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·MODERN Roleplaying Game

CORE RULEBOOK
Bill Slauicseh, JeFf Grubb, Rich Redman, Charles Ryan
MODERN™ Roleplaying Game

Bill Slauicsek, Jeff Grubb. Rich Redman, Charles Ryan


RRT OIR€CTOR

UICE PRESIOEllT ARO DIRECTOR or RPG RGO BILL SLAVICSEK

UICE PRESIO&nr or PUBUSHIRG


MARY KIRCHOFF

Tht~ d20'Sy~tem game us~ mechanic~ developed for the nel'I OUNYONS & OJW",QM game by jon;1th~n lwel't, Monti' Cook, Skip W1lllam~. Richard Bak!'f, and Peter Adkison
This game al~o uw~ mechanic~ developed tor the Ps1onie$ Handbook by Bruce R. Cordell. the Ca// uf Ctltu/111.1• Rofeplaymg uame by Monte Cook and John Tynes and
the Sf(/1 Wot s'Roleployrng Gome by Bill Slav1csek, Andy Collins. and JDWiker.
This W1mris or THE COAW game product con tains no Open Game Content. No portion of this work may be reproduced In any form without written permission. To learn
more about the Open Gaming License dlld Lhe d20 Sy~tern License. please visit www.wlzards.com/d20. I
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Visit our website at www.wizards.com/ d20modern


Awarding Experience Points •.. ... 204
Piue: Combat .. . ................... 128 How to Build a Campaign . . . . . . . 209
Combat Sequence ........•........ 128 Favors and Contacts. . . . . .. ... ..... 211
Combat Statistics. • . . . •. . ••. •. •. . . . 119 The Modern World ...........•..... 212
Combat Basits . . . • . • . . •. .. .. . . . .. 130 The Environment. . .............. 213
Initiative ..•....................... 133 Catching on Fire........ , ......... 213
Surpnse.... . .............. n3
lnlr0011clion ..••........•.•..••..•.... 4 Actions in Combat. . . . . .. . . . . . . . . . 134
Starvation and Thirst • . . . . . 213
The Bellies . . . . .. . .. •. . . . . .. . . 6 Suffocation and Drowning .•....... 213
The Combat Round.. . .......... 134
The Core Mechanic. . . . . . • •. . . . . . . . 6 Falling .................. 214
Action Types....... • • •• • . . • 134
AGame Session. .. • •• . . . .. . . • . • .. . •. 8 Falling Ob1ects. . . . . • . . . . . . . . . . 214
Attack Actions................ 135 Poison ........ , , ..........•. , , .. 214
Plating the Game. . . .. . . . . .. . . • .. . 10
Move Actions... . . . . . . . .. • . . . . 137 Disease .. ..................... . 215
Character Creation Summary ........... 12
Full-Round Actions . . . . . . . . . . . .. 137 Acid . . . ...................... 215
One: Chsraclers..... ........ ......•...... lll Miscellaneous Actions . . ......... BB Electricity ....... . ............... 215
The Abilities ......................... 15 Attacks of Opportunity . . . . . . . . US Abihty Score Loss . . . . . . • . . . . . . . 215
Example of Generating Injury and Death . . . . . . . 139
and Assigning Ability Scores ••.••••• 16 Character Condition SU!Mlary •• 140 Eigh1 friends and foes ...... .... ......... 216
Character Oasses .. . . .. . ............ l7 Movement and Position . . 142 The Creature Factory.. . • . . .. . .. .. . 216
The Basic Oasses .. .. • . . . . .. .. . . . 17 Combat Modifiers . . . 144 Magic and Ps1onics. . . . . . ......•.... 217
Level-Dependent Benefits •........... 18 Favorable and How to Read a Creature
Basic Class Descriptions . . . . .... ..... 18 Unfavorable Conditions . . . . . . . .144 Description. ....... .. . . ....... ... 217
The Strong Hero . . . . . . . . ...••.... 20 Cover ...... . . . .• . . • . . ...... 144 Example Creatures .. . .. .. .. .. .. .. . 231
Tile Fast Hero . . . . . . . . . • .. .. • . . . . 21 ConcealmEnt. . . ............. 145 Researching Creatures . . . . • . . . . 268
fu Tough Hero • .. . . . . .. .. .. • •.. . 23 Helpless Defenders. . 146 Creature Weaknesses ....•.•.•..... 268
The Smart Hero. . . . . . .. . . . .. .. . . 15 Special Initiative A.ctions . . . . . . . . 147 Supporting Characters . . . •........ . 270
llie Dedicated Hero . . . . . . . . . . . . 27 Delay . .. . ..... .147 Ordinari~ . .. .. .. . • . • .. .. .. .. . 270
The Charismatic Hero. . 19 Ready . . . . . . . . . . . . . . . . . .•. .147 Children. . . . . . . . . . . ..... •• .... . ... 271
Starting Occupations ....... ••....... ... 32 Special Attacks ................•••• 148 Challenge Ratings. . . . . . . . . . . . . .. , .. 271
Vital Statistics. . . . . . .......... .... .... 35 Aid Another . • . . . .. . • .. .. . . . . 148 Reshing out GM Characters ......... . 2n
Action Points .........•...•........ 36 Firearms . . . ................... 148 Ordinary Archetypes .. .. .. ........ 271
Allegiances . .. . . . . . .. . . .. ••• 37 Grenades and E.xplosives . . . . . . . . 148 nine Campaign ffiodels . . ... •.••.. . . .. . . 21P-l
Reputation . . .................... · · 'fl Splash Weapons . . . . .. .. .. . . . 149 $1-AJ l()W CHA>rn .. .. . . •• • • .. .. • . .. . . 285
Wealth ..... ... . . . . . ... ... . 38 Attadc an Object. . .. . . . . . . . 149 Shadow Slayer.......•.••.......... 290
Gaining Experience and Leve Is .....••.... 39 Bu11Rush .............. ......... 151 Occultist ....................... .. 292
Multiclass Characters . . . . . . . . . . . . . . . . 40 Ovenun .. . . . • .. • . . • . . . • • • . . .. 151 Adventure Setups ..... .. , ....• ..... 2<15
Trip....................... . .. 152
Two: Shills ......•.• .......•.••.....•. 42 Disarm............... ........... 152
AGENIS OF PSI. .... . ................... 298
Skill Basics ................. .•...... 42 Telepath ........... , . . . • . . . . . . . . . 305
Grapple ....................... 152 Battle Mind . . . . . . . . . . . . . . . . . . . . . 307
Acquiring Skill Ranks. . . . • • • . . . . . . . . . 43
Vehicle Movement and Combat • • . . . 155
Us11"1g Skills . . . . • . • . . . . . . . . . 44 Adventure Setups ..•............... 310
Skill D&riptions .. . .. . • . . . . . .. .. .. 48 SiK Rduanced Classes.. . •. .• . 161l Ready to·Use Telepaths..... . • . 310
Qualifying for an Advanced Class •.... 165 URBAN ARf..AN4. • • . • •••••••••••• '' .•• 312
Tiree: Peals .. . ... .. . ................ 76 Soldier .. .. . . . .. .. .. . . ....... 165 Mage ........•••.......... , ..... 318
Arquiring Feats . . .................. 76 Acolyte.•.... .... ............... .. 322
Martial Arnst ..•...•.....••.•.•.... 166
Prerequisites. . . . . . . ...•........•... 71
Gunslinger . . •.................... 168 Adventure Setups .. . . . .. ......... 325
H!at Descriptions. . . ...•...•........ 77
Infiltrator .. .. . • .. . • • • • • . . . . . . • . . 170 Ready-to-Use Mages . • . . . . . . . 326
fmdquipmenl . .. .. . ••••.. .. .. .. 90 Daredevil . •••. . . . . ••••••••••••• . . 171 Ten. rH llbWli!s .. ... . . ... .. . ••• . 328
Purchasing Equipment . . ..••....... 90 Bodyguard • • •. . • .. .. . .. . • .. • • •. . 173 Spells .......................... 329
Ranged Weapons . . .. ............. 95 Field Scienrist.. . • .. .. .. • • • • . • . . .. 17S Arcane Spells . . . ..... •........... . 334
Ranged Weapons Table. . . . . . 96 Tech1e ...•.•.•.•.....•......• T77 Divine Spells ................•.... . 336
Explosives and Splash Weapons ...... 103 Field Medic . .. . .. • • . . . . .. • • .. • • 180 Spell Usts ........... .. . , •.•.. .... 336
Explosives and Splash Investigator. ...................... 181 Ps1onic Powers .. . .. . • • .. .. . . .. . .. 360
Weapons Table ................ 104 Persooallty .....•........••••...... 183 New Feat . . . . ....... , . • ......... 362
Melee Weapons. . . . . . . 106 Negotiator . .. . • . . .. . .. . . . . . .. . 185 Wild Talent.................... 362
Melee Weapons Table 107
lmpro~1sed Weapons . . . . . . . . . 109
Seuen. Gamemastems. .. .•. .. .. . •• .188 Power Lish. . . . . . . • • • • . . . . . . . . . . . 362
Purpose of the Game . . . . . . 188 FX Items ....•••...........• . . 3n
Armor . . . .. .. . . . ............. 109
The Role of the Gamemaster. . . . . .. 189
Armor Table ........•.. •......... 110
Atmosphere . . . . . . . . . 191
Character Shee1. .. . ••......•....•.. ... 380
General Equipment .. , . , .•.•........• 111
Style of Play . . . . . . . . . . . . . . . • • . . . 191 lnde11 .•.•.................•...•...... . 3Ba
Equipment Table .... , ............ 113
Adjudicate the Game . . • • . • . . . . . 192 The Designers. ... .. .. .. .. ..•.. .. ... 384
Carrying Capacity.. . .. . .. . . . .. . 121
How to Build an Adventure . • • . .... 196
l.Jf~tyle. .. .. .. .. • • • • • . . .. .. • . 122
Services . • • • • • • • . •. • • • . . • • • . • • . Ill
Locations 202 Tables ................................ 3illl
Rewards and Behavior • •• •• . •• . 203
Vehicles. .. .. .. . .. .............. 123
Structure .. . .. • . . . . •. . .. • . . . . 203
Vehicles Table ..............•.... 125
Setting Purchase OU .......••..... . 104
The world we live in provides the
stage for all sorts of action-adven-
ture stories. These tales of cops and
robbers. spies, and other forms of
modern action constantly play across
the myriad forms of entertainment-
TV, movies, novels, comic books, com-
puter games, and more. Why not, then,
open the field to tabletop roleplaying
games via the d20.. System?
With that premise, we began this
exciting project. The d20 MODERN Ro/e-
playing Game typifies cinematic
action-adventure at its best. with the
ability to throw in as much (or as little)
fantasy as you see fit. With this game,
you can craft a contemporary setting a11
your own, populated by evil villains
and desperate situations that call for
the very best your heroes have to
offer. All you need are some dice, .a
few friends, and your imagination.

THIS IS A
BOLEPLAUIOG GAmE
It's a game of your Imagination,
where you get to tell stories by
taking on the roles of the main char-
acters-characters you create. It's a
game that offers a multitude of
choices-more choices than even the
most sophisticated computer game,
Danger lurlcs in e«ry alley,
because the only limit to what you
around every comer .. . can do is what you can imagine.
The story unfolds like a movie,
except aII of the action takes
place in your imagination.
d20MODERN
Theres no script to follow. other than a rough outline
used by the Gamema.ster (GM}; you decide what your Characters
character says and does. The Gamemaster. as the director Your characters star in the adventures you play, just like the
and special effects designer. decides what the story is heroes ma movie. They are the main characters In the game.
about and takes on the roles of al I the other characters- We refer to them as "heroes.- not in the "good guy" sense
the villains, the extras. the distinctive guest stars. The per se, but because they are the mai~ prota.gonists (or
Gamemaster also keeps track of the rules. interprets the antagonists} of the story. Each characters imaginary life 1s
outcome of actions. and describes what happens. To- different. Your character might be .. .
gether, players and GM create a story. and everybody has
a great time. • Atough bodyguard-for-hire.
• Amartial artist seeking knowledge and power.
• Abrash stunt person.
ThisIsthed20 mootnn Rolep/agin9 Game • Agambler looking to make the next big score.
Cell phones: notebook computers· fast cars: faster • Agriuled trucker traveling the open highways.
food; cool clothes. ... • Athief with a heart of gold.
You know the modern world 1nt1mately because you live • Ayoung dilettante from a prosperous family.
in it. It's a great place, full of opportunity and intrigue. hope • Apolice officer or private detective.
and despair, excitement and danger. Combine the eleme~ts • Agovernment agent or superspy.
of the modern world with the imagination-powered engine • An investigative reporter hot on the next big story.
of the d20 System-the same set of rules that powers the • Aresearch scientist about to make a breakthrough.
OvNGEONS & DRAGONS• game-and you can leave behind • Amovie star thrust into a real-life role as a hero.
mundane reality and embrace the action and adventure of • Or any other kind of character you can imagine.
modern fantasy.
Modern fantasy? Sure. and we don't necessarily mean
elves and magic. Any story set 1n the modern world that UJhat 9ou need toPlay
fearures heroic characters in dramatic situations accom- Here·s what you need to start playing the d20 Moo£RN
Roleplaymg Game:
plishing larger-than-life feats falls under the category of
fantasy. The cinematic exploits of elite government
agents taking 011 the forces of terrorism, for exam~le. or • The rules in this book. which tell you how to create
supercops defending the city from an extremely violent and play your character.
gang war both have elements of the fantastic about them. • Acopy of the character sheet at the back of this book.
It's the fantasy of action-adventure mov1es-slow-motJOn • Apencil and scratch paper; graph paper might be use·
gunfights, bone-rattling explosions, jaw dropping m~rtial ful. too.
arts battles. heart-stopping car chases. more explostons. • One or two four-sided dice (d4}. four or more six·
and over-the-top plots hatched by the most terrible vil- sided dice (d6}, an eight-sided die (d8). two ten-sided
dice (dlO). a twelve-sided die (dl2). and a twenty-sided
lains Thafs the stuff of modern fantasy.
This book contains all the information you need to play die (d20). - ------1
the game. Check out The Basics starting on page 6. to get an • A miniature, an action figure, or some other token to
idea of the fundamentals of the game. including the core represent your character in the game.
concepts of character creation and game play. When you
get through The Basics, flip through the rest of the book. It As a player. you should read this introduction and Chap·
offers a wealth of options. allowing you to play any ters One through Five, dealing with character creation,
modern-day genre you want. skills. feats, equipment, and combat. Chapter Six. Advanced
When you play the d20 MoDEAN Rofep/aying Game. Classes. gives you ideas for the kind of elite hero you can
you create d unique fictional character who lives ir the oegin building toward. The rest of the book is for the Game·
imaginations of you and your friends. One person 1n the master. providing advice. opponents, campaign models. and
game, the Gamemaster. controls the villains and other starting points for adventures.
people you meet in a modern setting. Through your charac-
ters. you and your friends face the dangers and explore the Dice
mysteries that your Garnernaster sets before you. The rules abbreviate dice rolls with phrases such as "3d6+3,"
Anything is possible In the d20 Moor.RN R.olep/aying which means "three six-sided dice plu~ 3" (resulting in a
Game. You can have your character try anything you can
number between 6 and 21). The first number tells you how
think of. If it sounds good and the dice fall your way. the many dice to roll (all the results are added together), the
action succeeds. The Basics section has more details on how number after the ~d· tells you what type of dice to use, and
to determine whether a character's succeeds at what he or any number after that mdicates a quantity that is added to
she tries to do. or subtracted from the result
Now. get ready. A world of contemporary action and Some examples:
adventure awaits you. What you do with it makes all the dif- 2d6: Two s1x·s1ded dice, generating a number from 2to 12.
ference. Enjoy! Some pistols deal this amount of damage.
1d8: One eight sided die, generating a number from 1 to
8. Alongsword deals this amount of damage.
d%: TI1e "d%" (percentile dice) is a special case. You gen- world, using your skills and abilities to engage enemies on a
erate a number between 1and100 by rolling two different- thousand different fronts.
colored ten-sided dice. One color (designated before you The modern world can be adeadly place. You must battle
roll) is the tens digit. The other is the ones digit. Rolls of 8 terrorists, struggle against tyrannical forces, or vanquish
and 5, for example, yield a result of 85. Rolls of 0 and 3yield spies and saboteurs working against your organiLation. You
a result of 3. Rolling 0 and 0 represents 100. can depend on your own skills and abilities, your friends and
allies. and acouple of high-tech toys. Hopefully, that will be
enough to turn the tide of destruction.
THE CAIDPAIGO IDODELS
You can create any kind of contemporary adventure setting
you want with the d20 MODERN Roleplaying Game.
Using This Book
How you use this book depends on the role you plan
Most of this book 1s written from the point of view of the
to play in your d20 MODERN campaign.
fictional Department-7, an elite organization that the
heroes belong to that deals with situations threatening the
modern world. In your campaign. Department-7 might have
Gamemasters
If you plan to take on the important role of Game-
I
federal authority, or it might be a state or local agency, or
master, you should become familiar with this whole
perhaps a private institution. In some campaigns, it might
book. Start by reading The Basics, then dive Into the
have an international scope thanks to ties to the United
Nations or some global conglomerate, Department-7 might
deal with homeland defense, law enforcement, espionage
character creation chapters and follow with the Game-
master section. You need to decide what kind of cam-
paign you want to establish, since this decision will
l
and intelligence. or counterterrorism. In some games. It
influence the type of characters your players create.
might have a charter to investigate paranormal activity or
The GMsection offers advice and provides a few cam-
alien incursions or dimensional displacement. In your game.
paign models to choose from.
you might call Department-7 by another name, such as the
Agency, the Bureau, the Service, the Shop, the Institute, or
the OrganiLation. It all depends on the type of action-
Players
If you plan to create a character to run 1n a d20
adventure game you want to play. With the d20 MoornN
MODERN campaign. start with The Basics. This section
Roleplaying Game, all these possibilities and more are
explains the fundamentals of the game. Then go on to
available to you.
the character creation chapters.
While Department-7 serves as the basis for our examples
throughout this book, we also provide three models of play
that you can alter as you see fit to make exactly the game
you want. These models are detailed In Chapter Nine.
THE CORE IDECHAmc
TI1e d20 MoomN Roleplaying Game uses acore mechanic
to resolve all actions. This central game rule keeps play fast
THE BASICS and intuitive. Whenever you want to attempt an action that
has some chance of failure, you roll a twenty-sided die (or
The modern world can be an exciting and dangerous place. d20). To determine if your character succeeds at a task (such
Any techno-thriller, contemporary action-adventure story, as an attack, the use of a skill or an ability, or an attempt to
or modern fantasy you can imaglne can become the back- save your character from harm), you do this:
drop for an exhilarating campaign.
With the d20 M ODERN Roleplaying Game, you can • Roll a d20.
experience action-adventure stories in a whole new way. • Add any relevant modifiers.
Imagine yourself as an undercover cop or a private investi- • Compare the result to a target number.
gator, a brave soldier or a powerful martial artist. Whether
you want to be a player or the GM, this book is your portal If the result equals or exceeds the target number (set by the
to all kinds of action-packed stories and adventures. GM or given in the rules), your character succeeds at the
task at hand. If the result is lower than the target number.
you fail.
THE IDODEBO WORLD
The modern world provides a unique and exciting backdrop
for all kinds of adventures. It offers countless opportunities THE GAIDEIDASIEB
for danger, mystery, and intrigue. In the modern world, a When you play the d20 MODERN Rofeploylng Game.
vast array of organizations. both public and private, work to you're participating in an interactive story. Players take on
further a variety of agendas. Often. an organization's agenda the roles of unique characters. called heroes. One player
has components that run the gamut from open and above- serves as the Gamemaster, a combination director, narrator.
board to hidden and mysterious. and referee. The GM describes situations, asks the players
You play the role of acharacter in the modern world. You what their characters want to do. and resolves these actions
work for Department-7 or some similar agency, dealing according to the rules of the game. The GM sets each scene.
with themany threats and dangersthat fall within the scope keeps the story moving. and takes on the roles of the oppo-
of Department-l's charter. You travel the country and the nents and other characters that the players' heroes
encounter in each adventure. If you're the GM, you should dying. A character's hit points (hp) detemiine how much
read through all sections of this book; you don't need to physical damage a character can withstand before dying.
memotize evetything, but you do need to have an idea of Damage reduces hit points, and lost hit points can only be
where to find certain rules once play begins, recovered through medical aid or natural healing.
A character's Constitution score. class, and level deter-
mine his number of hit points, and that number increases
HEROES with each level gained,
If you're a playerj you take the role of a hero- one of the
stars of the saga that you, the other players, and the GM a,11
help to develop. You create your character with the help of
Shills and feats
Skills represent how well a character does at dramatic
the game rules that follow, according to your own vision for
tasks other than combat. All characters are assumed to
the type of hero you want to play. As your character partic-
have a wide selection of average skrlls: the game only
ipates in adventures. he or she gains experience points (XP}
measures the skills in which a character has better than
that help him or her improve and become more powerful. average ability and so can use these skills to attempt tasks
in dramatic situations.
Abilities Skills are measured in ranks, which represent how much
Every human character has six abilities that represent the training a character has applied to a specific skill. Each rank
character's basic strengths and weaknesses. These abilities- adds +1 to any check (d20 roll) you make to use a skill. See
Streogth, Dexterity. Constitution. Intelligence, Wisdom. and the class descriptions in Chapter One for the skills that are
Charisma-affect everything a hero does. from fighting to associated with each class. Skill descriptions can be found in
using skills. Chapter Two.
An ability score of 10 or 11 Is average. Higher scores give Feats are special features that provide a character with
characters bonuses. and lower scores give penalties. When new capabilities or improvements. All characters start with
you create your character, you'll usually want to put your at least two feats, though certain classes and starting occu-
higher scores into the abllitles most closely associated with pations provide additional feats. See Chapter Three for a list
the kind of character you want to play. of available feats.

Class Starting Occupations


Aclass represents a defining aspect of a character. It serves To reflect life experience before the campaign begins,
as a starting point to help you define your hero, a hook on each character selects one starting occupation. Astarting
which you can hang the character's personality, skills, and occupation provides additional class skills, feats, a Reputa-
other traits. Think of a class as a framework. You can build tion bonus, and/or a Wealth bonus for your character. Not
upon that framework as your hero improves, or you can all starting occupations are available in all campaigns, and
1
branch out into a different class if it better suits how you some have prerequisites that further limit their availability. ~
want the character to develop. In fact, the best way to learn
new skills and develop new abilities Is to take levels in other
classes as you advance through the game, thereby turning GAIDE PLAY I_ I

your character into a multiclass character (see page 40). This overview gives you enough of the fundamentals to get
The classes are described In Chapter One. Your beginning a feel for how this roleplaying game works. The chapters that
character can be a Strong hero, a Fast hero, a Tough hero, a follow take these basic concepts and expand upon them.
Smart hero. a Dedicated hero, or a Charismatic hero. Each of Important! You don't have to memoriz.e the contents of
these basic classes is associated with one of the abilities in this book to play the game. It~ a game, not homework. Once
the game. you understand the basics, start playing! Use this book as a
reference during play. The table of contents and index
Level should help you easily find a specific topic. When In doubt,
stick to the basics, keep playing, and have fun. You can
Level measures a character's advancement and relative
always look up an obscure rule after your game session
amount of power. Alst·level character, for example, isn't as
ends, but remember that you don't have to sweat the
powerful as a 5th-level character.
det-ails in the middle of play.
Characters generally begin play at 1st level and attain
additional levels as they complete adventures. Attaining a
new level provides a character with improvements to Rolling Dice
important characteristics, such as base attack bonus, We've already explained the basic rule that forms the foun-
number of attacks. saving throws, bonus to Defense, and dation of the game-roll a d20, add a modifier, try to get a
hit points. result th<lt's equal to or greater than the target number.
Whenever your character tries to accomplish something sig-
Hit Points nificant, the GM asks you to roll a d20.
Important! Not every action requires a die roll. Roll dice
Each character can withstand a certain amount of damage
in combat and other dramatic situations when the success
before becoming fatigued, getting knocked unconscious, or
of an action is in doubt.
The d20 Is used to determine results in combat and when
making skill checks. ability checks. and saving throws. In Shill Chechs
other words, the d20 determines whether you succeed at To make a skill check. roll a d20 and add your character's
skill modifier for that particular skill. Compare the result to
an action.
The other dice (d4. d6. d8. dlO. and dl2) are used to deter-the Difficulty Class (DC) for the task at hand. The DC may be
mine what happens after you succeed. Usually. the other determined by the skill's description, set by the GM, or
established by another characters check result.
dice come into play a~er you make a successful attack roll to
Unoppo~d Checks: An unopposed skill check's success
determine how much damage the attack deals to the target.
depends onty on your character's action.
For example climbing a chainto get out of a cargo hold
A GAME SESSION on a ship depends only on your character's skill and luck,
so the Climb check is compared to a target number pro-
In the d20 MODERN Roleploying Game, the Gamemaster vided by the skill's description or set by the Gamemaster.
and players get together to cell a story through me play of If your result is equal co or higher than the DC. the a·
the game. We call these group-created stories ·adventures... ttempt succeeds.
A d20 MODERN adventure features plenty of action. lots of Opposed Checks: An opposed check is used when
opportunities for combat cool villains. epic plots, and a another character actively attempts to prevent your char·
sense of the real world. acter from succeeding at a glven task.
Typically. the game consists of adventures that resemble The DC for an opposed check is the check result of the
episodes in a television series or acts tn a movie. One adven- character opposing your action. The opponent's check
ture might play out in a single game session; another might might be made using the same skill you are using or a dif-
stretch across several evenings of play. Asession can last as ferent skill, as defined In the skill description. The character
long as you're comfortable playing, from as short as an hour with the higher result succeeds at the action being per-
to as long as a twelve-hour marathon Most groups get formed. while the character with the lower result falls. In
together and play for two to four hours at a time The game the case of a tie. roll the checks again until one character
can be stopped at any time and restarted when the players achieves a higher result than the other.
get back together. For example. if your character tries to hide from an
Each adventure consists of interrelated scenes. Ascene opponent. your Hide check is opposed by the opponent's
might feature some kind of challenge or roleplaying Spot check. If your result is higher, your character success-
encounter, or it could involve combat. When there·s no fully hides, and your opponent fails to spot him. If your
combat going on, play is more casual. The GM describes the resu lt is lower. your opponent spots you. and your attempt
1

scene and asks the players what their characters do. When to hide fails.
combat breaks out. game play becomes more structured.
and the action takes place in rounds.
Ability Chechs
Ability checks are used when a character doesn't have any
· - - Wha1 Characters Can Do ranks in a particular skill and tries to use that skill untrained.
Acharacter can try to do anything you can imagine. just (Some skills can't be used untrained; see Chapter Two for
as long as it fits the scene the GM describes. Depending on details.)
the situation. your character might want to: For example, if your character wants to bluff a couple of
security guards but doesn't have any ranks in the Bluff skill,
• Li sten at a door. the GM calls for a Charisma check. (Charisma is the ability
• Use a computer. associated with the Bluff skill, and the Bluff skill can be used
• Explore a location. untrained.)
• Converse with a contact. Ability checks are also used to determine success when
• Bargain with a merchant. no skill applies. Trying to move a heavy garbage contalner,
• Intimidate a thug. for example. requires a Strength check.
• Talk to a friend. To make an ability check, roll a d20 and add your charac-
• Drive a vehicle, ter·s modifier for the appropriate ability. If the result is equal
• Search for a clue. to or greater than the task's DC. the check succeeds.
• Bluff an official.
• Repair an object
• Leap acrOS5 the gap between two buildings.
Attach Rolls
To attack an opponent. roll a d20 and add your character's
• Move.
attack bonus. If the result equals or exceeds the opponent's
• Duck behind a garbage container.
• Attack an opponent. Defense, the attack succeeds.
On a successful attack. you roll to determine how much
damage your attack deals to the opponent. Roll the type of
Characters accomplish tasks by making skill checks. ability
dice indicated for the weapon used and add any modifiers
checks, or attack rolls. While the rules for makin8 these rolls
that apply.
follow the core mechanic. each type of roll has a slightly
For example, if your character uses a pistol, a successful

-
different rPUrpose. attack deals 2d6 points of damage to the opponent. If your
20
character uses a tonfa a successful attack deals ld4 points
of damage plus your Strength bonus moue Actions
Damage reduces hit points. When all of a character's Amove action lets you move your speed in a round or per-
hit points are gone, the character falls unconscious and form an equivalent action. Equivalent actions include
is dying. climbing. drawing or loading a weapon, opening a door.
A critical hit (a potent result on an attack) deals double and picking up an object. You can move and attack, in
the amount of damage. An attack may cause a critical hit if either order, In a round. Or you can perform two move
tin~ dlldLk mil i~ a natural 20, That result represents the actions in a round. using a second move action In place of
threat of a critical hit Then the attacker makes a second an attack action.
attack roll to confirm the critical hit. If this second attack
roll (the d20 result plus modifiers) is successful, then the full-Round Actions
critical hit is confirmed and the attack deals double damage. A full-round action consumes all your effort in a round.
See Chapter Five for rnore details. Attacking more than once (if you are of sufficient level to
Important! There are two types of attacks in the game. do so) or using a skill or feat that requires a full round to
A ranged attack uses a weapon that attacks opponents at a employ is considered a full-round action.
distance. such as a pistol or agrenade A melee attack uses
a weapon that attacks opponents in close quarters. such as
a club. knife, or your fists. Your character might have a dif- free Actions
ferent attack bonus for each type of attack. Free actions consume almost no time or effort. Over the
span of a round. the impact of these types of actions is so
minor that they are considered to be free Speaking to an
THE comeor eouno ally or opponent. dropping an object, or turning on acom-
puter are all examples of free actions. You can perform a
Most of the time. game play is relaxed and casual. The GM
sets the scene. and players take turns describing what their free action m addition to performing other actions in a
characters are doing. When the situation calls for it, the round. though the Gamemaster can place limits on how
GM has the players make die rolls (skill checks or ability much you can reasonably do for free rn agiven round.
checks) to determine the results of thei r characters'
actions. But when ascene lnvolves combat or the imminent Reactions
threat of combat, a structured sequence of combat rounds Some skill checks are instant reactions to specific events,
governs play. such as making a Spot check when the GM calls for one. A
In a combat round, each character gets to do some- reaction takes no time and isn't an action.
thing. A round represents 6 seconds in the game world,
regardless of how long it takes the players to complete
the round ActionPoints
At the start of a battle. each player makes an initiative Every character starts play with action points. Action points
check for his character. and the GM makes initiative checks provide a player with the means to alter d20 rolls in dra- - - - -·
for the opponents. The character with the highest result matic situations. After a die roll but before the GM reveals
acts first. followed by the other characters in order (from the results. you can deode to spend an action point. For a
highest result to lowest result). This order of play is used in character, spending an action point adds ld6 to the d20 roll,
every round until the battle ends. When your tum in the helping you get closer to or exceed the target number. An
order comes up, you perform all the actions you are entitled action point can be applied to asingle die roll when making
to in the current round. an attack roll. askill check. an ability check. alevel check. or
There are four types of actions: attack actions. move a saving throw.
actions full-round actions. and free actions. In around, you ln some cases (as noted in the rules). a character must
can do one of the following things (but see Chapter Five for spend an action point to perform a certain activity An
additional information). action point spent in this way d~ not provide an increase
to a d20 roll.
• Attack and move


Move and attack
Move and move again WHAT'S llEHI?
• Perform a full-round action If you're new to roleplaying games. you might be wonder-
ing how to proceed. After you've read over these basics to
get an understanding of the game, check out the example
AttachActions of play on the next page. It provides some insight into how
An attack action lets you do something. You can make an a roleplaying game session plays out. Then review the first
attack, use a skill or a feat (except those skills and feats that few chapters of the book. When you're ready. use the
require a full-round action). or perform an equivalent Character Creation Summary (page 12) and a copy of the
action. You can perform an attack action and amove action, character sheet from the back of the book to create a
in either order. in a combat round character When you, your GM. and lhe other players are
ready, start playing!
l120MODERN
PLAYING THE GAME it is an evening of entertainment, having plenty of snacks
and beverages on hand is highly recommended.
The modern world is a big place. It offers countless
opportunities for action. mystery, and danger. While you
have a good understanding of the trappings of the GEOEBAL ADVICE
modern world, this game and the adventures it unlocks Players should roll the dice openly so that everyone can see
µ1e~e11L an imaginary version of the world we know. I his the results. The GM may make some rolls in secret to build
version is closer to the world we see in action-adventure suspense and maintain mystery. All attack and damage rolls
movies and TV shows than it is to the mundane world in should be made in the openso that all players can see them.
which we spend most or our time. Call It Cinematic Earth, The first couple of game sessions you play might be a
if you want. since the reality of this game is the reality of little uneven as everyone learns how the game works and
action-ad venture fiction. gets comfortable with the idea of roleplayiog. Remember
One of the countless agencies charged with preserving that these rules are guidelines, a framework and structure
law and order on Cinematic Earth is Department-7. Depart- for playing d20 MODERN adventures in a roleplaying game
ment-? could be a government agency or a branch of local environment. Aroleplaying game is a living game; it evolve.s
law enforcement. It might be an international organization and develops as you play it. If something isn't working for
or a private institution. That's up to you and your Game- your group, and the entire group agrees, make a change. But
master. Regardless, you are one of the elite agents of wait until you've played a few times with the official rules
Department-7, working to protect your town. your city, your before you decide to tinker.
country, or your world (depending on the scope of the cam-
paign you and your friends want to play) from the forces
that oppose the ideals you believe in. THE fIBSI GAIDE SESSIOD
The d20 MODERN Roleplaying Game lets you explore You and your friends have reviewed the basic rules and cre-
this imaginary version of our world. All you need is this book, ated 1st-level characters. Your Garnemaster has reviewed
some dice, a few willing friends, and your imagination. The the rules and is ready to run his first adventure. You've
game works best with a group of five, one GM and four play- agreed upon a time and place to play. Then the time arrives
ers. It can be played withas few as two participants (one GM and the game begins!
and one player} or as many as seven (six players and a GM). Jeff is the GM. He takes his place at the head of the
This game lets you participate in the ultimate interactive table. Charles sits in the next seat; he's running Yoriko
story, a story in which you get to determine what happens Obato, a female Fast hero. Next' to Charles is Rich, practic-
next by the actions you lake. There'5 no board, no joystick, ing his dice rolling as he gets into his character, Russell
no keyboard. You might use action figures or miniatures to Whitfield the Strong hero. Across the table, Michele makes
help visualize some dramatic scenes. but otherwise the some notes on her character sheet. adding a little more
action takes place in the imaginations of the participants. detail to Brandon Cross the Smart hero. Next to Michele,
Stan anxiously waits to get started. He's running Moondog
Greenberg, a Tough hero.
SETUP Jeff has selected some action figures rrom his collection
After you've created a character, get together with the rest to use in tonight's game. They aren't necessary for play, but
of your gaming group foryour first adventure. Prior to this, he thinks the figures will help the players visualize the
the GM develops a storyline for the adventure. He might action in certain situatiohs. He places several figures to rep-
buy a complete, ready-to-play adventure or grabone out or resent the players' characters in the middle of the table. He
a gaming magazine. Or the GMmight develop one using the leaves a few others hidden on the floor beside the table.
guidelines in Chapter Seven. Once the GMbecomes com- Jeff will use these later to represent opponents that will
fortable with all the rules, he can even get away with simply challenge and compete with the heroes.
describing a starting scenario and using archetypes straight Jeff doesn't have a specific character for himself. While
out of Chapter Eight: Friends and Foes. the players each run a single hero, the Gamemaster narrates
Pick an evening or a weekend afternoon or some other the story, adjudicates the rules, and plays all of the GM
convenient time when you and your friends can spend a few characters-the supporting cast that serves as allies and
hours playing the d20 Moocrw Roleplaying Game. opponents for the heroes.
Where should you play the game? Anywhere that's com- It looks like everyone's ready to start. Jeff answers a few
fortable. The place should have a flat surface to roll dice on. last-minute rules questions, then begins the game.
such as a kitchen table. The GM sits so that the other play- Jeff (GM): The modern world, the present day. While the
ers can't fook over his shoulder or peek at his adventure rest of the world settles into its daily routine, the sun rises
notes. He needs enough room to spread out the rulebook on a new threat to peace and freedom. Most of the world's
and any other materials he might have for the game session. inhabitants go through life without a clue about the dangers
Including other d20 MODERN books, a pad of paper. a pencil that regularly loom over them. You aren't so lucky. As newly
or pen, dice, and his adventure notes. recruited agents for Department-7, you're about to be made
The other players need places to sit, room for their dice aware of every hidden plot and potential disaster hanging
and character sheets. scrap paper and pencils. and their like a dagger on a frayed rope over the heart of the planet.

