacker’s next turn: Target any character that enters or ends its turn in area; Attack +0 vs. Reflex and Fortitude; Hit 1d4 fire damage, ongoing 1d4 fire damage (Reflex save ends). A character taking ongoing fire damage can gain an immediate saving throw to end the effect if it smothers the flames with a standard action while standing or a move action while prone (“Stop, Drop, and Roll”). Alternatively, a character can automatically end ongoing fire damage by submersing its entire body in water (or the equivalent). Nonliving characters take 1/2 damage from fire damage.

Impact

10

Archaic black-powder cannons and similar weapons deal impact damage, launching a cannonball or other projectile with sufficient force to cause fragmentation that damages targets near the point of impact. Unlike ballistic damage, impact damage has too low a velocity and too large a striking area to have any additional penetration against archaic armor. When employed, an impact weapon produces a splash attack (see page 74). Against secondary targets, damage dealt by an impact weapon has the nonpenetrating trait.

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Nonlethal Damage

Hardness 1 2 5

When a living target takes nonlethal damage that equals or exceeds its massive damage threshold, it is always treated as if it has reserves remaining but any fatigue penalty taken is doubled. Nonlethal attacks deal 1/2 damage against nonliving targets.

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Damage Reduction

Piercing

Damage Reduction (DR) represents a character’s natural resilience to damage. It might be the result of its composition (such as a gelatinous target), its naturally redundant physiology or construction, or its sheer size. Whenever the character takes damage, reduce the damage taken by its DR, to a minimum of 0 damage. Types of Damage Reduction: Some DR is bypassed by different sources of damage. For example, DR 10/fire reduces damage by 10 points unless the attack deals fire damage. Multiple Sources of Damage Reduction: If a target has more than one source of DR, only the best one applies.

Piercing damage concentrates its force in a very small striking surface for better penetration. Most piercing weapons use a thrusting motion for their attacks.

Poison

Poison damage uses a chemical or biological agent to harm or immobilize a living target. Nonliving targets are immune to poison damage. All poisons require a hit vs. Fortitude to affect a target. Depending on the poison’s relative strength and toxicity, a modifier might apply to the target’s Fortitude Defense. In addition, other requirements before the poison takes effect depend on its delivery vector:

Damage Types

• Contact: hit vs. Reflex (target immune if wearing sealed suit) or as injected poison.

Some targets have resistance, vulnerability, or immunity to particular types of damage, and some targets have Damage Reduction that doesn’t

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• Inhaled: hit vs. Reflex (target immune if wearing gas mask, sealed suit, or nonbreathing). • Injected: must use weapon attack to deliver poison; delivering attack must hit vs. Primary and deal damage equal to or greater than the target’s massive damage threshold. • Ingested: target must consume poison in food or drink (usually not possible in combat).

example, a flamethrower (4d4 fire damage) also deals 1d4 ongoing fire damage. At the end of the target’s turn, it takes ongoing damage immediately before it attempts its saving throw to end it; the attack specifies what sort of saving throw the target must make. Since the target has its normal actions during its turn before the ongoing damage takes effect, it might have an opportunity to take a specific action that either ends the ongoing damage outright or allows an immediate extra saving throw to eliminate it before the end of the target’s turn. If so, the description of either the attack or the damage type specifies what the target must do to gain this benefit. For example, fire damage (page 76) specifies that the target can use a standard action if standing or a move action if prone to smother the flames and gain an immediate saving throw, and it can eliminate the damage automatically by submersing itself in water.

Because the composition and function of poisons can vary widely, a poison’s description details all specifics such as damage and other effects to the target.

Shock

Shock damage burns and immobilizes a target by sending a high-voltage electrical current through its body. On a hit vs. Reflex, a shock weapon deals its listed damage. If a living or electronic target takes shock damage that equals or exceeds its massive damage threshold, it is dazed (Fort save ends); on a failed save, it becomes stunned (Fort save ends). Nonliving, nonelectronic characters take 1/2 damage from shock damage.

Penetrating

Penetrating damage is particularly good at piercing armor and striking deep enough to hit the vital areas of even very large targets. If an attack has a penetrating damage value (for example, “penetrating 10”), subtract this value from the target’s Hardness, Damage Reduction, and armor bonus (in that order) before determining the effect of your damage. Nonpenetrating: The inverse of the above, nonpenetrating damage is particularly ineffective against large or armored targets. Before determining the effect of your damage, double the Hardness, Damage Reduction, and armor bonus of your target.

Slashing

Slashing damage uses a wide but very sharp cutting edge to slice through a target’s surface. Most slashing weapons use a swinging motion for their attacks.

Disadvantaged Opponents

Hardness

A disadvantaged character grants opponents a +2 bonus to attacks against it. In addition, some talents, feats, and other mechanics might have a special effect when a target is disadvantaged. Flanking: If two opponents are on opposite sides of your space and both threaten you, you are disadvantaged to those opponents. Flat-Footed: You are disadvantaged until the start of your first turn in combat. Uncanny Dodge: This feat prevents you from being disadvantaged due to being flanked or flat-footed.

Hardness represents the toughness of a target’s exterior, making it more difficult to damage with weaker weapons. Whenever the target takes damage, reduce the damage by the target’s Hardness (to a minimum of 0 damage). In addition, compare the weapon damage of an attack (not including any modifiers such as your skill, ability modifiers, or extra damage dice); if the weapon’s damage is not equal to or greater than the target’s Hardness, the attack deals no damage at all. For example, if attacking with a club (1d6 + Strength modifier weapon damage), it is virtually impossible to damage a bank vault (Hardness 20) regardless of your training and experience. Muscle-powered weapons (such as melee weapons) always include your Strength modifier as a part of its base weapon damage, so be sure to include this when determining if the weapon damage equals or exceeds the target’s Hardness. Other Modifiers: Talents, feats, and other modifiers might change a target’s Hardness for purposes of your attack or alter the way your attack interacts with Hardness. Such exceptions are described in the rules text. Melee Attacks and Hardness: If making a melee attack and your weapon damage is less than the target’s Hardness, there is a possibility that your weapon will be damaged by the attempt. If your weapon damage equals or exceeds your weapon’s Hardness (or your armor bonus, if you made an unarmed attack), deal that weapon damage to your weapon (or you, if you made an unarmed attack).

Dynamic Damage Unlike that caused by most attacks, dynamic damage interacts with a target’s Hardness, Damage Reduction, armor bonus, and massive damage threshold in a way that can substantially change the outcome of an attack. Dynamic damage can be devastating, ongoing, or penetrating, as described below.

Devastating

Devastating damage is particularly likely to cause serious or lifethreatening injuries to a target. If an attack has a devastating damage value (for example, “devastating 5”), subtract this value from the target’s massive damage threshold when determining the effect of your damage. Nondevastating: The inverse of the above, nondevastating damage is very unlikely to cause serious or life-threatening injuries to a target. Before determining the effect of your damage, increase the target’s massive damage threshold by 5.

Range

Ongoing

Range is an abstract measurement of how a target’s distance and speed interfere with your ability to use an action against it. A target’s range is equal to the greatest of the following three values:

Ongoing damage represents the lingering effect of an earlier attack, and it deals additional damage in later rounds. Ongoing damage occurs only if the attack that produces it deals sufficient damage to overcome the target’s Hardness and Damage Reduction. Because of this, ongoing damage ignores the target’s Hardness and Damage Reduction; it’s already “inside” the target once it takes effect. Normally, ongoing damage is equal to 1 damage die of the same size as the attack that produced it, and it has the same damage type. For

• Horizontal Distance: The number of squares between you and the target by most direct path, including the target’s square but not your own square. • Vertical Distance: The difference between your altitude (in squares) and that of your target.

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• Target Speed: The target’s current speed in squares (the distance it has moved this turn, the minimum for its declared speed, or its falling distance in feet [max. 200], whichever is more).

character’s game statistics, this is abbreviated with “[number]X” immediately before its size category. For example, a 2X Colossal character is two size categories greater than Colossal, and a 1X Fine character is one size category smaller than Fine. Size Modifier: As a character’s size increases, so does its size modifier. Apply a character’s size modifier to the following game statistics. (Published stat blocks already include these adjustments.) Subtract size modifier from a character’s Primary Defense, Reflex Defense, weapon attack rolls, and Dexterity-based skill checks other than attacks. Add size modifier to a character’s Fortitude Defense, grappling attack rolls, and Strength- or Constitution-based skill checks other than attacks. Add 2 × size modifier to a character’s weapon damage. Weapon damage always has a minimum value of 1 regardless of modifiers. Size Multiplier: Just as with size modifier, as a character’s size increases, so does its size multiplier. Size multiplier applies in some special situations where relative mass, volume, or surface area is important. Multiply this value by a character’s Strength when determining carrying capacity and by its current speed when calculating collision damage. Damage Reduction: Because their sheer mass makes it difficult to deal significant damage to them, characters of greater than Medium size have Damage Reduction equal to their size modifier. Height, Length, and Weight: Each size category has an average height (for tall characters) or length (for long characters) associated with it. When determining a character’s size, choose the size category whose average is closest to the character’s actual height or length. The size table also lists the average weight of a typical biological creature of a given size. Because the creature’s physical build and dimensions can vary substantially within a single size category, its weight might be as much as 10 times more or as little as 1/5 the average weight. Most biological creatures have a density a little lower than water, so characters made of lighter or heavier substances and those with substantial hollow interior space can weigh quite a bit more or less. Use the following guidelines to determine a character’s actual weight: solid metal, 5× to 10× weight; solid stone, 2× to 5× weight; watercraft, 1/2× to 1/5× weight; aircraft, 1/5× to 1/10× weight. Space: Space represents how wide a space (in squares) the character takes up on the battle grid at character scale. For each step that the map scale increases, a character takes up a space only 1/10 as wide, so only the largest characters will occupy more than one square at greater scales. Reach: Reach represents how far from its space a character threatens and can make melee attacks (page 79). With the exception of anthropomorphic vehicles (such as mecha), vehicles generally do not have a reach so they do not threaten an area around them. Average Base Speed: These columns show the average base speed for a creature of a given size and movement type (bipedal walking, quadrupedal walking, flying, or swimming). The base speed for each column advances according to the expanded progression (1, 1.5, 2, 3, 5, 7.5, 10, 15, and so forth). A particularly slow creature (such as a large herd animal) might be one step slower, and a very fast creature (such as a predator) might be one step higher; more extreme variations are possible but uncommon for natural, biological creatures. Vehicles do not use the average base speeds listed here. Instead, determine their base speed using their means of locomotion: watercraft, 4 squares, walker or tracked, 10 squares; wheeled or rotary wing, 20 squares; fixed wing (propeller or turboprop), 100 squares; fixed wing (turbojet or turbofan), 200 squares; rocket, 500 squares. A particularly slow or fast vehicle might have a base speed 50% more or less than this amount. Maximum speeds can vary widely, but they most often range from 5 to 15 times the vehicle’s base speed.