-
rulebooks. Since a game session is as much a social event as And that's just for starters....
You're outside. on a boardwalk overlooking a deserted Yoriko's warning, you won't be surprised by the figures
beach and the ocean beyond it. At this early hour. there under the boardwalk.
doesn't appear to be anyone else around. You're here to Charles rolls a d20 and adds Yoriko's)ump modifier.
meet with your handler, a senior agent named Harmon The result is 18. which Jeff says is enough for Yoriko to
whom you've interacted with during training but never in a land gracefully and ready for action in the sand below.
mission situation. Before Harmon arrives. why don't you Then each of the players rolls a d20 and adds his or
each take a moment to describe yourselves? her initiative modifier to get a result. Jeff rolls a single
Charles (Yoriko): You see a young Asian-American initiative check for the three skulking figures.
woman stretching on the boardwalk. She looks graceful and Charles (Yoriko): Yoriko got a 19.
nimble. not unlike adancer or agymnast. She's wearing run- Rich (Russell): 9 for Russell.
ning shorts. sneakers. and a hooded sweatshirt. Michele (Brandon): Brandon got a13.
Rich (Russell): A young African-American mate is stand- Stan (Moondog): The fast-acting Moondog got a 16.
ing along the boardwalk railing. He's tall, with a muscular Jeff writes down the initiative order, from highest
frame. He wears a leather jacket and faded jeans. result to lowest. He jots down:
Michele (Brandon): My character sits on anearby bench, Yoriko 79. Moondog 16. Thugs 14 {his roll), Brandon 13,
typing away on a notebook computer. He looks intelligent Russel/ 9
though a bit scruffy. and while he seems to be focused Jeff (GM): The three figures appear to be waiting in
completely on his computer. he's also listening to any dis- ambush for you. Two of them cairy metal batons while the
cussions the others are having. third one brandishes a pistol equipped with a silencer.
Stan (Moondog): You see a solid-looking young man Yoriko. what are you going to do?
with asour race and close-cropped hair. He's tough as a rock Charles {Yoriko}: I land in a crouch. and as my first
and mean as a junkyard dog. and he tends to stand slightly move action I close with one of the baton-wielding figures.
apart from the others, slowly scanning the beach and the As my attack action I launch an unarmed strike at his head.
boardwalk for any signs of trouble. Charles rolls a d20 and adds his melee artack bonus
Jeff (GM): Okay. You have trained together since being for a result of17
recruited into Department-7, so you know each other pretty Jeff (GM): Yoriko strikes at the man's exposed neck and
well. This is your first missron. though. and you don't have connects with a solid blow. Roll damage.
any idea what to expect. Before anything else occurs. each Charles rolls 1d4 because Yoriko has the Combat
of you make a listen check. Martial Arts feat. The attack deals 4 points ofdamage.
The players each roll a d20 and add their Listen skill Jeff (GM): The man gasps and grunts in pain. Moondog.
modifier to get a result. If a character doesn't have the you're next.
Listen skill. the player still gets to apply his or her Stan (Moondog): I don't want to miss out on this action!
Wisdom modifier to the rol I. After alI the players have I'm not as graceful as Yoriko, so I use a move action to care-
made the skill check, they tell the GM the results. fully drop to the sand, then I use a second move action to
Charles (Yoriko): Yoriko got a 15. slip my pistol out of its ankle holster.
Rich (Russell): 10 for Russell. Jeff (GM): The three flgures act next You notice that
Michele (Brandon): Brandon got an 8. they're wearing dark slacks and black, long-sleeved shirts.
Stan (Moondog): The amazing Moondog got a 12. Dark ski masks hide their faces. The guy next to Yotiko
Jeff consults his notes, checking to see what the DC swings his baton at her. The other baton-wielder rushes
for the Listen check is. He nods and makes a note or toward Moondog before he can brrng his pistol to bear. The
two, just to keep the players guessing. third figure takes aim at Russell with his pistol and fires up
Jeff (GM): Moondog, Russell. and Brandon continue through the boardwalk. The silencer muffles the sound of
whatever it is they're doing as they wait for Harmon to show the shot but doesn't mask the crack of splitting wood as the
up. Yorlko. meanwhile. hears a noise from underneath the bullet passes through the rotted planks.
boardwalk. It sounds like faint whispers. and maybe the click Jeff makes the attack rolls for the three thugs. The
of some kind of mechanism snapping into place. What does first one gets a 9. missing Yoriko by a mile. The second
Yoriko do? one gets an 78, and his baron connecrs with Moondog's
Charles (Yoriko): Yoriko tries to nonchalantly peer anatomy. The third one gets a 12. missing Russell as the
through the gap in the boardwalk as she leans into a partic- bullet slices through the air in front of him. As Jeff gets
ularly deep leg stretch. Does she see anything? ready to roll damage. he says·
Jeff decides that it isn't hard to see the three men Brandon, you notice Harmon running toward you from
sneaking under the boardwalk if a character is specifi- the other end of the boardwalk. He shouts. ''It's a trap!
cally looking for them. Someone in Department-? set us-" Harmon's voice is cut
Jeff (GM): Yoriko notices three figures moving through off by a muffled pop; then he crumbles to the floor.
the shadows directly underneath the boardwalk. They seem The rest of the round continues. with Jeff rolling
to be preparing to do something. damage. then Brandon and Russell acting in turn. Each
Charles (Yoriko): Yoriko shouts, "We've got company!" round plays out in this order until one side or the other
as she leaps over the railing toward the sand below. is defeated or flees. Then the heroes would get a chance
Jeff (GM): Yorlko. make a Jump check to see how well to check on Harmon and figure out who betrayed them
you land. Then everyone make an Initiative check. Thanks to And that's how this d20 MODERN adventure begins!
d20MODERN
CHARACTER So, a Strong hero with a Dexterity of 12 would have a
Defense of 13 (10 + 2 + 1= 13).
If your character wears armor. it provides an equipment
CREATION bonus that adds to Defense
SUMMARY
Make sure you review Chapters One through Five before
Speed
Your character has a speed of 30 feet. That's the distance a
using this overview when creating a d20 MODERN character. human character can cover using a move action.
Make a copy of the character sheet from the back of this
book to use as a record of your character.
lnitiatiue
Your character's initiative modifier equals the character's
Generate Rbility Scores Dexterity modifier.
Use one of the methods described in Chapter One to gen- The Improved Initiative feat provides an additional
erate your six ability scores. Record the scores on a piece of modifier. If you select this feat, adjust your initiative mod-
scrap paper and put them aside for the moment. ifier accordingly.

Choose Your Class Base Rttach Bonus


Aclass provides you with a starting point for your character, Your character's class determines your base attack bonlls.
a frame upon which you can hang skills. feats. and various Record this number in the space provided on the character
story elements Choose a class from those presented in sheet.
Chapter One.

Rssi9n Ability Scores Reputation


Your character's class determines your Reputation bonus.
Now that you know what class you want your character to Record this number in the space provided on the character
start in. take the scores you generated earlier and assign sheet.
each to one of the six abilities: Strength, Dexterity. Consti- The Renown and Low Profile feats provide an additional
tution. Intelligence, Wisdom. and Charisma. Usually. you'll modifier. If you select either of these feats. adjust your
want to put your best score in the ability most closely asso- Reputation accordingly.
ciated with your class. AStrong hero. for example. usually
has his best score in Strength
Record your ability scores and class on your character Saving Throws
sheet. Record your ability modifiers as well. Your class determines your base saving throw bonuses. To
these numbers. add the modifiers for the associated abili-
ties as follows:
· -:- - - Select Your Talent For Fortitude. add your Constitution modifier.
Each class offers a number of talents to choose from at lst For Reflex add your Dexterity modifier.
level. These talents are unique to each class. Choose a talent For Will. add your Wisdom modifier.
and record it on your character sheet. Some feats provide add1t1onal saving throw modifiers. If
you select any of these feats. adiust your saving throws
0
-t Hit Points
Your class determines your character's Hit Die-the die you
accordingly.

roll to gain new hit points at each new level. Record this die ffielee Rttach Bonus
(d6. d8. or dlO) in the space on the character sheet. then To d~~ermine your melee attack bonus. add your Strength
figure out your starting number of hit points. At character mod1f1er to your base attack bonus. This is the bonus you
creation. a 1st level character gets the maximum points apply when making attacks with close-combat weapons
from the Hit Die. plus the character's Constitution modifier. (such as clubs and knives) and when making unarmed strikes.
For example, if your character belongs to the Smart class Certam feats and class features might provide additional
and you have a 12 Constitution. you start with 7 hit points modifiers. so make adjustments as necessary.
(6, the maximum result of a d6 roll. plus 1 for your Consti-
tution bonus).
.The Toug~ness feat increases your hit points. If you select Ranged Attac~ Bonus

0 this feat, adiust your hit points accordingly. To determine your ranged attack bonus, add your Dex-

a:
terity modifier to your base attack bonus. This is the
bonus you apply when making attacks with ranged weap-
Defense on~ (such as pistols and rifles) and when throwing an
To determine your character's Defense. add the following ob1ect (such as a grenade) Certain feats and class fea-

1- numbers together: tures might provide additional modifiers, so make adjust-

z 10 + class bonus + Dexterity modifier


ments as necessary.
.#
Adam takes out the trash

ranks, the appropriate abllity modifier. and any other mod-


Action Points ifiers that may apply.
Your character starts play with Saction points. Record this For example. if you have 4 ranks in Climb and a Strength
number in the space provided on the character sheet. modifier of +2, your Climb modifier is +6.

Starting Occupation Select Peats


Your Gamemaster decides which starting occupations are You start play with two feats. Select your feats from Chap-
available in your campaign. Select one starting occupation ter Three and record them on the character sheet. Some
from that list. You should choose one that best fits your

-z
feats may affect the information you've already recorded. so - - - --·
character concept. You can find a full list of starting occu-
make adjustments as necessary.
pations in Chapter One. Record the benefits provided by the
You also get one feat from your class (Simple Weapons
occupation on your character sheet. Proficiency), and you might get one feat from your starting
In general, a starting occupation provides additional class
occupation.
skills or skill bonuses, a feat. a Reputation bonus, and/or a
Wealth bonus.
Determine Wealth and Buy Gear -I
Select Shills
Your charac~r's class and Intelligence modifier determine
Your starting occupation and the result of a 2d4 roll deter-
mine your character's Wealth bonus. Some feats and other
modifiers add to this bonus as well. Make Wealth checks to :a
how many skill points you have to buy skills.
Skills are measured in ranks. Each rank adds +1 to skill
purchase gear and outfit your character. Chapter Four
describes weapons, armor. and gear, and provides DCs for all 0
c
checks made using a specific skill. Some skills are considered Wealth checks.
to be class skills for your character's class. All other skills are
considered to be cross-class skills. Your starting occupation
may give you additional class skills.
At lst level, you can buy up to 4 ranks 1n aclass skill for a
Finishing Hour Character
The last details you need to add to your character sheet help
c:
cost of 4 skill points, or up to 2 ranks in across-class skill for
the same cost. (You get more out of purchasing class skills.)
Buying skills goes faster and provides maximum effect
you visualize and roleplay your character. You need a name,
of course. You should also determine your characters age,
gender, height, weight. eye and hair color, skin color, and any
q
if you spend 4 skill points {your maximum) on every skill
you select.
Skills are described in Chapter Two.
Once you've selected your skills, determine the skill
modifier for each skill. To do this, add together the skill
relevant background information you want to provide. includ-
ing allegiances. {Make sure to run your ideas past your Game-
master so that he or she can fit them into the campaign.)
Chapter One provides guidelines that can help you with
these details and characteristics.
-0
Just about every die roll you make gets a bonus or penalty
based on your character's abilities. A robust character has a
better chance of surviving a trek through ascorched desert.
A perceptive character is more likely to notice enemy
agents sneaking up from behind. A stupid character is less
likely to find a concealed panel that leads to a secret com·
partment. Your ability scores provide modifiers for these
kinds of rolls.
Your character has sixabilities: Strength (abbreviated Str).
Dexterity (Dex), Constitution (Con), Intelligence (int).
Wisdom (Wis), and Charisma (Cha). Each of your character's
above-average abilities gives you a benefit on certain die.
rolls, and every below-average score gives you a disadvan-
tage on other die rolls. You determine your scores using one
of the methods described below, assign them to the abili-
ties you like, and then raise them as your character gains
experience.

YOUR ABILITY SCORES


To generate ability scores for your character. use one of the
following methods. Your Gamemaster might want you to
use aspecific method, so check before starting.

Random Generation
To randomly generate an ability score for your character, roll
four six-sided dice (4d6), Disregard the lowest die and total
the three highest dice.
This roll gives you a number between 3(horrible) and
18 {tremendous). The average ability score for the typical
person is10or11, but your character is not typical. The most
common ability scores for heroes are 12 and 13. (The average
hero is above average.)
Make this roll six times, recording the result each time on
a piece of paper. Once you have all six scores, assign each
score to one of your six abilities. At this step, you need to
know what kind of Individual your character is going to be,
including his class and starting occupation. in order to know where best
Moondog and Lily save the dily to place your character's ability scores. If you haven't already done so, familiarize
yourself with the basic class descriptions and starting occupations presented later
d'oMODERN
in this chapter before deciding how to allocate your char·
acter's ability scores.
l 5 18 19 ~4

Rerolling 23 -4 20 21 •5
If your scores are too low, you may scrap them and reroll all 4-5 3 22 23 ~6
six scores. Your scores are considered too low if the total of 6-7 -2 24 -25 •7
your modifiers is 0 or lower, or if your highest score is l3 8-9 -1 26 27 f8
or lower. 10-11 +O 28-29 +9
12- 13 1l 30 31 ~10
14-15 +2 etc. etc...
Planned Generation 16- 17 •3
Instead of rolling dice, you may select the scores you want
by using the planned character generation method. This
method also requires you to know what kind of character Strength (Str)
you want lo play so you can generate your scores appropri- Strength measures your character's muscle and physical
ately. Determine your character's class beforehand, then power. Strength is the ability associated with Strong heroes.
generate your character's ability scores as outlined below. You apply your character's Strength modifier to:
Your character's ability scores all start at 8. You have 25
points to spend to increase these scores, using the costs • Melee attack rolls.
shown below. • Damage rolls for melee and thrown weapons. (Ex-
ception: Grenade damage isn't modified by Strength.)
Score Cost Score Cost • Climb. Jump, and Swim checks.
8 0 14 6 • Strength checks (for breaking down doors and per-
9 1 15 8 forming similar actions).
10 2 16 10
11 3 17 13 OeHterity (DeH)
12 4 18 16
Dexterity measures hand-eye coordination. agility, reflexes.
l3 s and balance. This ability is important for characters who
want to be good shots with ranged weapons (such as pistols)
Standard Score Pachage or who want to handle the controls of a vehicle fairly well.
The third method of determining ability scores is to select Dexterity is the ability associated with Fast heroes.
the standard score package. a balanced mix of scores You apply your character's Dexterity modifier to:
designed for quickly creating heroic characters. Assign the
scores as you like, one score to each ability. • Ranged attack rolls, such as with firearms.
The standard score package for heroic characters is: • Defense, provided the character can react to the
15. 14, 13, 12, 10, and 8. attack.
• Reflex saving throws. for avoiding grenades and simi-
lar attacks.
THE ABILITIES • Move Silently, Hide. and Drive checks, and other skill

Each ability partially describes your character and affects


some of your character's actions.
checks for which Dexterity is the key ability.

Constitution (Con)
n
Constitution represents your character's health and stamina.
Abilitymodifiers Constitution is the ability associated with Tough heroes. It
Each ability has a modifier ranging from -4 to •4 for abegin- also factors into the massive damage rules (see Chapter
ning character. Table 1-1: Ability Modifiers shows the modi- Five: Combat}.
fier for each possible score. (Because ability scores can You apply your Constitution modifier to:
change throughout a character's career, the table shows
modifiers for scores lower than 3and higher than 18.) • Each die roll for gaining additional hit points (though
You add the modifier to the die roll when your character a Constitution penalty can never reduce a hit point
tries to do something related to an ability. For example. you roll below 1: that is, a character always gains at least 1
add your Strength modifier to your roll when you try to hit hit point each time he or she gains a level).
someone with a club. You also apply the modifier to some • Fortitude saving throws. for resisting poison and simi-
numbers that aren't die rolls; for instance, your Dexterity lar threats.
modifier applies to your Defense to determine how hard • Concentration checks.
you are to hit in combat.
A positive modifier is called a bonus, and a negative
modifier 1s called a penalty.
Intelligence (Int)
Intelligence determines how well your character learns and
reasons. Intelligence 1s important for any character who
d20MODER
wants to have a wide assortment of skills. and it is the ability Dexterity gets the 13 (+1 bonus). That helps with attadcin.g
associated with Smart heroes. with ranged weapons and with Reflex saving thro~s: (Ed ts
You apply your character's Intelligence modifier to: also thinking ahead. A Dexterity score of n qualifies his
character for the Dodge feat: see Table 3-1: Feats.)
• The number of skill points gained at each new level Charisma gets the 12. providing a +l bonus.
(though an Intelligence penalty can never reduce this Intelligence gets the 10 (no bonus or penalty). Average
number below 1: your character always gets at least l Intelligence isn't bad for a Strong hero. ..
skill point per level). Ed records his character's class. ability scores. and ability
• Search and Knowledge checks, and other skill checks modifiers on his character sheet.
for which Intelligence Is the key ability.

Wisdom (Wis) CHAOGIOG ABILITY SCORES


Wisdom describes a character's willpower. common sense. Over time, the ability scores your character starts with can
perception, and intuition. Compared to lntelligenc~, change. Ability scores can Increase with no limit.
Wisdom relates to being in tune with and aware of ones
surroundings. while Intelligence represents one's ability to • Add 1 point to any ability score when your character
analyze information. An "absent-minded professor" has a attains 4th. 8th, 12th, 16th, and 20th level.
low Wisdom score and a high Intelligence score. Asimple- • Poisons, diseases, and other effects can cause tempo-
ton with low Intelligence might neverthele~ have great rary ability damage. Ability points lost to damage
insight (high Wisdom), If you wan~ your chara~ter to ~~ve return naturally, typically at a rate of 1point per day
keen senses. put a high score mWisdom. This IS the ab1hty for each affected ability.
associated with Dedicated heroes. • As a character ages. some ability scores go up and
You apply your character's Wisdom modifier to: others go down. See Table 1-9 Aging Effects. page 35,
for details.
• Wilt saving throws, for using certain class talents or ~ -
1
resisting other class talents. Intelligence. Wisdom. and Charisma
• listen. Spot and Treat Injury checks. and other skill You can use your character's Intelligence, Wisdom, and I
checks for which Wisdom is the key ability. Charisma scores to guide you in roleplaying your char-
acter. Here are some guidelines (just guidelines) about
Charisma(Cha) what these scores can mean.
Charisma measures a character's force of personality, per· Acharacter with a high Intelligence score is curious.
suasiveness, magnetism. ability to lead. and physical attrac- knowledgeable, and prone to using big words. Achar-
tivene~. It represents strength of personality. not merely
acter with a high Intelligence score and a low Wisdom
how others perceive you in a social setting. This is the abil- score may be smart but absent-minded, or knowledge·
ity associated wlth Charismatic heroes. able but lacking in common sense. Acharacter with a
You apply your Charisma modifier to: high Intelligence score and a low Charisma score may
be a know·it·all or a reclusive scholar. The smart char·
• Bluff, Diplomacy, and Disguise checks. as well as other acter lacking 1n both Wisdom and Charisma usually
skill checks for which Charisma is the key ability. puts her foot in her mouth. .
• Checks representing attempts to influence others. Acharacter with a low Intelligence score mispro-
nounces and misuses words. has trouble following
directions. or fails to get the joke.
EHAmPLEOP GEnEAATlnG Ano Acharacter with a high Wisdom score may be sensi-
ble, serene. "in tune." alert. or centered. A character
ASSIGOIOG ABILITY SCORES with a high Wisdom score and a low Intelligence score
may be aware but simple. A character with high
Ed sits down to create a new character He rolls four six-
sided dice (4d6) and gets 6, 4, 3. and 2 Ignoring the lowest Wisdom and low Charisma knows enough to speak
die, he records the sum of the other three on scratch paper: carefully and may become an advisor or "power
behind the scenes'' rather than a leader.
13. He does this five more times and gets these six scores: 13.
10, 15, 12. 8, and 14. Ed decides to play a Strong hero. Now he Acharacter with low Wisdom may be rash, 1mpru- i
assigns his rolls to abilities. . . dent. Irresponsible. or "out of it." I 1

Strength gets the highest score. 15, which provides a +2 A character with high Charisma may be beautiful.
bonus that will serve him well in melee combat. handsome, striking. personable, and confident. Achar·
Constitution gets the next highest score. 14. This score acter with high Charisma and low Intelligence can usu·
also provides a +2 bonus. which means more hit points per ally pass herself off as knowledgeable, at least until
level and a better Fortitude saving throw bonus. she meets a true expert. A character with high
Ed puts his lowest score, B, into Wisdom. Charisma and low Wisdom may be popular. but he
doesn't know who his real friends are.
Ed has two scores with bonuses left (13 and 12), plus an
average score (10). A character with low Charisma may be reserved.
gruff, rude. fawning, or simply nondescript. __ ~
d20MODERN
When an ability score changes. all attribute.s associated Tough: Levels m this class indicate improvement in
with that score change accordingly. For example. when physical fitness. health, and stamina.
Yoriko becomes a 4th-level Fast hero. she decides to Smart: Levels m this class provide the means to improve
increase her Dexterity from 15 to 16. Now she·s harder to a characters reasoning and skills.
hit. better at using ranged weapons, and all of her Dexter- Dedicated: Levels in this class demonstrate a devotion to
ity-based skills improve as her Dexterity modifier increases. a cause. an ideal, or a higher purpose. The Dedicated hero's
class features revolve around investigative. empathic. heal-
ing. and spiritual devotions.
CHARACTER Charismatic: Levels mthis class indicate training in win-
ning friends and influencing people with a combination of
CLASSES charm. confidence. and charisma. The Charismatic hero can
be a leader. a celebrity, a con artist, or a flirt.
Characters in a contemporary setting seek wealth. glory 1us-
tice, fame. influence, and knowledge. among other goals.
Some of these goals are honorable, some base Each char- The ffiulticlass Character
acter chooses a different way to achieve these goals. from As your character advances in level, he or she may add new
combat prowess to skill mastery to connections and classes A character with more than one class Is called a
resources. Some characters pre11ail and grow in experience, multiclass character Adding a new class gives a character a
wealth, and power. Others die. broader range of abilities. new skills to choose from, and
Acharacter class is the frame upon which you build your different class features. A Dedicated hero, for example,
hero. It isn't meant to be rigid or confining. Instead. a class might add a level of Strong to gain some physical power.
provides a starting point from which you can develop your Rules for creating and advancing multiclass characters can
hero as you see fit. Don't think of a class as restrictive; be found later in this chapter.
instead. a class is defining. When you choose a class for your
character. you're laying the foundation of a concept that will
grow and el(pand as you play. How you develop your char-
Advanced Classes
Few heroes remain in the basic classes as they gain levels.
acter is entirely up to you. You get to choose skills and ~eats Eventually. an advanced class beckons. providing your char-
as you advance-and you can take levels in other classes as
acter with new opportunities to grow. Advanced classes are
you go along to better develop the concept at the core of desrnbed mChapter Six.
your hero.
At 1st level. your character 1s JUSt starting his or her
heroic career Choose the basic class that works best as
the core of the character you envision., but be aware that
CLASS Ano LEUEL BOOUSES
An attack roll or a saving throw is a combination of three
you will want to add other classes to the mix as your char- numbers. each representing a different factor: a random
acter advances to develop the hero m specific ways. For
element (the number you roll on the d20), a number repre·
example. a suave. intelligent. international superspy might senting the character's innate abilities (the ability modifier),
start out as a Charismatic hero and add levels of Dedi-
and a bonus representing the character's experience and
cated, Smart. and even Fast as he advances and gains expe- training This 1hird factor depends on the character's class
rience. Eventually. he might move on to an advanced class and level. Each class table summarizes the figures for this - - - -·
to gain specific features. (See Chapter Six for information third factor.
on advanced classes.)

Base Attach Bonus


THE BASIC CLASSES Check toe table for your character's class. On an attack roll,
The classes in the d20 MODERN Roleploymg Game repre- apply the number from the Base Attack Bonus column to
sent the wide range of skills and knowledge tha• people 1n the d20 die roll. Use the bonus that corresponds to the
the modem world have access to. character's level. Numbers after a slash indicate additional
Six basic classes are available in the d20 MoocR." Role- attacks at reduced bonuses: '"+12/+71+2" means that a char-
p/aymg Game Characters with levels m one or more acter of this level makes three attacks per round. with a
classes are called heroic characters. Heroic characters base anack bonus of +12 for the first atlilck. +7 for the
h;:ive action points and talents where ordinary characters second. and +2 for the third. Ability mod1f1ers apply to all
do not. making heroic characters harder to beat m most these attacks.
s1tuat1ons-which means they can perform dangerous or When a characters base attack bonus reaches +6, he or
heroic acts more frequently. The six basic classes are as she is entitled to make an extra attack at a +1 base attack
follows. bonus. However. f the character's attack bonus reaches +6
Strong: Levels mthis class demonstrate training in athletic or higher because of modifiers. the character does not get
endeavors. If you want to be good at melee combat, take this extra attack.
levels mthis class. For example. a 6th-level Fast hero has a base attack bonus
Fast: Levels in this class indicate training magility, hand- of +4. When using a pistol or other ranged weapon, she adds
eye coordination, and reflexes. If you want to be good at her Dextenty modifier. Even if this would increase her
ranged combat. take levels in this class. anack bonus to ~6 or higher. she doesn't gain an additional
d2oMODERN
attack. For these purposes. only the base attack bonus points as buying the maximum rank in a class skill. (For
counts example, at 1st level. acharacter can pay 4 points for 4 ranks
If a character has more than one class. add the base in a class skill, or spend the same 4 points for 2 ranks in a
attack bonuses for each class together to determine the cross-class skill.) The half ranks (Ii) indicated on the table
character's base attack bonus. (See Multiclass Characters. don't improve skill checks; they simply represent partial pur-
page 40, for an example.) chase of the next skill rank and indicate that the character is
training to improve that skill.
Base Saue Bonuses Feats: This column indicates the levels at which a char-
acter gains feats (two at 1st level, one more at 3rd level, and
Check the table for your character's class You'll see the base
saving throw bonuses for the three types of saves: Fortitude, one more at every third level thereafter). See Chapter Three
Reflex, and Will. Use the bonuses that correspond to the for feat descriptions.
character's level. If a character has more than one class, add
the base save bonuses for each class to determine the char- BehindtheScenes: Boerybody's Human
acter's base save bonuses. (See Multiclass Characters, page If you're fami liar with the DUNGEONS & DRAGONs•game.
40, for an example.) you probably remember that those rules give extra
skill points and an extra feat to all human characters
at lst level.
LEUEL-DEPEODEOI BEDEf IIS The d20 M ODERN Roleplaying Game assumes all
In addition to attack bonuses and saving throw bonuses, all characters are human. T~erefore, we've built that extra
characters gain other benefits from advancing in level. Table feat and those extra ski! l points directly into any char-
1- 2summarizes these additional benefits. acter you can create.
TABLE 1-2: Ability Increases: This column indicates the levels at
~' ~ li; ~~· I•~· ti: : ~ which a character gains ability score increases. Upon attain-
Class Cross-Class ing 4th. 8th. 12th. 16th. and 20th level. a character increases
Character Skill Max Skill Max Ability one of his or her ability scores by 1 point. The player
level XP Ranks Ranks Feats Increases chooses which ability score to improve. The ability improve-
1st 0 4 2 lst 2nd ment is permanent
2nd 1.000 5 2 1/ For example, a Charismatic hero with a starting Charisma
3rd 3,000 6 3 3rd of 16 might improve to Charisma 17 at 4th level. At 8th
4th 6.000 7 3 1st level. the same character might Improve Charisma again
5th 10.000 8 4 (from 17 to 18) or could choose to improve some other abil-
6th !~ 000 9 4 'I 4th ity instead.
7th 21,000 10 5 For mult1class characters, feats and ability increases are
8th 28,000 11 5 ;, 2nd gained according to character level, not class level. Thus, a
9th 36,000 12 6 5th 3rd-level Fast/1st-level Smart hero is a 4th-level character
10th 45,000 13 61/. and eligible for her first ability score boost.
11th 55,000 14 7
12th 66,000 15 71;, 6th 3r-0
BASIC CLASS DESCBIPIIOOS
U1 13th
14th
78,000
91.000
15th 105,000
16
17
18
8
8 y'
9 7th
The next part of this chapter describes each basic class. These
descriptions are general. Individual members of a class may
16th 120.000 19 9 ;, 4th differ in their attitudes, outlooks, and other aspects.
17th 136,000 20 10
18th 153,000 21 JO '/ 8th
19th 171.000 22 11 Game Rule Information
20th 190.000 23 11 •; , 5th Rule information follows the general class description and is
divided into the following categories.
XP: This column shows the experience point total
needed to achieve a given character level (See Class and Ability
Character Level. page 19.) This entry tells you which ability is typically associated with
Class Skill Max Ranks: The maximum number of skill that class. Players can "play against type.' but a typical char-
ranks a character can have in a elm skill 1s equal to his or acter of a class assigns his or her highest ability score to the
her character level +3. Aclass s~ill is a skill associated with ability that provides the greatest benefit. (Or. in game world
a particular class. Class skills are- listed in each class descrip- terms, the character Is attracted to the class that most suits
tion in this chapter. his or her talents, or for which he or she is best qualified.)
Cross-Class Skill Max Ranks: For cross-class skills (skills So, a character with his highest score in Constitution might
not associated with the character's class), the maximum start out as a Tough hero, then decide to take levels mother
number of ranks is one-half the maximum for a class skill. basic classes later on to take advantage of the features
Maxing our a cross-class skill costs the same amount of those cl asses offer.
rPofv'\ODERN
Fort Save: The base save bonus for Fortitude saving
Hif Oie throws. The characters Constitution modifier also applies.
The die type used by characters of the class to determine Ref Save: The base save bonus for Reflex saving throws.
the number of hit points gained per level. The character's Dextenty modifier also applies.
Die Type Basic Class
Will Save: The base save bonus for Will saving throws.
The character's Wisdom modifier also applies.
ld6 Smart Dedicated. Charismatic
Class Features: Level-dependent class features, each
ld8 Strong. Fast
explained in the section that follows.
ldlO Tough Defense Bonus: The character's bonus to Defense. The
character's Dexterity modifier and equipment bonus also
Aplayer rolls one die of the given type each time his or her
applies.
character gains a new level. The character's Constitution Reputation Bonus: The character's base Reputation
modifier 1s applied to the roll Add the result to the char- bonus. See page 37 for more information.
acter's hit point total. Even if the result is 0 or lower. the
character always gains at least l hit point A1st-level char-
acter gets the maximum hit points rather than rolling Class reatures
(although you still apply your Constitution modifier}. This entry details special characteristics of the class,
For example. Brandon Cross. a Smart hero. gets ld6 hit including bonus feats and unique talents, that are gained as
points per level. plus his Constitution modifier. At 1st level a character attains higher levels in the class.
he gets 7 hit points instead of rolling (6, the maximum for
the die type, plus his Constitution modifier, which is Tl). Talents
Every basic class offers a selection of talents to choose
Rction Points from. A character gains a talent upon attaining each odd-
The number of action points gained per level. numbered level m a class (including lst level). Talents are
considered to be extraordinary abilities. (See Chapter Eight:
Class S~ills Friends and Foes for a definition of extraordinary abilities.)
This section of a class descnption provides a list of class Some talents have prerequisites that must be met before a
skills and also gives the number of skill points the charac· character can select them.
ter starts with at lst level and the number of skill points
gained each level thereafter. A character's Intelligence Bonusreats
modifier is applied to determine the total skill points Every basic class offers a selection of bonus feats to choose
gained each level (but always at least l point per level. even from. Acharacter gains a bonus feat upon attaining each
for a character with an Intelligence penalty). even-numbered level in a class. These bonus feats are in
A1st-level character starts with 4 times the number of skill addition to the feats that all characters receive as they
points he or she receives upon attaining each level beyond lst. attain new levels (see Table 1-2). Some feats have prerequi-
The maximum ranks a character can have in a class skill [s the sites that must be met before a character can select them.
character's level +3. so at 1st level you can buy up to 4 ranks in
any class skill, at a cost of l skill point per rank. What Ooes That mean?
For example, a Dedicated hero gets 7 skill points per level.
As you read through this chapter, you may come
If she has a •1 lnte!Hgence modifier. her total becomes 8 skill across words and terrns that aren't familiar, especially
points per level. At 1st level. she gets 4 times this amount. or if this game is your first experience with the d20
32 skill points. Her maximum rank for a class skill is 4. so she System. Don't be dismayed-all the terminology is
could, for example, divvy up her 32 points among eight class explained in later chapters of this book. You'll find all
skills with 4 ranks each (Its more useful to have a high rank
the information you need as you continue to read-
in a fewskills than a low rank in many skills.) or. if you can't wait, flip to the index in the back of
You can also buy skills from other classes' skill lists. Each the book and look up a topic that you want to know
skill point buys' rank in these aoss·dass skills. and you can
more abour.
only buy up to half the maximum ranks of a class skill. Thus.
the maximum rank at 1st level for a cross-class skill is 2.

Sterfing Feats
CLASS ROD CHARACTER LEUEL
Class level pertains to a character's level in a particular class.
The feats gained at 1st level in the class Character level pertains to a character's total experience.
So. a character who has only one class has a character level
Class Table and a class level that are the same. (A 4th-level Strong hero
This table details how a character improves as he or she has a character level of 4th and a class level of 4th.)
attains higher levels in the class. It includes the following For a mult1class character, class level and character level
information. are different. A 2nd-level Fast/3rd-level Smart hero has a
Level: The character's level in the class. character level of 5th. with a Fast class level of 2nd and a
Base Attack Bonus: The character's base attack bonus Smart class level of 3rd. See page 40 for more information
and number of attacks. on multiclass characters.
THE SIBOOG HERO
The Strong hero uses his Strength score to best advantage.
Taking a level in this class demonstrates physical training for
overall strength and power. Strong heroes excel at hand-to-
hand and melee combat, as well as at other activities that
best utilize physical power.
AStrong hero might be a bodybuilder or an athlete who
concentrates on the power aspect of sports. He might be
quietly intimidating or robustly boisterous. He might be
as gentle as he Is big or a lout and a bully.

EHamplesor Strong Heroes


Boxers, martial artists. some types of soldiers,
athletes who depend on raw physical power.
blue-collar workers, and others who rely on
pure brawn all fall within the scope of the
Strong hero.

SameRuleInformation
Strong heroes have the following game statistics.

Ability
Strength is the ability associated with this class. Strong
heroes usually also have good scores in Constitution, Dex-
terity, and at least one of the nonphysical abilities.

Hit Die
Strong heroes gain 1d8 hit points per level. The character's
Constitution modifier applies. A 1st-level Strong hero
receives hit points equal to 8 + his or her Constitution
modifier.

Action Points
Strong heroes gain a number of action points equal to 5 +
one-half their character level. rounded down. at lst level
and every time they attain a new level in this class.

Class S~ills
The Strong hero's class skills. and the key ability for each
skill, are as follows (see Chapter Two for skill descriptioos}.
Climb (Str}. Craft {structural) (Int), Handle Animal (Cha},
Jump {Str), Knowledge (current events, popular culture, street-
wise, tactics) (Int), Profession (Wis), Read/Write Language
(none). Repair {Int). Speak Language (none), and Swim (Str).
:.: I ~·~ .:1
Class Base Attack fort Ref Will Defense Reputation
level Bonus Save Save Save Class features Bonus Bonus
lst +l +l +O +0 Talent +1 +O
2nd +2 •2 +Q +O Bonus feat ...2 +O
3rd +3 +2 +l +l Talent +2 +O
4th +4 +2 •l +1 Bonus feat +3 +O
5th +5 +3 +1 +l Talent +3 +l
6th +6/•l +3 +2 +2 Bonus feat +3 +1
7th +7/+2 +4 +2 +2 Talent +4 +l
8th +8/+3 +4 +2 +2 Bonus feat +4 +1
9th +9/-+4 +4 +3 +3 Talent +5 +2
10th +10/+5 +5 +3 +3 Bonus feat •5 +2
d20MODERN
Also. the starting occupation you select can proVide you ffielee Smash Talent Tree
with additional dass skills to choose from.
The Strong hero has an innate talent that increases me!ee
Skill Points at 1st Level: (3-+ Int modifier) x 4.
d.lmage
Melee Smash: The Strong hero receives a tl bonus on
Skill Points at Each Additional level: 3.. Int modifier.
rnelt!e darneig~.
Improved Melee Smas~: The Strong hero receives ;m
Starting feats additional +l borius. on rnelee damage (t2 total),
In addition to the two feats all characters get at lst level
Prerequisite: Melee smash.
(see Table l-2), a Strong hero begins play with the Simple
Advanced Melee Smash: The Strong hero receives an
Weapons Proficiency feat.
addjrional +l bonus on melee damage (•3 total).
Prerequisites: Melee smash, improved melee smash.
Class features
The following are class features of the Strong hefo. Bonus feats
At 2nd. 4th. 6th. 8th. and 10th level. the Strong hero gain> a
Talen1s bonus feat. This feat must be selected from the following
At 1st, 3rd. 5th. 7th. and 9th level. the Strong hero list. and the Strong hero mu~t meet any prerequisites.
selects a talent from the following talt!nt trees. Some Animal Affinity. Archaic Weapons Proficiency. Athletic.
trees have a set order that mu~t be followed. while Blind-Fight. Brawl. Cleave, Comb;it Martial Arts. Combat
others provide a list to choose from. As long as the hero Reflexes. Great Cleave. Improved Brawl. Improved Combat
qualifies. you can select freely from any and all talent Martial Arts. Power Attack. Weapon Focus.
trees. No talent can be selected more than once unless
expres~ly indicated.
Beginning Talents: A 1st level Strong hero can choo~ THE fAST HERO
from eJCtreme effort. ignore hardness. and melee smash. The Fast hero uses her Dexterity score to be~ tidV~fltil8t·
Taking a level 1n this class demonstrates training in hand-
EHtreme Effort Talent Tree eye coordination. agility. and reflexes. Better defenses. a
AStrong hero can push himself to make an extreme effort good attack prognmion, and a natural aptitude In athlet-
The effort must relate either to a Strength check or a ics that require speed and grace combine to define the
Strength-based skill check. You must decide to use this Fa.st hero.
a,blllty before making the check. A Fast hero might be literally quick on her feet. or she
Extreme Effort: The effort requtres a full-round action might simply move with a catlike grace. She might posses$
and provides a +l bonus on the check. uncanny coordination ~nd amazing reflexes. She uses her
Improved E.xtreme Effort: The effort requires a full· natural inclination toward Derterity based endeavors to
round action and provides a •2 bonus that stacks with the make her way in the world.
bonus provided by ertreme effort (~4 total).
Prerequisite: Extreme effort
E~rnmples f Heroes
of as1
Advanced Extreme Effort: The effort requires a full-
Athle<es who employ >peed and grace instead of raw - - - -.
round action and provides a +2 bonus th3i stacki with the
power. stunt people. pilot>. profess1onal drivers. law
bonuses provided by extreme effort and improved extreme enforcement or military professionills who concentrate
effort (t6 total).
on using ranged weapons. and llgenb-on either side of
Prerequisites: Extreme effort. improved extreme effort
the law-who employ stealth and sleight of hand are
iust some of the professional choices available to the
Ignore Hardness Talent Tree Fast hem.
The Strong hero has an innate talent for finding wealt:·
nesses in obJects. This allows a Strong hero to ignore some
of an object's hardness when making a melee attack to GameR ule Information
break it. Fast heroes have the following game statistics.
Ignore Hardness; The Strong hero ignores 1point of an
object's hasdness, Rbility
1"1proved Ignore Hardness: The Strong hero ignores Dexterity is the ability associated with this class. Fast heroes
1 a,dditlonal point of an object's hardness (for a total often find it advantageous to place good scores Jn Charisma.
of 2). Wisdom. and Intelligence.
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores Hit O ie
l additional point of an obiect's hardness (for a total Fast heroes gain ld8 hit points per level. The character's
of 3). Constitution modifier applies. A1st-level Fast hero receives
Prerequisites: Ignore hardness. 1mpmved ignore hardness. l'i it points equal to 8 + his or her Constitution modifier
Errata: 2 From Each Talent, for a total of 6 with all 3
Talents
Action Points
Fast heroes gain a number of action points equal to 5 + one-
half their character level, rounded down. at lst level and
every time they attain a new level in this class.

Class Skills
The Fast hero's class skills, and the key ability for each skill,
are as follows (see Chapter Two for skill descriptions).
Balance (Dex), Craft (mechanical) (Int), Drive (Dex),
Escape Artist (Dex), Hide (Dex), Knowledge (current events,
popular culture, streetwise) (Int), Move Silently (Dex), Pil.ot
(Dex), Profession (Wis), Read/Write Language (none), Ride
(Dex). Sleight of Hand (Dex), Speak Language (none), and
Tumble (Dex).
Also, the starting occupation you select can provide you
with additional class skills to choose from.

Skill Points at 1st level: (5 + Int modifier) x 4.


Skill Points at Each Additional Leve.I: 5 + Int modifier.

Starting feats
I In addition to the two feats all characters get at 1st level
(see Table 1- 2), a Fast hero begins play with the Simple
Weapons Proficiency feat.

Class Peatures
All of the following are class features of the Fast hero.

Talents
At 1st, 3rd. 5th, 7th. and 9th level, the Fast hero selects a
talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, you can select
freely from any and all talent trees. No talent can be
Yoriko Obato,
selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Fast hero can choose
Fast Hero
either evasion or increased speed.

Defensive Talent Tree


The Fast hero gains the ability to improve her innate defen-
sive talents as she attains new levels. If the Fast hero
decides to go this route, select talents from this tree.
Evasion: If the Fast hero is exposed to any effect that nor-
mally allows a character to attempt a Reflex saving throw for

!: :4 • :. • :•

Class - Base Attack Fort Ref Will Defense Reputation


level Bonus Save Save Save Class Features Bonus Bonus
lst +0 +O +l +O Talent +3 +O
2Ffd +l +'.O +2 +O Bemus.feat i'A +O
3rd +2 +l +2 +l Talent +4 +l
4th +3 -fl +l +l Bonus fea +5 +1
5th +3 +l +3 +l Talent +S +l
6th- +4 +2 +3 +2 Bonus feat +6 +z
7th +5 +2 +4 +2 Talent +S +2
8th +6/+l +2 t4 +2 Bonus feat +7 +2

:c 9th
10th
+6/+l
+lft'.2
+3
+3
+4
+5
+3
+3
Talent
Bonus feat
+7
+8
+3
+3

uI Errata: Defense Bonus at 7th Level is +6 (Not +5)


dJoMODERN
half damage (such as getting caught in a grenade blast), the
Fast hero suffers no damage lf she makes a successful saving THE TOUGH HERO
throw. Evasion can only be used when wearing light armor or The Tough hero uses his Constitution score to best advan-
no armor. tage. Taking a level in this class provides improved health
Uncanny Dodge 1: The Fast hero retains her Dexterity and physical stamina. Better hit polnts, good fortitude, and
bonus to Defense regardless of being caught flat-footed or the ability to shrug off some amount of damage combine to
struck by a hidden attacker. (She still loses her Dexterity define the Tough hero.
bonus to Defense if she's immobilized.) ATough hero might be built like a truck or possess a great
Prerequisite; Evasion. amount of endurance. He can take a lot of physical punish-
Uncanny Dodge 2: The Fast hero can no longer be ment, rarely gets sick, and often is hard to move. ATough
flanked; she can react to opponents on opposite sides of hero can be stubborn or single-minded, feels protective of
herself as easily as she can react to a single attacker. others, and usually succeeds because he stays in the contest
Prerequisites: Evasion, uncanny dodge 1. long after the competition has crumbled. He is often stead-
Defensive Roll: The Fast hero can roll with a potentially fast and confident to a fault.
lethal attack to take less damage from it. When the Fast
hero would be reduced to 0 hit points or less by damage in
combat (from a ranged or melee attack), the Fast hero can
EHamples or Tough Heroes
Stunt persons. bodyguards, enforcers, wrestlers. and athletes
attempt to roll with the damage.
who demand extreme staying power or who must withstand
AFast hero spends l action point to use this talent. Once
a lot of physical punishment all fall within the purview of
the point is spent, she makes a Reflex saving throw (DC =
the Tough hero.
damage dealt). If the save succeeds, she takes only half
damage. The Fast hero must be able to react to the attack to
execute her defensive roll-if she is immobilized, she can't Game Rule Information
use this talent. Tough heroes have the following game statistics.
Since this effect would not normally allow a character to
make a Reflex save for half damage, the Fast hero's evasion Ability
talent doesn't apply to the defensive roll. Constitution is the ability associated with this class. The
Prerequisites: Evasion. uncanny dodge l Tough hero often places good scores in Strength or Dexter-
Opportunist: The Fast hero can spend 1action point to ity, Wisdom, and Intelligence.
use this talent. Once the point is spent. she can make an
attack of opportunity against an opponent who has just Hit Die
been struck for damage in melee by another character. Tough heroes gain ldlO hit points per level. The character's
This attack counts as the Fast hero's attack of opportunity Constitution modifier applies. A 1st-level Tough hero
for that round. Even a Fast hero with the Combat Refl exes receives hit points equal to 10 + his or her Constitution
feat can't use this talent more than once per round. modifier.
Prerequisite; Evasion.
Action Points
Increased Speed Talent Tree Tough heroes gain a number of action points equal to 5 +
The Fast hero can increase her natural base speed. one-half their character level. rounded down, at 1st level - - - -
lrn:reased Speed:The Fast hero's base speed increases by and every time they attain a new level in this class.
5 feet.
Improved Increased Speed: The Fast hero's base speed Class Shills
increases by 5 feet. This talent stacks with increased speed The Tough hero's class skills, and the key ability for each
(10 feet total). skill, are as follows (see d1apter Two for skill descriptions).
Prerequisite: Increased speed, Oimb (Str), Concentration (Con). Craft (mechanlcal, struc-
Advanced Increased Speed: The Fast hero's base speed tural) (Int). Drive (Dex), Intimidate (Cha), Knowledge (current
increases by 5 feet. This talent stacks with increased speed events, popular culture. streetwise) (int), Profession (Wis),
and improved increased speed (15 feet total). Read/Write Language (none). Ride (Dex), Speak Language
Prerequisites: Increased speed, improved increased (none), Spot (Wis), and Survival (Wis).
speed. Also, the starting occupation you select can provide you
with additional class skills to choose from.
Bonus feats Skill Points at 1st Level: (3 + Int modifier) x 4.
At 2nd, 4th, 6th. 8th. and 10th level. the Fast hero gains a
Skill Points at Each Additional Level: 3 + Int modifier.
bonus feat. This feat must be selected from the fo llowing
list. and the Fast hero must meet any prerequisites.
Acrobatic. Combat Expertise, Combat Throw, Defensive
Starting feats
In addition to the two feats all characters get at lst level
Martial Arts, Double Tap, Elusive Target. Focused. Improved
(see Table 1-2), a Tough hero begins play with the Simple
Disarm, Mobility, Personal Firearms Proficiency. Point Blank
Weapons Proficiency feat.
Shot. Stealthy. Weapon Finesse.
Class Features
All of the following are class featur~ of the Tough hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough hero selects
a talent frorn the following talent trees, Some trees
have a set order that must be fo llowed, while others
provide a list to choose from. As long as the hero qual-
ifies, you can select freely from any and all talent trees.
No talent can be selected more than once unless
expressly indicated.
Beginning Talents: A1st-level Tough hero can choose
from any of the talents on the Energy Resistance Talent
Tree, or remain conscious, robust. or second wind from the
Unbreakable Talent Tree.

Damage Reduction Talent Tree


The Tough hero has an innate talent to ignore a set
amount of damage from most weapons, but not from
energy or special attack forms (which may or may not
exist in your campaign). Before the hero can select a
talent from this tree he must have previously selected at
least one talent from the Energy Resistance or Unbreak-
able Talent Tree.
Damage Reduction 11-: The Tough hero ignores 1
point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy
Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/-: The Tough hero ignores an
additional 1point of damage from melee and ranged weap-
ons (DR 2/- total).
Prerequisites: Damage reduction 1/ , one other talent
from either the Energy Resistance Talent Tree or the Unbreak-
able Talent Tree.
Damage Reduction 3/-: The Tough hero ignores an
additional 1point of damage from melee and ranged weap-
ons (DR 3/- total).
Prerequisites: Damage reduction 1/-, damage reduction
2/-, one other talent from either the Energy Resistance
Talent Tree or the Unbreakable Talent Tree.

Energy Resistance Talent Tree


The Tough hero is particularly resistant to certain kinds of
deadly energy effects These talents can be selected in any
order

.:.: • I • • :1
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Class Features Bonus Bonus
1st
2nd
3rd
+O
+1
+2
+I
+2
+2
+0
+O
+1
+O
+O
+1
Talent
Bonus feat
Talent
.
~1
/.
•2
+O
+O

4th +3 +2 +1 +1 Bonus feat •3


5th +3 +3 +1 +1 Talent •3 +1
6th +4 ·3 +2 +2 Bonus feat •3 +2
7th +S +4 +2 +2 Talent +4 +l
8th +6/;.) +4 +2 +2 Bonus feat +4 +l
9th +6/+I +4 +3 +3 Talent +5 +3
10th +7/+2 +S +3 +3 Bonus feat +5 +3
d oMOOERN
Acid Resistance: The Tough hero ignores an amount of A Smart hero might be brainy or bookish. He might pos-
aod damage equal to his Constitution mod1f1er. sess uncanny reasoning skills or the ability to puzzle his way
Cold Resistance: The Tough hero ignores an amount of out of any situarion. He's bright. qurck·w1tted, and pos-
cold damage equal to his Const1tut1on modifier. sessed of a great deal of knowledge-or at least the ability
Electricity Resistance: The Tough hero ignores an to gather that knowledge if he so chooses.
amount of electricity damage equal to his Constitution
modifier.
Fire Resistance: l he Tough hero Ignores an amount of
EHamples of Smart Heroes
Scientists and researchers of all descriptions, academics,
fire damage equal to his Constitution modifier.
law enforcement or military professionals who .specialize in
Sonlc/ Consussion Resistance: The Tough hero ignores
using tactics, deduction. or reason, and many kinds of
an amount of sonic or concussion damage equal to his Con-
white-collar professionals fall within the scope of the
stitution modifier.
Smart hero.
Unbreahable Talent Tree
The Tough hero is particularly resilient thanks to the fol- Game Rule Information
lowing talents. Smart heroes have the following game statistics.
Remain Conscious: The Tough hero gains the ability to
continue to perform actions when he would otherwise be Ability
considered unconscious and dying. When the Tough hero's Intelligence Is the ability associated with this class. Smart
hit points reach -1. he can perform as though he were dis- heroes often put a good score into one of their physical
abled making either an attack action or a move action every abilities (such as Dexterity}, and ~omelirnes combine a
round until he reaches -10 hrt points (and dies) or his hit high Intelligence with either a good W1~dom or Charisma
points return to 1 or higher. The hero can choose to suc- score
cumb to unconsciousness If he thinks that doing so might
prevent him from taking more damagr. Hi1 Die
Robust: The Tough hero becomes especially robust. gain Smart heroes gain ld6 hit point~ per level The tharacter's
ing a number of hit points equal to his Tough level as soon Constitution modifier applies. A ht·level Smart hero
as he selects this latent. Thereafter, the hero gains +1 hit receive~ hit points equal to 6 + his or her Constitution
point with each level of Tough he ga i n~. modifier,
Second Wind: Th<' Tough lit ro <till ~pend I action point to
1

gain 11 seconcl wind. When liedocs thi~. lw recovers anumber Action Points
of hit points equal to his Constitution modifier. This talent Smart heroes gain a number of dction point~ <:'qual lo 5 +
does not increase the Tough hero's hit points beyond the one·half their character level, rounded down. at lst level
chMactcr's full normal lot.ii. For example. a Tough hero with and every time they attain a new level 1n thr~ elm.
a Constitution bonus of •3 and this ability can recover 3 hit
points by spending l action point- but only if his current hit Class Shills
potnt total is 3or more lower than his full normal total. l he Smart hero's class skills, and the key ability for each skill.
Stamina: The Tough hero recovers twice as fast as are as follows (see Chapter Two for skill descriptions).
normal. So, he recover~ 2 hrt points per character level per Computer Use (Int), Craft (chemical, electfonic. mechan-
evening of rest. 2 points of temporary ability damage per ical. pharmaceutical, structural. visual art, writing) (Int),
evening of rest. and awakens in half the normal time after Decipher Script (Int}, Demolitions (Int). Disable Device (Int),
being knocked unconscious Forgery (Int). Investigate {Int), Knowledge (arcane lore. art.
Prerequisite· Robust behavioral sciences. business. ciVics. current events. earth
and life sciences. history. physical sciences. popular culture,
streetwise tactics, technology. theology and philosophy)
Bonus feats (Int). Navigate (Int). Profession (Wis), Read/Write Language
At 2nd. 4th, 6th, 8th, and 10th level the Tough hero gains a
(none). Repair (Int), Research (Int), Search (Int). and Speak
bonus feat. This feat must be selected from the following
Language (none).
list. and the Tough hero must meet any prerequisites.
Also, the starting occupation you select can provide you
Alertness, Athletic, Brawl. Confident. Endurance. Great
with additional class skills to choose from.
Fortitude, Improved Brawl. Improved Bull Rush, Improved
Felnt. Knockout Punch, Power Attack, Streetfighting, Tough-
Skill Points at 1st Level: (9 • Int modifier) x 4.
ness. Vehicle Expert.
Skill Points at Each Additional Level: 9 + Int modifier.

THE SillABI HERO Starting Feats


In addition to the two feats all characters get at 1st level
The Smart hero uses his Intelligence score to best advan-
(see Table 1-2}, a Smart hero begins play with the Simple
tage. Taking a level in this class demonstrates educational
Weapons Proficiency feat.
training in an academic or technical subject. Learning and
reasoning powers combine to define the Smart hero.
Class Peatures
All of the following are class features of the Smart hero.

Talents
At lst. 3rd. 5th, 7th, and 9th level. the Smart hero selects a
talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, you can select
freely from any and all talent trees. No talent can be
selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Smart hero can choose
from any of the talents on the Research Talent Tree.

Research Talent Tree


The Smart hero has a natural aptitude for study and fact-
finding. These talents can be selected in any order.
Savant: Select one of the skills listed in the following
paragraph. The Smart hero gets to add a bonus equal to his
Smart level when making checks with that skill. A Smart
hero can take this talent multiple times: each time it applies
to a different skil I.
Computer Use. Craft (any single skill), Decipher Script,
Demolitions, Disable Device, Forgery, Investigate, Knowl-
edge (any single skill). Navigate, Repair, Research, Search.
Linguist: With this talent. the Smart hero becomes a
master linguist. Whenever the hero encounters a new lan-
guage, either spoken or written, he can make an Intelligence
check to determine if he can understand it. The check is
made with a bonus equal to the hero's Smart level + the
hero's Intelligence modifier. For a written language, the
bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if
the language is in the same group as a langua.ge the hero has
as a Read/ Write Language or Speak Language skill; DC 20 if
the language is unrelated to any other languages the hero
knows; and DC 25 if the language is ancient or unique (such
as Sumerian or ancient Egyptian). (See the sidebar on page
\~---- 73 for more on language groups.) With this special ability, a
Smart hero can glean enough meaning from a conversation
or document to ascertain the basic message, butthis"ability
Brandon Cross, in no way simulates actually being able to converse or flu-
Smart Hero ently read and write in a given language.
Prerequisite: At least l rank in either Read/Write
Language or Speak Language for each of three different
languages.

,:.: • • ~:a: • ~·
Class Base Attack Fort Ref Will - Defense Reputation
Level Bonus Save Save Save Class Features Bonus Bonus
lst +O +O .-o +l Talent ;.Q +l
2nd +l +O +.() +1 Bonus feat +l +1
3rd +l +1 +l +2 Talent +l +l
4th +2 +1 +1 ...1 8onus feat *1 J2-
Sth +2 +1 +1 +3 Talent +2 +2
6th +} ·~ +1 _._3 Bonus feat +2 4
7th +3 +2 +1 +4 Talent +2 +3
8th +4 '~ -+-2 +4 Bonus feat "'3 +)
9th +4- +3 +3 +4 Talent +3 +3
10th .,,5 +3 +1 +S- Bonus feat +3 +4
Errata: Linguist: The check is made with a bonus equal to the hero's Smart level. For a written language, the bonus applies to
a Decipher Script skill check instead.
r1 20MODERN
Strategy Talent Tree Bonus feats
The Smart hero has the brainpower to see solutions in most At 2nd. 4th. 6th 8th. and 10th level. the Smart hero gains a
situations. These talents can be selected in any order. but bonus feat This feat must be selected from the following
before the hero can select a talent from this tree he must list, and the Smart hero must meet any prerequisites.
have previously selected at least one talent from the Builder. Cautious, Combat Expertise, Educated. Gearhead,
Research Talent Tree Improved Disarm, Improved Trip. Iron Will, Lightning Reflexes,
Exploit Weakness: After 1round of combat. the Smart Meticulous. Studious, Vehicle Expert. Weapon Focus.
hero can designate one opponent and try to find ways to
gain an advantage by using brains over brawn. The Smart
hero uses a move action and makes an Intelligence check THE OEOICHTEO HERO
(DC 15) with a bonus equal to his Smart level. If the check The Dedicated hero uses her Wisdom score to best advan-
succeeds. for the rest of the combat the Smart hero uses tage. Taking a level in this class demonstrates a focus on
his Intelligence bonus instead of either his Strength or Dex- willpower, common sense. perception, and intuition. Sense
terity bonus on attack rolls as he finds ways to outthink his of self and devotion of purpose, as well as keen senses and
opponent and notices weaknesses 1n his opponents fight- a greater ability to analyze information combine to define
ing style. the Dedicated hero.
Prerequisite: One talent from the Research Talent Tree. ADedicated hero might be insightful or understanding, she
Plan: Prior to a dramatic situation. either combat- or might be perceptive or possessed of wisdom beyond her years.
skill-related, the Smart hero can develop a plan of action to She might be alluring or fascinating. She might be devoted to
handle the situation. Using this talent requires preparation: a cause. an ideal. or a faith that's bigger than herself while still
a Smart hero can't use this talent when surprised or other- possessing an unshakable confidence mher own abilities.
wise unprepared for a particular situation.
The Smart hero makes an lntelltgence check (DC 10)
with a bonus equal to his Smart level. The result of the EHamples of Dedicated Heroes
check provides the Smart hero and his allies with a cir- Health care workers clergy. act1v1sts, investigators. and
cumstance bonus. ASmart hero can·t take lO or 20 when those dedicated to a cause or idea are some of the profes-
making this check. sional choices available to the Dedicated hero.

Check Result Bonus Game Rule lnFormation


9 or lower •O (check failed) Dedicated heroes have the following game statistics.
10-14 +l
1)-24 •2 Ability
...3 Wisdom is the ability associated with this class. Dedicated
heroes often place high scores in Intelligence and at least
This bonus can be applied to all skill checks and attack rolls one of the physical abilities.
made by the Smart hero and his allies. but the bonus only
lasts for the first 3 rounds After that time. reduce the bonus Hit Oie
by 1point (to a minimum of +O) for every additional round Dedicated heroes gain ld6 hit points per level. The character's _ _ __,__
the situation continues, as the vagaries of circumstance Constitution modifier applies. A 1st-level Dedicated hero
begin to unravel even the best-laid plans. receives hit points equal to 6 • his or her ConstiMion modifier.
Prerequisite One talent from the Research Talent Tree.
Trick: The Smart hero has the ability to temporarily con- ActionPoints
fuse a target (a GM character) through the use of ploy ana Dedicated heroes gain a number of action pomts equal to 5
deception. The target must have an Intelligence score of 3or ~one-half their character level, rounded down, at lst level
higher to be susceptible to a trick must be within 30 feet of and every time they attain a new level 1n this class.
the hero, and must be able to hear and understand the hero.
To play a tnck on a target. the hero must use a full-round
action and make an Intelligence check (DC 15). adding his C lass Shills
Smart level as a bonus. If the Intelligence check succeeds. The Dedicated hero·s class skills. and the key ability for each
the target can try to think quickly and ignore the trick skill. are as follows (see Chapter Two for skill descriptions).
The target resists the tnck by making a Reflex saving Craft (pharmaceutical. visual art. wntmg) {Int). Gamble
throw (DC 10 • Smart hero's class level • Smart heros Int {Wis), Investigate (Int), Knowledge (arcane lore, art. behav-
bonus) If the saving throw fails. the target becomes dazed ioral sciences, business, civics, current events, earth and life
(unable to act, but can defend normally) for 1round. sciences. history. physical sciences, popular culture, street-
Atrick can only be played on a particular targei: once per wise. tactics. technology, theology and philosophy} (Int),
encounter. After the first trick 1n an encounter. whether the Listen (Wis), Profession (Wis), Read/Write Language (none),
attempt succeeds or not. that target becomes wary and Sense Motive (Wis), Speak Language (none), Spot (Wis), Sur-
immune to such ploys vival (Wis). and Treat Injury (Wis).
Prerequisite: One talent from the Research Talent Tree. Also. the starting occupation you select can provide you
with additional class skills to choose from.
Skill Points at 1st Level: (5 +Int modifier) x 4.
Skill Points at Each Additional Level: 5 +Int modifier.

Starting feats
In addition to the two feats all characters get at 1st level
(see Table 1-2). a Dedicated hero begins play with the
Simple Weapons Proficiency feat.

Class Peatures
The following are class features of the Dedicated hero.

Talents
At 1st. 3rd, 5th, 7th, and 9th level, the Dedicated hero
selects a talent from the follow ing talent trees. Some trees
have a set order that must be followed, while others pro-
vide a list to choose from. As long as the hero qualifies, you
can select freely from any and all talent trees. No talent can
be selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Dedicated hero can
choose from empathy, healing knack, and skill emphasls.