Unless vehicles are involved, horizontal distance determines your range in the vast majority of cases.

Range Penalty

Many actions list a range in their descriptions (for example, “Range 10”); this represents the action’s point blank range. Compare your target’s range to your action’s range for your action to determine if you take a range penalty: • • • • •

Point Blank (up to listed range): no penalty Short (up to 2 × listed range): –2 penalty Medium (up to 5 × listed range): –5 penalty Long (up to 10 × listed range): –10 penalty Extreme (up to 20 × listed range): –20 penalty

You cannot affect a target beyond extreme range. In addition, some actions might have a lower maximum range (for example, “within 10”).

Range and Map Scale

At different map scales, weapon and talent ranges require some adjustments. Because each step up in map scale increases the size of a square by a factor of 10, divide the range of a weapon or talent by 10 for each step up in scale. Treat two characters in the same square as 1/2 square apart for purposes of calculating range penalties unless one character specifically moves into melee combat (such as by using the charge action). Example: A typical pistol with range 5 in character scale has range 0.5 in local scale. You take no penalty against a target in the same square (treated as 1/2 square away), a –2 range penalty against a target 1 square away, a –5 penalty against a target 2 squares away, a –10 penalty against a target up to 5 squares away, and a –20 penalty against a target up to 10 squares away. Example: A typical rifle with range 20 in character scale has range 0.2 in tactical scale. Both point blank range and short range are less than 1/2 square (0.2 and 0.4, respectively), so you are at medium range (–5 penalty) against a target up to 1 square away, long range (–10 penalty) against a target 2 squares away, and extreme range (–20 penalty) against a target 4 squares away.

Size With targets larger or smaller than a typical adult human, some special rules come into play. The bigger a target is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Conversely, weapon attacks of larger characters are less accurate because even a small adjustment can shift its aim by a considerable amount; the opposite is true of smaller characters. (Since this same modifier applies to weapon attacks, a character doesn’t have a hard time attacking another target of the same size.) In addition, larger targets tend to be stronger and more resilient in combat, and smaller targets tend to be lighter and weaker. Table 10–3: Size summarizes the effect of size and provides comparative sizes, weights, and examples to give you an idea of what each size represents. Size Category: A character’s size category represents its height, length, and weight relative to other characters. A typical adult human is a Medium-size character. Characters can be larger than Colossal and smaller than Fine, but characters of such extreme size do not commonly interact directly in character-scale combat. Each additional size category is given the “Extra” descriptor, adding a multiple for each additional size (for example, Extra-Colossal, Double Extra-Colossal, and so forth). In a

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Table 10–3: Size Size Category (3X) 2 (2X) (1X) Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal (1X) (2X) (3X) 2

Size Mod. –25 –20 –15 –10 –5 –2 –1 +0 +1 +2 +5 +10 +15 +20 +25

Size Mult. ×0.01 ×0.02 ×0.05 ×0.1 ×0.2 ×0.5 ×0.75 ×1 ×1.5 ×2 ×5 ×10 ×20 ×50 ×100

DR — — — — — — — — 1 2 5 10 15 20 25

Height/ Length 0.2 in. 0.5 in. 1 in. 2 in. 5 in. 1 ft. 2 ft. 5 ft. 10 ft. 20 ft. 50 ft. 100 ft. 200 ft. 0.1 mi. 0.2 mi.

Weight 0.0002 oz. 0.002 oz. 0.02 oz. 0.2 oz. 2 oz. 1 lb. 10 lb. 100 lb. 1,000 lb 5 tons 50 tons 500 tons 5,000 tons 50,000 tons 500,000 tons

Space1 0.01 sq. 0.02 sq. 0.05 sq. 0.1 sq. 0.2 sq. 0.5 sq. 1 sq. 1 sq. 2 sq. 3 sq. 5 sq. 10 sq. 20 sq. 50 sq. 100 sq.

Reach1 (tall/long) 0 sq./0 sq. 0 sq./0 sq. 0 sq./0 sq. 0 sq./0 sq. 0 sq./0 sq. 0 sq./0 sq. 1 sq./0 sq. 1 sq./1 sq. 2 sq./1 sq. 3 sq./2 sq. 5 sq./3 sq. 10 sq./5 sq. 20 sq./10 sq. 50 sq./20 sq. 100 sq./50 sq.

Biped 1 sq. 1 sq. 2 sq. 2 sq. 3 sq. 3 sq. 5 sq. 5 sq. 5 sq. 7 sq. 7 sq. 10 sq. 10 sq. 15 sq. 15 sq.

Avg. Base Speed Quad Fly Swim 2 sq. 3 sq. 1 sq. 2 sq. 3 sq. 2 sq. 3 sq. 5 sq. 3 sq. 3 sq. 5 sq. 5 sq. 5 sq. 7 sq. 7 sq. 5 sq. 7 sq. 10 sq. 7 sq. 10 sq. 10 sq. 7 sq. 10 sq. 10 sq. 7 sq. 10 sq. 10 sq. 10 sq. 15 sq. 10 sq. 10 sq. 15 sq. 10 sq. 15 sq. 20 sq. 10 sq. 15 sq. 20 sq. 10 sq. 20 sq. 30 sq. 10 sq. 20 sq. 30 sq. 10 sq.

Example Button on a cell phone Tiny insects, key on a keyboard Small insects, pistol bullet Large insects, rifle bullet Small rodents and birds, grenade Birds of prey, large rodents Human children, small dogs, cats Human adults, small motorcycles Horses, small cars Elephants, large cars, trucks Whales, tanks, small aircraft Small airliner, rail cars, yachts Jumbo jets, coast guard cutters Frigates, destroyers, freighters Cruisers, battleships, carriers

1 Space and reach at character scale. Specific objects and characters can vary from that listed. The first reach distance represents tall characters (such as bipedal creatures) and the second reach distance represents long characters (such as quadrupedal or flying creatures). 2 For each additional category smaller than Fine (3X), subtract 5 from size modifier, reduce size multiplier and height/length by 1 step on the standard progression, and divide weight by 10. For each additional category larger than Colossal (3X), add 5 to size modifier and DR, increase size multiplier and height/length by 1 step on the standard progression, and multiply weight by 10. Average base speed does not change at sizes smaller than Fine (3X) or larger than Colossal (3X). Distractions: Some actions divert your attention from the battle, so performing these within a threatened area provokes an attack of opportunity. Table 10–1: Actions in Combat (page 65) identifies many of the actions that provoke attacks of opportunity. Making an Attack of Opportunity: Once per turn as an interruption, you can make an attack of opportunity against an opponent who performs a provoking action within your threatened area. However, you cannot make an attack of opportunity if you are disadvantaged to your opponent, if your opponent has cover (other than mobile cover from another creature), or if your opponent has concealment. An attack of opportunity is a simple melee attack if you wield a melee weapon or a simple ranged attack if you wield a handgun. (You do not have to make an attack of opportunity if you don’t want to.) Because it is an interruption, your attack of opportunity must be resolved before your opponent can complete the provoking action. Depending on the outcome, your opponent might be unable to complete the provoking action at all.

Threatened Areas If you wield a melee weapon or a handgun, you threaten an area that includes all squares within your reach, even when it is not your action. For most heroic characters, that means everything in all squares adjacent to your space (including diagonally). You can make melee attacks only against targets in your threatened area. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you (see below). Unarmed Combatants: When you don’t wield a weapon, you don’t normally threaten an area. You can make unarmed or grappling attacks into the area within your reach, but doing so provokes an attack of opportunity from your opponent (unless he, too, is unarmed). However, if you have a natural weapon (such as claws) or if you are trained in the Unarmed skill, you are treated as if you are wielding a melee weapon: You threaten the area within your reach, you can make attacks of opportunity, and your unarmed attacks don’t provoke attacks of opportunity. Reach Weapons: When wielding a reach weapon, you double your reach but do not threaten the area within your natural reach. For example, a Medium-size character (natural reach 1 square) wielding a longspear threatens all spaces 2 squares away but does not threaten any adjacent space (within 1 square). Total Cover: You do not threaten any square that has total cover to you (see Cover, page 75).

Transport Combat Not every battle takes place on foot. Sometimes, you enter combat on some type of transport—a mount or a vehicle that carries you—and some special rules apply in this case. These rules cover every type of transport, whether you are riding a creature, driving a ground vehicle, piloting a water, air, or space vehicle, or riding as a crewmember or passenger on any of the above. For simply traveling from point to point, the transport you use is largely a matter of personal style and finances; you need to make skill checks only in particularly dangerous or challenging circumstances. In those situations, a driver uses the control metaskill (page 23) to perform maneuvers and maintain control of his or her transport.