Empathic Talent Tree


The Dedicated hero's Innate talents give her a great capacity
for empathy.
Empathy: The Dedicated hero has a knackfor being sen-
sitive to the feelings and thoughts of others without having
those fee lings and thoughts communicated in any objec-
tively explicit manner. This innate talent provldes a bonus
on checks involving interaction skills (Bluff. Diplomacy,
Handle Animal, Intimidate, Perform, and Sense Motive), pm-
vided you spend at least 1 minute observing your target
prior to making the skill check. The bonus Is equal to the
hero's Dedici.lted level.
Improved Aid Another: The Dedicated hero's bonus on
attempts to aid another increases by +l on a successful aid
another check. This talent can be selected multiple times,
each time increasing the bonus by +l.
Lily Parrish, Prerequisite: Empathy.
Dedicated Hero Intuition: The Dedicated hero has an innate .ability to
sense trouble ill the air. The Dedicated hero can make a Will
saving throw (DC 15). On a successful save, the hero gets a
hunch that everything is all right, or she gets a bad feeling
about a specific situation, based on the GM's best guess
relating to the circumstances. This talent l.s usable a number
of times per day equal to the character's Dedicated level.
Prerequisite: Empathy.
~: . • I I ! I • :1
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Class Features Bonus Bonus
1st +0 +1 +Q ·~1 Talent +l +l
2nd +1 +2 +Q +2 Bonus feat +2 +1
3rd +2 +2 +l +2 Talent +2 +l
4th +3 +l ..1 +2 Bonus feat +3 +2
5th +3 +3 +l +3 Talent +3 +2
6th +4 +3 +2 +-3 Bonus feat +3 +2
7th +5 +4 +2 +4 Talent +4 +3
8th +6'/+1 +4 +2 +4 Bonus feat +4
9th +6/+l +4 +3 +4 Talent +5 +3
10th +7/+2 +5 -l'j +5 BOJlll.~ fe<1t +5 +4
d2oMODERN
Healing Talent Tree Whether captivating or compelling, he is definitely appeal-
The Dedicated hero has a talent for healing. ing on a number of different levels.
Healing Knack: The hero has a knack for the healing arts.
She receives a +2 bonus on all Treat Injury skill checks. Etmmpfes of Charismatic Heroes
Healing Touch 1: The Dedicated hero's ability to restore Persuasive leaders. attractive celebrities and personalities,
damage with a medical kit or perform surgery with a surgery inspiring politicians, adept negotiators, entertainers,
kit increases by +2 hit points. seducers, fli rts, fast-talkers, con artists, flamboyant spies,
Prerequisite: Healing knack. and suave gamblers are some of the professional choices
Healing Touch 2: The Dedicated hero's ability to restore available to the Charismatic hero.
damage with a medical kit or perform surgery with a surgery
kit increases by +2 hit points, which stacks with healing
touch 1for a total of +4 hit points Game RuleInformation
Prerequisites: Healing knack, healing touch 1.
Charismatic heroes have the following game statistics.

lnsightrul Talent Tree Ability


The Dedteated hero's innate insightfulness serves her well. Charisma is the ability associated with this class. Charis-
Skill Emphasis: The Dedicated hero chooses a single skill matic heroes usually have a high score in at least one of the
and receives a +3 bonus on all checks with that skill. This physical abilities.
bonus does not allow the hero to make checks for a trained-
only skill if the hero has no ranks in the skill. Hit Die
Aware: The Dedicated hero is intuitively aware of her Charismatic heroes gain 1d6 hit points per level. The charac-
surroundings. She adds her base Will saving throw bonus to ter's Constitution modifier applies. A1st-level Charismatic
Listen or Spot checks to avoid surprise. hero receives hit points equal to 6 +his or her Constitution
Prerequisite: Skill emphasis.
modifier.
Faith: The Dedicated hero has a great deal of faith. It
might be faith in herself, in a higher power, or In both. This Action Points
unswerving belief allows the Dedicated hero to add her Charismatic heroes gain a number of action points equal to
Wisdom modifier to the die roll whenever she spends 1 5+one-half their character level. rounded down, at 1st level
action point to improve the res.ult of an attack roll, skill and every time they attain a new level In this class.
check, m ing throw, or ability check.
Prerequisite; Skill emphasis. Class S~ills
Cool Under Pressure: The Dedicated hero selects a The Charismatic hero's class skills, and the key ability for each
number of skills equal to 3 + her Wisdom modifier. When skill, are as follows (see Chapter Two for skill descriptions).
making a check with one of these skills. the Dedicated hero Bluff (Cha}. Craft (visual art, writing) (Int), Diplomacy
can take 10 even when distracted or under duress. (Cha), Disguise (Cha), Gather Information (Cha}, Handle
Prereqws1te: Skill emphasis plus either faith or aware. Animal (Cha}, Intimidate {Cha). Knowledge (arcane lore, art,
behavioral sciences, business, civics, current events. popular
Bonusfeats culture. streetwise, theology and philosophy) (Int), Perform
(act. dance, keyboards, percussion instruments, sing, stand-
-----c
At 2nd, 4th, 6th, 8th, and 10th level. the Dedicated hero
gains a bonus feat. This feat must be from this list, and the up, stringed instruments, wind instruments) (Cha), Profes-
Dedicated hero must meet any prerequisites. sion (Wis), Read/Write Language (none), and Speak
language (none).
Advanced Firearms Proficiency, Alertness, Archaic Weap-
ons Proficiency. Attentive, Blind-Fight, Deceptive, Educated, Also, the starting occupation you select can provide you
Far Shot. Iron Will. Medical Expert Meticulous. Surgery. with additional class skills to choose from.
Track, Weapon Focus.
Skill Points at 1st level: (7 + Int modifier) x 4.
Skill Points at Each Additional Level: 7 +Int modifier.
THE CHARISffiBIIC HERO Starting Peats
The Charismatic hero uses his Charisma score to best
advantage. Taking a level in this class demonstrates a In addition to the two feats all characters get at 1st level
facility for connecting with others, developing profi- (see Table 1-2). a Charismatic hero begins play with the
ciency at influencing their actions, and improving your Simple Weapons Proficiency feat.
ability to win their support through debate. compromise,
or seduction. Personal magnetism. applied interaction Classfeatures
techniques, and a touch of charm combine to define the All of the following are class features of the Charismatic hero.
Charismatic hero.
ACharismatic hero might be charming or engaging: he
might be strikingly handsome or possessed of a great Talents
personal magnetism. He might be alluring or fascinating. At 1st. 3rd. 5th, 7th, and 9th level, the Charismatic hero
selects a talent fromthe following talent trees. Some trees
have a set order that must be followed. while others pro-
vide a list to choose from. As long as the hero qualifies, you
can select freely from any and all talent trees. No talent can
be selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Charismatic hero can
choose from charm, fast-talk, and coordinate.

Charm Talent Tree


The Charismatic hero has an innate talent for being charm-
ing and captivatipg.
Charm: The Charismatic hero gets a bonus on all
Charisma-based skill checks made to influence members
of his chosen gender. (Some characters are charming to
members of the opposite gender. others to members of the
same gender.) The bonus is equal to the character's Charis-
matic level.
ACharismatic hero can only charm Garnemaster characters
with attitudes of indifferent or better. The charm bonus can't
be used against characters who are unfriendly or hostile.
Favor: The Charismatic hero has the ability to acquire
minor aid from anyone he meets. By making a favor check. a
Charismatic hero can gain important information without
going through the time and trouble of doing a lot of
research. favors can also be used to acquire the loan of
equipment or documents. or to receive other minor assis-
tance in the course of an adventure.
ACharismatic hero spends 1action point to activate this
talent. To make a favor check, roll a d20 and add the char-
acter's favor bonus, equal to the character's Charismatic
level. The GM sets the DC based on the scope of the favor
being requested. The DC ranges from 10 for a simple favor to
as high as 30 for formidable and highly dangerous, expen-
sive, ot illegal favots. ACharismatic hero can't take 10 or 20
on this check, nor can he retry the check for the same {or
virtually the same) favor. (See Chapter Two for information
on taking 10 and taking 20.)
Favors should help advance the plot of an adventure. A
favor that would enable a character to avoid an adventure
altogether should always be unavailable to the character,
regardless of the result of a favor check.
The GM should carefully monitor a Charismatic hero's use
of favors to ensure that this ability isn't abused. The success
or failure of a mission shouldn't hinge on the use of a favor.
and getting a favor shouldn't replace good roleplaying or
the use of other skills. The GM may disallow any favor
deemed to be disruptive to the game.
Prerequisite: Charm.
:.: : I 1.:.: ~~ • :•
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Class Features Bonus Bonus
1st +O +1 +1 +0 Talent •O ~2
2nd +l +2 +2 ..o Bonus feat +) ~2
3rd +1 +2 +2 +1 Talent 11 ~2
4th +2 +2 +2 +1 Bonus feat +1 <t3
5th +2 +3 +3 +1 Talent t2 +3
6th +3 +3 +3 +2 Bonus feat •2 +'3
7th +3 +4 +4 +2 Talent +2 +4
8th +4 +4 +4 +2 Bonusf~at +3 +4
9th +4 +4 ~ +3 Talent +3 +4
10th +S +5 +S +3 Boousfeat +3 +5
d20MODERN
Captivate: The Charismatic hero has the ability totem- To taunt a target. the hero must use an attackaction and
porarily beguile a target (a GM character) through the use of make a Charisma check (DC 15), adding his Charismatic level
words and bearing. The target must have an Intelligence as a bonus. If the Charisma check succeeds. the target can
score of 3or higher to be susceptible to a captivate attempt. try to resist.
must be within 30 feet of the hero. and must be able to see. The target resists the taunt by making a Will saving throw
hear, and understand the hero. (DC 10 + Charismatic hero's class level +Charismatic hero's
To captivate a target, the hero must use an attack action Cha bonus). If the save fails. the target becomes dazed
and make a Charisma check (DC 15), adding his Charismatic (unable to act. but can defend normally) for l round.
level as a bonus. If the Charisma check succeeds, the target Ataunt can be played on an opponent any number of times.
can try to resist. Prereqwsites: Fast-talk, dazzle
The target resists the captivation attempt by making a
Will saving throw (DC 10 • Charismatic hero's class level .. l.eadership Talent Tree
Charismatic hero's Cha bonus). If the saving throw fails. the The Charismatic hero has a talent for leadership and
hero bi>comes the target's sole focus. The target pays no inspiration.
atten11011 to anyone else for 1 round. This focusing of the Coordinate: The Charismatic hero has a knack for getting
target's al tention allows other characters to take actions of people to work together. When the hero can spend a full
which the captivated target is unaware. The effect ends round directing his allies and make~ a Charisma check (DC
immediately If t he target ls attacked or threatened. 10), he provides any of his allies wilhln 30feeta+1 bonus on
ACharismatic hero can concentrate to keep a target cap- their attack rolls and skill checks. The bonus lasts for a
tivated for additional rounds. The Charismatic hero con- number of rounds equal to the hero's Charisma modifier.
ceril rates all his effort on the task. and thE> t·arget gets to The hero can coordlnat ea number of allies equal to one·
make a new Will save each round, The effect ends when half his Charismatic level. rounded down (to a minimum of
the hero stops concentrating, or when the target succeeds one ally).
on the save. Inspiration: The Charismatic hero can inspire his
Prerequisites· Charm, favor. allies. bolstering them and 11nprovmg their chances of
success. An ally must listen to and observe the Charis-
fast-Tai~ Talent Tree matic hero for a full round for the inspiration to lake
The Charismatic hero has an innate talent for bending tre hold. and the hero must make a Charisma check (DC 10).
truth and dazz.ling others with a combination of words The effect lasts for a number of rounds equal to the
m.ulnerisms. and charm. hero's Charisma modifier.
Fast-Ti lk: fhe Charismatic hero has a way with words An inspired ally gains a +2 morale bonus on saving
wllen attempting to con and deceive. With this talent he throws. attack rolls. and damage rolls.
applies his C.harismatic level as a bonus on any Bluff. Diplo- ACharismatic hero can't inspire himself. He can inspire a
macy. or Gamble check~ he makes while attempting to lie. number of allies equal to one-half his Charismatic level.
cheat. or otherwise bend the truth rounded down (to a minimum of one ally).
Danie: The Charismatic hero has the abllity to dazzle a Prerequisite: Coordinate.
target (a GM ch.iracter) through sheer force of personality, Gre11ter Inspiration: lhe Charismatic hero can inspire his
a winning smile, and fa~ l talking. The target must have an all i e~ to even greater heights. bolstering themand improv-
Intelligence score of 3 or higher to be susceptible to a ing their chances of success. An ally must lrslcn to and - - - - -
dazzle attempt. must be within 30 feet of the hero, and observe thie Charis1natic hero for a fu ll round fo11he greater
must be able to see. hear. and understand the hero. Inspiration to take hold. and the hero must make a Charisma
To dazzle a target. the hero must use an attack action and check(DC 10). The effect lasts for a number of rounds equal
make a Charisma check(DC 15). adding his Charismatic level to the hero's Charisma modifier.
as a bonus. If the Charisma check succeeds. the target can An Inspired ally gains an additional +1 morale bonus on
try to resist. saving throws. attack rolls. and damage rolls, which stacks with
The target resists the daule attempt by making a Will the bonu!> from inspiration for a total of a •3morale bonus.
saving throw (DC 10 •Charismatic hero's class level+ Charis- ACharismatic hero can't Inspire himself. He can inspire a
matic hero's Cha bonus). If the save falls. the target receives number of allies equal to one-half his Charismatic level.
a - 1 penalty on attack rolls. ability checks, skill checks. and rounded down (to a minimum of one ally).
saving throws for a number of rounds equal to the charac- Prerequisites.· Coordinate. inspiration
ter's Charismatic level.
This talent can be selected multiple times, each time
worsening the dazz.led penalty by -1 Bonus feats
Prerequisite; Fast-talk.
At 2nd. 4th, 6th. 8th. and 10th level. the Charismatic hero
Taunt: The Charismatic hero has the ability to temporar- gains a bonus feat This feat must be selected from the
ily rattle a target (a GM character) through the use of insults following list, and the Charismatic hero must meet any
prerequisites.
and goading. The target must have an Intelligence score of 3
or higher to be susceptible to a taunt, must be within 30 Agile Riposte. Creative, Deceptive. Dodge. Frightful Pres-
feet of the hero, and must be able to hear and understand ence, Iron Will, lightning Reflexes, Low Profile. Point Blank
the hero. Shot, Renown, Trustworthy, Windfall.
d20MODERN
STARTING Bluff, Climb, Demolitions. Disable Device, Drive, Escape
Artist. Intimidate, Jump, Knowledge (arcane lore, street-
OCCUPATIONS wise. tactics, or technology), Move Silently. Pilot, Ride,
Spot. Survival, Swim, Treat Injury.
Select one starting occupation for your 1st-level character. Bonus Feat: Select one of the following: Archaic Weap·
This represents the training and life experience the charac- ons Proficiency, Brawl, or Personal Firearms Proficiency.
ter has had prior to the start of the campaign. A hero may Wealth Bonus Increase: +l.
hold other jobs as his career unfolds, but the benefits of a
starting occupation are only applied once. at the time of
character creation.
Athlete
Athletes include amateur athletes of Olympic quality and
Many starting occupations have a prerequisite that the
professional athletes of all types, including gymnasts,
character must meet to qualify for the occupation. E.ach
weight trainers, wrestlers. boxers, martial artists, swim-
occupation provides a number of additional permanent
mers, skaters, and those who engage in any type of com-
tlass'skills that you can select from a list of choices. Once
petitive sport.
selected, a permanent class skill is always considered to be
Prerequisite: Strength 13 or Dexterity 13.
a dass skill for your character. If the skill you select is
Skills: Choose three of the followingskills as permanent
already a class skill for the character. you gain a one-time
class skills, If a skill you select is already a class skill, you
competence bonus for that skill. For example. if a Smart
receive a;.l competence bonus on checks using that skill.
hero selects the doctor starting occupation and identifies
Balance, Climb, Drive, Jump, Ride, Swim, Tutnble.
Computer Use as a permanent class skill, he gets a +l com-
Bonus Feat: Select either Archaic Weapons Proficiency
petence bonus to apply to that skill since it is already a
or Brawl.
Smart class skiIl.
Wealth Bonus Increase: 1.J.
Some starting occ:upations provide a Reputation bonus or
abonus feat (in addition to the two feats a 1st-level charac·
ter already receives). Finally, astarting occupation increases Blue Collar
the character's Wealth bonus. Blue collar occupations include factory work, food service
Some starting occupations described in this section may jobs. construction, service industry jobs, taxi drivers, postal
not be avallable in your campaign. Check with your Game· workers. and other jobs that are usually not considered to
master to determine which occupations you can choose from. be desk jobs.
Conversely, your GM rnlghr provide additional ocwpations Prerequisite: Age 181.
that are specific to your c:ampaign. Choose one occupation Skills: Choose three of the following skills as permanent
rrom the available selections and apply the benefits to your class skills. If a ~kill you select is already a class skill. you
character a.s noted in I he occupation's description. receive a •1 comperence bonus on checks using that skill.
Craft (electronic, mechanical. or structural), Climb. Drive,
Handle Animal, Intimidate. Repair, Ride.
Academic Wealth Bonus Increase: +2.
Academics include librarians, archaeologists, scholars. pro·
fessors. teachers. and other education professionals.
Prerequisite: Age 23+. Celebrity
Skills: Choose three of the following skills as permanent A celebrity is anyone who, for whatever reason, has been
elm skills. If a skill you select is already a class skill, you thrust into the spotlight of the public ey.e. Everyone. it Is
receive a +1competence bonus on checks using that skill. said, eventually gains h i ~ or her 15 minutes of Fame. The
Computer Use, Craft (writing), Decipher Script, Gather celebrity stretches those 15 minutes into a career. Actors,
Information, Knowledge (arcane lore. art. behavioral sci· entertainers of all types. newscasters, radio and television
ences, business, civics, current events, earth and life sci· personalities, and more fall under this starting occupation.
ences, history, physica.l sciences, popular culture, tactics, Prerequisite: Age 15·1.
technology, or theology and philosophy), Research. or add a Skills: Choose one of the following skills as permanent
new Read/Write Language or a new Speak Language. class skills. If the skill you select is already a class skill. you
Wealth Bonus Increase: +3. receive a ;1 competence bonus on checks usingthat skill.
Bluff. Craft (visual art or writing), Diplomacy, Disguise,
Perform (act dance, keyboards, percussion instruments, sing,
Adventurer stand-up, stringed instruments, or wind in>truments).
Adventurers include professional daredevils, big-game
Reputation Bonus Increase: +1.
hunters. relic hunters, explorers. extreme sports enthusiasts,
Wealth Bonus Increase: +4.
field scientists. thrill-seekers, and others called to face
danger for a variety of reasons.
Prerequisite: Age 15+, Creatiue
Skills: Choose t wo of the following skills as perma- The creative starting occupation covers artists of all types
nent elm skills. If a skill you select is already a class who fan their creative spark into a career. llll:Jstrators, copy-
skill, you receive a +l competence bonus on checks writers, cartoonists, graphic artists. novelists. magazine
using that skiII. columnists, actors. sculptors, game designers, musidans.
ci20MODERN
screenwriters. photographers, and web designers all fall
under this occupation Emergency Services
Prerequisite: Age 15+. Rescue workers. firefighters. paramedics, hazardous mate-
Skills: Choose three of the following skills as permanent rial handlers. and emergency medical technicians fall
class skills. If a skill you select 1s already a class skill. you under lhis category.
receive a +1competence bonus on checks using that skill. Prerequisite: Age 18+.
Bluff, Computer Use. Craft (visual art or writing). Disguise, Skills: Choose two of the following skills as permanent
Forgery, Knowledge (arcane lori> or ar l), Perform (ad, dance. class skills. If a skill you select is already a class skill, you
keyboards. percussion instruments, sing. stand-up. stnnged receive a +1 competence bonus on checks using that skill.
instruments. or wind Instruments). Spot Balance, Climb, Computer Use. Drive, Jump. Knowledge
Wealth Bonus Increase: t2. (behavioral soences, earth and life sciences. or technol-
ogy). Search, Treat Injury. Swim.
Wealth Bonus Increase: +2
Criminal
This Hlic·it starting occupatio11 reveals a background from
the wrong side of the law. This o<.c.upation includes con Entrepreneur
artists, burglars, thieve~. crime family ~oldiers, gang mem- Entrepreneurs have an obsession about being their own boss.
bers, bank robbers. and other types of career criminals. They believe in themselves, have an abundance of confi-
Prerequisite: Age 15+. dence, and the ability to acquire the funds necessary to
Skills: Choose two of the following skillsas permanent bankroll their newest moneymaking venture. I hese small to
dm skills. If a skill you select Is already a class skill, you large business owners have a knack for putting together busi-
receive a +1 competence bonus on checks using that skill. ness plans, Rathering resources. and getting a new venture
Disable Device, Disguise. Forgery. Gamble. Hide. Knowl- off the ground. 1hey rarely want to stick around after the
edge (st1eetw1~e}. Move Silently. ~le1ght of Hand. launch, however, as they prefer to put their energies into the
Bonw Feat: Select eithe1 Brawl or Personal Firearms next big thing.
Proficiency Prerequisite: Age 18i.
Wealth Bonus Increase: +I, Skills: Choose two of the following skills as permanent
class skills. If a skill you select Is already ,1 clnss ~kill, you
receive a +l competence bonus on check~ using that skill.
Dilettante Bluff. Diplomacy. Gamble, Knowledge' (bu~lnm, currenl
Dilet tantes usually get their wealth from family holdings events, or technology).
dncl tru~I funds. The typical dilettante has no 1ob. few re· Reputation Bonus Increase: i I.
~ponsibilitie~. and at least one driving passion that occupies Wealth Bonus Increase: +4.
his or her day. That passion might be a charity or philan·
thropic foundation. an ideal or cause worth fighting for. or
a lust for living a fun and carefree existence. Investigative .
Prerequisite: Age 18+ There are a number of jobs that fit within tlm occupation.
Skills: Choose one of the following skills as permanent including investigative repo1ters. photojournalists. private
class skills. If the skill you select Is already a class skill. you investigators. police detectives. criminologist~. criminal pro·
receive a +l competence bonus on checks lll"'r.iiiiiiiiii~iiiiiiiiiiiiii~ii
using that skill.
Gamble, Intimidate. Knowledge (current
events or popular culture). Ride, or add a
new Speak Language.
Reputation Bonus Increase: +1
Wealth Bonus Increase: •6.

Ooctor
A doctor can be a physician (general
practitioner or specialist), a surgeon. or a
psychiatrist.
Prerequisite: Age 25•.
Skills: Choose two of the following skills
as permanent class skills. If a skill you select
is already a class skill. you recerve a •1 com·
petence bonus on checks using that skill.
Craft (pharmaceutical), Computer Use.
Knowledge (behavioral sciences, earth and
life sciences, or technology), Search, Treat
injury.
Wealth Bonus Increase: +4,
d20MODERN
filers, espionage agents. and others who use their skills to
gather evidence and analyze clues.
Rural
Farm workers, hunters. and others who make a living in rural
Prerequisite: Age 23+.
communities fall under this category.
Skills: Choose two of the following skills as permanent
Prerequisite: Age 15+.
class skills. If a skill you select is already a class skill, you
Skills: Choose two of the following skills as permanent
receive a +l competence bonus on checks using that skill.
class skills. If a skill you select is already a class skill. you
Computer Use, Craft (visual art or writing). Decipher
receive a +1 competence bonus on checks using that skill.
Script, Forgery. Gather Information, Investigate, Knowledge Balance, Climb, Drive, Handle Animal, Repair, Ride, Sur-
(behavioral sciences, civics, earth and life sciences, or street- vival, Swim.
wise) Research, Search, Sense Motive. Bonus Feat: Select either Brawl or Personal Firearms
B~nus Feat: Select either Brawl or Personal Firearms Proficiency.
Proficiency.
Wealth Bonus Increase: +I.
Wealth Bonus Increase: +2.

Law Enforcement Student


Astudent can be in high school, college. or graduate schoo.I.
Law enforcement personnel Include uniformed police, state He or she could be in a seminary. a military school, or a pri-
troopers, federal police, federal agents, SWAT team mem-
vate institution. If you select this starting occupation for a
bers, and military police.
college-age student. you should also pick a major field of
Prerequisite: Age 20....
study for the character.
Skills: Choose two of the following skills as permanent
Prerequisite: Age 15+.
class skills. If a skill you select is already a class skill, you Skills: Choose three of the following skills as perma-
receive a +l competence bonus on checks using that skill. nent class skills. If a skill you select is already a class skill,
Diplomacy, Drive. Gather Information. lnti~idate, Kn~wt­ you receive a +1 competence bonus on checks using that
edge (civics. earth and life sciences. streetwise. or tactics), skill.
Listen. Computer Use, Knowledge (arcane lore, art, beh~vio~I
Bonus Feat: Select one of the following: Combat Mar-
sciences, business, civics, current events, earth and life so-
tial Arts, Light Armor Proficiency. or Personal Firearms ences, history. physical sciences. popular culture, technol-
Proficiency.
ogy. or theology and philosophy). Perform (act, d.ance,
Wealth Bonus Increase: +l.
keyboards, percussion instruments, sing, stand-up, stringed
instruments, or wind instruments). Research.
military Wealth Bonus Increase: •1.
Military covers any of the branches of the armed forces,
including army, navy. air force, and marines, as well as t~e
Technician
various elite training units such as Seals, Rangers. and Special Scientists and engineers of all types fit within the scope of
Forces. this starting occupation.
Prerequisite: Age 18+.
Prerequisite: Age 23~.
Skills: Choose two of the following skills as permanent
Skills: Choo~ three of the following skills as permanent
~---- class skills. If a skill you select is already a class skill. you
class skills. If a skill you select is already a class skill, you
receive a ... 1competence bonus on checks using that skill.
receive a +l competence bonus on checks using that skill.
Climb, Demolitions. Drive, Hide, Knowledge (tactics). Move
Computer Use. Craft (chemical. electronic, mechanical, or
Silently, Navigate, Pilot, Survival. Swim. structural). Knowledge (business. earth and life sciences,
Bonus Feat: Select one of the following: Brawl. Combat
physical sciences. or technology), Repair. Research.
Martial Arts, Light Armor Proficiency. or Personal Firearms Wealth Bonus Increase: +3.
Proficiency.
Wealth Bonus Increase: +l.
lUhite Collar
Office workers and desk jockeys, lawyers, accountants,
Religious . insurance agents. bank personnel, financial advisors, tax
Ordained clergy of all persuasions, as well as theological
preparers. clerks. sales personnel, real estate agents, and .a
scholars and experts on religious studies fall within the variety of mid-level managers fall within the scope of this
scope of this starting occupation. starting occupation.
Prerequisite: Age 23+.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent
Skills: Choose two of the following skills as permanent
class skills. If a skill you select is already a class skill, you
class skills. If a skill you select Is already a class skill, you
receive a +l competence bonus on checks using that skill.
receive a +1competence bonus on checks using that skill.
Decipher Script. Knowledge (arcane lore, art, ~ehavioral Computer Use, Diplomacy. Knowledge (art, business,
sciences, history, streetwise, or theology and philosophy).
civics, earth and life sciences, history, physical sciences. or
Listen, Sense Motive.
technology). Research.
Wealth Bonus Increase: •2.
Wealth Bonus Increase: +3.
VITAL STATISTICS
What does your character look ltke? How old is he (or she)? Child 0-11) - 3 to Str and Con:
What sort of first impression does he make? What led him -1 to Dex Int Wis. and Cha
to become a hero in the first place? Young adult (12-15) Original scores
Answers to these questions help you establish your Adult (16-39) Original scores
character's identity. These details make your character Middle age (40-59) 1to Str, Dex, and Con;
more lifelike. like a main character in a novel or a movie. ----
+l to Int, WI!>. and Cha
For many players, the action lies here. fn defining the char- Old (60-79) _, to Str, Dex, and Con:
acter as a person to be roleplayed. +l to Int, Wis. and Cha
When you first play a character. ifs fine to leave the Venerable (80+) -1 ro Str, Dex. and Con;
details sketchy. As you play the character over time. you get •l to Int. Wis. and Cha
---~-

abetter sense of who you want him to be. You develop his
details in much the same way as an author develops a char- You can choose or randomly generate your character's age.
acter over several drafts of a novel or over several novels in If you choose it. it must be at least the minimum age for the
a series. GM's campaign and the character's starting occupation.
Start with some idea of your character's background and Alternatively. you may create a random starting age of
personality. and use that Idea to help add the details that 2d6+15 years for college-age characters. or ld6+20 years for
bring your character to life. individuals starting their careers.
For those who want to start a campaign with more expe-
rienced characters. use Table 1-10: Starting Level and Age as
OAIDE a guide Remember that this table is a guideline. You and
Select a name that fits your character. A name helps you your GM are encouraged to decide these details based on
define your character's background and ethnic origin. The the campaign and the character you want to play.
name may fit your character's class or abilities ("Speed-
McCracken for a Fast hero). or it may be dramatically differ-
ent or ironic (Stephanie "Tiny" Lynch for a Tough hero. for
example). It may be ordinary or unusual. depending on your Child
taste and the mood of your campaign. Young adult lst
A character's name provides dues to the character's age Adult 1st
and heritage ilS well-Reginald Cuthbert Ill summons up a Adult (limited experience} 3rd
very different image from Morris "Moondog" Greenberg. Adult (moderate experience) 5th
The former projects an air of stuffy sophisticate (whether Adult (high experience) 7th
the character comes off that way or not). while the latter Middle age (moderate experience) 6th
suggests an image of a freewheeling ruffian with aknack for Middle age (high experience) 8th
getting into trouble. Old 9th
Venerable 10th

GEUDER HEIGHT eno WEIGHT


Your character can be either male or female. Gender has no
effect on physical characteristics. Determine your character's height and weight using Table
1-11 Think about what your character's abilities might say
about her height and weight. If she 1s weak but agile, she
AGE may be thin. If she s strong and tough. she may be tall or
How old is your character7 That's up to you and your Game- just heavy. Feel free to select an appropriate height and
master A characrer reaches 1st level 1n his or her class the weight for your character. or roll dice for random results.
moment when he or she steps out of ordinary life and into The die roll given in the Height Modifier column deter-
the dram;itic existence of the story. either by choice or by mines the character's extra height beyond the base height.
circumstances. On occasion. a Garnernaster's campaign That same number multiplied by the die roll given in the
requires heroes of a particular age group. Weight Modifier column determines the character's extra
Most players create characters within the young adult or weight beyond the base weight.
adult age range. However, you can play a character who is For example. Ken Stone. a male. has a height of 4 feet 10
younger or older than this, based on your character concept inches plus 2dl0 inches. Ken's player rolls 2d10 and gets 12,
and the needs of the campaign. making Ken 5feet10 inches tall. Ken's player then multiplies
As your character ages. her physical ability scores the 12 by 2d4. Ken's player rolls 2d4 and gets 5. so he adds
decrease and her mental ability scores increase. as detailed 60 (5 x 12) to the base weight of 120 pounds. Ken weighs
on Table 1-9. The effects of each aging step are cumulative. 180 pounds.
. The table provides arange of heights and weights fOf cyp- Your Story Sofar
rcal heroes and also gives average height and weight figures Decide what your character's life has been like up until now.
for each gender. It 1s possible to play distinctive heroes that Here are a few questions you can consider.
are particularly tall, heavy, short. or lithe as you see fit. When did he first realize he wanted to make a difference?
What was he doing when he became a hero?
~• I I ~.:I l I
How did he acquire his initial class? A Strong hero, for
Base Height Base Weight
example. could have aday job on the docks, or be a former
Gender Height Modifier Weight Modifier
amateur or professional athlete, a member of the armed
Male 5 ft 0 in. +2dl0 in. 120 lb. x2d4 lb. forces, a firefighter, or a police officer.
Female 4 ft. 7 1n. +2d10 1n 85 lb. x2d4 lb. Where did he get his starting equipment? Did he
Average Height Average Weight assemble il piece by piece over time? is it aparting gift from
_
M_a_
le~_ 5 ft. 11 rn. 175 lb amentor or organization? Do any of his personal items have
Female 5 ~ 6 in. 140 lb.
special significance?
What's the worst thing that's ever happened to him?
APPEABAOCE What's the best thmg that's ever happened to him7
Does he stay in contact with his family members? What
What does your hero look hke? What color are his eyes? How do they think of him and his work?
does he wear his hair? What kind of clothes does he dress in?
Is he righ~·handed or left handed? Getting a handle on your
characters appearance helps you visualize how he fits into
the world. Here are few suggestions to get you started.
ACTIOO POIDTS
Acti~n ~i~ts provide you with the means to affect game
Characters with high Charisma scores tend to be more play in significant ways. You always have a limited amount
attractive than those with low Charisma scores. though a of action points. and while you replenish this supply with
c~aract~r with a ~igh Charisma could have strange looks. every new level your character attains, you must use
giving him an exotic appearance. Those with high Strength. them wisely. You can spend 1 action point to do one of
Dexterity, or Constitution scores may be more athletic or
these things:
tough-looking than those with low scores in these abilities.
You can use appearance to tell something about your • Alter a single d20 roll used to rnake an attack. a skill
character's personality and background. For example: check, an ability check, a level check, or a saving
Doctor Roberta Cain. aSmart hero. has a deep scar along throw.
one cheek. She received it during her first mission for • Use a class talent or class feature during your turn for
Department-7. When she is angry, the scar stands out as a which the expenditure of 1action point is required.
pale line on her livid face.
Morris "Moondof Greenberg. a Tough hero. is a broad. When you spend 1action point to improve a d20 roll. you
solidly built biker with long hair drawn back in a ponytail add ld6 to your d20 roll to help you meet or exceed the
and aclose-cropped goatee He uses achunk of chain link as target number. You can declare the use of 1action point to
a belt, and wears a weatherbeaten leather jacket. alter a d20 roll after the roll is made-but only before the
Llly Parish._a Dedicated hero. has fiery red hair. green eyes. GM reveals the result of that roll (whether the attack or
and ~resses 1n the most up-to-the-minute styles. She has check or saving throw succeeded or failed). You can't use an
clothing in her wardrobe for every occasion. ranging from a action point on a skill check or ability check when you are
photographer's vest and slacks for f1eld work to numerous taking 10 or taking 20.
sharp business suits for meetings. as well as a few killer out- ~hen you spend 1action point to use a class feature. you
fits for those nights on the town. gain the benefit of the feature but you don't roll a d6. In this
case. the actmn point is not a bonus to a d20 roll.
PEBSOOALIIY You can only spend l action pomt in around If you spend
a point to use a class feature, you can't spend another one
Decide how your character acts. what she hkes. what she in the same round to improve adie roll. and vice versa.
wants out of life. what scares her. and what makes her angry. Depending on your character level (see the table below),
Stereotypes (the bookworm scholar, the dedicated young you may be able to roll more than one d6 when you spend
officer, the rowdy biker) are good places to start when 1action point. If you do so. apply the highest result and dis-
thinking about your character's personality, but they don't regard the other rolls. As a15th· level character. for instance,
tell the whole story. you get to roll 3d6 and take the best die result of the three.
Conflict provides a handy trick for creating an interesting So. if you rolled l. 2. and 4. you would apply the 4 to your
personality. Lily Parish, for example, wants to be taken seri· d20roll.
ousl~ as an in~stigative reporter. Unfortunately. the major
media outlets ignore her stories about an elusive antigov- Character Level Action Point Dice Rolled
ernment conspiracy. and instead the tabloids pursue her. 1st-7th
---~~

1d6
Your character's personality can change over time. Let 8th 14th 2d6
your character grow and evolve the way real people do as 15th- 20th 3d6
the campaign unfolds.

u
r1111MOOERN
(conservatism, liberalism. libertarianism. and so on) or philo-
RLLEGIAOCES sophical outlooks (Taoism, existentialism, the teachings of
What is important to your hero? What beliefs does he or Ayn Rand).
she hold above others? Where does your hero's loyalty lie? Ethical Philosophy: This describes how one feels about
The allegiances system that follows is optional. Your GM order. as represented by law and chaos. An individual with a
will tell you whether he or she is using it in the campaign. lawful outlook tends to tell the truth. keep his word,
When creating a character. you may choose up to three respect authority, and honor tradition. and he expects
allegiances. ranking them in order from most important to others to do likewise. An individual with a chaotic outlook
least important. These allegiances are indications of what tends to follow his instincts and whims. favor new ideas and
your character values in life, and may encompass people, experiences, and behave in a subjective and open manner in
organizations. or Ideals. A character may have no alle- his dealings with others.
giances (being either a free spirit or a lone wolf) or may Moral Philosophy: This describes one's attitude toward
change allegiances as he or she goes through life. Also. just others, as represented by good and evil. An individual with
because you fit Into a certain category of people doesn't agood allegiance tends to protect innocent life. This belief
mean you have to choose that category as an allegiance. implies altruism. respect for life, and a concern for the dig
You might be an American, but perhaps you're not devoted nity of other creatures. An evil allegiance shows a willing-
to the nation. You have a family, but you might not be ded- ness to hurt. oppress, and kill others. and to debase or
icated to your family. destroy innocent life.
Allegiance is primarily a roleplaying tool to determine
how your character acts In particular situations. In choosing AllegianceEHample
an allegiance for your character you are stating your intent Russell Whitfield chooses the following allegiances. in the
to play that character acertain way. If your character acts in following order: good, lawful, and Department-7. Now,
a way that 1s detrimental to his or her allegiance. the GM Russell can choose to act as the situation demands and
may choose to strip your character of that allegiance (and according to his own conscience. but when all else fails, he
all its benefits) and assign an allegiance more suitable to tries to adhere to decisions that promote the greater good.
those actions. A former allegiance may be regained through stick to the law. and serve the interests of Department-7, in
roleplaying opportunities. that order.