Attacks of Opportunity

Sometimes a combatant in a fight lets down its guard. In this case, combatants near her can take advantage of the lapse in defense to make a free attack called an attack of opportunity. Provoking an Attack of Opportunity: When you perform a provoking action within an opponent’s threatened area, that opponent can make an attack of opportunity as an interruption. There are two types of provoking actions: movement and distractions. Movement: Attempting to move out of a square in a threatened area usually provokes an attack of opportunity. (However, at character scale, you can step 1 square as a move action without provoking an attack of opportunity.)

Characters on Transports When onboard a transport, you fill one of several possible positions that determine your role and what actions you can take. Each position can be crewed by only one character at a time; you can change to a new

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position, but only if no other character has crewed that position since the end of your last turn. Changing positions is normally a move action. At the Gamemaster’s discretion, you might need to spend additional actions on a very large transport if the new position’s station is far away (such as when going from the engine room to the bridge on a large vessel). A single character can crew multiple positions simultaneously if all those positions can be operated from the same location. (This is often the case for mounts and smaller vehicles.) Actions on Transports: Anyone aboard a transport can make an attack with a personal weapon if they don’t have total cover from the transport, such as when standing on its top deck or shooting through an open window or door. Drivers and gunners normally need to use both hands to crew their positions, but they can use a personal weapon in one hand if they’re willing to take a penalty. (For details, see the Driver and Gunner sections, below.) Any character attempting to move on board a transport might have difficulty maintaining balance. If not in a seated position when the transport’s driver attempts to perform a maneuver, the character must make a DC 15 control (Dex) check as a reaction to avoid falling prone. (For most characters, this is an Athletics check, or Acrobatics if trained in that skill.) Characters on board a transport can perform most other actions as well (performing repairs, using skills or talents, and so forth). You must be able to meet the action’s range requirements (such as line of sight, line of effect, communications, and so forth) for the action. The Gamemaster adjudicates what actions can and cannot be performed while on a transport. Modifiers: If a transport’s current speed category is moderate or above, a characters on board take a speed penalty to attack roll or sense check against a target outside the transport, attempts to remain standing during a maneuver, and any skill check that requires delicate or precise movement (such as disabling an explosive device or picking a lock). The speed penalty is determined by the transport’s current speed category: moderate speed, –1; high speed, –2; very high speed, –5. Apply the transport’s current fatigue and impairment penalties to all checks made by the driver, copilot, commander, engineer, gunner, or operator to perform any special action described in their individual sections (for example, a driver making a control check, a gunner making an attack with an emplaced weapon, and so forth). Vehicles with an Intelligence modifier have advanced sensors and electronic displays to aid their crews. When a vehicle’s driver, copilot, commander, engineer, gunner, or operator makes a sense check, reduce the total of the range, speed, and concealment penalties by the vehicle’s Intelligence modifier (if positive).

control check’s key ability. When making a control (Dex) check, add your transport’s Dexterity modifier and subtract its size modifier. When making a control (Str) check, add your transport’s Strength modifier and add its size modifier. If your transport’s current speed category is moderate or above, you take a speed penalty to all control checks: moderate speed, –1; high speed, –2; very high speed, –5. If you don’t use both hands to drive, you take a –5 penalty to your control checks (or –10 if your transport requires a specialty that has a prerequisite, such as helicopters or heavy aircraft). In addition, the Gamemaster might rule that some transports are too complex to operate with one hand at all. You can use your hands for something else without penalty in two cases: • You can drive and use a driver-operated weapon with both hands simultaneously; you use the same controls to operate both. • If riding a mount specifically trained for combat (such as a warhorse) and you are trained in Nature, you can guide your mount using your knees and free your hands for another use.

Other Modifiers: When making a sense check, reduce the total of your range, speed, and concealment penalties by your vehicle’s Intelligence modifier (if positive) or your mount’s Wisdom modifier (if positive). Protect Transport: When your transport takes damage to its hit points, as an interruption you can choose to apply some or all of this damage to your hit points instead (up to your current hit points). Only one driver can use this option in a single encounter, even if another character becomes the driver. Use Driver-Operated Weapon: If your transport has any driver-operated weapons, you occupy their gunner position; you can choose to use emplaced weapon style instead of driving style. (See Gunner, below.) If you are trained in your transport’s control skill, you can substitute a control (Dex) check for your weapon’s normal skill check when you make an attack with a driver-operated weapon. Charge: If your transport doesn’t provide total cover and you have melee reach equal to or greater than the transport’s space, you can perform a charge attack. The transport must move in a straight line during its movement, and you perform the charge attack as a standard action at the end of its movement. (Unlike a character on foot, you and your transport does not move any additional distance during the charge action itself.) When performing a charge attack, add a bonus equal to (2 × the transport’s size modifier) to your damage. Some weapons might deal additional damage when used during a charge. Total Defense: If you use total defense as a standard action, your transport gains a +2 bonus to all defenses until the start of the your next turn. However, gunners and all other characters making an attack from on board your transport take a –5 penalty to attacks until the start of your next turn.

Driver

The driver of the transport controls its movement. Most transports have only one position from where the transport can be driven, so the person seated there is the driver. A transport can have only one driver at a time. Drivers can perform the following special actions. Drive Transport: Driving a transport requires a move action to control its movement during your turn and a free action to declare you speed at the end of your turn. If you do not perform these actions on your turn, your transport becomes uncontrolled at the end of the following turn unless its declared speed is stationary. (This is usually enough time for another character, such as the copilot or commander, to take over as driver.) If you use driving fighting style (page 66), add your Dexterity modifier (minimum 1) as a style bonus to your transport’s Primary and Reflex Defenses. You must drive with both hands to use this style. Control Modifiers: Unlike other characters, you always make control checks using your Dexterity modifier, but you apply additional modifiers determined by your transport’s size and abilities depending on the

Copilot

The copilot must be seated in a location where he or she can see around the vehicle and advise the pilot (in a car, this generally means the front passenger seat). A transport can have only one copilot at a time. A copilot can also take over driving the transport if the driver cannot or chooses not to, provided there is a second set of controls at the copilot’s seat (usually true in aircraft). Copilots can perform the following special actions. Copilot Transport: You can use a swift action on your turn to read gauges, watch your surroundings, and advise the driver. If you do so, you grant a style bonus equal to your Wisdom modifier (minimum 1) to either the driver’s control checks or the transport’s Reflex modifier until the start of your next turn.

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Aid Another: As a standard action, you can use the aid another action to make a control (Dex) check that provides the driver a +2 bonus to a single control check before the start of your next turn.

Aid Another: As a standard action, you can use the aid another action to make a restoration (Int) check that provides the driver with a +2 bonus to a single control check made either to increase speed with the Change Declared Speed maneuver or to use the Ram maneuver.

Commander

Gunner

A commander doesn’t directly control a transport but can assist any other crewmember on any skill check by using the aid another action. Unless communications are somehow disrupted, the commander is considered to be in communication with all crew and passengers. A transport can have only one commander at a time. On smaller transports, the driver or copilot usually doubles as the commander. Commanders can perform the following special actions. Command Transport: You can use a swift action on your turn to evaluate the tactical situation and issue orders to other crewmembers. If you do so, you grant a style bonus equal to the greater of your Intelligence modifier or Charisma modifier (minimum 1) to either one of the transport’s defenses or one crewmember’s checks with a single skill until the start of your next turn. Aid Another: As a standard action, you can use the aid another action to make a Tactics (Int) check that provides one crewmember with a +2 bonus to a single check or to use Tactics (Cha) to give any enemy in sight or communication a –2 penalty to a single check before the start of your next turn.

Many transports have emplaced weapons built into them. The driver might operate some transport weapons, as specified in the transport’s description; driver-operated weapons include everything from a jet fighter’s autocannons to a warhorse’s hoof attacks. If a weapon is controlled from a location other than the driver’s position, another character can crew that position and become a gunner. A transport can have as many gunners as it has gunner positions. Gunners can perform the following special actions. Use Emplaced Weapon: You can make attacks with the transport’s emplaced weapons. If you use emplaced weapon fighting style, you also gain a benefit determined by the type of weapon: • Melee Attack: You gain a style bonus to your damage with melee weapons equal to your Charisma modifier (minimum +1). This usually applies only when you make an attack using a mount’s natural weapons, such as a warhorse’s hooves. (Melee attacks are always driver-operated weapons.) • Ranged or Area Attack: If you aim (a swift action) before making a ranged or area attack, you gain a style bonus to your damage equal to your Intelligence modifier (minimum +1).

Engineer Vehicles only

Larger vehicles often have a dedicated chief engineer who focuses on keeping everything in working order. A vehicle can have only one engineer at a time. Engineers can perform the following special actions. Engineering: You can use a swift action on your turn to monitor the vehicle’s vital components, regulate power, and compensate for overloaded systems. If you do so, you grant a style bonus equal to the greater of your Intelligence modifier or Wisdom modifier (minimum 1) to the vehicle’s Fortitude Defense. Protect Vehicle: When your vehicle takes damage to its reserves (either by using the recover action or because of an attack), as an interruption you can choose to apply some or all of this damage to your hit points instead (up to your current hit points). Only one engineer can use this option in a single encounter, even if another character becomes the engineer. Jury-Rig: As a standard action, you can make a DC 15 restoration (Wis) check to allow the vehicle to recover up to 1/5 its maximum hit points from its reserves. (For almost all vehicles, you would use Mechanics to make restoration checks.) Modifiers: If you do not have at least a basic tool kit, you take a –5 penalty to your restoration check. You take a penalty to your restoration check equal to the total of the vehicle’s current fatigue and impairment penalties. For every successful jury-rig attempt that your vehicle has received in the same encounter (that is, without resting for one minute), you take a cumulative –5 penalty to your restoration check. Saving Throw: If your vehicle has at least 1/10 its listed crew, it gains the self-repairing trait and can make saving throws to shake off the effects of the disabled, fatigued, impaired, incapacitated, and weakening conditions, just as a living creature can. (See Conditions, page 62.) You roll the saving throw on the vehicle’s behalf, adding your restoration training bonus (+2 if trained or +3 to +5 with Skill Focus) instead of the vehicle’s defense bonus to the result. If your vehicle has less than 1/2 its listed crew, it takes a penalty on its saving throw or might be unable to make saving throws at all: less than 1/2, –2 penalty; less than 1/5, –5 penalty; less than 1/10, vehicle does not gain self-repairing trait and no saving throw is possible.