Pledging Allegiance Allegiances and Influence


A hero's allegiance can take the form of loyalty to a In addition to providing your character with roleplaying
person, to an organiz.ation, to a belief system, to a nation, opportunities, an allegiance can create an empathic bond
or to an ethical or moral philosophy. In general, you can with others of the same allegiance. With the GM's permis-
discard an allegiance at any time, but you may only gain a sion. your character gains a +2 circumstance bonus on
new allegiance when you attain a new level. Charisma-based skill checks when dealing with someone of
Having an allegiance implies having sufficient intelligence the same allegiance-as long as you have had some interac-
and wisdom to make a moral or ethical choice. As a result. tion with the other character to discover the connections
a character must have Intelligence and Wisdom scores of 3 and bring the bonus into play. In general, you just can't look
or higher in order to select allegiances. at another character and ascertain his or her allegiances.
Allegiances include, but are not limited to, the following
examples.
Person or Group: This includes a leader or superior. a BEPUIBTIOD
family. a group of linked individuals (such as a band of Every hero gains a reputation of one sort or another as his
adventurers or a cell of secret agents), or a discrete unit or her career progresses. expressed as a Reputation bonus.
within a larger orgarnz.ation (such as members of your Reputation is used to determine whether another character
squad or platoon. or individuals whose safety you are (a GM character) recognizes you. While a hero might try to
responsible for). take advantage of his reputation from time to time, usually
Organization: This may be a company or corporation, a the hero'sreputation precedes him- whether he wants it to
gathering of like·minded individuals, a fraternal brother- or not.
hood, asecret society, abranch of the armed forces, a local. Those who recognize the hero are more likely to help him
state, or national government. a university, an employer. or or do what he asks, provided the reputation has a positive
an otherwise established authority. Police officers. for connotation to the character who recognizes him. A high
example, have an allegiance to their local government and Reputation bonus also makes 1t difficult for the hero to
its legal system. mask his identity, which can be a problem if he's trying not
Nation: This may or may not be the nation that the to be noticed.
hero currently resides in. It may be where the individual Most of the time, a hero doesn't decide to use his repu-
was born, or where the hero resides after emigrating to a tation. The GM decides when a hero's reputation can be
new home. relevant to a scene or encounter. At the moment it
Belief System: This is usually a particular faith or reli- becomes relevant, the GM makes a Reputation check for a
gion, but can also be a specific philosophy or school of GM character who might be influenced in some fashion
thought. Belief systems could also include political beliefs due to the hero's fame or notoriety, as detailed below.
fame and lnramy check provides a penalty. For example, when Moondog
tries to bluff Offlc.er Argent, the police officer's successful
It's all amatter of perspective That is, what the hero's repu-
tation represents is 1n the eye of the beholder-the GM Reputation check provides Moondog with a -4 penalty
when he makes his Bluff check.
character he interacts with Most characters with a high
The GM must decide that a character's fame or infamy
Reputation bonus (+4 or higher) are considered well known
within their profession or social rncle. Whether this has a can come into play in agiven situation to make aReputation
check necessary. A character who doesn't know you or
positive or negative connotation depends on the point of
view of the person who recognizes the hero know of you can't be influenced by your reputation.
When acharacter has a positive opinion of ahero·s repu-
tation, the hero 1s considered to ~ famous by that charac-
ter. Fame, when recognized, provides a bonus to certain
WEALTH
Money makes the world go around I low 1t applies to your
Charisma-based skill checks.
campaign depends on the Gamemaster In some cases,
When a character has a negative opinion of a hero's
reputation, the hero Isconsidered to be infamous by that wealth only becomes an issue when a character needs to
character. Also, at the GM's option. a hero might be con- acquire something beyond his means. ~r when a s1tuat~on
sidered Infamous In certain situations due to events that comes up that calls for a reckoning of finances. Otherwise.
the game shouldn't dwell on nonheroic activities such as
have transpired In the campaign. I-or example, 1ryour hero
got Into trouble with the law In a smal l Texas town._he paying rent or buying groceries.
or she would be considered Infamous when attempting Every character has a Wealth bonus that reflects her
buying power-a sort of composite of her income. credit
to interact wtth people in that town. Infamy, when rec-
rating, and savings. Your Wealth bonus serves as the basis of
ognized, provides a penalty to certaln Charisma-based
skill checks. your Wealth check, which you use to purchase equipment
and services for your character.
Wealth is not a direct representation of a character's
UsingtheReputationBonus . . salary or how much money the character has socked away in
Whenever the GM d<.>e1des that a characters reputation the bank. It isn't even a reflection of how rich the character
can be a ractor .nan encounter. the GM makes a Reputa is. In fact. a rich cha1acte1 might have a low Wealth bonus if
tion check (DC 75) for th<' GM character involved. ARepu the> charcJcter ha\ ~en engaging In a lot of expensive pur·
talion theck i\ ld/O ~the hero's Reputation bonus - the chases lately. L1krw1\e. a relatively poor character might
GM character\ Int modifN. (Some Knowledge skill modi amass a decent Wealth bonus by being frugal and saving for
fier~ might apply iMtcad of the Int modifier, such as a rainy day. The Wealth bonus simply represents your char·
Knowledge [popular cultureJ 1f the hero has levels of Per- acter's buying power at any given time
sonality or is othNwisc in the public eye.) Modifiers to the
Repulr1tlon chrck drp<'nd on the hero and the GM charac
tcr in que~l1011. c1~ \hown below. Note that if the GM char-
Your Wealth Bonus
To determine your character\ starting Wealth bonus.
octer hcJS no pos~ l b le way of recognizing a hero, then the
roll 2d4 and add the wealth bonus for your starting
Reputation check automdtically fails.
If the> GM character succPeds at the Reputation check, occupation. plus (If appropriate) the bonus from the
·- - - - he or she recognizes lhe hero, Thi ~ provides a +4 bonus or Windfall feat.
Over the course of play, your hero's Wealth bonus will
a -4 penalty cm thecb Involving the l'ollowing skills for
decrease as you purrhase expt>nslve items and Increase as
the duration of the ent0unter: Bluff, Diplomacy. Gather
Information. lnt1m1date, and Perform. you gain levels. Every time your Wealth bonus changes.
adjust it on your character sheet.
Situation Reputation Check Modifier Your Wealth bonus can never fall below +O. and there is
You are famous. known far and wide with either +JO no limit to how high your Wealth bonus can climb.
a pos1t1ve or negative connotation Since Wealth m the d20 MOf)£RN Roleplayin8 Game is
GM character is part of your professional or +5
an abstract concept. it's sometimes difficult to determine
~oc1;i c11de
how financially well off your character is. To get a general
You have some small amount of fame or notoriety +2
sense of how finanmlly solvent your character is at any
given nme. check the table below.
For example. when Moondog confronts a petty thief in Wealth Bonus Financial Condition
a seedy nightclub and demands to know who's been
O_ _ _ _ _l_
_ _ _.•...:: m~verished or in debt
asking about him. his fame as a dangerous biker prompts
f"l to +4 Struggling
a Reputation check by the petty thief (the GM makes
+S to +JO Middle c~la:.:::SS:___ _ __
the check). If the petty thief succeeds on the check.
+11 to +15 AffluNI' ~-~~
indicating that he knows at least a little about Moon-
+16 to • 20 Wealthy
dog's reputation, Moondog receives a +4 bonus on his
+21 to +30 Rich
Intimidate check.
In situations when the character's infamy could make +31 or higher Very rich
another character react poorly toward him, a Reputation
d2oMODERN
Using Wealth LEUEL AOUAOCEffiEOI
Yoµ make a Wealth check to purchase things. This roll is
made just lfke an attack roll or a saving throw. The higher the Each character class (both basic and advanced classes) has a
table that shows how the class features and statistics
roll. the better. You're trying to get a result that equals or
exceeds the purchase DC of the object or service in question. increase as a member of that class advances in level. When
your character attains a new level. make these changes:
If you succeed, you can acquire the object or service. If you
fail, the object or service is beyond your means at this time.
To make a Wealth check for your character. roll: 1. Choose C.lass
When a character qualifies for a new level, decide if you're
ld20 +your Wealth Bonus going to take that new level in the character's existing class
or in a new class. For example, from 1st to 3rd level, Stan
See ChapterFour: Equipment for additional rules on making advanced his character as a Tough hero. Upon attaining 4th
Wealth checks and for a selection of gear to choose from. level, he can decide to add another level ofTough or add a
level in a different class to become a multiclass character.
Ulhy not Just Trac~ ffioney? So. Stan's character could become a 4th-level Tough hero or
a 3rd-level Tough/1st-level Smart hero, for example. (See
This financial system is abstract, and your Wealth bonus isn't
a precise measurement of your characters net worth. How- Multiclass Characters. page 40.)
ever, this system is simpler than tracking your paychecks,
credit scores, bank statements, interest rates. and credit limits. 2. Base Attack Bonus
Modern personal finance can be extremely complex: this If your character's base attack bonus increases, record the new
system saves you from spending as much effort on balancing value on your character sheet Recalculate the character's
your character·s checkbook as you spend on your own. melee and ranged attack bonuses based on this new number.

GAINING 3. Base Save Bonuses


Check the base save bonuses for your character's new class
EXPERIENCE AND level to see if any of them increase. If so, recalculate the
character's saving throw bonuses based on this new number.
LEVELS
Experience points (XP} measure how much your character 4. Class Peatures
Check the table for your new class level for new capabilities
has learned and how much he or she has grown in personal
power. Your character earns XP by defeating opponents and you may receiv.e. Characters gain a variety of class features
successfully completing adventures. The Gamemaster to choose from as they advance in levels.
assigns XP to the heroes at the end of each adventure based
on what they have accomplished. Heroes accumulate XP 5. Defense Bonus
frelin adventur.e to adventure. When a character earns If your characters Defense bonus increases, record the new
enough XP. he or she attains a: new character level {see Table value on your sheet
1- 2: Experience and Level-Dependent Benefits).
6. Reputation Bonus
ADUBOCIDG ALEUEL Each class has a Reputation bonus 1hat may increase when a
character attains a new level. See page 38 for the uses of the
When your character's XP total reaches at least the mini-
mum XPneeded to advance a new character level {see Table Reputation bonus.
1-2), he or she goes up a level. For example, when Yoriko
Obato, the 1st-level Fast hero, obtains l.000 or more XP. she 7. Ability Score
becomes a 2nd-level character. Once she accumulates 3.000 If your hero has just attained his or her 4th, 8th. 12th, 16th,
or more XP. she reaches 3rd level. or 20th character level, raise one of his or her ability scores
Attaining a new level provides a character with several by 1point.
immediate benefits (see below). If your character's Constitution modifier increases by +l,
Acharacter can only advance one level at a time. If. for add +1to his or her hit point total for every character level
some extraordinary reason, a character gains enough XP to lower than the one just attained. For example, if you raise 1

advance two or more levels at once. he or she instead your character's Constitution from 11to12 at 4th level, he or
advances one level and gains just enough experience points she gets +3 hit points. Add these points before rolling hit
to be 1XP short of the next level. For example. if Yoriko has points for the new level (the next step).
5,000 XP (l.000 points short of 4th level) and gains 6,000
more, that would put her at 11,000-enough for 5th level.
Instead, she onlyattains 4th level, and her XP total becomes 8. Hit Points
9,999. The additional XP are lost. Roll the appropriate Hit Die for the class you just ga.ined a
level in, add the chara.cter's Constitution modifier, and add
the total to your character's hit points. Acharacter always
gains at least 1 hit point for each new level, even if a Con- Hit Points
A hero gains hit points from each class as his or her class level
stitution penalty would produce a result of 0 or lower.
increases, adding the new hit points to the previous total. For
example. Brandon began as a Smart hero and attained 4th
9. S~ill Points level. then added levels of Strong at his next two level
At each new level. a c.haracter gains skill points to spend on advancements. As a 4th-level Smart/2ncHevel Strong hero, his
skills. as detailed in the particular class description. total hit points are ld6 + ld6 + ld6 + 1d6 + ld8 +ld8. His Con-
For class skills, each skill point buys 1rank. Acharacter's stitution modifier of +l applies to each hit point die roll, and
maximum rank in a class skill is his or her character level + 3. he received maximum hit points at 1st level (6 + 1= 7hp}.
For cross-class skills, each skill point buys 1/ , rank. Achar-
acter's maximum rank in a cross-class skill is one-half that of Base Attac~ Bonus
a class skill (don't round up or down). Add the base attack bonuses for each class to get the hero's
If you have been maxing out a skill (putting as many skill base attack bonus. Aresulting value of +6 or higher provides
points into it as possible), you don't have to worry about cal- the hero with multiple attacks. ror instance, a 6th-level
culating your maximum rank. At each new level, you can Dedicated/2nd-level Strong hero has a base attack bonus of
always assign 1skill point- and just 1- to any skill that you're +6 (•4 for the Dedicated levels and+ 2 for the Strong levels).
maxing out. (If it's a cross-class skill, this point buys / 1rank.) Abase attack bonus of "6 allows a second attack with a
Remember that you buy skills based on the class you have bonus of" 1. even though neither the "4 from the Dedicated
advanced in. so that only those skills given as class skills for levels nor the +2 from the Strong levels normally allows an
that class can be purchased as elm skills for this level. additional attack.
regardless of what other classes you may have levels in.
Base Attack Bonus Additional Attacks at
+6
IO. feats +7
+1
··2
Upon reaching your 3rd character level and every third level
+8 +3
thereafter (6th. 9th,12th. 15th, and 18th). you gain one feat of
+9 +4
your choice (see Chapter Three}.
•10 +S
+11 +6/+1
II. Action Points +12 +7/+2
For basic classes, you gain a number of action points each +13 +8/+3
level equal to 5 + one-half your character level. rounded 114 19/•4
down. Advanced classes have a faster rate of accrual (see ' +15 +10/+5
Chapter Six). +16 +11/+6/+I
+17 +12/+7/+2
12. Chee~ Wealth Bonus +18
+19
+13/+8/+3
+14/+9/+4
Make a Profession check {see the skill description, page 70)
+20 +15/+10/+5
to determine If your Wealth bonus Increases.
·---- To use multiple attacks 1n the same round, you must use a
MULTICLASS full attack, which Is a full-round action.

CHARACTERS Saving Throws


Add the base save bonuses for each class together. A3rd-
Acharacter may add new classes as he or she progresses in level Tough/3rd-level Fast hero gets +3 on Fortitude saving
levels, thereby becoming a multiclass character. The class throws {+2 for the Tough levels and +1 for the Fast levels), +3
abilities from all of a character's classes combine to deter- on Reflex saving throws {+l and +2). and +2 on Will saving
mine a multiclass character's overall abilities. throws (+J and +J).

Class and Level Features Defense Bonus


As a general rule. the abilities of a multiclass character are the Add the Defense bonuses for each class together. A4th-
sum of the abilities provided by each of the character's classes. level Strong/2nd-level Smart hero has a Defense bonus of
+3 plus +l, for a total of +4. If the same hero then picked up
Level a level of Tough, she would add +1 to Increase her Defense
"Character level" ls a character's total number of levels. It is usedbonus to +5.
to determine when feats and ability score increases are gained,
as per Table 1-1: Experience and Level-Dependent Benefits. Reputation Bonus
"Class level'' Is the character's level in a particular class. Add Reputation bonuses together. So, a 4th-level Strong/

::c For a hero whose levels are all in the same class, character 2nd-level Smart hero has a +1Reputation bonus (+O for the
Strong levels and +1 for the Smart levels).

u
level and class level are the same.
When a multiclass character increases one of his class
Shills levels by one. he gets all the standard benefits that char-
Arnulticlass hero uses his character level to determine the acters receive for attaining the new level in that class:
maximum ranks he can have in a skill. If a skill is a class skill more hit points, possible bonuses on attack rolls. Defense.
for any of a multidass hero's classes. then use character and saving throws (depending on the class and the new
level to determine a skill's maximum rank. (The maximum level), a new class feature (as defined by the class), and
rank for a class skill is 3 +character level.) new skill points.
When a multicla.ss hero gains a level in a class, he spends Skill points are spent according to the class that the
that Ievel's skill points as a member of that class. Only that multiclass character 1ust advanced in (see Table 2-1: Skill
class's class skills may be purchased as class skills. All other Points per level). Skills purchased from Table 2-2'. Skills are
skills. including skills for another class the hero has levels in. purchased at the cost appropriate for that class.
are considered cross-class skills when ranks 1n those skills
are purchased at this level.
How ffiulticlassing UJorhs
Class Fealur es
1 Brandon Cross. a 4th-level Smart hero, decides tie wants to
The character gets all class features (talents, bonus feats, expand his repertoire by improving some of his physical
or other special abilities) of au classes for the levels he attributes. When Cross accumulates 10,000 XP, he be-
possesses. comes a 5th-level character. Instead of becoming a 5th·
level Smart hero. however, he decides to become a
Feats 4th-level Smart/1st-level Strong hero. (How exactly he
Amulticlass character receives a new feat every three char- picked up this new area of focus isn't critical to the cam-
acter levels, regardless of individual class level (see Table paign, tnough the player and Gamemaster are encouraged
1-2: Experience and Level-Dependent Benefits). Taking one to create an in-game reason and opportunity for the hero
level in a new class does not entitle a character to receive to do so.)
the two feats that a beginning 1st-level character gets. For Now. instead of gaining the benefits of a new level of
example a 1st-level Strong hero who gains 1.000 XP and Smart, he gains the benefits of becoming a 1st-level
then takes one level of Smart becomes a 2nd-level charac- Strong hero. He gets hit points from a 1st-level Strong
ter, and at that level he does not get a new feat. When he hero's Hit Die (1d8 plus his Constitution modifier), a 1st·
attains his next new level and increases his character level level Strong hero's +1 base attack bonus. a 1st-level Strong
to 3rd, then he receives a new feat 1ust as all 3rd-level hero's +1 Fortitude save bonus. and the Strong hero's skill
ch;iracter.s do. points (3 + his Intelligence modifier). When purchasing
skills for this new level. Brandon uses the Strong hero's
Ability Increases class skills to determine whether a skill point buys 1 rank
Amulticlass character increases one ability score by •1 every or /1 rank. If he wants to add ranks to one of the Smart
four character levels, regardless of individual class level (see hero's class skills, that skill is considered a cross-class skill
Table 1 2: [xperience and level-Dependent Benefits). for him at this level.
The benefits described above are added to the scores
Brandon already had as a Smart hero. His Defense gets a
Adding aSecond Class +1 bonus. His Reflex save bonus, Will save bonus, and _ _ _.,_.
When a character with one class gains a level, he or she may Reputation bonus do not increase because these num-
choose to increase the level of his or her current class or bers are +O for a 1st-level Strong hero. He doesn't gain
pick up a new class at 1st level. This could be a basic class or, any of the benefits a 5th-level Smart hero gains. He
if the character qualifies for it, an advanced class. (See Chap- could spend some of his new skill points to improve his
ter Six for information on advanced classes.)
n
Smart skills, but since they would be treated as cross-
The character gains the 1st-level base attack bonus. base class skills for this purpose. these skill points would each
save bonuses, class skills. other class features of the new buy only /i rank.
class, hit points of the appropriate die type. and the new Upon accumulating 15,000 XP. Brandon becomes a 6th-
class's number of skill points gained at each additional level hero. He decides he'd like to continue along the
level (not that number x 4. as is the case for a 1st-level Strong path. so he increases his Strong level once more
character). instead of increasing his Smart level or picking up a level
Picking up a new class is not exactly the same as starting in a third class. Again he gains the Strong hero's benefits
a character in that class. Some of the benefits for a 1st-level for attaining a new level rather than the Smart hero's. At
hero represent the advantage of training while the character this point, Brandon is a 6th-level hero: a 4th-level
was young and fresh, with lots of time to practice. When Smart/2nd-level Strong hero.
picking up a new class, a hero doesn't receive maximum hit At each new level he attains, Brandon must decide
points but should roll the new Hit Die. whether to increase his Smart level or his Strong level. Of
course, if he wants to have even more diverse abilities, he
Advancing a~evel could acquire a third class, either a basic class or (if he
Each time a multlclass character attains a new level. he qualifies) an advanced class. In general, a character can
either increases one of his current class levels by one or have levels in as many different classes as there are
classes.
picks up a new class at 1st level.
U1
Yoriko Obato, a Fast hero, can quietly slip past a secu-
rity guard and disappear into the shadows. If
Russell Whitfield, a Strong hero, tries to do
the same thing, he probably makes just
enough noise to alert the guard to his pres-
ence. He could, however, climb over the tall
fence to avoid the guard, or perhaps even
jump across the rooftops of nearby buildings
to get into the compound unseen. These
actions and many more are determined by the
skills that characters have (in this case, Move
Silently, Hide, Climb, and Jump).

SKILL BASICS
Your character's skills represent a variety of
abilities, and you get better at them as you
advance in level.
...
GettingShills
At each level. you get skill points that you
use to buy skills. Your class and Intelligence
modifier determine the number of points
you receive.
If you buy a class skill. you get l rank in the skill for
each skill point you spend. If you buy a cross-class skill,
you get 1/1 rank per skill point Your maximum rank in a
class skill is your character level + 3. Your maximum
rank in a cross-class skill is one-half of this number.

Using Shills
To make a skill check. roll:

ldlO +skill modifier


(Skill modifier= skill ranks +ability modifier+
miscellaneous modifiers)

The higher the roll. the better. You're either trying to


get a result that equals or exceeds a certain Difficulty
d
Class (DC), or you're trying to beat another character's check • Table 2-4: Skills lists all the skills and indicates which
result. For instance. to climb a fence, Russell might have to are class skills, which are cross-class skills, and which
make a Climb check against DC 15, representing the diffi· can be used untrained.
culty of the obstacle the fence presents. To sneak quietly • Spend all your skill points. You can't save them to
past a guard, Yoriko needs to beat the guard's Listen check spend them later.
with her Move Silently check.
Skill Ranks: Acharacter's ranks in a skill is based on the ~: ' 11.: I ~

number of skill points the character has invested in the skill. lst·Level Higher-Level
Some skills can be used even if the character has no ranks in Class Skill Points Skill Points
the skill: doing this is known as making an untrained skill Strong (3 • Int modifier) x 4 3 • Int modifier
check. Fast (S • Int modifier) x 4 5 • Int modifier
Ability Modifier: The ability modifier used in the skill Tough (3 • Int modifier) x 4 3 • Int modifier
check is the modifier for the skill's key ability (the ability Smart (9 + Int modifier) Y 4 9 1 Int modifier
associated with the skill's use). The key ability of a skill is Dedicated (S + Int modifier) x ~ 5 + Int modifier
noted in its description and on Table 2 4: Skills. Charismatic U• Int modifier) x 4 7 ~ Int mod1fie1
Miscellaneous Modifiers: Miscellaneous modifiers
include bonuses provided by feats and class features, and Character Shills
penalties such as the ones associated with the nonprofi- When you create your character. you wilt probably
cient use of armor. among others. only be able to purchase ranks In a handful of skills. It
may not seem like you have as many skills a~ real-life
BCOUIBlllG SKILL BROKS people do-but the skills on your character sheet
don't actually define everything your character can do.
Ranks indicate how much training or experience your char- Your character may have solid familiarity with many
acter has with cl given skill. Each of your skills has a number skills, without having the actual training that grants
of ranks. from 0 (ror a skill in which your character has no skill ranks. Knowing how to drive a car or look up
trairung at all) lo 23 (for a 20th level character who has something on the Internet doesn't really mean you
increased a class skill to Its mclximum rank). When making have ranks in Drive or Research. Ranks in those skills
a skill check. you add your skill ranks lo the roll as part of represent training beyond everyday use-the ability to
the skill modifier, so the more ranks you have, the higher bring a car under control during a spinout, or to dis·
your ~kill check re~ult will be. cover hidden focts in archive\ most people clon'I even
Rdnb tell you how profilicnt you arc and reflect your
realize exist.
training in a given skill. In genNal, while anyone can get a So how do normal people get through life without
lucky roll. Ihe character with, ~dy, 10 ranks In a given skill has ranks in a lot of skills? For starters, remember that not
a higher degree of trcJ1ning .ind exf)<'rtiw in that skill than a every use of a skill requires a skill check. Performing
character with 9 ranks or less routine tasks in normal situations is generally so easy
The rules assume that a character can always find a way that no check Is required. And when a check might be
to learn any skill. However, the GM can impose limits called for. the DC of most mundane tasks rarely
depending on ctrcumstances and a given situation. exceeds 10, let alone 15. In day to·day life, when you
don't have enemies breathing down your neck and
Requiring Shills at 1st ~euel your life depending on success, you can take your time
Use the following steps when picking skills for your 1st-level and do things right - making it easy, even without any
character. ranks m the requisite skill. to succeed (see Checks with·
1. Determine the number of skill points you get. This out Rolls, page 47).
number depends on your class and Intelligence modifier. as You're always welcome to assume that your charac·
shown on Table 2-1· Skill Points per Level. For etample, ter is familiar with even good at. as far as everyday
Yonko Obato 1s a lst level Fast hero with an Intelligence tasks go-many skills beyond those for which you actu-
score of 12 (+l Intelligence bonus). At the start of play. she ally gain ranks. The skills you buy ranks in, however, are
has 24 skill points(~ .. 1 6; 6 x 4 · 24). those with which you have truly heroic potential.
2. Spend the skill points. Each skill point you spend on
a class skill gets you 1 rank in that skill. Class skills are the Shills at Higher leuels
skills found on your character's class skill list. When you attain a new experience level. follow these steps
Each skill point you spend on a cross-class skill gets to gain new skills and improve those you already have.
your character Ii rank ln that skill. Cross-class skills are 1. Determine the number of skill points you get. See
skills not found on your character's class skill list. (A Table 2-1: Skill Points per Level. or the class description in
single 1/1 rank does not improve your skill modifier. but Chapter One (for basic classes) or Chapter Six (for advanced
two 1/1 ranks make l rank, so it's important to keep track classes).
of '/1 ranks.) Acharacter gets at least 1skill point even if he or she has
Your maximum number of ranks in a class skill at 1st level an Intelligence penalty.
is 4. In a cross class skill, Ifs 2.
a20MODERN
2. Spend the skill points. You can spend I point on a Climb check. AClimb check is ld20 + Climb ranks (if any) i·
skill thar was at its maximum ranks. That adds 1 rank if the Strength modifier t any other modifiers. Table 2-2: Diffi-
skill 1s a class skill. or 11. rank to a cross-class skill. (A single culty Class Examples shows example DCs for skill checks.
1 rank doe~n't increase your skill modifier, but you can add
1

another I rank to 1t later to raise 1t to 1rank.)


You can increase the ranks of a skill that wasn't at maxi-
mum ranks. raising the number of ranks to a maximum of Very easy (OJ Notice something large in plain sight
your new character level + 3 for a class skill. or half chat (Spot)
number (don't round up or down) for a cross-class skill. You Easy (S) Climb a knotted rope {Climb)
may spend as many skill points as It takes to max out the Average (10) Hear an approaching security guard
skill (provided you have that many skill points to spend). (Listen)
for multiclass characters. a skill ls considered a class skill Tough (15) Disarm an explosive {Demolit1ons)
only if it is a class skill for the class you're adding a level in. Challenging (20) Swim .lgainst a strong current (Swim)
For example, If you have two fast levels, and are adding a Formidable (25) Break into a secure computer system
level of Strong, you can spend points on Climb as a class (Computer Use}
skill (because It's a class skill for Strong heroes). If you want Heroic (301 Leap auoss a 30-foot chasm (Jump)
to add ranks In Escape Artist (a Fast class skill, but a Strong Superhero1c (35) Convince the guard~ 1ha1 even though
cross-class skill). you purchase them as a cross-class skill. you're nc>1 wearing an ID b~uge and
Even though you have levels in Fast, your new level is in aren't on 1heir list. rhey should let you
Strong, so you purchase Escape Artist as a cross-class skill. into the building (Bluff)
Regardless of whether a skill ls purchased as a class skill or Neady Track a trained commando througl11he
a cross-class skill. if 1t is a class skill for any of your classes, impossible (40) forest:s of Brazil on a moonless night
your maximum ranks equal your total character level + 3. after 12 days of rainfall (Survival)

USIOG SKILLS Opposed Chechs


When you use a skill, you make a skill check to see how well Some skill checb are opposed checks. They are made
against a random11ed number, usually another characters
you do. The higher the result, the better you do. Based on
skill check result For example, to sneak up on a guard. you
the circummnces. your result must equal or exceed a cer·
need to beat the guard's Listen check result with your Move
taln number (a DC or the result of an opposed skill check)
Silently check result You make a Move Sileolly check. and
for you to use the skill successfully. The harder the task, the
higher the number you need to roll the GM makes a Listen check for the guard. Whoever scores
the higher result wins the contest.
Circumstances can affect your check. If you're free to
For ties on opposed checks, the character with the higher
work without distractions. you can make a careful attempt
key ability score wins. For instance. when a Move Silently
and avoid simple mistakes. If you have lots of time. you can
try over dnd over a8ain, assuring that you eventually sue· check against a Listen check results in a tie. the sneaker's
ceed If oth~rs help you. you may succeed where otherwise Dexterity would be compared to the listener's Wisdom. If
you would fail. those scores are the same, roll again.

Shill Chechs
;.: 6·~· 1 11 1 I • ..
Opposing
Askill check takes into account your training (skill ranks). Task Skill Skill
natural talent (ability modifier). and luck (the die roll). Sneak up on someone Move Silently Listen
among other things. To make a skill check, roll ld20 and Con someone Bluff Sense Motive
add your skill modifier for that skill. fhe skill modifier Hide from someone Hide Spot
incorporates the ranks you purchased In that skill. your Win a car race Drive Drive
ability modifier for that skill's key ability, and any other Pretend to be someone else Disguise Spot
miscellaneous modifiers you have. The higher the result. Steal a ke)'. chain Sleight of Hand Spot
the better Create a fake ID Forgery Forgery
Unlike with attack rolls and saving throws, anatural roll
of 20 on the d20 is not an automatic success when
making a skill check and a natural roll of 1is not an auto·
Trying Again
matic failure. If you fall on a skill check. you can sometimes try again.
Check the skill descnpt1on to find out if. and under what cir-
cumstances. you can try again. Many skills. however. have
Difficulty Class natural consequences for failing that must be accounted for.
Some checks are made against a Difficulty Class (DC). The Some skills can't be tried again once a check has failed for a
DC is a number set by the GM (using the skill rules as a particular task.
guideline) that you must attain to succeed. For example. For example, if Brandon Cross (a Smart hero} misses a Dis-
1
climbing the side of an old warehouse may have a DC of 15. able Device check to open a locked door. he can try again
To climb the wall, you must get a result of 15or better on a and keep trying. If however, the con~equence for failing the
020MODERN
check by 5or more is that Brandon trips an alarm. then fail- For example, Troy Bellarosa, aCharismatic hero, wants to
ing has its own pPnalty. entertain agroup of thugs drinking in the Black Katana Bar &
Similarly, if Russell Whitfield (a Strong hero) misses a Grill. Before beginning his performance. Tony listens to the
Climb che<.k. he can keep trying, but if he misses by 5 or thugs so that he can judge their mood. Doing so improves
more. he falls (after which he can get up and try again if the his performance, giving him a ~2 circumstance bonus to the
fall wasn't too far or too damaging). skill modifier for his Perform check. The GM sets the DC at
If the use of a skill carries no penalty for failure. you can 15. The thugs are in a good mood because they recently
take 20 and assume that you keep trying until you eventu- received a Sllable payoff. so the GM reduces the DC to 13.
ally succeed (see Checks without Rolls, page 47). (Troy's performance isn't better just because the thugs are in
a good mood, so he doesn't get a bonus to add to his skill
Untrained Shill Chechs modifier. Instead, the DC goes down.)
However, the leader of the gang hasn't been able to
Generally. if you attempt to use a skill you don't have any
locate the witness that can finger them for the murder of a
ranks in. you make askill check as described. Your skill mod-
federal agent, and he's susprcious of Troy. (The Charismatic
ifier doesn't include skill ranks because you don't have any.
hero reminds the thug of lhe cigent I hC'y wiped out.) The DC
You do get other modifiers. though, such as the ability mod-
ifier for the skill's key ablllly. to entertain him 1s higher than normal: 17 Ins lead of 15,
Troy rolb a6 and adds ~a fo1 his skill modifier (4 ranks, -t2
Some skills can be used only if you are trained in the skill.
Charisma modifier, and +1 for his impromptu research). His
If you don't have ranks in Disable Device. for example. regard-
result Is 14.
less of your class, ablllty scores. and character level. you just
Troy's skill check result (M) 1s high enough to entertain the
don't know enough about mechanical devices and their inner
thugs (DC 13) but not their leader (DC 17). The thugs applaud
workings even to attempt to pick a lock or disarm a security
Troys performance and offer to buy him drinks, but their
device. Skills that can't be used untrained are indicated by a
leader eyes him susp1c1ously and begins to make plans for a
"No" in the "Untrained?" column on rable 2-4: Skills.
second murder

Favorable and Unfauorable Conditions Time and Shill Chechs


Some situations may make a skill easier or harder to use,
Using a skill might take a round, several rounds, or even
resulting in a bonus or penalty to the skill modifier or a
longer. It might take no time at all. Types of actions define
change to the skill check's DC. It's one thing for Yoriko, a Fast
how long activities take to perform within the framework
hero with the Balance skill, to cross from one rooftop to
of a combat round (6 seconds) and how movement i~
another by striding confidently on a 1-foot-wide plank.
treated with respect to the activity (see Action Types. page
Making the same crossing In high winds on a 2-inch·wide
134). The Action Type column on Table 2-4 indicates
beam is an entirely differenl matter.
whether the use of askill is amove action, an attack action,
The GM can ..ilter the odds of success in four ways lo rake
a full-round action, or a reaction. In some cases (for skills
into account exceptional circumstances:
marked with 2), thC' skill description specifies how long a
1. Give the skill user a •2circumstance bonus to represent
skill takes to use.
conditions that Improve performance, such as having the
In general, using a skill that requires concentration (and
perfect tool for thC' JOb, gC'ltlng help from another charac
thus distracts you from being fully aware of what's going on
ter (see Aiding Another, page 47), or working under condi-
around you) while 1n close combat Is dangerous. Nearby op-
tions that are significantly better than normal.
ponents can make attacks of opportunity against you when
2 Give the skill user a 2circumstance penalty to repre-
you let your guard down. See Attacks of Opportunity, page
sent conditions that hamper performance, such as being
135 for more information.
forced to u~e Improvised tools when making a Craft check
or possessing misleading information when attempting a
Research check Tools
3. Reduce the DC by 2to represent circumstances that make Some skill applications require the use of tools. You need a
the Lask ea~ier, such tl\ having a friendly audience when making medical kit for some uses of the Treat Injury skill, for exam-
a Perform check or searching for information on an extremely ple. and you need a tool kit to use Repair
well documented topic with aComputer Use check. If tools are needed. the specific Items required are men-
4. Increase the DC by 2 to represent circumstances that tioned in the skill description. If you don't have the appro- - - - - ·
rmke the task harder, such as making aPerform check in front priate tools, you can still attempt to use the skill, but you
of a hostile audience or searching for information on a very take a -4 penalty on your check.
poorly documented topic with a Computer Use check. You may be able to put together some impromptu tools
Conditions that affect your ability to perform the skill to make the check. If your GM allows it, you may reduce the
change your skill modifier. Conditions that modify how well penalty to 2 (instead of 4) by using impromptu tools. It
you must perform the skill to succeed change the DC. A usually takes some time (several minutes to an hour or
bonus on your skill modifier or a reduction In the DC of the more) to collect or create a set of impromptu tools, and it
check have the same result-they create a better chance for may require askill check (such as Craft [mechanical] to make
success. But they represent different crrcumstances, and repair tools. or Knowledge [life sciences] to make an
sometimes that difference is important. impromptu surgery kit} as well.
Ba ance x Move
Bluff c 2
01mb 1 x Full or move
Computer Use x Full 1
ConcenrratlOO x 1
Craft
Chemical No x x x c x x
ElectrOlliC No x x x c x x
Medianrcal No x c c c x x
Pharmaceutical lrit No x )( x c c x
Structural Int Yes c x c c x x 1
Visual art Im Yes x x x c c c 1
Writing Int Yes x x x c c c 2
Decipher Script Int No x x x c x x 2
Demolitions Int No x x x c x x Full 2
Diplomacy Cha Yes x x x x x c Full
Disable Device Int No x x x c x x rull 2
Disguise Cha Yes x x x x x c 2
Drive Dex Yes x c c x x x Move
Escape Ar list 1 Dex Yes x c x x x x Full 1
Forgery Int Yes x x x c x x l
Gamble Wis Yes x x x x c x 2
Gather Information Cha Yes x x x x x c 1
Handle Animal Cha No c x x x )( c l
Hide 1 Dex Yes x c x x x x Attack
Intimidate Cha Yes x x c x x c Full
Investigate Int No x x x c c x Full 1
Jump 1 Str Yes c x x x x x Attack
Knowledge
Atcane lore int No x x x c c c Rea<t or full
Art Int No x x x c c c Reactor full
Beha~iOfal science~ nt No x x x c c c React or full
Business Int No x x x c c c React or full
Civics In~ No x x x c c c React or full
Current events Int No c c c c c c React or full
Earth and life sciences Int No x x x c c x React or full
Hi~tory No x x x c c x Reactodull
Physical soences No x l{ x c c x React or full
Popular cul 1ure No c c c c c c React or full
Strl!etwise No c c c c c c Reacto1 full
Tact1n No c x x c c x Reactor full
Technology No x x x c c x React or full
Theology and philosophy No x x x c c c React or full
Listen Yes x x x x c x React or move
Move Silently 1 Yes x c x x x x Move
Navigate Yes x x x c x x Full 1
Perform
Act Cha Yes x x x x c 1
Dance Cha Yes x x x x c l
Keyboards Cha Yes x x x x ( l
Percussion IMtruments Cha Yes x x x x c
Sing Cha Yes x x x x (
Stand·d Cha Yes x x x x c
Sttinge lnstr~nts Cha Yes x x x x c
Wind instruments Cha Yes x x x x c
Pilot 0f'..X No c x x x x
Profession Wis Yes c c c c c
Read. 'Write Lariguage None No c c c c c
Repair Int No x x c x x Full 1
Research Im Yes x x c x l
Ride Dex Yes c c x x Move"l
Search Int y~ x x c x Full
Sense Motive Wis Yes x x x c l

Sleight of Hand Dex No c x x x Attack


Speak Language None No c c c c
Spot Wis Yes )( c x c
SurmaI Wis Yes x c x c
Swim Str Yes x x x x
Treat Injury Wis Yes x x x c
Tumble 1 Dex No c x x x
C: Class ski U.
X: Cross·class skill.
1 Your armor penalty, 1f any. applies.
1 See ~kill description for details.
Untrained? Yes: The skill can be used untrained (with 0 ranks). No: You can't use this skill unless you have at least 1rank In it.
d7oMODERN
Chec~s without R
olls 20, for 60 minutes.That's how long it takes Russell to search
A skill check represents an attempt to accomplish some the whole shack in exacting detail. Now Russell's player
treats his roll as if it were 20, for a result of 23. That's more
goal. usually in the face of time pressure or distraction. than enough to beat the DC of 15, and Russell finds a com-
Sometimes, though. you can use a skill under more favorable
puter disk hidden beneath a loose section of the floor.
conditions and eliminate the luck factor.

Tahing IO Aiding Another


When you're not being threatened or distracted, you may In some situations, characters can cooperate to accomplish
choose to take 10. Instead of rolling 1d20 for the skill check, a given task. One character is designated as the leader in
calculate your result as if you had rolled a 10 (anaverage roll the effort, while the others try to aid him in his efforts. You
on a d20). For many relatively routine tasks, taking 10 results aid another by making a skill check (DC 10). This is an attack
in a success. action (see Action Types, page 134), and you can't take 10 on
Distractions and threats make it impossible for a charac- this check. If your check succeeds, your ally gains a +2 cir-
ter to take 10. You also can't take 10 when using a skill cumstance bonus to apply to his skill check to complete
untrained, though the GM may allow exceptions for truly the task.
routine activities. In many cases, a character's help won't be beneficial. or
For example, Russell has a Climb skill modifier of +7 (4 only a limited number of characters can help at the same
ranks. +3 Strength modifier). The steep, rocky slope he's
climbing has a DC of 15. With a little care, he can take 10 and
succeed automatically. But partway up the slope, an agent
of Exile begins taking shots at him from up above. Russell
needs to make a Climb check to reach the enemy agent, and
this time he can't take 10. He must make the skill check nor-
mally while under attack

Taking 20
When you have plenty of time, you are faced with no
threats or distractions, and the skill being attempted carries
no penalty for failure. you can take 20. Instead of rolling
1d20 for the skill check, calculate the result as if you had
rolled a 20.
Taking 20 is the equivalent of attempting the check over
and over again until you get it right. Taking 20 takes twenty
times as long as making a single check(2 minutes for a skill
that can normally be checked in 1round).
For example, Russell comes to a cliff face. He takes 10 to
make the climb, for a result of 17 (JO plus his +7 skill modi-
fier). However. the DC is 20, and the GM tells him that he
fails to make progress up the cliff. (His check result is at least
high enough that he doesn't fall.) Russell can't take 20
becau)e there's a penalty associated with failure (falling, in
this case).
later. at the top of the cliff, Russell finds the small shack
in which a wanted criminal has been hiding out. He searches
it. The GM notes in the Search skill description that each 5-
foot-square area takes a full-round action to search (and she El
secretly assigns a DC of 15 to the attempt). She estimates
that the floors, walls, and ceiling of the shack make up about
thirty 5 foot squares, so she tells Russell's player
that it takes 3 minute~ (30 I -i

-
rounds) to search the whole
shack. Russell rolls ld20,
getting an 8, and adds his
+3 skill modifier. The
Ul
result of 11 fails. Now
Russell declares that he
is going to search the
shack high and low. for as
long as it takes. The GM takes the origi- Aiding another can get you out o(
nal time of 3 minutes and multiplies it by tough situations

•• IL
~
u20MODERN
time. The GM limits aid another attempts as she sees fit for ld20 and apply the appropriate ability modifier. The GM
the conditions. assigns a DC. or sets up an opposed.check whe~. two c~ar­
For instance. If Russell has been badly wounded, Lily Par- acters are engaged in a contest using one ability agam~t
rish can try a Treat Injury check to keep him from dying. One another. The initiative check in combat, for example, 1s
other character can help Lily. If the other hero makes a Treat essentially a Dexterity check. The character who rolls high-
Injury check (DC 10), Lily gets +2 on the Treat Injury check est acts first.
she makes to help Russell The GM rules that two characters In some cases, a test of one's ability doesn't involve luck.
can't help Lily at the same time because a third person Just as you wouldn't make a height check to see who ~s
would just get in the way. taller. you don't make a Strength check to see who 1s
stronger. When two characters arm wrestle, for example.
S~ill Synergy . the stronger character simply wins. In the case of identical
Sometimes. the GM may decide that having one skill pro- scores. make opposed Strength checks.
vides a bonus when a character uses another skill in certain Example Ability Check
Key Ability
situations. The character must have at least 5 ranks in the
related skill to gain this synergy bonus. and the GM must Forcing open a jammed or locked door Strength
agree that the two skills can complement each other in the Tying a rope Dexterity
given situation. In such cases. the character receives a +2 Holding one's breath Constitution
synergy bonus on the skill check. Navigating a maze Intelligence
Some examples of when skill synergy might come into Recognize a stranger y_ou've seen before Wisdom
play: a specific Knowledge skill could aid in the prac.tical ~se Getting yourself noticed in a crowd Charisma
of a related skill; Disable Device might help when disarming
an explosive with the Demolitions skill; Bluff or Sense
Motive could aid a Diplomacy check: Computer Use could SKILL OESCBIPIIOOS
benefit a Disable Device check against an electronic security The remainder of this chapter describes each skill,
system: and Tumble could help a Jump check succeed. including common uses and typical modifiers. Characters
can sometimes use skills for other purposes than those
discussed here. For example. when infiltrating a biker
Rbility Chec~s . .. gang. you might be able to impress them with a s~owy
Sometimes you try to do something to which no spec1f1c stunt-using the Drive skill-instead of attempting a
skill applies. In these cases. you make an ability check: Roll Diplomacy check. . .
Skills are presented In alphabetical order, 1n the following
format. Entries that do not apply to a particular skill are
modifier Types and Stac~ing omitted in that skill's description.
Amodifier provides a bonus (a positive modifier) or a
penalty (a negative modifier) to a die roll.
Bonuses with specific descriptm. such as "equip- S~ill name (Key Ability)
Trained Only; Armor Penalty
ment bonus;' generally don't stack (combine for cumu-
lative effect) with others of the same type. In those The skill name line and the line beneath it include the fol-
cases. only the best bonus of that type applies. For lowing information.
example. if one object provides a +2 equipment bonus Key Ability: The abbreviation for the abllity whose mod-
and another obiect provides a •l equipment bonus, the ifier applies to the skill check. Exceptions: Speak Language
two bonuses can't be combined together to accomplish and Read/Write Language have "None" given as their key
the same task: only the best, the +2, applies. ability because the use of these skills never requires a check
The only specific bonuses that stack are dodge Trained Only: If ''Trained Only" appears on the line
bonuses, synergy bonuses, and sometimes circum- beneath the skill name, you must have at least 1rank in the
stance bonuses. Circumstance bonuses stack only if skill to use it. If "Trained Only" is omitted. the skill can
they're provided by differlng circumstances; if two be used untrained. If any particular notes apply to trained
circumstance bonuses caused by similar circum- or untrained use. they are covered in the Special section
stances apply. they don't stack. (see below).
Specific bonuses that don't stack include compe- Armor Penalty: If "Armor Penalty" appears on the line
tence, cover, equipment, morale. natural armor. and beneath the skill name. apply the armor penalty for the
size. armor you are wearing (see Table 4-9) to checks involving
If your game setting includes magic or other super- this skill.
natural effects, you may also encounter deflection, Check: What you can do with a successful skill check.
enhancement. enlargement, haste, inherent. insight. and the check's DC.
luck, profane, resistance, and sacred bonus descrip- Try Again?: Any conditions that apply to repeate?
tors. None of these bonuses stack. attempts to use the skill for a particular purpose. If this
Any bonus without a descriptor (such as simply a entry is omitted, the skill check can be tried again without
"+l bonus") stacks with other bonuses. any inherent penalty other than taking additional time.
All penalties stack, regardless of their descriptors. Special: Any particular notes that apply, such as whether
you can take 10 or take 20 when using the skill.
r120MOOERN
Untrained: Any details about using a skill untrained. If Check: A Bluff check 1s opposed by the target's Sense
this entry doesn't appear, it means the skill works the same Motive check when trying ro con or mislead. Favorable and
even when used untrained. or that an untrained character unfavorable circumstances weigh heavily on the outcome of
can't make checks with this skill (true for skills that are des- a bluff. Two cirrumstances can work against you: The bluff
ignated "Trained Only"). is hard to believe. or the action that the bluff requires the
Time: How much time 1t takes to make a check with this target to take goes against the target's self-interest, nature,
skill. personality. or orders.
If it's important. the GM can distinguish between a bluff
Balance (DeH) that fails because the target doesn't believe it and one that
Armor Penalty fails because it asks too much of the target For instance. if
You can keep your balance while walking on a tightrope. the target gets a •10 bonus because the bluff demands
a narrow beam, a slippery ledge, or an uneven floor. something risky of the target. and the target's Sense Motive
Check: You can walk on a precarious surface. Asuccess- check succeeds by 10 or less, then the target didn't so much
ful check lets you move at half your speed along the surface see through the bluff as prove reluctant to go along with it.
as a move action. A failure indicates that you spend your If the target's Sense Motive check succeeds by 11 or more, he
move action keeping your balance and do not move. Afail- has seen through the bluff. and would have succeeded in
ure by 5 or more indicates that you fall. The difficulty varies doing so even if it had not placed any demand on him{that
with the conditions of the surface. is. even without the i-10 bonus).
Asuccessful Bluff check indicates that the target reacts as
tUrrow Surf~ce DC* Difficult Surface DC you wish. at least for a short time {usually 1round or less), or
7-U in. wide 10 10 the target believes something that you want him to believe.
2-6 in wide 15 10 For example. you could use a bluff to put someone off guard
less than 2 1n. wide 20 by telling him someone was behind him. At best. such a bluff
*Add •S to the OC if the narrow surface 1s slippery or angled; add •10 if would make the target glance over his shoulder. It would not
it is both ~lippery and angled cause the target to ignore you and completely turn around.
Abluff requires interaction between the character and the
Being Attacked Whif P Balancinc: While balancing. you
target. Targets unaware of the character can't be bluffed.
are flat-footed (you lose your Dexterity bonus to Defense. if
you have one). unless you have 5or more ranks in Balance. If Sense Motive
Example Circumstances Modifier
you take damage, you must make a Balance check again to
remain standing. The target wants to believe you. -5
"These jewels aren't stolen. I'm just desperate for
Accelerated Movement: You can try to aoss a precari-
ous surface more quickly than normal. You can move your money right now. so I'm offering them to you cheap."
full speed, but you take a -5 penalty on your Balance check. The bluff is beliPvable and doesn't affect the target
(Moving twice your speed in a round requires two checks, much one way or the other. +O
one for each move action.) ul don't know what you're talking about. sir. I'm just
here to listen to the mayor's speech...
You can attempt to charge across a precarious surface.
Charging requires one Balance check at a -5 penalty for The bluff is a little hard to believe or puts the target
each multiple of your speed (or fraction thereof) that you at some kind of risk. +5
charge. "Yov want to fight? /'II takl' you all on myself. I don't
Special: You can take 10 when making a Balance check. need my friends' help Just don'r bleed on my new
but you can't take 20. shoes.
Acharacter with the Focused feat gets a ~2 bonus on all The bluff JS hard to believe or entails a large risk
Balance checks. for the target •10
Time: Balancing while moving one-half your speed is a ~This limo doesn't belong to tht> police commission-
move action. er. Ir jusr looks /11r:e his Trust me-I wouldnt rent
you a car that would ger you orr<•st»d."
Accelerated movement. allowing you to balance while
moving your full speed. 1s also a move action. The bluff is way out there: ifs almost too incredible
to consider T20
"You might find this hard to believe. but I'm actually a - - - - ·
Bluff (Cha) billionaire who's been sold into slavery by a religious
You can make outrageous claims or untrue statements seem cult. If you help me escape now. /'// make you rich
plausible. The skill encompasses conning. fast-talking. mis· beyond your wildest imaginings."
direction, prevarication. and deception through body Ian·
guage. Use a bluff to sow temporary confusion, get Feinting in Combat You can also use Bluff to mislead an
someone to turn his head in the direction you point. or opponent in combat so that he can't dodge your attack
simply to look innocuous. effectively. If you succeed. the next attack you make against
You can also use Bluff to send and understand secret the target ignores his Dexterity bonus to Defense (if he has
messages while appearing to be talking about something one), thus lowering his Defense score. Using Bluff in this way
else entirely against a creature of animal intelligence (Int 1or 2) requires
a-8 penalty on the check. Against a message is contained In the communication. If the eaves-
nonintelligent creature, feinting rs dropper beats the DC by Sor more. he understands the
impossible. secret message.
Creating a Diversion to Hide: Whether trying to send or intercept a message, a failure
You can use Bluff to help you hide. by Sor more points means that one side or the other misin-
A successful Bluff check gives you terprets the message in some fashion.
the momentary diversion you need Try Again?: Generally. a failed Bluff check makes the
to attempt a Hide check while target too suspicious for you to try another bluff in the
people are aware of you. (See the same circumstances. For feinting in combat, you may try
Hide skill. page 63.) again freely.
Sending a Secret Message: Special: You can take 10 when making a bluff (except for
You can use Bluff to send and feinting in combat), but you can't take 20.
understand secret messages while A character with the Dec.eptive feat gets a+2 bonus on all
appearing to be speaking about Bluff checks.
other things. Two Department-7 Time: A bluff takE'\ at lmt 1round (and is at least a full-
agents might suspect that their round action) but can take much longer if you try something
phones are tapped. for example, elaborate. Using Bluff as a feint in combat is an attack action.
and decide to pass along infor-
mation about their mission while
appearing to be discussing last
Climb (Str)
Armor Penalty
nights baseball game. The DC for
a basic message is 10. Complex Use this skill to scale a cliff. to get to a window on the
messages or messages trying to second story of a building. or to climb up a steep slope.
Check: Wrth <'ach successful Climb check, you can
communicate new information
have DCs of IS or 20. Both the advance up, down. or across a slope or a wall or other steep
incline (or even aceiling with handholds)
sender and the receiver must
make the check for the secret A slope is considered to be any incline of less than 60
degree~: a wall is any incline of 60 degrees or steeper.
message to be successfully
relayed and understood. Afailed Climb check indicates that you make no progress,
and acheck that falls by~ or more means that you fall from
Anyone listening in on a
secret message can attempt a whatever height you have already attained (unless you are
Sense Motive check (DC equal secured with some kind of harness or other equipment).
The DC of the check depends on the conditions of the
to the sender's Bluff check
result). If successful. the eaves- climb. If the climb is less than 10 feet (climbing over a6-foot-
tall fence. for example), reduce the DC by 5.
dropper realizes that a secret
Since you can't move to avoid an attack, you are flat·
The Climb skill in action footed while climbing (you lose any Dexterity bonus to
Defense).
Any time you take damage while climbing, make a
Climb check against the DC of the slope or wall.
Failure means you fall from your current height
and sustain the appropriate falling damage. (See
Falling Damage. page 214.)
Accelerated Climbing: You can try to
climb more quickly than normal. You can
move your full speed. but you take a -5
penalty on your Climb check. (Moving twice
your speed 1n a round requires two checks,
one for each move action.)
Making Handholds and Footholds:
You can make your own handholds and
footholds by pounding pitons into a wall.
Doing so takes 1minute per piton, and one
piton is needed per 3 feet. As with any
surface with handholds and footholds, a
wall with pitons in it has aDC of 15. In sim-
ilar fashion, a climber with an ice axe or
other proper implement can cut handholds
or footholds in an ice wall.
Catching Yourself When Foiling: It's
practically impossible to catch yourself on a
ct20MODERN
wall while falling. Make a Climb check (DC equal to walls DC - particular rile writing computer programs. altering existing
20) to do so. Aslope is relatively easier to catch yourselfon (DC programs to perform differently {better or worse), and
equal to slope's DC + JO). breaking through computer security are all relatively diffi-
Special: Someone using a rope can haul a character cult and require skill checks.
upward (or lower the character) by means of sheer strength. Find Frie: Finding a specific flight manifest on an airlines
Use two times a character's maximum load (see Carrying vast computer net. or the case file for an old murder on a
Capacity. page 121) to determine how much weight he or she police detective's laptop. are examples of finding files or
can lift. data on an unfamiliar system The DC for the check and the
You can take 10 while climbing. but you cant take 20. time required are determined by the size of the site on
Acharacter without climbing gear (see page 119) takes a which you're searching.
-4 penalty on Climb checks. At the GM's discretion certain Finding public information on the Internet does not fall
kinds of climbing attempts might require only a rope or under this category: usually, such a task requires a Research
some other implement, or even just one's hands and feet. check (see page 71). This application of the Computer Use
rather than a full set of climbing gear to avoid the penalty. skill only pertains to finding files on private systems with
Acharacter with the Athletic feat gets a - 2 bonus on all which you are not familiar.
Climb checks.
Size of Site DC Time
DC Example Wall or Surface or Task Personal computer 10 l round
-----
0 Aslope too steep to walk up. Small office net work 15 2 rounds
S Aknotted rope with a wall to brace against. Large office network 20 1 minute
10 Arope with a wall to brace against. Aknotted rope. Massive corpordte network 25 10 minutes
A surface with sizable ledges to hold on to 3fld
stand on. such as a rugged cliff face. Defeat Computer Security: This application of Com-
15 Any surface with adequate handholds and foot- puter Use can't be used untrained The DC is determined by
holds (natural or arttf1cial). such as a rough ttatural the quality of the security program installed to defend the
rock surface. a tree. or a cha1n-l1nk feAc-e. An system If the check is failed by S or more. the security
unknotted rope. Pulling yourself up wnen dangling system immediately alerts its administrator that there has
··-~by your hands been an unauthorized entry. An alerted adm1n1strator may
20 An uneven surface with just a few narTO\\ handholos attempt to identify you or cut off your access to the system.
and footholds such as a coarse masonry wall or a Sometimes, when accessing a difficult site. you have to
~---'s~hccr cliff face with a few crevices ana small toeholds. defeat security at more than one stage of the operation
25 A rough surface with no real bandnolds or foot- (once to access the site. for example, and then later to
holds. such as a brick wall. alter some data). If you beat the DC by 10 or more when
25 Overhang or ceiling with handholds but no footholds. attempting to defeat computer security. you automati-
A perfectly smooth. flat. vertical surface cant be cally succeed at all subsequent security checks at that
climbed. site until the end of your session (see the Computer Hack-
-10* Climbing inside an air duct or other location where ing sidebar).
one can brace against two opposite walls {reduces
normal DC by 10). Lewi of Seturity DC
-5* CHrnbing a corner where you can brace against per- Minimum 20
pendicular walls {reduces normal DC by 5). Average 25
•5* Surface is slippery (increases normal DC by 5). Exceptional 35
*These modifiers are cumulative: use any that apply Maximum 40

Time: Climbing at one-half your speed Is a full-round Defend Secunty: If you are the system administrator for
action. Moving half that far {one-fourth your speed) is a a site (which may be as simple as being the owner of a
move action laptop). you can defend the site against intruders. If your
Accelerated climbing. allowing you to chmb at your full site alerts you to an intruder you can attempt to cut off
speed is a f ult-round action. You can move half that far the ntruder's acce~ {end his se~ion), or even to identify
(one-half your speed) as a move action. the ntruder. _ _ _._
To cut off access, make an opposed Computer Use check
Computer Use (Int) against the intruder If you succeed. the intruder's session 1s
ended.She might be able to defeat your security and access
Use this skill to access computer systems. write or modify
your site again. but at least she'll have to start all over
computer programs, and override or bypass computer-con-
trolled devices. Attempting to cut off access takes a full round.
One surefire way to prevent further access is to simply
Check: Most normal computer operations. such as using
shut the site down. With a single computer. that's often no
a typical consumer application or doing research on the
big deal-but on a large site with many computers (or com
Internet, don't require a Computer Use check (thoogh you
might have to make a Research check; see the Research skill puters controtllng functions that can't be interrupted), it
description). However, searching an unfamiliar network for a may be time-consuming or even impossible.
d20MODERN
To identify the intruder. make an opposed Computer Use You can degrade the programming of multiple computers
check against the intruder. If you succeed, you learn the site at a single site; doing so adds +2 to the DC for each addi-
from which the intruder is operating (if it's a single com- tional computer.
puter. you learn the name of the computer's owner). Identi-
fying the intruder requires 1minute and is a separate check Scope of Alteration DC Time
from cutting off access. This check can only be made if the Crash computer 10 1minute
intruder is accessrng your site for the entire length of the Destroy programming lS 10 minutes
check-if the intruder's session ends before you finish the Damage programming 20 10 minutes
check, you automatically fail
This application of the skill can be used to intercept a cell Fixing the degraded programming requires 1 hour and a
phone conversation if you have a cellular intercep1or (see Computer Use check against a DC equal to the DC for
page 116). The DC rs 35, or 2~ if you know the number of the degrading it+ 5.
phone that Initiated the call. Write Progmm: You can create a program to help you
Degrade Programming: You can destroy or alter appli- with a specific task. Dorng so grants you a +2 circumstance
cations on a computer to make use ot that computer harder bonus to the task.
or impzy;~lble. The DC for the attempt depends on what you Aspecific task. In this case, Is one type or operation with
try to do. Crashing a computer simply shuts It down. Its user one target. For Instance, you could write a program to help
can res1(111it without making il skill check (however, restart- you find files on a particular corporate network. It wouldn't
ing takes l minute). Destroying programming makes the help you defeat computer security on that corporate net-
computer unusable until the programming is repaired. Dam- work. or find nles on a different network.
aging programming imposes a -4 penalty on all Computer The DC 10 write a program Is 20: the I ime required is I hour.
Use checks made with the computer (sometimes this is Opernre Remore Device: Many devices-security
preferable to destroying the programming, srnce the user cameras. communications arrays, door loLks, alarm~. satel-
might not know that anything is wrong, and won't simply lites, and so forth-are computer-operated via remote
decide to use a different computer). links. If you have access to the computer tha1 controls