If you are using a driver-operated weapon and trained in your transport’s control skill, you can substitute a control (Dex) check for your weapon’s normal skill check when you make an attack with a driver-operated weapon. Modifiers: If your transport’s current speed category is moderate or above, you take a speed penalty to all attack rolls: moderate speed, –1; high speed, –2; very high speed, –5. If your transport is a vehicle with an Intelligence score, reduce your attack’s total range, speed, and concealment penalties by the vehicle’s Intelligence modifier (if positive). If you attempt to operate your emplaced weapon with one hand, you take a –5 penalty to your attack roll and you cannot use emplaced weapon fighting style. In addition, the Gamemaster might rule that some transports are too complex to operate with one hand at all. Aid Another: As a standard action, you can use the aid another action to make a attack roll with your weapon that provides another gunner a +2 bonus to a single attack or to give any enemy in line of effect a –2 penalty to a single check before the start of your next turn.

Operator Vehicles only

Some larger vehicles have other systems with dedicated crew positions, such as sensor operators, communications specialists, and the like. If a system is controlled from a location other than the driver’s position, another character can crew that position and become an operator. A transport can have as many operators as it has operator positions. Operators can perform the following special actions: Operate Sensors: You can use a swift action on your turn to monitor sensor screens, convey critical information to other crewmembers, or help gunners to acquire their targets. If you do so, you grant a style bonus equal to your Intelligence modifier or Wisdom modifier (minimum 1) to either all crewmembers’ sense checks, the commander’s Tactics checks, or one gunner’s attack rolls until the start of your next turn. You can also use a swift action to scan your surroundings with a Computers (Int/Wis) check. Reduce your total penalty from range, speed, and concealment by an amount equal to the vehicle’s Intelligence modifier (if positive).

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Operate Communications: You can use a swift action on your turn to monitor communications traffic, eavesdrop on enemy radio chatter, and convey critical orders and information to allies. If you do so, you grant a style bonus equal to your Wisdom modifier or Charisma modifier (minimum 1) to either the commander’s Influence or Deception checks or one gunner’s attack rolls until the start of your next turn. As a standard action, you can attempt to decipher coded messages you intercept with a Linguistics (Int) check. Operate Computers: If your vehicle has an Intelligence modifier, it has an on-board computer system that you can use for any number of tasks. When you make a Computers check, add your vehicle’s Intelligence modifier (positive or negative) to your check result, just as you would with any other computer system. Aid Another: As a standard action when operating a vehicle’s sensors, you can use the aid another action to make a Computers (Int/Wis) check that provides any crewmember with a +2 bonus to a single sense check, to provide the commander with a +2 bonus to a single Tactics check, or to give any enemy in sight a –2 penalty to a single check before the start of your next turn. As a standard action when operating a vehicle’s communications, you can use the aid another action to make a Computers (Wis/Cha) check that provides the commander with a +2 bonus to a single Deception, Influence, or Tactics check or to give any enemy in sight or communications a –2 penalty to a single check before the start of your turn.

Damaging Transports

Unlike most creatures, transports have limited movement (page 67). A transport acts on the driver’s initiative count, and the driver controls all its actions (declaring speed, making turns, performing maneuvers, and so forth).

Transports have hit points and reserve points, just like other characters. Unless otherwise specified, a transport has maximum reserve points equal to 1/2 its maximum hit points. Deduct any damage taken from the transport’s hit points until they are reduced to 0, and apply any remaining damage to the transport’s reserves. Damage Reduction and Hardness: Transports greater than Medium size have Damage Reduction. In addition, vehicles (like most inanimate objects) have Hardness. Deduct the transport’s Damage Reduction and Hardness from any damage taken. If an attack’s weapon damage does not equal or exceed the transport’s Hardness, the attack doesn’t deal any damage at all. Heavily Damaged Mounts: If a mount becomes disabled, incapacitated, weakening, or destroyed, it immediately stops moving. All characters on board must make a DC 15 control (Dex) check to avoid being thrown from the mount, falling either 5 feet for every square of the mount’s reach or the mount’s current altitude, whichever is more. Heavily Damaged Vehicles: If a vehicle becomes disabled or incapacitated, it continues moving but its driver has only partial control. The driver cannot perform any maneuvers but can still turn normally. A surface vehicle’s declared speed is automatically reduced by one category at the end of the driver’s turn each round. A flying vehicle’s declared speed doesn’t change, but its altitude is reduced by an amount equal to the minimum movement for its declared speed. Weakening and Destroyed Vehicles: A weakening vehicle is in the process of breaking up or disintegrating. It continues moving as above, but the driver has almost no control at all. Performing a 45-degree turn requires a DC 25 control (Dex) check, and the driver can attempt to do so only once per round. A destroyed vehicle stops moving immediately and, if flying, its wreckage falls from its current altitude (100 squares the first round, 200 squares each subsequent round). If the vehicle has ejection seats, parachutes, lifeboats, or escape pods, all crew and passengers will normally abandon ship as quickly as possible. However, moving on board a vehicle as it is coming apart is very difficult: Every creature must make a control (Dex) check (DC 15 for a weakening vehicle or DC 20 for a destroyed vehicle) at the end of its turn every round to avoid falling prone. Since the vehicle no longer has power, those on board often have to contend with dim light (for a large vehicle with emergency interior lighting), darkness (for other vehicles), and smoke (for almost any powered vehicle). In addition, the vehicle loses hull integrity, so a water vehicle begins sinking and a high-altitude aerial vehicle or space vehicle depressurizes. Depending on the size of the vehicle, it might take several rounds, minutes, or even hours for the entire vehicle to flood or depressurize; even then, a few isolated compartments might retain pressurization for some time. Exploding Vehicles: If a powered vehicle is destroyed by overwhelming damage—that is, damage of 2 × its massive damage threshold or more—it explodes. (See Destroyed condition description, page 62.)

Starting a Transport

Attacking Occupants

Other Crew Vehicles only

Larger vehicles often have additional crew beyond the specific positions described above. These crewmembers might perform as gunner’s assistants, deck hands, engineering technicians, or any number of other jobs. Other crewmembers can perform the following special action: Crew Vehicle: You can use a swift action on your turn to perform your assigned duties on board the vehicle, helping to keep everything in working order. If you do so, you count toward fulfilling the vehicle’s crew requirement to gain the self-repairing trait. (See Engineer, above.)

Passenger

All other characters aboard the transport are considered passengers. Passengers have no specific role in the transport’s operation, but may be able to fire weapons from the transport, make repairs to on-board equipment, provide first aid to injured crewmembers, or take other actions.

Transport Movement

You can choose to target specific transport occupants. The occupant might gain a cover bonus from the transport; in addition, use the transport’s current speed when determining your range penalty. Even if an occupant has total cover from the transport, you might be able to shoot through the cover and damage the occupant. This normally isn’t a viable option unless your target is protected by something relatively weak (such as glass) or you use a very powerful weapon. (See Cover, page 75.)

You can enter or mount most transports with a move action and start them with a swift action. An exception is noted in a transport’s description when it applies.

Attacking a Transport An attack made against a transport uses the transport’s defense scores, just as for any other character. Because many transports are capable of very fast movement, your range penalty to attacks will often be determined by the transport’s current speed instead of its actual distance from you.

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11: Gamemastering The e20 System encourages combat encounters that are more fluid than usual for earlier d20-based games; combatants rarely remain in fixed positions for very long. Drawing inspiration from Unearthed Arcana and DUNGEONS & DRAGONS 4th edition, threat levels are scaled such that a standard 1st-level opponent is an appropriate challenge for a single 1st-level hero. Encounters are thus very easy to scale for parties of different sizes; if you have six 3rd-level heroes, pick out six 3rd-level standard opponents (or any other combination that adds up to roughly the same amount of experience). Opponent ranks include basic (simpler attack options and lower hit points, somewhat like nonheroic characters in STAR WARS Saga Edition or minions in DUNGEONS & DRAGONS 4th edition), standard, or elite (higher hit points and defenses, more-or-less even match for a hero of the same level). As a rough comparison, a 1st-level elite opponent is roughly equivalent to a 3rd-level standard opponent or a 7th-level ordinary opponent.

Table 11–1: Experience Awards by Level Adj. Level –5 –4 –3 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Experience Awards Experience points (XP) represent how much progress heroes make toward advancing to their next level by overcoming opponents, hazards, and challenges. As Game Master, you also use experience points to help you to build encounters and estimate their difficulty for a given group of heroes. Every character has a character level and an adjusted level. Character level represents a character’s overall experience and capabilities, just as it does for heroes. Adjusted level equals character level plus any applicable level adjustment for size, template, special powers, and so forth; most characters do not have a level adjustment, so their adjusted level equals their character level. Table 11–1: Experience Awards by Level provides the XP value for basic, standard, and elite characters for adjusted levels from –5 to 25. Higher and lower adjusted levels are possible; extend the table as needed using the expanded progression. Feel free to adjust XP awards to reflect unusual circumstances (such as a substantial tactical advantage for one side), but such adjustments should almost never change the XP award by more than 50%.