Access the Site: There are two ways to do this: phys- I


Computer Hac~ing lcally or over the Internet.
Sometime' it's useful to get mto an enemy's computers, Physical Access· You gain physical access to the com-
to thwart hrs nef.irious plans or S•mply find evidence of puter. or a computer connected to the site. You might
what hf"~ up to. Breaking Into a secure computer or net- sneak into a person·s offiu>, 01 break into a network junc
work Is often t .illt•d lktc king tron and tap Into a communication~ hne. If the site you're 11
When you hack, you attempt to Invade a site. A site hacking is not connected to the Internet, this ls probably
Is a virtual location containing flies, data, or applica- the only way you can access it. Avariety of skill checks
tions. A site can be as small as a single computer. or as may be required, depending on the method you use to
largti t1\ a corporate network connec1 ing computers and gain access
data drt hives all over the world the important thing is Internet Access: Reaching a site over the net requires
that access to the site connects thP user to everything two Computer Use checks. The first check (DC 10) is
within it Some sites can be accessed via the Internet; needed to find the site on the net. The second is a check
othNs are not connected to any outside network and to defeat computer security (see the Computer Use skill
can only be tapped into by a user who physically descnptlon), Once you've succeeded In both checks,
accesse~ a computer connected to the site.
you've accessed the site.
Every site is overseen by a system administrator-the Locate What You're Looking For: To find the data (or I
person in charge of the site, and who maintarns its secu- apphcatlon, or remote device) you want, niake a Computer
rity. Often. the system administrator is the only person Use check. See Find File under the skill description.
with access to all of a site's functions and data. A site can Defeat File Security: Many networks have additional
have more than one system administrator: large sites file security. Adatabase. for example, may need a par.s-
have a system administrator on duty at all times. You are word to authorize access. If that's the case, you need to
the system administrator of your personal computer make another check to defeat computer security.
When you hack into a site. your visit rs ca11€<l a ses- Do Your Stuff: Finally. you can ac1ually do what you
sion. Once you stop accessing the srte. the session is came to do. If you just want to look at records no addi-
over. You can go back to the site in the future: when you tional check is needed (You can also download data,
do, it's a new session. although that often takes several rounds-or even sev-
Several steps are required to hack into a site: eral minutes. for especially large amounts of informa-
Cover Your Tracks: This step is optional, but careful tion-to complete.) Altering or deleting records some-
hackers-especially those with plenty of time-often times requires yet another check to defeat computer
take it. Sy making a Computer Use check {DC 20). you can security. Other operations. such as degrading program-
alter your own Identifying in formation. This imposes a -5 ming or shutting off a remote camera, can be carried
penalty on any attempt made to identify you if your out according to the Computer Use skill description.
activity is detected.
I
- ·-
~no MODERN
such systems. you can either shut them off or change their Special: Since Concentration checks are called for in stress-
operating parameters. The DC depends on the nature of ful situations. you cannot take 10 or take 20 on suchchecks.
the operation. If you fall the check by 5 or more. the Acharacter with the Focused feat gets a +2 bonus on all
system immediately alerts its administrator that there has Concentration checks.
been an unauthorized use of the equipment. An alerted The Mage Acolyte. Occultist. Telepath. and Battle Mind
administrator may attempt to identify you or cut off your advanced classes contain information on using the Concen-
access to the system. tration skill when one of those characters is attempting to
Special: You can take 10 when using the Computer Use cast a spell or manifest a ps1onic power. See the appropriate
skill. You can take 20 m some cases. but not m those that class description n Chapter Nine for details.
involve a penalty for failure. (You cannot take 20 to defeat Time: Making a Concentration check doesn't require an
computer security or defend security.) action: it is either a reaction (when attempted in response
Acharacter with the Gearhead feat gets a +2 bonus on all to a distraction) or part of another action (when attempted
Computer Use checks. actively).
Time: Computer Use requires at least a full-round action.
The GM may determine that some tasks require several Distraction DC
rounds, a few minutes. or longer. as described above. Damaged during the action 1 10 •· damage dealt
Takiog continuous damage 1 10 + half of continuous
Type of Operation DC Time during the action damage last dealt
Shut down pa:ssive remote 20 1round per remote Vigorous motion (bouncy vehicle ride. 10
(including cameras and door locks) small boat in rough water. belowdecks
Shut down active remote 25 I round per remote in a storm tossed ship. riding a horse)
(including motion detectors and alarms) Violent motion (very rough vehicle 15
Reset parameters 30 1minute per remoie ride. small boat mrapids, on deck
Change passcodes 2S 1minute of storm-tossed ship. galloping horse}
Hide evidence of alteration +JO 1minute Extraordinar11,t violent motion (earthquake) 20
Minimum security -5 Entangled n nt:t or snare 15
Excepttonal security +10 Graiiehng or pinned 20
Maximum security _+1_5~-----~ Weather is a high wmd carrying blinding S
rain or sleet
Weather is wind-driven hail dust, or debris 10
Concentration (Con) l Sud ~~on J<.hv1ty tn.it 1cqu1rcs more than a single full-round action
You are particularly good at focusing your mind. la DiYble Device chccl:. for nstance). Also from an attack of opportu-
Check: You make a Concentration check whenever }-OU mcy or readied attack made in response to the acnon being taken (for
may potentially be distracted (by taking damage. by harsh act1v1t1es reqmnng no more than a full·round action~
weather and so on) while engaged in some action that 2 Such as from catching on fire
requires your full attention. Such actions include using skills
that provoke attacks of opporrunity (such as Disable Device Craft (Int)
and Treat Injury. among others) while you are in a threat- This skill encompasses several categories, each of them
ened square. In general, if an action would not notmally treated as a separate skill: Craft (chemical), Craft (elec-
incur an attack of opportunity, you don't need to make a tronic). Craft (mechanical). Craft (pharmaceutical), Craft
Concentration check to avoid being distracted (structural). Craft (visual arts). and Craft (writing).
If the check succeeds, you may continue with the
Craft skills are specifically focused on creating objects. To
action. If the Concentration check fails. the action auto- use a Craft skill effectively, you must have a kit or some
matically fails. other set of basic tools. The purchase DC of this equipment
The check DC depends on the nature of the distraction. varies according to the particular Craft skill (see Table 4-10.
Try Again?: Yes. though a success doesn't cancel the page 113 for details)
effec.ts of a previous failure such as the disruption of an To use Craft first decide wliat you are trying to make and
action that was being concentrated on. consult the category descriptions below. Make a Wealth
Special: By making a check against DC 15 you can use check aga ·nst the given purchase DC for the objed to see if
Concentration to attempt an action defensively. so as to you succ~ in acquiring the raw materials. If you succeed at - - - ----
avoid attacks of opportUntty altogether This doesn't apply that check, make the Craft check against the given DC for
to other act1oos that might incur attacks of opportunity the object in question. If you fail the check. you do not
(such as moving). If the Concentration check succeeds. you make the ob1ect. and the raw materials are wasted (unless
may attempt the action normally without incurring any
otherwise noted)
attacks of opportunity. Asuccessful Concentration check Generally you can take 10 when using a Craft skill to con-
still doesn't allow you to take 10 on a check when you Me in struct an object. but you can't take 20 (since doing so repre-
a stressful s1tuat1on; you must roll the check as normal.
sents multiple attempts. and you use up your raw materials
If the Concentration check fails. the related action auto- after the first attempt). The exception is Craft (writing): you
matically fails (with any appropriate ram1ficat1ons). and the can take 20 because you do not use up any raw materials
action is wasted, just as if your concentration had been dis- (and thus no Wealth check 1s required to use the skill).
rupted by a distraction.
Note: The d20 MoocRN Rofeplaying Game is all about Type of Scratch-Built Purchase Craft
action. Skills provide the tools to keep the action moving Explosive DC DC Time
between combat and in noncombat-oriented dramatic
Improvised (ld6/5 feet) 1 6 10 1 round
scenes. While the Craft skill could be used to make money. it
Simple (2d6/5 feet) 12 l) 10 min.
has more application as a tool for characters with ascientific
Moderate (4d6/10 feet) 16 20 1hr.
focus. Plus. the cost of hand-crafting an object in the modern
Complex (6d6/15 feet) 20 25 3 hr.
wor Id usually winds up being higher (both in time and money)
Powerful (8d6/20 feet) 25 30 12 hr.
than simply buying the same object from a retail outlet.
Devastating (10d6/2S feet) 30 35 24 hr.
1 The figures in parenthese$ are typical damage/burst radius for each
Craft (chemical) (Int) type of explosive. See page 103 for more mformation on burst radius.
Trained Only
This skill allows you to mix chemicals to create acids, Poisonous Substances: Solid poisons (such as arsenic)
bases, explosives. and poisonous substances. are usually ingested. Liquid poisons (such as scorpion
Acids and Bases: Acids are corrosives substances. Bases venom) are most effective when Injected directly into the
neutralize acids but do not deal damage. A base of a cer- bloodstream. Gaseous poisons (such as cyanogen) must be
tain type counteracts an acid of the same type or a less inhaled to be effective. Table 2- 5 summarizes the character·
potent type. istics of various poisons.
Save DC: The Difficulty Class of the Fortitude save to
Purchase Craft DC negate the effects of the poison.
Type of Acid DC Acid Base Time Initial Damage; The damage a character takes immedi-
Mild pd6/1d10) 1 8 15 10 I min. ately upon failing his Fortitude save.
Potent (2d6/2d10) 12 20 15 30 min. Secondary Damage: The damage acharacter takes after
Concentrated (3d6/3dl0) 16 30 20 l hr. l minute of exposure to the poison. 1f he fails a second
1 The dice rolls in parentheses are typical splash damage/immersion saving throw. Ability score damage is temporary. unless
damage caused per round of e~posure to the acid See page 103 for marked with an asterisk. in which case the damage is per·
more information on splash damage.
manent ability drain. Unconsciousness lasts for ld3 hours.
and paralysis lasts 2d6 minutes.
Explosives: Building an explosive from scratch is danger·
Purchase DC: The DC for the Wealth check necessary to
ous. If the Craft (chemical) check fails. the raw materials are
obtain the raw materials to craft the poison. or to purchase
wasted. If the check fails by 5or more. the explosive com·
one bottle of solid or liquid poison or one high-pressure
pound detonates as it is being made. dealing half of its
cylinder of gdseous poison. A bottle holds four doses. while
intended damage to the builder and anyone else in the
a cylinder holds enough gas to fill a10-foot·radius area.
burst radius.
Restriction: The restriction rating for the poison. if any.
If the check succeeds. the final product is a solid material.
and the appropriate black market purchase DC modifier.
about the size of a brick. An explosive compound does not
Remember to apply this modifier to the purchase DC
Include a fuse or detonator. Connecting a fuse or detonator
when making a Wealth check to acquire the poison on the
requires a Demolitions check (see page 56).
black market.

Arsenic loges 15 1 4 Con


Atropine Injury 13 ld6 Str
Belladonna (plant} Injury 18 ld6 Str n/a
BllX' vitriol Injury 12 ld2 Con 9
Blue-ringed octopus venom Injury IS ld4 Con n/a
Chloral hydrate lnge~ted 18 1d6 Dex Unconsoousness ld3 hours 8 hr.
Chloroform 1 Inhaled 17 Unconsciousness ld3 hours - .i hr.
Curare (plant) Injury 18 2d4 Dex 2d4 Wis n/a n/a
Cyanide ln1ury 16 ld6 Con 2d6 Con 31 15 hr.
Cyanogen Inhaled 19 1d4 Oex 2d4 Con 28 8 llr.
DDT Inhaled 17 1d2 Srr ld4 Str 20 4 hr.
Knockout gas Inhaled 18 1d3 Dex UnconsC1ousness ld3 hours 26 8 hr.
Lead arsenate (gas} Inhaled 12 ld2 Str ld4 Con 17 2 hr.
Lead arsenate (solid) Ingested 12 ld2 Con ld4 Con 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 26 8 hr.
Paris green (gas} lnhdled 14 1d2 Con td4 Con 20 4 hr.
Paris green {solid) Ingested 14 ld4 Con ld4 Con 24 4 hr.
Puffer poison (fi~h) lnJury l3 ld6 Str Paralysis 2d6 minutes n/a n/a
Rattlesnake venom Injury 12 ld6 Con ld6 Con n/a n/a
Sarin nerve gas Inhaled 18 ld4 Con 2d4 Con 30 15 hr.
Scorpion/tarantula venom Injury 11 ldl Str ld2 Str n/a n/a
Strychnine Injury 19 ld3 Dex 2d4 Con 23 4 hr.
Tear gas Inhaled 15 Blindness ld6 rounds 21 4 hr.
VX nerve gas Inhaled 22 ld6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
1
Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a \Uccessful grapple check and pin.
n/a: Certain poisons can't be made with the Craft skill. Instead. such a poison mll$I be obtained by extracting 11 from thl> creature in Question.
d20MODERN
Croft DC: The DC of the Craft check to create a quantity
of the poison.
Time on Long Projects
Many projects covered under the Craft skill take hours
Time: The amount of time required for the Craft check.
to complete-some take 24 hours or more. The time
If the Craft check succeeds, the final product is a synthe-
shown is the number of hours spend working, and
sized solid or liquid poison stored in a bottle (containing 4
these hours may have to be spread over a period of
doses) or a gas stored in a pressurized cylinder. When
several days (or longer).
released, the gas is sufficient to fill a 10-foot-radius area and
In general. a character can spend up to 12 hours a
takes 1 round to fill the area. day working on a project-but that doesn't leave
Special: Acharacter without a chemical kit (see page 116)
much time for anything else. In a pinch, a character
takes a -4 penalty on Craft (chemical) checks.
can work longer hours. However, any character work-
Acharacter with the Builder feat gets a +2 bonus on all
ing more than 12 hours in a single day must make a
Craft (chemical) checks.
Fortitude save (DC 15) or become fatigued (see the
Craft (electronic) (Int) Character Condition Summary, page 140). The penal-
ties for being fatigued apply to any checks made for
Trained Only
the projects being worked on.
This skill allows you to build electronic equipment from
scratch, such as audio and video equipment, timers and lis- Acharacter who works more than 18 hours in a day
automatically becomes fatigued (no save allowed).
tening devices, or radios and communication devices.
A fatigued character loses the fatigued condition
When building an electronic device from scratch, the
after getting a full night's sleep (8 hours).
character describes the kind of device he or she wants to
construct; then the Gamemaster decides whether the
device is simple, moderate, complex, or advanced compared Craft (pharmaceutical) (ln1)
to current technology. Trained Only
This skill allows you to compound medicinal drugs to aid
TVDe of Scratch-Built Purchase Craft in recovery from treatable illnesses. Amedicinal drug gives
Electronics (Examples) DC DC Time a +2 circumstance bonus on Fortitude saves made to resist
Simple (timer or detonator) 8 15 1hr. the effects of a disease.
Moderate 12 20 12 hr. The Craft (pharmaceutical) check is based on the severity
(radio direction finder, electronic lock) of the disease to be countered as measured by the DC of
Complex (cell phone) 16 25 24 hr. the Fortitude save needed to resist it.
Advanced (computer) n 30 60 hr.
Disease Fortitude Purchase Craft
Special: A character without an electrical tool kit (see Save DC DC DC Time
page 117) takes a -4 penalty on Craft (electronic) checks. 14 or lower 5 15 1hr.
Acharacter with the Builder feat gets a +2 bonus on all 15-18 10 20 3 hr.
Craft (electronic) checks. 19-22 15 25 6 hr.
23 or higher 20 30 12 hr
Craft (mechanical) (Int)
Trained Only Special: Acharacter without a pharmacist kit (see page
This skill allows you to build mechanical devices from 118) takes a -4 penalty on Craft (pharmaceutical) checks.
scratch, including engines and engine parts, weapons, armor, Acharacter with the Medical Expert feat gets a +2 bonus
and other gadgets. When building a mechanical device from on all Craft (pharmaceutical) checks.
scratch, the character describes the kind of device he or she
wants to construct; then the Gamemaster decides if the Craft (structural) (Int)
device is simple. moderate, complex, or advanced compared This skill allows you to build wooden. concrete, or metal
to current technology structures from scratch, including bookcases, desks, walls.
Special: A character without a mechanical tool kit (see houses, and so forth, and includes such handyman skills as
page 118) takes a - 4 penalty on Craft (mechanical) checks. plumbing, house painting, drywall, laying cement, and build·
Acharacter with the Builder feat gets a i 2 bonus on all ing cabinets.
Craft (mechanical) checks.
fype of Scratch-Built Purchase Craft
Type of Scratch-Built Purchase Craft Structure (Examples) DC DC Time
Mechanical Device (Examples) DC DC Time Simple (bookcase, false wall) 5 15 12 hr.
Simple (tripwire trap) 5 15 1 hr Moderate 10 20 24 hr.
Moderate 12 20 12 hr. (catapult, shed. house deck)
(engine component. light armor) Complexjbunker, domed ceiling) 15 25 60 hr.
Complex 16 25 24 hr. Advanced (house) 20 30 600 hr.
(automobile engine. 9mm autoloader handgun)
Advanced (jet engine) 20 30 60 hr. When building a structure from scratch, the character
describes the kind of structure he or she wants to construct;
d20MODERN
then the Gamemaster decides if the structure 1s simple, Check: You can decipher writing in an ancient language
moderate. complex, or advanced in scope and difficulty. or in code, or interpret the meaning of an Incomplete text.
Special: A character without a mechanical tool kit (see The base DC is 20 for the simplest messages, 25 for stan-
page 118) takes a -4 penalty on Cra~ (structural) checks. dard codes, and 30 or higher for intricate or complex
A character with the Builder feat gets a t2 bonus on all codes or exotic messages. Helpful texts or computer pro-
Craft (structural) checks. grams can provide a bonus (usually a •2 circumstance
bonus) on the check, provided they are applicable to the
Craft (visual art) (Inf) script in question.
This skill allows you to create paintings or drawings, take If the check succeeds, you understand the general con-
photographs, use a video camera. or in some other way tent of apiece of writing, reading about one page of text or
create a work of visual art. its equivalent in l minute. If the check fails, the GM makes a
When attempting to create a work of visual art. the char- Wisdom check (DC 10) for you to see if you avoid drawing a
acter simply makes a Craft (visual art) check, the result of false conclusion about the text. (Success means that you do
which determines the quality of the work. not draw a false conclusioni failure means that you do.)
Unless tllle effort is particularly elaborate or the character The GM secretly makes both the skill d1eck and the
must acquire an expensive piece of equipment (such as a Wisdom check so you can't tell whether the conclusion you
camera), the basic components (paint and brushes, canvas. draw Is accurate or not.
paper, pens and pencils. film, videotape, and ~o on) have a Try Again?: No, unless conditions change or new infor-
purchase DC of 5. mation is uncovered.
Spe.ciat: You can take 10 when making a Decipher Script
Skill Check Result Effort Achieved check, but you can't take 20.
9 or lower Untalented amateur A character with the Studious feal gets a 12 bonus on all
10-19 Tal("nted amateur Decipher Script checks.
20-24 Professional Time: Decipher Script t.akes l rninule or more. depending
25-30 Expert on the complexity of the code.
31or higher Master

Creating a work of visual art wequires al least a full -round


Demolitions (Int)
Trained Only
action, but usually l11kes an hour, a day. or more, depending
Use this skill to set <:>xplosive devices for maximum
on 1he scope of the project.
impact.
Special: A character with the Creative feat gets a +2
Check: Setting a simple explosive to blow up at a certain
bonus on all Crafl (visual art) checks.
spot doesn't require a check, bu1 connecting and setting a
detonator does. Also, placing an explosive for maximum
Craft (writing) (Int) effect against a structure calls for a check, as does disarm-
This skill allows you to create short stories. novels, scripts
ing an explosive device.
and screenplays, newspaper ar tides and columns. and simi-
SP.I Detonator: Most explosives require a detonator to
lar works of writing.
go off. Connecting a detonator to an explosive requires a
When creating a work of wrilting. the player shnply makes
Demol itions check (DC 10). Failure meansthat the explosive
a Craft (writing) check. the result of which determines the falls to go off as planned. Failure by 10 or more means the
quality of the work.
explosive goes off as the detonator is being Installed.
No Wealth check Is necessary to use this Craft .skill.
You can make an explosive difficult to disarm. To do so,
Skill Check Result Effort Achieved you choose the disarm DC before making your check to set
the detonator (it must be higher than 10). Your DC to set th~
9 or lower Untalented amateur
detonator 1s equal to the disarm DC. For example, you might
10-19 Talented amateu1
decide to make the disarm DC 15. The DC to set the deto-
20-24 Professional
25 ..30 nator becomes 15 (inste.ad of the normal 10).
Expert
Place Explosive Device: Carefully placing an explosive
31 or higher Master
against a fixed structure (a stationary, unattended Inanimate
object) can maximize the damage dealt by exploiting vul-
·- - - - Creating a work of writing requires at least l hour. but usu-
nerabilities In the structure's construction.
ally takes a day. a week, or more, depending on the scope of
The GM makes the check (so that you don't know exactly
the project.
how well you've done). On a result of 15 or higher, lhe
Special: A character with the Creative feat gets a -. 2
explosive deals double damage to the structure against
bonus on all Craft (writing) checks.
which it is placed. On a result of 25 or higher, it deals triple
damage to the structure. In all cases, it deals normal damage
Decipher Script (Int) to all other targets within its burst radius (see page 103).
Trained Only Disarm Explosive Device: Disarming an explosive that
Use this skill to piece together the meaning of ancient has been set to go off requires a Demolitions check. The DC
runes carved Into the wall of an archaeological dig or to is usually 10, unless the person who set the detonator chose
break a coded message. a higher disarm DC. If you fail the check. you do not disarm
020MODERN
the explosive. If you fail it by more than 5, the explosive Attitude Means Pos.sible Actions
goes off.
Hostile Will take risks to Attack. interfere,
Special: You can take 10 when using the Demolitions
skill. but you can't take 20. hurt or avoid you berate, flee
Unfriendly Wishes you ill Mislead. gossip, avoid.
A character with the Cautious feat and at least l rank in
this skill gets a +2 bonus on all Demolitions checks. watch suspiciously.
A character without a demolitions kit (see page 117) takes Insult
a -4 penalty on Demolitions checks. Indifferent Doesn't much care Act as socially ex£ected
Friendly Wishes you well Chat. advise. offer
Making an explosive requires the Craft (chemical) skill.
See that skill description for details. limited help. advocate
Helpful Will take risks Protect. back up. heal,
Time: Setting a detonator is usually a full-round action.
to help you aid
Placing an explosive device takes l minute or more, depend-
ing on the scope of the job.

Diplomacy (Cha)
Use this skill to persuade the bouncer to let you into the
exclusive club, to negotiate peace between feuding gangs,
or to convince an enemy agent to release you instead of
killing you. Diplomacy includes etiquette, social grace, tact,
subtlety, and a way with words. A skilled character knows
the formal and informal rules of conduct, social expecta-
tions. proper forms of address. and so on. This skill repre-
sents the ability to give the right impression, to negotiate
effectively, and to influence others.
Check: You can change others' attitudes with a success-
ful check (see the table on the next page}. In negoti-
ations. participants roll opposed Diplomacy checks
to see who gains the advantage. Opposed checks also
resolve cases where two advocates or diplomats
plead opposing cases before a third party.
Diplomacy can be used to influence a GM char-
acter's attitude. The GM chooses the character's ini-
tial attitude based on circumstances. Most of the
time, the people the heroes meet are indifferent
toward them. but a specific situation may call for a
different initial attitude. The DCs given in the
accompanying table show what It takes to change
someone's attitude with the use of the Diplomacy
skill. You don't declare a specific outcome you are
trying for; Instead, make the check and compare
the result to the table on the next page. For
example. attempting to change the attitude of
a hostile street thug fails on a result of 19 or
lower: on a result of 20 or higher. the thug's
attitude changes.
Try Again?: Generally. trying again doesn't
work. Even if the initial check succeeds. the
other character can only be persuaded so far. If
the initial check fails. the other character has
probably become more firmly committed to his
position. and trying again is futile.
Special: You can take 10 when making a
Diplomacy check, but you can't take 20.
Acharacter with the Trustworthy feat gets a +2
bonus on all Diplomacy checks.
Time: Diplomacy Is at least a full-round
action. The GM may determine that some nego-
tiations require a longer period of time.
a20MODERN
.,...... uu _ _ _

Bribery and Diplomacy fails if a bribe isn't attached to it. If the official isn't nec- 1
Offering money or another form of favor can, in the right essarily corrupt, you can add a bribe to get a bonus on
situation, improve a character's chances with a your skill check. This can backfire, as some offic;ials will
Diplomacy skill check. Bribery allows a character to cir- be insulted by a bribe offer {their attitude changes one
cumvent various official obstacles when a person in a
position of trust or authority is willing to accept such an
step for the worse) and others will report you to the
proper authorities.
I
offering. To make a bribe, decide how many points you want to
An Hlega,l act, bribery requires two willing partici· reduce yeur current Wealth b9nus by. Each point by
pants-one to offer a bribe and the other to accept it. which you reduce your current Wealth bonus provides a
Business isn't normally conducted in this fashion, but you +2 bonus on your Diplomacy check when making the
can sometimes find someone in authority who is either bribe. The maximum bonus you can buy is +10, which
willing to accept a bribe or actually demands a bribe to requires a reduction of your Wealth bonus by 5 points.
perform a normal function of his or her position. Of Examples of persons in positions of trust or authority
course, if you offer a bribe to an unwilling participant, follow.
you run the risk of punitive action, including fines, Bouncer: This is the typical muscle stationed outside
imprisonment, or both. an exclusive nightclub or similar establishment. Bouncers
Tippingii waiter to get a better table or to circumvent are often willing to accept bribes to provide information
a reservation line is an example of aminor bribe. Slipping about the guest list, to allow access to the location, or
money to a bouncer to gain entry to an exclusive night- to deny admittance to another. A bouncer typically has
club, offering cash to expedite processing by a bureau- an indifferent attitude.
crat, and paying an informant for information are other Bureaucrat: This official works for some government
examples of bribes. or corporate agency. Some bureaucrats are willing to
In all cases, getting help from another character that accept a bribe, and a few demand it to expedite their
requires either a change of attitude or a nudge to get services. Customs officials, tax collectors, license and
things moving on a time frame other than the one the registration providers, clerks, and other minor func-
character normally works on demands a Diplomacy tionaries fall into this category. A bureaucrat typically
check. You want to change the character's attitude to has an indifferent attitude, though some customs inspec-
helpful to get the character to let you skip ahead in a tors can have unfriendly attitudes.
line, to expedite your passport or customs check, to let Law Officer: Corrupt officers of the law might be
you off without .submitting an official report, or to pro- willing to ignore a minor infraction, let a potential sus-
vide you with information that you couldn't otherwise pect slip away from the scene of a crime, or cause key
lay your hands on. Sometimes, you can do t his with just bits of evidence to "disappear"-for the right price.
a Diplomacy check. Other times, a bribe must be includ- Corruption is uncommon among law officers. Corrupt
ed to get the ball rolling. law officers, if they can be found, typically have an
When a corrupt official requires a bribe to render serv- unfriendly attitude, though some can have indifferent I
1 ices, then a character's Diplomacy check automatically attitudes.

- _J
lnitlal New Attitude--" '------ tool kit (for an electronic lock). The DC depends on the
Attitude Hostile Unf.. lndif.. FrlendlrHeli:iful quality of the lock.
Hostile 19 or less 20 25 35 45
Unfri~dly 4 m less 5 15 1.o5 35 Lock Ty.p.e (barnple)- DC
Indifferent 0 or less l 15 25 Cheap (briefcase lock) 20
Frienelly """ Qor> less ' l< l~ ~vera<ge, (Home'f!e~!>Oif) ·25"
H~h quali~y (b~si~ess ~~a~?ol~ . 30
Htgn set'llr1fy (o@ncl'\ bank vaulfJ .40
Disable Oeoice (Int) Ultra-high security (bank headquarters vault) 50
Trained Only
Use this skill to disarm a security device, defeat a
Disable Security Device: You can disable a security
mechanical lock or trap, or rig the brakes on a car to fail
device, such as an electric fence, motion sensor, or secu-
when it reaches a certain speed. You can examine a
rity camera. You must be able to reach the actual device
sir:nple or fairly small mechanical or electronic device
(to reach a motion sensor, for example, you may have to
and disable it. You usually need apprnpriate tools to use
pass through the area it monitors). If the device is moni-
Disable Device.
tored (such as by a security guard watching the video feed
Check: The GM makes the Disable Device check so that
from a camera, or by a computer monitoring a motion
you don't necessarily know whether you've succeeded.
sensor), the fact that you attempted to disable it will
Open Lock: You can pick conventional locks, finesse
probably be noticed.
combination locks; and bypass electronic locks. You must
When disabling a monitored device, you can prevent
have a lockpick set (for a mechanical lock) or an electrical
your tampering from being noticed. Doing so requires 10
j/nMODERN
minutes and an electrical tool kit. and increases the DC of attention of people who are suspicious. such as a police
the check by •10. officer checking IDs at a road block, the suspicious person
gets to make a Spot check. (The GM can assume that such
Device Type (Example) DC observers take 10 on their Spot checks.)
Cheap (home door alarm) 20 The effectiveness of your disgwse depends in part on
Average (store security camera! 25 how much you're attempting to change your appearance.
High quality (art museum motion detector) 30
High security (bank vault alarm} 35 Disguise Modifier
Ultrahigh serunty (motion detector at Area 51) 40 Minor details only +S
Appropriate uniform or costume +2
Traps and Sabotage· Disabling (or rigging or jamming) a Disguised as different sex -2
simple mechanical device has aDC of 10. More intricate and Disguised as different age category -2 1
complex devices have higher DCs. The GM rolls the check. If l Per step of difference between your age category and the disguised
the check succeeds, you disable the device. If the check fails age category (child. young adult. adult middle age. old. or venerable).
by 4 or less. you have failed but can try again. If you fail by
Sor more. something goes wrong. If it's a trap, you spring it. If you're impersonating a particular individual, those who
If it's some sort of sabotage, you think the device is dis· know what that person looks like automatically get to
abled, but it still works normally. make Spot checks. Furthermore. they get a bonus on their
You can rig simple devices to work normally for a while Spot checks.
and then fail some time later (usually after ld4 rounds or
minutes of use). Familiarity Bonus
Try Again?: Yes. though you must be aware that you have Recognizes on sight +4
failed 1n order to try again. Friend or associate t-6
Special: You can take 10 when making a Disable Device Close friend +8
check. You can take 20 to open a lock or to disable a secu· Intimate ..10
rity device, unless you're trying to prevent your tampering
from being noticed. Usually. an individual makes a Spot check to detect a dis-
Possessing the proper tools gives you the best chance of guise immediately upon nieeting you and each hour there-
succeeding on a Disable Device check. Opening a lock after. If you casually meet many different people, each for
requires a lockpick set (for a mechanical lock) or an electri· ashort time, the GM checks once per day or hour. using an
cal tool kit (for an electronic lock). Opening a locked car average Spot modifier for the group (assuming they take
calls for a car opening kit. Disabling a security device 10). For example, if a character is trying to pass for a mer·
requires either amechanical tool kit or an electronic tol kit, chant at a flea market. the GM can make one Spot check
depending on the nature of the device. If you do not have per hour for the people the character encounters. The GM
the appropriate tools {see page 118 for descriptions), you uses a +l modifier on the check to represent the average of
take a 4 penalty on your check. the crowd {most people with no Spot ranks and a few with
A lock release gun (see page 118) can open amechanical lock good Spot skllls).
of cheap or average quality without aDisable Device check. Try Again?: No, though you can assume the same dis·
A character with the Cautious feat and at least 1rank In guise again at a later time. If others saw through the previ-
this skill gels a+2 bonus on all Disable Device checks. ous disguise. they are automatically treated as suspicious if
nme: Disabling asimple mechanical device is a full-round you assume the same disguise again.
action Intricate or complex devices require 2d4 rounds. Special: You can take 10 or take 20 when establishing
a disguise.
Disguise (Cha) A character without adisguise kit (see page 117) takes a -4
penalty on Disguise checks.
Use this skill to change your appearance. The effort requires
at least a few props and some makeup. A disguise can Acharacter with the Deceptive feat gets a+2 bonus on all
Disguise checks.
include an apparent change of height or weight of no more
You can help someone else create a disguise for him or
than one tenth the original unless specially crafted pros-
her, treating it as an aid another attempt (see Aiding
thetics or costumes are utilized
Another. page 47).
You can also impersonate people, either individuals or
nme:A Disguise check requires 1d4x10 minutes of prepa·
types. For example. you might make yourself seem like a
street person with little or no actual disguise. ration The GM makes Spot checks for those who encounter
you immediately upon meeting you and again each hour or
Check: Your Disguise check result determines how
day thereafter, depending on circumstances.
good the disguise 1s It 1s opposed by others' Spot check
results Make one Disguise check even if several people
make Spot checks. The GM makes your Disguise check Drive (DeH)
secretly so that you're not sure how well your disguise Use this skill to drive a general-purpose motor vehicle (car,
holds up to scrutiny. truck, motorcycle, or snowmobile, for example}. to avoid
If you don't draw any attention to yourself, however. collisions. or to lose someone chasing or tailing you while
others don't get to make Spot checks. If you come to the you're operating a motor vehicle.
M
Check: Routine tasks. such as ordinary driving. don't Special: You can take 10 on an Escape Artist check. You
require a skill check. Make a check only when some unusual can take 20 if you're not being actively opposed (you can
circumstance exists (such as inclement weather or an icy take 20 1f you're tied up. even though it's an opposed check,
surface). or when yoo are driving during a dramatic situation because the opponent isn't actively opposing you).
(you're being chased or attacked. for example. or you're A character with the Nimble feat gets a +2 bonus on all
trying to reach a destination in a limited amount of time). Escape Artist checks.
When dr·ving, you can attempt simple maneuvers or stunts. Time: Making a check to escape from being bound by
See Driving a Vehicle. page 157. for more details. ropes. handcuffs. or other restraints (except a grappler)
Try Again?: Most driving checks have consequences for 'equires 1minute. Escaping anet is a full-round action. Squeez-
failure that make trying again impossible. 'lg 1hrough a tight space takes at least 1minute.maybe longer.
Special: You can take 10 when driving. but you can·t depending on the distance that must be crossed.
take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Drive checks.
Forgery (Int)
Use this skill to fake a document from the governor instruct-
There is no penalty for operating a general-purpose
ing a warden to release prisoners. to create an authentic-look·
motor vehicle. Other types of motor vehicles (heavy
ing government identification. to falsify apermit or license, or
wheeled, powerboat. sailboat, ship, and tracked) require the
to detect forgeries that others try to pass off on you.
corresponding Surface Vehicle Operation feat. or you take a
Check: Forgery requires materials appropriate to the
-4 penalty on Drive checks.
document being forged, and some time. To forge a docu-
Time: ADrive check 1s a move action.
ment such as military orders. a government decree, an offi-
cial identification card, or the like, you need to have seen a
Escape Artist (OeH) similar document before. (You can't forge something you
Armor Penalty haven't seen.) The complexity of the document. your degree
Use this skill to shp binders or manacles. to wriggle of familiarity with it. and whether you need to reproduce
through tight spaces. or to escape the gnp of an angry the signature or handwriting of a specific individ-
wrestler. ual. provide modifiers to your
Chi!ck: Make a check to escape from restraints or to Forgery check, as shown below.
squeeze through a tight space

Restraint
-----
DC
Ropes_ _ _ __ Opponent's Dex check ..10
Net 10
Handcuffs
----- 3S
Tight~ce 30
Grappler Opponent's grapple check