Basic 2 3 5 7 10 15 20 30 50 75 100 150 200 300 500 750 1,000 1,500 2,000 3,000 5,000 7,500 10,000 15,000 20,000 30,000 50,000 75,000 100,000 150000 200,000

Standard 10 15 20 30 50 75 100 150 200 300 500 750 1,000 1,500 2,000 3,000 5,000 7,500 10,000 15,000 20,000 30,000 50,000 75,000 100,000 150000 200,000 300,000 500,000 750,000 1,000,000

Elite 20 30 50 75 100 150 200 300 500 750 1,000 1,500 2,000 3,000 5,000 7,500 10,000 15,000 20,000 30,000 50,000 75,000 100,000 150000 200,000 300,000 500,000 750,000 1,000,000 1,500,000 2,000,000

Table 11–2: Encounter XP Targets Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Encounter XP Targets An encounter’s XP target represents the total XP award that the heroes earn for overcoming an encounter of average difficulty. This is approximately equivalent to an encounter in which each hero faces a single standard character of that hero’s level; after overcoming ten such encounters, the hero should advance a level. To calculate the XP target for any given group of heroes, add the listed XP awards for one standard character of each hero’s level. For example, a group including one 5th-level hero, two 4th-level heroes, and one 3rdlevel hero would have an XP target of 1,300 (500 XP for one 5th + 2 × 300 XP for two 4th + 200 XP for one 3rd). For your convenience, Table 11–2: Encounter XP Targets provides this value for groups of three to six heroes of the same level.

Encounter Difficulty You can estimate the difficulty of encounter by comparing its total XP value to the XP target for your group of heroes, as shown below.

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3 heroes 300 450 600 900 1,500 2,250 3,000 4,500 6,000 9,000 15,000 22,500 30,000 45,000 60,000 90,000 150,000 225,000 300,000 450,000

4 heroes 400 600 800 1,200 2,000 3,000 4,000 6,000 8,000 12,000 20,000 30,000 40,000 60,000 80,000 120,000 200,000 300,000 400,000 600,000

5 heroes 500 750 1,000 1,500 2,500 3,750 5,000 7,500 10,000 15,000 25,000 37,500 50,000 75,000 100,000 150,000 250,000 375,000 500,000 750,000

6 heroes 600 900 1,200 1,800 3,000 4,500 6,000 9,000 12,000 18,000 30,000 45,000 60,000 90,000 120,000 180,000 300,000 450,000 600,000 900,000

• Trivial (less than 50% of target): The encounter is so easy that it hardly presents a challenge at all, and the heroes can quite possibly complete the encounter in one to two rounds. • Easy (50% to 75% of target): The encounter will most likely provide a quick skirmish with little loss of resources. • Average (75% to 125% of XP target): The encounter provides a solid challenge for the heroes, most likely consuming about 1/3 to 1/2 of their reserves. Serious injury or death is very unlikely without exceptionally bad luck. • Hard (125% to 175% of XP target): The encounter represents a major challenge to the heroes, most likely consuming 2/3 or more of their reserves. Serious injury or death are real possibilities, but they are only likely if the heroes act recklessly. • Overwhelming (more than 175% of XP target): The encounter is incredibly dangerous, and the capture or death of one or more heroes is very likely. Because of this, the heroes’ immediate goal in an overwhelming encounter should usually be evasion and escape rather than trying to defeat their opponents.

a specific number and type of characters to appear (such as police or military patrols, whose size, composition, and experience won’t vary too dramatically in a particular area). For example, if you decide that an ordinary police patrol includes two 6th-level standard characters (1,400 XP), a group of five heroes would find this encounter overwhelming at 2nd level or below, hard at 3rd level, average at 4th level, easy at 5th level, and trivial at 6th level and above.

Allies & Opponents The cast of your campaign comprises countless Gamemaster characters who assist, oppose, advise, or mislead the heroes. Many Gamemaster characters participate in the game for no more than a single encounter, but some important or powerful character fill a recurring role that might last for several adventures, perhaps even the whole campaign. As Gamemaster, you have your hands full with adjudicating the rules, plotting adventures, managing the heroes, and organizing the game as a whole. Because of this, the rules for Gamemaster characters reduce your workload by providing a streamlined system for creating balanced and level-appropriate characters with similar capabilities to what you might create with a more detailed creation system (such as that for creating heroic characters). Since most characters come on stage for only a few rounds in a single encounter, you won’t need every detail that might go on a complete character sheet; instead, you would get the most use out of something more like a cheat sheet with the most important game statistics. Therefore, the rules for creating Gamemaster characters provide an abstract approximation of these critical details while providing enough information for you to improvise in unexpected situations. In other words, any given Gamemaster character might have as much detail and nuance as any heroic character—it’s just that most of that

You can use encounter difficulty in two different ways. First, you can use the desired difficulty to create a sort of “budget” that you spend on a custom-built encounter. For example, if you have an XP target of 10,000 for a group of five 9th-level heroes and you want a hard encounter (perhaps as the climactic confrontation with the main villain of the adventure), you would want the encounter’s total XP award to be anywhere from 12,500 to 17,500 XP. One possible configuration would be one 10th-level elite character (the main villain), three 9th-level standard characters (two of the villain’s senior lieutenants and his security chief), and five 8th-level basic characters (the villain’s security detail) for a total of 15,000 XP. Second, you can use it to estimate the difficulty of a prepared encounter. You might find this helpful when the story or setting calls for

Table 11–3: Gamemaster Characters Base Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Abilities1 13, 12, 11, 10, 9, 8 13, 12, 11, 10, 9, 8 13, 12, 11, 10, 9, 8 13, 12, 11, 10, 9, 8 14, 13, 11, 10, 9, 8 14, 13, 11, 10, 9, 8 14, 13, 11, 10, 9, 8 14, 13, 11, 10, 9, 8 15, 14, 12, 10, 9, 8 15, 14, 12, 10, 9, 8 15, 14, 12, 10, 9, 8 15, 14, 12, 10, 9, 8 16, 15, 13, 11, 9, 8 16, 15, 13, 11, 9, 8 16, 15, 13, 11, 9, 8 16, 15, 13, 11, 9, 8 17, 16, 14, 12, 10, 8 17, 16, 14, 12, 10, 8 17, 16, 14, 12, 10, 8 17, 16, 14, 12, 10, 8

Skill Modifer2 +3/+2/+0 +4/+3/+1 +5/+3/+1 +6/+4/+2 +6/+4/+2 +7/+5/+3 +8/+6/+3 +9/+7/+4 +10/+7/+4 +11/+8/+5 +12/+8/+5 +13/+9/+6 +13/+10/+6 +14/+11/+7 +15/+11/+7 +16/+12/+8 +17/+12/+8 +18/+13/+9 +19/+14/+9 +20/+15/+10

Feats 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Defenses3 13/12/10 14/13/11 15/13/11 16/14/12 16/14/12 17/15/13 18/16/13 19/17/14 20/17/14 21/18/15 22/18/15 23/19/16 23/20/16 24/21/17 25/21/17 26/22/18 27/22/18 28/23/19 29/24/19 30/25/20

Basic hp 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

Basic Talents 1 core4 1 core4 1 core4 1 core4 1 core4 1 core4 1 core4 2 core4 2 core4 2 core4 2 core4 2 core4 2 core4 2 core4 2 core4 3 core4 3 core4 3 core4 3 core4 3 core4

Std hp 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145

Standard Talents 1 core, 1 major 1 core, 1 major 1 core, 1 major 1 core, 1 major 1 core, 1 major 1 core, 1 major 1 core, 1 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 3 core, 3 major 3 core, 3 major 3 core, 3 major 3 core, 3 major 3 core, 3 major

Elite hp 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 250 260 270 280 290

Elite Talents 1 core, 1 major 1 core, 1 major 1 core, 1 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 2 core, 2 major 3 core, 3 major 3 core, 3 major 3 core, 3 major 3 core, 3 major 4 core, 4 major 4 core, 4 major 4 core, 4 major 4 core, 4 major 5 core, 5 major 5 core, 5 major 5 core, 5 major 5 core, 5 major 6 core, 6 major

1 Elite characters add +2 to all ability scores. The character’s ability score modifiers from race and other templates also apply. 2 Use the highest modifier for any skill associated with a core talent, use the middle modifier for any other trained skill, and use the lowest modifier for any untrained skill. The skill modifier includes Skill Focus (for the highest skill modifier) and enhancement bonuses (when applicable). Because the key ability changes for different skill applications, it does not include an ability modifier. 3 Defenses do not include ability modifiers. Add the better of Strength or Constitution to Fortitude Defense, the better of Dexterity or Intelligence to Primary and Reflex Defense, and the better of Wisdom or Charisma to Will Defense. (If the character wears armor, its armor limits the maximum bonus from Dexterity or Intelligence.) 4 Basic characters can use a core talent only 1/encounter. They have at least one simple attack that is available each round.

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Adjusted Level: If the character has any level modifiers (such as from having a very large or very small size), add them to its character level to determined the character’s adjusted level. Use adjusted level when calculating XP values and building encounters. Abilities: Arrange ability scores as desired to match the character’s role and behavior during the encounter. The character’s best ability score should be the key ability for at least one core talent. If other talents have a different key ability, assign the next highest ability score to that ability. If the character has a template, it might specify that type of character’s most common order of ability scores from highest to lowest. Unless otherwise specified, the template’s order of ability scores is optional. The ability scores listed here show typical values assuming the character uses the default ability score array and applies level-based ability score increases to its highest ability scores first. Templates: The character’s templates can modify its ability scores. If you don’t use a race template at all, add +2 to two ability scores of your choice (usually the highest two). Nonabilities: Some characters do not have all ability scores (for example, “Int —”). The character has a nonability if specified by its template. In this case, discard the lowest listed ability score and assign the rest to its remaining ability scores. If template modifiers would reduce an ability score to 0 or less, that character instead has a nonability for that score. Point Buy: If you wish, you can use a point-buy method to determine a character’s ability scores. A basic or standard character has 15 points to buy abilities, and an elite character has 30 points to buy abilities. If you use this option, be sure to include adjustments for increasing ability scores at higher levels (+1 to two abilities at 5th level, three abilities at 9th level, four abilities at 13th level, and five abilities at 17th level). Elite characters do not gain the normal +2 to all ability scores if you use the point buy method. If the character has one or more nonabilities, its point allocation is reduced. Basic and standard characters with nonabilities use the following point buy allocations: one nonability, 15; two nonabilities, 14; three nonabilities, 12; four nonabilities, 9; five nonabilities, 5. Elite characters with nonabilities use the following point buy allocations: one nonability, 28; two nonabilities, 25; three nonabilities, 21; four nonabilities, 16; five nonabilities, 9. Skill Modifier: The listed skill modifier includes all applicable bonuses from the character’s level, training bonus, and enhancement bonuses. Because the key ability varies for different skill applications, it does not include any ability modifier. Select six trained skills for the character. Any skill associated with a core talent uses the highest skill modifier (which includes the Skill Focus feat). Use any remaining skill training selections for skills associated with major talents, simple attacks, or other skills appropriate for the character’s role; these other skills use the middle skill modifier. The lowest skill modifier applies to any untrained skills. Skill Training: The character can spend a feat to gain Skill Training, adding one additional trained skill. This trained skill uses the middle skill modifier. Skill Focus: The character can gain Skill Focus either by spending a feat selection or by reducing the number of trained skills (gaining one Skill Focus selection for every trained skill sacrificed). Skill Focus improves a trained skill from the middle to the highest skill modifier. Feats: Select a number of feats equal to that listed for the character’s character level. Each feat can be a defensive feat, general feat, style feat, or class feat, as appropriate for the character’s role. The character must meet all feat prerequisites, but unless the character has a class template, treat class level prerequisites as character level prerequisites. (If it does have a class template, its class level equals its character level.) Defenses: Table 11–3: Gamemaster Characters lists three defense numbers. The high score represents the character having both the first-

detail won’t apply in a typical encounter, so you don’t need to clutter up their game statistics with unnecessary minutia. For particularly important and recurring characters, however, you can use the rules for creating heroic characters to produce more fleshed-out game statistics appropriate for a wide range of different encounters.

Character Ranks Character ranks represent how serious a threat a character represents to a heroic character of the same level. The three character ranks—basic, standard, and elite—are outlined below. Basic: Basic characters make up the bulk of the population of the game world. While they might have a respectable level of skill, they don’t have the durability to survive very long in heavy combat. When building encounters, you can best use basic characters in groups that represent thugs, conscripts, ordinary troops, and minions. Encounter Building: Five basic characters are roughly equivalent to one standard character, and therefore they will put up a good fight against a single hero of the same level. When building an encounter, you might pick some standard and elite opponents to make up the bulk of the threat, and then add some basic characters to fill in any leftover XP value that you want for the encounter. Standard: Standard characters fill the role of reasonably well-trained veterans, characters who have most likely seen some combat and survived. They might serve as leaders for groups of basic characters, but they most often appear as individuals. Encounter Building: One standard character provides a decent fight for one hero of the same level. Thus, the simplest way to build an encounter is to pick a number of standard characters equal to the number of heroes and of the same level. This method can make for a less dynamic encounter, however, as it can easily break up into a bunch of unconnected one-on-one fights. For this reason, you will usually want to include at least some basic or elite characters in the encounter mix, and don’t be afraid to pick characters of higher or lower level. Elite: Elite characters are the equivalent of a heroic character; in fact, you could build a fully detailed heroic character and use it as an elite character of the same level. In most cases, that degree of detail is unnecessary because most opponents survive only a single fight. However, for a recurring villain or important ally that you expect to appear several times during the campaign, creating a complete heroic write-up can provide for a more holistic set of options for use during play. The game statistics for elite characters provide the abstract equivalent of a heroic character of a given level, with slightly fewer talents because not every talent would apply in a single encounter. The elite character’s game statistics include the effect of enhancements, stunts, and most feats because you usually will not need to determine that level of detail. Encounter Building: One elite character is a good match for two heroic characters of the same level. If you want a solo encounter with a single powerful opponent, a single elite character 2 levels higher than the heroes fills that role nicely. When creating a solo elite character, try to give it at least one talent that allows the character to shake off the effects of various conditions; with so many heroes ganging up on a single target, the elite might find itself put out of action by multiple talents that produce dazed or stunned effects. In addition, at least one talent should be able to deal damage to multiple opponents with a single action.

Game Statistics by Level Use Table 11–3: Gamemaster Characters to determine the basic game statistics for a character. Character Level: Character level determines the character’s ability score increases, skill modifiers, feats, defenses, hit points, and talents.

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and second-tier defensive feats for that defense; the middle score represents having just the first-tier defensive feat for that defense; the low score represents having no feats for that defense. By default, a character has either (1) two high defenses, one middle defense, and one low defense, or (2) one high defense and three middle defenses. Assign these defenses as appropriate for the character’s role; however, its highest defenses should generally be associated with its best ability scores. If the character has a class template, its high defense must match its class: Fortitude for Vanguard and Dreadnought; Reflex for Corsair and Savant; Will for Sentinel and Envoy. If it has a second high defense, it must be Primary Defense. Determine the character’s defense score by adding the base value listed in the table to the best ability score associated with that defense: Strength or Constitution for Fortitude; Dexterity or Intelligence for Primary and Reflex; Wisdom or Charisma for Will. Defensive Feats: You can use one or more of the character’s feat selections on defensive feats; if you do, increase that defense’s score by one step (from low to medium, or from medium to high). Characters with class templates might be limited in what additional defensive feats they can gain. Armor: If the character has a high or medium Primary Defense, you can choose to have it wear armor (representing the character taking Armor Proficiency instead of Dodge). Choose a suit of armor from those appropriate to the setting, selecting a light armor for a character with a medium Primary Defense and a light or heavy armor for a character with a high Primary Defense. The character’s Primary Defense does not change, but it gains the listed armor bonus to its massive damage threshold, maximum ability bonus to its Primary and Reflex Defenses, and check penalty to all Strength-, Constitution-, and Dexterity-based skill checks. If the character wears heavy armor, it has encumbrance equal to at least a medium load (move only 1.5 × base speed when running). Massive Damage Threshold: Basic and standard characters have a massive damage threshold equal to 5 + Fortitude Defense + armor bonus. Elite characters, like heroic characters, are a bit tougher and they have a massive damage threshold equal to 10 + Fortitude Defense + armor bonus. Saving Throws: Determine the character’s saving throws from the matching defense. For a high defense score, it has a +3 bonus to that saving throw (+4 at 9th level, +5 at 17th level). For a middle defense score, it has a +2 bonus to that saving throw. For a low defense score, it has a +0 bonus to that saving throw. Hit Points (hp): Hit points function just as they do for heroic characters. Add the character’s Constitution score × its level to its total hit points. Reserves: Basic and standard characters have reserves equal to 1/2 their hit points. Elite characters have reserves equal to their hit points, just as heroic characters do. Talents: For each talent available, select a talent of that character’s level or less. You can choose any talent appropriate for the character’s role; however, most of the character’s talents should use one of its two best ability scores as its key ability. If the character has a class template, pick only talents that are associated with that class. In addition, you should feel free to create new talents for a character, using existing talents as a guideline for gauging the relative value of a talent. Stunts: For some characters such as duelists or martial artists, stunts might fit their role better than many talents. You can substitute up to half the character’s talents (core or major) for known stunts that it can perform without penalty.

Other Game Statistics

Unlike those outlined above, some of the character’s game statistics are not directly related to its rank and level. The e20 System Core Rulebook includes additional modifications you can make to a character, such as adding additional modes of movement, natural weapons, the ability to make extra attacks during a turn, and so forth. Size: If you want the character to be a size other than Medium, you need to apply the modifiers for its size category, as listed on Table 10–3: Size (page 79). Published characters always include these adjustments in their listed statistics. Size Modifier: Apply a character’s size modifier to the following: • Subtract size modifier from a character’s Primary Defense, Reflex Defense, weapon attack rolls, and Dexterity-based skill checks other than attacks. • Add size modifier to a character’s Fortitude Defense, grappling attack rolls, and Strength- or Constitution-based skill checks other than attacks. • Add 2 × size modifier to a character’s weapon damage. Weapon damage always has a minimum value of 1 regardless of modifiers. • Add 1/2 size modifier to a character’s character level when determining its adjusted level.

Size Multiplier: Multiply a character’s hit points by its size multiplier. Space: Use the listed space to determine how many squares the

character occupies on the battle map. Reach: Decide if the character is tall (such as a bipedal creature) or long (such as a quadruped, flying creature, or swimming creature), and then use that reach corresponding to the character’s size. Base Speed: Use the base speed corresponding to the character’s type of movement and size. Action Point: Elite characters have 1 Action Point at the start of an encounter.

Templates You can use templates to add whole suites of thematically related capabilities to a character. In many cases, a template will dictate (or at least suggest) some of the character’s ability score, defense, talent, and feat selections; because of this, templates can greatly speed the creation process.

Class Templates

Class templates are meant to represent characters whose focus, methods, and roles are similar to those of the six heroic character classes. They are particularly appropriate when you are designing a human (or humanoid) character.

Vanguard

[Class Template]

Abilities: Str, Con, Int, Dex, Wis, Cha Defenses: High Fortitude and Primary, medium Reflex, low Will Hit Points: Make the following adjustments by rank. Basic: Add 2 hit points. Standard: Add 0.5 × (level + 9) hit points. Elite: Add 1 × (level + 9) hit points. Skills: Subtract 1 trained skill.

Dreadnought

[Class Template]

Abilities: Con, Str, Wis, Cha, Int, Dex Defenses: High Fortitude and Primary, medium Will, low Reflex Hit Points: Make the following adjustments by rank. Basic: Add 4 hit points. Standard: Add 1 × (level + 9) hit points. Elite: Add 2 × (level + 9) hit points. Skills: Subtract 2 trained skills.

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Corsair

Standard: Subtract 1 × (level + 9) hit points. Elite: Subtract 2 × (level + 9) hit points.

[Class Template]

Abilities: Dex, Int, Str, Con, Cha, Wis Defenses: High Reflex and Primary, medium Fortitude, low Will Hit Points: Make the following adjustments by rank. Basic: Subtract 2 hit points. Standard: Subtract 0.5 × (level + 9) hit points. Elite: Subtract 1 × (level + 9) hit points. Skills: Add 1 trained skill.

Savant

Skills: Add 2 trained skills.

Race Templates

If you want the character to be a member of an established race, you can apply a race template. The e20 System Core Rulebook provides a wide array of race templates for various genres and settings.

Human

[Class Template]

Abilities: Int, Dex, Cha, Wis, Con, Str Defenses: High Reflex, medium Primary, Fortitude, and Will Hit Points: Make the following adjustments by rank. Basic: Subtract 6 hit points. Standard: Subtract 1.5 × (level + 9) hit points. Elite: Subtract 3 × (level + 9) hit points. Skills: Add 3 trained skills.

Sentinel

[Class Template]

Vehicle Templates

Abilities: Wis, Cha, Con, Str, Dex, Int Defenses: High Primary and Will, medium Fortitude, low Reflex Hit Points: Make the following adjustments by rank. Basic: No change. Standard: No change. Elite: No change. Skills: No change.

Envoy

[Race Template]

Abilities: Add +2 to one ability score. Size: Medium. Base Speed: 5 squares. Skills: Add one trained skill. (Use the middle value on Table 11–2: Gamemaster Characters to determine its skill modifier.) Feats: Add one feat for which the character meets the prerequisite. Stunts: Add one known stunt, which can be either a universal stunt or a talent stunt. The e20 System Core Rulebook provides vehicle templates to help you design new vehicles using many of the same methods you use for other characters. This system allows you to replicate vehicles such as those seen in Chapter 8 and gives players a chance to design and build their own unique vehicles.

Other Templates

As with race templates, the e20 System Core Rulebook provides a wide array of templates for various genres and settings. Many of these templates are analogous to creature types, subtypes, and templates found in DUNGEONS & DRAGONS v.3.5.

[Class Template]

Abilities: Cha, Wis, Dex, Int, Str, Con Defenses: High Will, medium Primary, Fortitude, and Reflex Hit Points: Make the following adjustments by character rank. Basic: Subtract 4 hit points.

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12: Genre & Setting By default, the basic rules of the e20 System Core Rulebook emulate the action and adventure genres in any historical or quasi-historical setting. However, the system is designed to be universal in scope, capable of handling virtually any genre, setting, or style of play you wish. To this end, the e20 System Core Rulebook includes extensive rules for adding genre- and setting-specific mechanics to your campaign, such as magic, psionics, superpowers, and so forth. In addition, the e20 System Core Rulebook includes some prepackaged and ready-to-use campaign settings, each representing a different genre. Ideally, the Gamemaster should be able to take a copy of the rulebook, pick one of these settings, and start a campaign with only minimal effort.

Adventure: An adventure story often involves an epic scope, travel to exotic locales, and a voyage of self-discovery. This is the classic “hero’s journey” described in Joseph Campbell’s The Hero with a Thousand Faces and typified by epics such as The Lord of the Rings or the Star Wars saga. At its heart, adventure is about departing from the mundane and crossing over into the extraordinary. Action: An action story, in contrast, tends to focus less on the transformation of the heroes (or the world around them) and more on the action itself, such as physical challenges, extended battles, highspeed chases, and the like. Good examples include shoot-‘em-ups (Dirty Harry), high-paced spy films (the James Bond series), martial arts films (Enter the Dragon), and many westerns (A Fistful of Dollars).

Genre

Thriller & Suspense

The thriller and suspense genres include stories that focus on tension, suspense, and the unknown rather than direct confrontation. The heroes aren’t as resilient as in the action and adventure genres, so they must try to outsmart and evade opponents, engaging in actual combat only when absolutely necessary. For most thriller and suspense stories, the e20 System requires only minimal modification. To represent the increased danger the heroes face, use either the heroic realism or gritty realism optional rules (see the Excessive Damage sidebar, page 62). Because the heroes should also know to avoid direct conflict whenever possible, most combat encounters should be hard or even overwhelming in overall difficulty (see Encounter Difficulty, page 83). For best results, use challenges (page 26) to set up combat encounters, giving the heroes a chance either to avoid the fight before it starts or to gain some tactical advantage that gives them a decent chance in an otherwise overwhelming encounter. Both thriller and suspense stories should make extensive use of challenges for other purposes as well, such as investigating mysteries, uncovering the plans of the opposition, and seeking aid or information from other characters. Limited challenges, in particular, can serve as the proverbial (or literal) ticking clock. Be flexible with allowing improvised skills in challenges; it’s much better to let the player try something interesting and fail than it is to just say no. Thriller: A thriller story emphasizes excitement in the form of overwhelming opposition, such as when the heroes become a target of a vast conspiracy or when they find themselves in the path of an approaching army. Often, you’ll want to give the heroes a glimpse of the opposition in action so that they get a sense of just how powerful they are (and how difficult it would be to attempt a direct confrontation). Once they know what they’re up against, you can evoke a sense of omnipresent danger by never letting the heroes know when the enemy might be closing in—or when they might be waiting for them. Nothing puts the heroes on edge as much as when find that their homes were sacked and searched in their absence or that the contact who had critical information for them has turned up dead. In both of these cases, of course, leave behind tantalizing clues that give the heroes a new lead; that way, they can continue moving the story forward even as they realize that the bad guys might be two steps ahead. Don’t overuse this technique, though; if the players come up with a course of action that their opponents could not have realistically anticipated, reward them for their creativity. Suspense: A suspense story is a lot like a thriller, but it tends to focus more on the unknown than on imminent danger. Mysteries are one of the most common forms of suspense stories, and the heroes must spend much of their time puzzling over clues and following the faintest of leads

“Genre” is a term that’s hard to define in a way such that everyone agrees; if you ask ten different professors of film and literature to explain what genre means, you’d likely get about a dozen different definitions. For our purposes, a genre consists of stories that share a distinctive set of narrative elements, such as similar moods or settings. Genres can be mixed in countless ways, so feel free to experiment to find what works for you; for example, high fantasy is essentially the combination of the adventure and fantasy genres, and you could just as easily cross fantasy with the thriller, suspense, or horror genres. Many campaigns will include individual adventures from several different genres during their lifetime. This section provides an overview of the way the e20 System Core Rulebook approaches these elements to help you build your campaign.

Genre as Mood For the purposes of a roleplaying game, mood refers to the way the game feels from the point of view of the players. Many genres are defined largely by the mood they evoke, and game mechanics can have a strong effect on the emotional tone and atmosphere at the game table.

Action & Adventure

By far, action and adventure is the most common genre for roleplaying games. The players take on the role of heroes capable of prevailing even against overwhelming odds, often engaging in direct, physical confrontation with their opponents. The basic rules of the e20 System emulate both the adventure and action genres without making any modifications, but these genres do have considerable variation in precisely how capable and resilient the heroes are in combat. To increase the lethality level for a slightly more realistic feel, you might use the heroic realism optional rule (see the Excessive Damage sidebar, page 62). In combat, use a varied mix of opponents of different ranks (basic, standard, and elite). Large numbers of basic opponents are good for battles where you want the heroes to have a chance to shine against seemingly overwhelming odds (such as the Battle of Helm’s Deep in The Lord of the Rings), but always include some standard characters in the mix to keep the fight from becoming one-dimensional. Elite opponents can be used for climactic duels or when you need to present the heroes with a major threat they should flee rather than fight (such as the Ringwraiths in The Lord of the Rings). Although they share many elements, the adventure and action genres do have some distinctions between them.

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to unravel the plots of their adversaries. Give them a seemingly impossible puzzle to solve (such as the classic “locked room,” where there is no apparent way for the villain to have entered or exited the scene of the crime); they’ll surprise you with their creativity and ingenuity. The single biggest pitfall with a mystery scenario is that you might invent an explanation or solution so convoluted that the players either never find it or lose track of important clues over the course of a story spread over several game sessions. To avoid this, try using these techniques. First, recap critical information and clues at the beginning of a new session; the players may have been gone for a week but the heroes haven’t, so a brief reminder can help get the players back into the story. Second, use your heroes’ skills to reveal critical information or to remind them of an obscure detail that they might have missed. The e20 System has very flexible skills that can cover virtually any situation, so make use of that as a means to drop important hints that help to get them on the right track. In addition, skill checks give the player a chance to shine and feel rewarded for how they built their characters. Make sure you keep each hero’s current skills and other game statistics in your notes so you can call for skill checks with a minimum of fuss. Third, be flexible. If the players come up with a viable solution to the mystery other than what you planned, don’t automatically turn it into a dead end; that just frustrates the players and makes them feel railroaded. Instead, weave their solution into the original story, making it a part—but not all—of the truth. This creates the illusion of an even more convoluted and intricate plot, and it makes the players feel that much more clever for having solved it. For example, if the players become convinced that the butler did it and all the clues you’ve given so far could quite reasonably lead to that conclusion, don’t cut off that avenue too abruptly (such as by having the butler turn up dead); instead, let their confrontation with the butler lead to some critical new information. Perhaps he actually was present at the time of the shooting, but it’s because he’s actually an undercover cop who was trying to find evidence before the victim was shot; now, he becomes an ally who can share the information and clues that the players missed the first time around.

as a vampire), but a more realistic “monster” (such as a serial killer) can be just as terrifying, if not more. Make use a small number of elite opponents of much higher level to emphasize precisely how foolish it would be to engage in a direct confrontation. This invites direct comparison between the heroes and the nightmare that stalks them, making the threat feel more personal and tangible. You can get a lot of use out of disposable characters that you throw into the path of the oncoming slaughter, particularly if the character is one that the heroes had thought of as relatively capable. (Quint’s untimely demise in Jaws is a great example of this technique). In addition, keep key details concealed as long as possible using the rules for concealment and Stealth. Fighting an unstoppable monster is bad enough, but not knowing what you’re facing (or, worse, being unable to see it when you do) helps to cross the line between thriller and horror. Survival: For a survival scenario, the opposition is either abstract (a natural disaster), enormously overwhelming (a gigantic radioactive reptile rampaging through the city), or truly legion in number (see Apocalypse, Zombie). Use high-level hazards and basic characters to represent the threat most of the time; these can be amazingly dangerous, but the heroes can usually avoid them by being smart (hazards, such as being crushed under the giant reptile) or kill enough of them to open an avenue of escape (basic characters, such as the never-ending hordes of the walking dead). Unlike in horror, you usually don’t want to personalize the threat, at least not at first; the impersonal nature of a faceless menace is part of what makes the survival scenario work. However, shifting gears to a more horror-oriented final confrontation can make for a great story. For example, throughout most of Aliens, Ripley and the colonial marines are in a straightforward survival scenario as they try to hold off countless xenomorphs long enough to get a ride off the planet; at the movie’s climax, however, the movie shifts to a direct confrontation between Ripley and the Queen.

Genre as Setting For our purposes, setting refers to the physical location or environment in which the game is set as well as the distinctive elements that characterize that environment and make it identifiable.

Horror & Survival

The horror and survival genres can be some of the most challenging to try to emulate in a game. Even more than in a thriller, the players must feel a true sense of dread and impending doom as they face a seemingly unstoppable killing machine. However, you must balance that with just the slimmest sliver of hope, just enough to make them feel like they have a fighting chance. (If they truly are helpless, it’s not really a game anymore; at that point, they might as well be sitting around a campfire listening to the Gamemaster tell ghost stories.) As with thrillers and suspense, the heroes need to feel highly vulnerable: Use the gritty realism optional rules (see the Excessive Damage sidebar, page 62) to make them feel like death can truly happen at any time. Direct conflict must be avoided at all costs, so most (but not all) combat encounters should be of overwhelming difficulty (see Encounter Difficulty, page 83). Given this, you must use challenges (page 26) to lead up to an encounter (letting them prepare by fortifying or researching the opponent’s weakness), to provide an avenue of escape, or preferably both. The key is to give the heroes at least some chance of survival in what would otherwise be a bloodbath. (Much of the challenge and plot advice provided in Thrillers & Suspense, above, applies to horror and survival stories as well.) The e20 System Core Rulebook provides other options particularly appropriate for the horror and survival genres, such as rules for sanity, fear, terror, maiming, and so forth. Horror: In a horror game, the antagonist is overwhelmingly powerful, incredibly resilient, and possibly resistant or even immune to conventional attacks. It is often a supernatural being of some sort (such

Historical

Historical settings generally provide a relatively realistic depiction of the real world, either in modern day or in the past. You don’t need to make any special adjustments to the rules to use a historical setting; just pick a year and pull the matching technology from Chapter 7, and you’re ready to go. Alternative History: A particularly interesting way to use historical settings is by changing some key event and speculating about how history might unfold as a result. Mixing this premise with fantasy, science fiction, or anachronistic elements allows you to create subgenres such as steampunk.

Fantasy

More than anything else, fantasy settings are characterized by the presence of magic and other supernatural elements. This genre should always include at least some version of the rules for magic (page 39). If present, particularly powerful beings such as demigods or other semidivine characters might also use of the rules for prodigies (page 40). The various sub-genres of fantasy are far too numerous to discuss here, but a couple of possibilities are outlined below. High Fantasy: In its most popular forms, high fantasy is often set in a quasi-medieval world filled with all manner of humanoids (such as elves, dwarves, orcs, or goblins) and fantastic creatures (such as dragons, giants, centaurs, or minotaurs); Tolkien’s The Lord of the Rings is the archetypical example of this subgenre.

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Fantasy Elements in a Mundane Setting: One way to use fantasy is to layer magic onto an otherwise normal, real-world setting. On the surface, things might seem entirely mundane, but beyond that is another world where the heroes find adventure. The mix might be relatively overt (as in the Harry Potter series), but it can just as easily be a hidden truth that only a few know (as in Vampire: The Masquerade).

sufficient space is available, each might also include a short introductory adventure for starting 1st-level heroes. The following are some of the setting concepts currently under consideration, but the final selections, names, and other details are ultimately up to the e20 System patrons.

Ruins of Empire

Science Fiction

High Fantasy

Science fiction is characterized by technological innovation of one form or another, extrapolating what changes might happen when the change is introduced to the world. Unlike fantasy, science fiction supposes that the technology and science in its setting is bound by the ordinary laws of nature, but its technology often depends on one or more elements that modern science either doesn’t know to exist or doesn’t believe to be realistically possible at all. By definition, science fiction requires the introduction of at least one element not found in the real world. Most often, the element is some form of technological or scientific advancement, such as time travel, faster-than-light travel, artificial intelligence, psionics, or highly advanced forms of current medical technology such as cloning, genetic engineering, or bionics. (These last few elements might give rise to superhumans, represented using the rules for prodigies, page 40.) However, the element could also be an event, such as contact with an alien species or a global disaster such as nuclear war or major asteroid impact. In either case, the interaction of society with the element (or its aftermath) is what defines the setting. The e20 System Core Rulebook includes an extensive collection futuristic technology and other sciencefiction elements so that you can choose which you want to use. As with fantasy, the subgenres of science fiction are too numerous to cover with any detail here, but two of them are outlined below. Hard Science Fiction: Some science fiction restricts itself entirely to technology that seems entirely plausible given our current understanding of science (albeit not yet practical or feasible). Such stories would not have faster-than-light travel or force fields, for example, but they might have fusion power, artificial intelligence, and some energy-based weapons. Except in the case of a sleeper or colony ship sent on a decades- or centuries-long journey to another star system, the vast majority of hard science fiction stories are set on Earth or in its immediate neighborhood. Robert A. Heinlein’s The Moon is a Harsh Mistress is a great example of this sub-genre, and it makes a good template for a roleplaying game campaign. Space Opera: At the opposite end of the spectrum from hard science fiction is space opera, which might be described as the adventure genre in a science-fiction setting. All the trappings of science fiction are there—spaceships, energy weapons, robots, aliens—but little or any emphasis is placed on the underlying workings of the technology, let alone staying within the boundaries of our current scientific knowledge. The Star Wars saga is one of the best-known members of this sub-genre. Because it plays more loosely with the laws of physics, space opera can blur the lines between science fiction and fantasy, often introducing elements that cross the line into magic.

Centuries have passed since the Empire fell to the Northern Hordes, but pockets of civilization still cling to a tenuous existence in this savage land. With the Imperial legions long gone, no bulwark stands against the encroaching evil; abandoned keeps that one stood guard over peaceful settlements now serve as lairs for long-forgotten beasts. Roving bands of brigands prey upon those brave or foolish enough to travel the broken roads while warlords and self-declared nobles seek to expand their would-be empires. In the midst of it all, those who seek the lost secrets of the Imperial Magi sometimes open vaults best left sealed. It is an age of darkness. It is a time for heroes.

The Hollow Sky Space Opera

Humanity’s reach finally extends to the stars as countless colonies have been sown throughout the void, but the boundaries of civilization are not firm; vast gulfs separate the isolated settlements. In the hollow sky of known space, explorers seek to map new paths through hyperspace (often with the aid of psychic navigators), and prospectors search for the next big find. Sometimes, though, the unknown finds them; now, humankind knows it is not alone. In this frontier of space, brave souls eke out a living transporting goods between isolated colonies or working as guns-for-hire. Rumors spread half-truths about their newfound neighbors, and there are whispers of coming war. Xenophobia is rampant, and many lobby to get more protection from the core. But some folk on the fringe believe that when an invasion arrives, it won’t come from the outside. The conquerors will come from Earth.

Metahuman Zero Superhuman Science Fiction

The leaked documents from the Centers for Disease Control confirmed what some had long suspected: There are gods among us. The outcry, the paranoia, the panic grew too much for him to bear, so he came forward and announced that he was the one the media had dubbed Metahuman Zero. He vowed never to use his powers in anger, never to turn his gifts against his neighbors. He was never heard from again. In the days, weeks, and months following Zero’s disappearance, more came forward, showing there are more of them than anyone had imagined. Despite their powers, many wear masks out of fear of their neighbors and even their own families. Some grew to resent it, slowly coming to identify more with the mask than with the humanity hidden beneath it. Some became villains. “Remember Zero” graffiti appears on more walls by the day, and many fear that the metahumans will rise up in open conflict. Some have started stockpiling food, making their homes far from civilization to avoid whatever happens next. And in that remote wilderness—far from the cities, far from the fear—some say they have found him. They say that Metahuman Zero lives.

Campaign Settings The e20 Core Rulebook includes a brief overview of some ready-to-use campaign settings. The exact number will depend on how much space is available, but current plans call for three compact campaign settings. Each will include an overview of the setting’s history, environment, inhabitants, current events, major factions, and influential personae; settings on other worlds will also include regional maps with exotic locations for the heroes to explore. Finally, each will provide a broad range of adventure hooks to help the Gamemaster start the campaign. If

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Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson. Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas. Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack

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