For ropes, your Escape Artist check is opposed by the


Dexterity check result of the opponent who tied the bonds.
Since it's easier to tie someone up than to escape from
being tied up, the opponent gets a ~10 bonus on his or her
Dexterity check.
For a tight space, a check 1s only called for if your he.ad fits
but your shoulders don't. If the space is long, such as in an
alrshaft. the GM may call for multiple checks. You can't fit
through a space that your head doesn't fit through.
You can make an Escape Artist check opposed by
your opponent's grapple check to get out of
a grapple or out of a pinned condi-
- - - - - tion (so that you're just being grap-
pled). Doing so is an attack action. so
if you escape the grapple you
can move in the same round.
See Grapple. page IS2.
Try Again?: You can make another
check after a failed check 1f you're
squeezing your way through a
tight space. making multiple
checks. If the situation permits, you
can make additional checks as long as you're not
being actively opposed.
<120MODERN
Check Gamble (Wis)
Factor Modifier Time Use this skill to earn money through games of chance,
Document Type including poker, roulette, and betting on horse races. Gamble
Simple (typed letter. business card) +O 10min. does not apply to games in which luck is the only factor.
Moderate (letterhead. business form) -2 20min. such as slot machines or lotteries.
Complex (stock certificate. drivers 4 l hr Check: To Join or start a game, you must first pay a stake.
license) You set the purchase DC of the stake if you start the game.
Difficult (passport) -8 4 hr. or the GM sets it if you join a game. Stakes run from penny-
Extreme (m•litary/law enforcement ID} --16 24 hr ante (purchase DC 4) to astronomical (purchase DC 24). You
cannot take 20 when purchasing a stake.
Familiarity If the stake 1s within your means (it is equal to or less
Unfamiliar (seen once for lcs~ than a minute) -4 than your Wealth bonus), you stand no chance of winning
Fairly familiar (seen for several minutes) +O any significant amount. You might come out ahead by a
Quite familiar (on hand. or studied at leisure) +4 few bucks (or a few hundred, or even a few thousand If
Forger has produced other documents of same type +4 you're extremely rich), but the amount is not enough to
Document includes \pecific signaturt> ·4 affect your Wealth bonus. Since paying the stake didn't
cost you any points of Wealth bonus, you don't lose any-
Some documents require security or authori1alion codes. thing either.
whether authentic ones or additional forgeries. The GM If the stake is highe1 than your Wealth bonus (before
makes your check secretly so you're not sure how good your applyingany reductions from purchasing the stake), you get
forgery Is. a +1 bonus on your Gamble check for every point the pur-
chase DC is above your Wedlth bonus
Examiner's
Condition Check Modifier Check Result Difference Wealth Bonus Increase
Type of document unknown lo examiner -4 1-9 ~
Type of docwment somewli.it known to examiner -2 10· 19 ~~~~~~~~~~~--~~~
•2
Type of document well known lo examiner •O 20-29 ~~~~~~~~~~~~~~~
+3
Oocum.:nt is put through additional tests 1 +4 30-39 ~~~~~~~~~~
•4
Examiner only casually 1eviews the document 1 -2 40 or more •S
1(umulattve with dlly of tlw f1r\l three concht1oos oo the tabl~. Apply
thl~ rnod1f1t:r atoox wtth Ol\f' of thr oth 1hree whmcver dppropnatc Your Gamble check ts opposed by the Gamble checks of
all other participants in the game. (If playing at a casino.
The Forgery skill is abo used lo detect someone else's assume the hou\e has a Gamble skill modifier equal to the
forgery. The re> suit of the orlgmal Forgery check that created stake purchase DC Regardless of the stake purchase DC, the
the document is opposed by a Forgery check by the person house d0€s not get a bonus on Its Gamble check for the
who examines lhe document to check its authenticity. If the purchase DC) If there are many characters participating. the
examiner's check re,ul t i~ equal to or higher than the ongi GM can opt to make a single roll for all of them. using the
nal Forgery check, the document ls determined to be fraud- h1ghe\l Ga111ble skill modifier among them and adding a •I
ulent. The examiner gainsbonuses or penalties on his or her bonus to the check.
check as given In the table above. If you beat all other participants, you win and gain an
A document that contradicts procedure, orders, or previ increase to your Wealth bonus. The amount o ~ the increase
ous knowledge, or one that requires the examiner to relin- depends on the difference between your check result and
quish aposses!»100 or a piece of information, can increase the the next highest result among the other participants.
examiner's suspicion (and thus create favorable circum-
stances for the examiner's opposed Forgery check).
Try Again?: No. since the forger isn't sure of the
quality or the original forgery.
Special: To forge documents and detect forgeries.
one must be able lo read and write the language in
question {The skill is language-dependent.)
You can take 10 when making a forgery check,
but you can't take 20.
A character with the Meticulous feat gets a •2
bonus on all Forgery checks.
A character without a forgery kit (see page 117)
takes a -4 penalty on Forgery checks.
Time: Forging a short, simple document takes
about l minute. Longer or more complex documents
take ld4 minutes per page or longer.
d20MODERN
For example. LHy Parrish decides to participate in an You can increase the amount of money you use to gather
evening of gambling. Her Wealth bonus is +9, Of the several Information, gaining a clrcumst()nce bonus by effectively
blackjack tables at the casino, she chooses one with a stake offering a bribe (though the process might entail buying
purchase DC of 14. As a result. she gets a +S bonus on her more expensive drinks, not necessarily offering a character
Gamble check because the stake purchase DC is S higher extramoney). Increase the Wealth check DC by 2 for each +1
than her wealth bonus. She also loses 1point of her Wealth circumstance bonus you want to add to your skill check. For
bonus for purchasing the expensive stake-but she hopes example, Brandon Cross is looking for restricted information
the bonus on her Gamble check will make up for that. about a military base that does not appear on any public
Her check result. including bonuses, is 26, The GM decides maps. He really wants to get this information, so he
to make one check for all the other gamblers. In this case, increases the Wealth check DC by +2 for every +1 bonus he
the house has the highest Gamble skill modifier (14, equal to wants to apply to the check. In this case, he thinks he can
the stake purchase DC). With the ~ 2 bonus for making a succeed on a Wealth check against DC 22, granting him a +2
single roll, the house gets a result of 23 on its check. bonus on the Gather Information check if he makes it.
Lily won the opposed check, but only by 3 points. She Try Again?: Yes, but it takes ld4+1 hours for each check,
gets a Wealth bonus increase of +1, which means she came and characters may draw attention to themselves if they
out even overall. repeatedly pursue a certain type of information.
Try Again?: No. unless you want to put up another stake. Special: You can take 10 when making a Gather Informa-
Special: You can't take 10 or take 20 when making a tion check, but you cannot take 20.
Gamble check. Acharacter with the Trustworthy feat gets a +2 bonus on
Acharacter with the Confident (eat gets a +2 bonus on all all Gather Information checks.
Gamble checks. Time: A Gather Information check takes ld4+1 hours.
Time: A Gamble check requiresl hour.
Handle Animal (Cha)
Gather Information (Cha) Trained Only
Use this skill to make contacts In an area, find out local Use this skill to drive a team of horses pulling a wagon
gossip, spread rumors, and collect general information. over rough terrain, to teach adog to guard. to raise a wolf as
Check: By succeeding at a skill check (DC 10) and spending a devoted pet, or to teach an elephant to "trumpet" on your
ld4+l hours passing out money and buying drinks, you can get command.
a feel for the major newsitems in aneighborhood. Thisresult Check: The time required to get an effect and the DC
assumes that no obvious reasons exist why information would depend on what you are trying to do.
be withheld !such as if you can't speak the local language). The
higher the check result, the better the information. Task Time DC
If the situation doesn't require the expenditure of money, Handle an animal Move action 10
no Wealth check is necessary. "Push" an animal Full-round action 25
Information ranges from general to protected, and the Teach an animal a trick 1 week See text
cost and DC increases accordingly for the type of informa- Train an animaJ for a purpose See text See text
tion you seek to gather, as given in the table below.
Handle an Animal: This means to command an animal to
type of Information DC Purchase DC perform a task or trick that it knows. For instance, to com-
General 10 5 mand a trained attack dog to attack a foe requires a Handle
''Who's the big cheese in this town?" Animal check against DC 10. If the animal isyvotmded or has
Specific 15 lO taken any ability score damage, the DC increases by +5, If
"What can you tell me about tl:ie woman who always the check Is successful, the animal performs the task or trick
attends functions with the senator?" on its next action.
Restricted 20 lS "Push" an Animal: To push an animal means to get it to
"What do they irroke In that mysterious factory?" perform a task or trick that it doesn't know, but is physically
Protected 25 20 capable of performing. If the check ts successful, the animal
"When is the next test flight for that secret proto- performs the task or trick on its next action.
type fighter jet?" Teach an Animal a Trick: You can teach an animal a spe-
cific trick, such as "attack" or "stay," with one week of work
General information concerns local happenings, rumors. and a successful Handle Animal check. An animal with an
gossip, and the like. Specific information usually relates to a Intelligence of l (such as a snake or a shark) can learn a maxi-
particular question. Restricted information includes facts mum of three tricks, while an animal with an Intelligence of 2
that aren't generally known and requires that you locate (such as a dog or a horse) can learn a maximum of six tricks.
someone who has access to such information. Protected You can teach an animal to obey only you. Any other
information is even harder to come by and might involve person attempting to makethe animal perform a trick takes
some danger. either for the one asking the questions or the a -10 penalty on his Handle Animal ch&k. Teaching an
one providing the answer. There's a chance that someone animal to obey only you counts as a trick {in terms of how
will take note of anyone asking about restricted or pro- many tricks the animal can learn}. It does not require a
tected information. check; however, it increases the DC of all tricks you teach
010MODERN
the animal by +5. If the animal already knows any tricks. you Rghting {DC 20, 3 weeks): An animal trained for combat
cannot teach it to obey only you. knows the following tricks: Attack, Down, and Stay.
Possible tricks include, but are not limited to. the Guarding (DC 20, 4 weeks): An animal trained to guard
following. knows the following tricks: Attack. Defend, Down, and Guard.
Attack (DC 20): The animal attacks apparent enemies. Laboring (DC 15, 2 weeks): An animal trained for heavy
The character may point to a particular enemy to direct the labor knows Come and Work.
animal to attack that enemy. Normally. an animal only Hunting (DC 20, 6 weeks): An animal trained for hunt-
attacks humans and other animals. Teaching an animal to ing knows Attack, Down, Fetch, Heel, Seek, and Track.
attack all creatures (including unnatural creatures such as Performing {DC 15, 4 weeks): An animal trained for per·
undead and aberrations if they exist in your campaign) forming knows Come, Fetch. Heel, Perform, and Stay.
counts as two tricks. Riding (DC 15: J weeks): An animal trained to bear arider
Come (DC 15): The animal comes to the character, even knows Come. Heel, and Stay.
if the animal normally would not do so (such as following Try Again?: Yes.
the character onto a boat). Special: You can take 10 or take 20 when handling
Defend {DC 20): The animal defends the character (or is animals.
ready to defend the character if no threat is present). Alter- An untrained character uses Charisma checks to handle
natively, the character can command the animal to defend and push animals, but he or she can't teach or train animals.
a specific other character. A character with the Animal Affinity feat and at least l
Down {DC JS}: The animal breaks off from combat or rank inthis skill gets a +2 bonus on all Handle Animal checks.
otherwise backs down. Time: See above. Teaching or training an animal takes
Fetch {DC 15): The animal goes and gets something. The a number of days. You do not have to spend the entire
character must polnt out a specific object. or else the time training the animal; 3 hours per day is enough.
animal fetches some random object. (Spending more than 3 hours per day does not reduce the
Guard (DC 20): The animal stays in place and prevents number of days required.) You cannot spread the days
others from approachlng. out; if you do not complete the training during a period
Heel (DC 15): The animal follows the character closely, of consecutive days. the effort is wasted. Thus, if training
even to places where it normally wouldn·t go. an animal takes 4 weeks, you must spend at least 3 hours
Perform (DC 15): The animal does a variety of simple per day with the animal. for 28 straight days. to make the
tricks such as sitting up. rolling over, and so on. Handle Animal check.
Seek (DC 75): The animal moves into an area and searches
for something of interest. It stops and indicates the first
thing of interest it finds. What constiMes an item of inter·
Hide (OeH)
Armor Penalty
est to an animal can vary. Animals almost always find other
Use this skill to sink back into the shadows and move
creatures or characters of interest. To understand that it's
unseen. approach a guard post under cover of local scenery,
looking for a specific object. the animal must make an Intel-
or tail someone through the streets of a busy city without
ligence check (DC 10).
being noticed.
Stay (DC 15}: The animal stays in place waiting for the
Check: Your Hide check is opposed by the Spot check
character to return. It does not challenge other creatures
of anyone who might see you. You can move up to half
that come by, though it still defends itself if it needs to.
your normal speed and hide at no penalty. At more than
Track (DC 20): The animal tracks the scent presented
half and up to your full speed, you take a - 5 penalty. It's
to it.
practically impossible (-20 penalty) to hide while attack·
Work (DC 15): The animal pulls or pushes a medium or
heavy load, ing. running. or charging.
For example, Yoriko has a speed of 30 feet. If she does not
Train an Animal: Rather than teaching an animal individ-
want to take a penalty on her Hide check, she can move 15
ual tricks. you can train an animal for a general purpose.
feet as amove action in the same round she attempts to hide.
Essentially, an animal's purpose represents a preselected set
Your check is also modified by your size:
of known tricks that fit into a common scheme, such as
guarding or heavy labor. An animal can be trained for one Siz:e Modifier Size Modifier
general purpose only. though if the animal is capable of learn-
ing additional tricks (above and beyond those included in its
Fine +16 Large -4
Diminutive +12 Huge -8
general purpose) it may do so. Training an animal for a pur-
nny +8 Gargantuan -12
pose requires fewer checks than teaching individual tricks.
Small +4 Colossal -16
Combat Riding (DC 20. 6 weeks): An animal trained to
Medium-size +0
bear a rider into combat (such as a warhorse) knows Attack,
Come, Defend. Down, Guard. and Heel. An animal trained in
If people are observing you, even casually, you can't hide.
riding may be ..upgraded" to an animal trained in combat riding
You can run around a corner so that you·re out of sight and
by spending three weeks and making a Handle Animal check
then hide, but the others then know at least where you went.
(DC 20). If the animal was trained in other tricks (in addition to
Cover and concealment (see page 144) grant circumstance
those provided by training the animal for riding). th0se tricks
bonuses to Hide checks, as shown below. Note that you can't
are completely replaced by the combat riding tricks.
hide if you have less than one-half cover or concealment.
d20MODERN
~d20 + the target's character level or Hit Dice). Any modifiers
Cover or Concealment Circumstance Bonus
that a target may have on Will saving throws against fear
Three-quarters ·~ effects apply to this level check. If you succeed, you may treat
Nine-tenths +10 the target as friendly forlO minutes. but only for purposes of
actions taken while in your presence. (That ls, the target
Creating a Diversion to Hide: You can use the Bluff skill retains his normal attitude, but will chat, advise, offer limited
(see page 49) to help you hide. A successful Bluff check can help, or advocate on your behalf while intimidated.)
give you the momentary diversion you need to attempt a Circumstances dramatically affect the effectiveness of an
Hide check while people are awareof you. While the others Intimidate check. Acharacter holdingagun on a flat-footed
turn their attention from you. you can make a Hide check if opponent, backed by a crowd of like-minded onlookers, or
you can get to a hiding place of some kind. (As a general holding a target at his mercy should get a +2 circumstance
guideline, the hiding place has to be within I foot for every bonus on his check. On the flip side. if the target dearly has
rank you have in Hide.) This check. however, is at a - 10 an advantage over the intimidator. a - 2 penalty might be
penalty because you have to move fast. appropriate
Toiling: You can use Hide to tail aperson in public. Using There are limits to what a successful Intimidate check
the skill in this manner assumes that there are other random can do. You can. for example, cause an adversary to back
people about. among whom you can mingle to remain down from a confrontation, surrender one of his posses-
unnoticed. If the subject is worried about being followed, sions, reveal apiece of secret information. or flee from you
he can make a Spot check (opposed by your Hide check) for a short time. You can't force someone to obey your
every time he changes course (goes around a street corner, every command or do something that endangers that
exits abuilding. and so on). If he's unsuspecting. he generally person's life.
gets only a Spot check after an hour of tailing. If you fail by more than S. the target may actually do the
Special: You can take 10 when making a Hide check. but opposite of what you wish. frustrating your efforts or pro-
you can't take 20. viding you with incorrect or misleading information.
Acharacter with the Stealthy feat gets a +2 bonus on all Try Again?: No. Even if the initial check succeeds, the
Hide checks. oth~r character can only be Intimidated so much, and trying
Time: A Hide check is an attack action. again doesn't help. If the initial check fails, the other char-
acter has become more firmly resolved to resist the intim-
Intimidate (Cha) idator, and trying again is futile.
Use this skill to get someone to do something he doesn't Special: You can take 10 when making an Intimidate
want to do by means of verbal threats. force of will, and check, but you can't take 20.
Imposing body language. A character immune to fear effects can't be Intimidated.
Check: With a successful check. you can forcibly persuade You may add a +2 bonus to your Intimidate check for
another character to perform some task or behave in acertain every size category you are larger than your target. Con-
way Your Intimidate check is op- versely. you take a -2 penalty to your check for every size
posed by the target's level check category you are smaller than your target.

SOOK.
A character with the Confident feat gets a+2bonus on all Try Again?: Generally, analyzing aclue again doesn't add
Intimidate checks and on level checks to resist intimidation. new insight unless another clue is introduced Evidence col-
Time: An Intimidate check 1s a full round action lected cannot be recollected. unless there 1s more of it to
take (for instance. a large pool of blood may allow for a
retry, since there's enough for more than one sample).
lnuesti9ate (Int) Special: You can take 10 when making an Investigate
Trained Only
check, but you cannot take 20.
Use this skill to analyze a crime scene and use an evi-
Collecting evidence requires an cvfdence kit. If you do
dence kit. Investigate allows yoLl to discern patterns in
not have the appropriate kit, you take a- 4 penalty on your
clues, turn clues Into evidence, and otherwise prepare a
check.
crime scene and evidence for further analysis by acrime lab,
A character with the Attentive feat and at least l rank in
Check: You generally use Search to discover clues and
this skill gets a +2 bonus on all Investigate checks.
Investigate to analyze them. For example. you might find a
Time: Analyzing a clue is a full-round action. Collecting
blood spatter or a potential murder weapon with a Search
evidence generally takes ld4 minutes per object.
check. You would use Investigate to determine from which
direction the blood was spattered. or to collect fingerprints
from the weapon. Jump (Str)
If you have access to a crime lab, you use the Investigate Armor Penalty
skill to collect and prepare samples for the lab. The result of Use this skill to leap over pits, vault low fences, or reach
your Investigate check provides bonuses or penalties to the a tree's lowest branches.
lab workers. Check: The DC and the distance you can cover vary
Analyze Clue: You can make an Investigate ched: to according to the type of jump you are attempting
apply forensics knowledge to a clue. 8y examining a body. Your Jump check is modified by your speed. The DCs
you might tell whether the victim fought back against the specified below assume a speed of 30 feet (the speed of a
assailant or not. By looking at a bullet hole in a wall, you typical human). If your speed is less than 30 feet. you take a
might approximate the location. or at least direction. of the penalty of -6 for every 10 feet of speed less than 30. If your
shooter. By looking at a bloodstain, you might tell where speed is greater than 30 feet, you gain a bonus of +4 for
the attacker was relative to the victim. every 10 feet over 30. For instance. if you have aspeed ot 20
This function ot the Investigate skill docs not give you feet, you takea 6 penalty. If. on the other hand. your speed
clues where none existed before. It simply allows you to is 50 feet, you gain a •8 bonu~.
ex1ract cxtr;i information from a dur you'vr found. If you have rank~ in theJump skill and you succeed on a
The base DC to analyze a clue is15. It is modified by the check, you land on your feet (when appropriate) and can
time that has elapsed since the clue was left, and whether move as far as your remaining movement allows. If you
or not the scene was disturbed attempt aJump check untrained, you land prone unless you
beat the DC by 5or more. Standing from a prone position is
Circumstances DC Modifier amove action.
Fvery day SlnLe event (max mod1f1er fl0) +2 Distance moved by 1umping 1s counted agatnst maximum
Scene 1s outdoors +5 movement ma round. For example. Russell can move 30 feet
Scene ~lightly disturbed +2 as a move action. To leap ovE>r a 15 foot ch.ism. Ru\Sell
Scene moderately disturbt!d ~4 moves 20 feet in a straight line and jump~ 10 feet horiwn-
Scene extremely disturbed +6 tally (a total distance of 30 feet). He noes not have suffi-
cient movement to jump the chasm in a single move action.
Collea Evidence. You can collect and prepare eviden- On his next move action. however, Russell completes the
t1ary material for a lab, such as gathering fingerprints jump and makes aJump check to see whether he succeeds.
from objects touched. making casts of footprints or tire If the check succeeds. he clears the remaining 5 feet of the
tracks. collecting samples of fluids. fibers. and other chasm and lands in the 5-foot square beyond the far edge of
materials, gathering castings of scratch marks where tools the chasm-a total distance of 10 feet If he lands on his
have been used to break into a location. or collecting bul- feet. he can use the remainder of his move action to move
lets from walls. This use of the Investigate skill requires an up to 20 feet. If he lands prone. his move action ends and he
evidence kit. must take another move action to stand up.
To collect a piece of evidence. make an Investigate check You can start a jump at the end of one turn and complete
(DC 15). If you succeed, theevidence Is usable by acrime lab. the jump at the beginningof your next turn (see Start/Com-
If you fail, acrime tab analysis can be done, but the lab takes plete Full-Round Action, page 137).
a-5 penalty on any necessary check. If you fail by 5 or more, Long Jump: This is a horizontal jump, made across a gap
the lab analysis simply cannot be done. On the other hand. such as achasm or stream. At the midpoint of the 1ump. you
if you succeed by 10 or more. the lab gains a+2 circumstance attain a vertical height equal to one-quarter the horizontal
bonus on its checks to analyze the material. distance. The DC for the 1ump is equal to the distance
This function of the Investigate skill does not provide you jumped (infeet) + 5. For example, a 10-foot·wlde pit requires
with evidentiary items. It simply allows you to collect items aJump check (DC 15) to cross. The DCs for long jumps of 5
you've found in a manner that best aids in their analysis to 30 feet are given in the table below. You cannot jump a
later, at a crime lab. distance greater than your normal speed.
All Jump DCs covered here assume that you can move at Creature Si1e Maximum Height
least 20 feet in astraight line before attempting the jump. If
Colossal 128 ft.
this is not the case, the DC for the jump 1s doubled. Gargantuan ___ _ _ _ _ _ __ 64 ft
Long Jump Distance DC 1 Long Jump Distance DC t Huge 32 ft.
Large 16 ft.
5 feet 10 20 feet 25
Medium-size 8 ft.
10 feet 15 25 feet 30
Small 4 ft
15 feet 20 30 feet 35
1Requires a 20·foot move. Without a 20·foot move, double the DC.
Tiny Ht.
Diminutive lft.
Fine 0.5 ft.
If you fail the check by less than S, you don't dear the dis·
tance, but you can make a Reflex save (DC 15) to grab the far
Special: Effects that increase your speed also increase your
edge of the gap. You end your movement grasping the far
jumping distance, since your check is modified by your speed.
edge. If that leaves you dangling over a chasm or gap, get-
You can take 10 when making aJump check. If there is no
ting up requires a move action and a Climb check (DC 15).
danger associated with failing, you can take 20. For example,
High Jump: This is a vertical leap, made to jump up to
you are free to take 20 to keep trying until you jump high
grasp something overhead, such as a tree limb or ledge. The
enough to catch a low-hanging branch. You can't take 20
DC for the jump is 2 + the height x 4 (in feet). For example,
when attempting to leap across the space separating two
the DC for a Hoot high jump is 14 (2 + (3 x 4)). The DCs for
buildings, since any failure results in a long fall and damage
high jumps of 1 to 8 feet are given in the table below.
as your character hits the ground below.
All Jump DCs covered here assume that you can move at
A character with the Acrobatic feat gets a +2 bonus on
least 20 feet in a straight line before attempting the jump. If
all Jump checks. Acharacter with the Run feat gains a+2 com-
this 1s not the case, the DC for the jump is doubled.
petence bonus on Jump checks preceded by a 20-foot move.
High jump Distance DC 1 High Jump Distance DC 1 Tumble can provide a +2 synergy bonus on Jump checks
(see Skill Synergy. page 48).
1fool 6 5 feet 22
Time: Using the Jump skill is either a move action or a
2~ w 6~ ~
full-round action. depending on whether you start and
3~ M 7~ m complete the jump during a single move action or a full·
4~ IB 8~ M
1Requires a 20-foot move. Without a running start. double the DC.
round action.

If you succeed on the check, you can reach the height. You Knowledge (Int)
grasp the object you were trying to reach. If you wish to pull Trained Only
yourself up, you can do so with a move action and a Climb This skill encompasses several categories. each of them
check (DC 15). If you fail the Jump check, you do not reach treated as a separate skill. These categories are identified
the height and land on your feet in the same square from and defined below.
which you jumped. The number of Knowledge categories is kept purposely
The difficulty of reaching agiven height varies according finite. When trying to determine what Knowledge skill a
to the size of the character or creature. Generally, the max- particular question or field of expertise falls under, use a
imum height a creature can reach without jumping is given broad interpretation of the existing categories. Do not arbi-
in the table below. (As a Medium-size creature, a typical trarily make up new categories.
human can reach 8 feet without jumping.} If the creature is Check: You make a Knowledge check to see if your char-
long instead of tall (such as a horse). treat it as one size cat- acter knows something. For instance, if you found amummy
egory smaller. with an amulet around its neck, you might make Knowledge
Hop Up: You can jump up onto an object as tall as your check to see if you know of any significance to the symbols.
waist. such as a table or small boulder, with aJump check {DC This might be a Knowledge (arcane lore) check or a Knowl-
10). Doing so counts as 10 feet of movement (so you could edge (history) check, depending on what you're interested in
move 20 feet, then hop up onto acounter, if your speed is 30 knowing about the symbols.
feet). You do not need to get a running start to hop up (the The DC for answering a question within your field of
· - - - - DC is not doubled 1f you do not get a running start). study is 10 for easy questions, 15 for basic questions, and 20
Jumping Down: If you Intentionally jump from a height. to 30 for tough questions.
you take less damage than if you just fall. The DC to jump Appraising the value of an object is one sort of task that
down from a height Is 15. You do not have to get a running can be performed using Knowledge. The DC depends on how
start to jump down (the DC is not doubled if you do not get common or obscure the object Is. On a success, you accu-
a running start). rately identify the object's purchase DC. If you fail, you think
If you succeed on the check, you take falling damage as if it has a purchase DC ld2 higher or lower (determine ran-
you had dropped 10 fewer feet than you actually did. Thus. domly) than its actual value. If you fail by 5 or more, you
if you jump down a height of just 10 feet, you take no think it has a purchase DC ld4+2 higher or lower than its
damage. If you jump down a height of 20 feet, you take actual value. The GM may make rhe Knowledge roll for you,
damage as if you had fallen 10 feet. so you don't know whether the appraisal is accurate or not.
Player Knowledge versus Technology. Current developments in cutting-edge
devices, as well as the background necessary to identify var-
Character Knowledge . ious technological devices. .
It's pretty simple to measure a characters knowl-
edge or things that the player doesn't know. That's Theology and Philosophy: Liberal arts, e~h1cs, ph~lo­
what a Knowledge check represents. For example, sophical concepts, and the study of rel1g1ous faith. practice.
and experience.
you may not know an awful lot about how major
corporations protect their earnings from taxc,tion, Try Again?: No. The check represents what you know.
but with ranks in Knowledge (business), your char· and thinking about a topic a second time doesn't let you
acter might. know something you never knew In the first place:
The opposite case, however, is harder to adjudicate. Special: An untrained Knowledge check Is simply an
What happens when a player knows something that her Intelligence check. Without actual training, a character only
character doesn·t have any reason to know? For example, knows common knowledge about agiven sub1ect.
while most veteran players know that a Barrett Light You can take 10 when making a Knowledge check, but you
Fifty deals 2d12 points of damage, its likely that inexpe- can't take 20.
rienced characters might never even have heard of the A character with the Educated feat (see page 82) gets a+2
weapon, much less know how powerful 1t is. bonus on any two types of Knowledge checks. .
It's impossible to separate your personal knowl- The GM may decide that having 5or more ranks 1n a spe-
edge (player knowledge} from your character's knowl- cific Knowledge skill provides you with a +2 synergy bonus
edge. The decision on how (or if) to separate player when making a related skill check. For example. acharacter
knowledge from character knowledge must be made with 5or more ranks of Knowledge (earth and life sciences)
between the players and the GM. Some GMs encour- could get a +2 synergy bonus when making a Treat Injury
check in certain situations.
age knowledgeable players to use their experience to
help their characters succeed. Others prefer that Time: A Knowledge check can be a reaction, but other-
characters display only the knowledge represented by wise requires a full-round action.
their skill ranks and other game statistics. Most fall
somewhere between these two extremes. Listen (Wis)
If in doubt. ask your GM how he or she prefers to Use this skill to hear approaching enemies, detect someone
handle such situations. sneaking up on you from behind. or eavesdrop on aconver-
sation.
The fourteen Knowledge categories. and the topics each Check: Make a Listen check against a DC that reflects
one encompasses, are as follows. how quiet the noise Is that you might hear or against an
Arcane Lore: The occult, magic and the supernatural.
opposed Move Silently check.
astrology, numerology, and similar topics.
Art: Fine arts and graphic arts, including art history and
artistic techniques. Antiques, modern art. photography. and
performance art forms such as music and dance. among
others. :· 4
{l.
Behavioral Sciences: Psychology. sociology, /. c i- ,,.
nology. ~
Business: Business procedures. investments e • ll~
corporate structures. Bureaucratic procedure;::
1 .

to
navigate them. .
Civics: Law. legislation. litigation. and legal nght~~-J : ..::.''--::~,-,'l"""1'
gations. Political and governmental 1nst1M1ons a~~~
Current Events· Recent happenings in the nem;-s~rt-s(r·~ fl•...-
politics, entertainment. and foreign . af'.1a1rs. ~r·fff
·i-·r1·. · -.... e..s
Earth and Life Sciences: Biology, botany, genetics. geol·
1 •· -
ogy, and paleontology. Medicine and forensic;.s; .,, .......,. .......... ""
I-I/story: Events, personalities. and cultures of the past.
Archaeology and antiquities. "'''~•"'•"""' '_·('!,).t
Physical Sciences: Aslronomy, chemistry, mathematlfi~t;:',,;:;..i-h .::::::::..J
phySiCS, and engineering. !GS r
Popular Culture: Popular music and personalities. genre
films and books, urban legends. comics. science fiction an
gaming, among others.
Streetwise.· Street and urban culture, local unCl!l'ANefi!EI!
°""'
41• • '11C•lk)
AT • \W!14#/IJ ~I
......... .: • l • ,
personalities and events. . . -,u...- - - ' - - 1
Tactics: Techniques and strategies for disposing and
maneuvering forces in combat.

A littlt Knowledge goes 1 Iona way


d~oMOOERN
The GM may call for a Listen check by acharacter who is A character with the Stealthy feat gets a +2 bonus on all
in a position to hear something. You can also make a Listen Move Silently checks.
check voluntarily if you want to try to hear something in Time: Move Silently Is a move action.
your vicinity.
The GM may make the Listen check in secret so that you
don't know whether not hearing anything means that noth-
navigate (Int)
Use this skill to prevent yourself from becoming lost, to plot
ing is there or that you failed the check.
a course, or to identify your location by checking the stars,
A successful Listen check when there isn't anything to
hear results in you hearing nothing. landmarks. ocean currents, or aGPS device.
Check: Make a Navigate check when you're trying to find
DC Sound your way to a distant location without directions or other
-10 A battle specific guidance. Generally, you do not need to make a
~~-~-~
check to find a local street or other common urban site, or
0 People talking
5 A person In medium armor walking at a slow
to follow an accurate map. However, you might make a
pace. trying not to make noise check to wend your way through a dense forest or a
labyrinth of underground storm drains.
10 An unarmored person walking at a slow pace,
For movement over a great distance. make a Navigate
trymg not to make any noise
check. The DC depends on the length of the trip. If you
15 A 1st level Fast hero sneaking up on someone 1
succeed, you move via the best reasonable course toward
20 A tiger stalking prey 1
30 Abird fly1ng through the air your goal. If you fail. you still reach the goat. but it takes
+5 Through a door you twice as long (you lose time backtracking and cor-
recting your path). If you fail by more than 5, you travel
•15 Through a solid wall
1 This is actually an o~cd chcclc the DC given 1s a typical Move the expected time, but only get halfway to your destina-
Silently check result for such a character or creature. tion. at which point you become lost.
You may make a second Navigate check {DC 20) to
Condition Check Penalty regain your path. If you succeed, you continue on to your
Per 10 feet of distance -1 destination; the total time for your tnp 1s twice the
Listener distracted normal time. If you fail, you lose half a day before you can
-5
try again. You keep trying until you succeed. losing half a
day for each failure
Try Again?: You can make a Listen check every time
you have the opportunity to hear something in a reactive Length of Trip DC
manner. As a move action, you may attempt to hear
Short (a few hours) 20
something that you failed (or believe you failed) to hear
previously. Moderate (a day or two) 22
Long (up to a week) 25
Special: When several characters are listening to t he
Extreme (more than a week) _ _ _ _ __ 28
same thing. the GM can make asingle ld20 roll and use it for
all the listeners' skill checks.
When faced with multiple choices, such as at a branch in a
You can take 10 or take 20 when making a Listen check.
Taking 20 means you spend 1 minute attempting to hear tunnel, you can make a Navigate check (DC 20) to intuit the
something that may or may not be there to hear. choice that takes you toward a known destination. For
A character with the Alertness feat gets a +2 bonus on all
instance. if following paths through a mountainous region,
Listen checks. you can choose the path that takes you toward a village that
you know lies to the northeast If unsuccessful. you choose
Asleeping character can make Listen checks, but takes a
10 penalty on the checks. the wrong path, but at the next juncture. wrth a successful
check. you realize your mistake.
Time: A Listen check is either a reaction (if called for by
You cannot use this function of Navigate to find a path to
the GM) or a move action (if you actively take the time to
try to hear something). asite if you have no idea where the site is located. Your GM
may choose to make the Navigate check for you in secret, so
you don't know from the result whether you're following
.....____ ffioue Silently (DeH) the right or wrong path.
Armor Penalty You can use Navigate to determine your position on
You can use this skill to sneak up behind an enemy or earth without the use of any high-tech equipment by
slink away without being noticed. checking the constellations or other natural landmarks. You
Check: Your Move Silently check is opposed by the must have a clear view of the night sky to make this check.
Listen check of anyone who might hear you. You can move The DC is 15.

-
up to half your normal speed at no penalty. At more than Special: You can take 10 when making a Navigate check.
half speed and up to your full speed. you take a -5 penalty. You can take 20 only when determining your location. not
It's practically impossible (-20 penalty) to move silently when traveling.

~
while attacking, running, or charging. A character with the Guide feat gets a +2 bonus on all
Special: You can take 10 when making a Move Silently Navigate checks.
check, but you can't take 20. Time: A Navigate check is a full-round action.
lfl
Perform(Cha)
This skill encompasses several categories, each of them
treated as a separate skill. These categories are identified
and defined below.
The number of Perform categones is kept purposely
finite. When trying to determine what Perform skill a par-
ticular type of performance falls under, use a broad inter-
pretation of the existing categories. Do not arbitrarily
make up new categories.
Check: You are accomplished in some type of
artistic expression and know how to put on a per-
formance. You can impress audiences with your
talent and skill. The quality of your performance
depends on your check result.
The eight Perform categories. and the qualities each
one encompasses, are as follows.
Act: You are a gifted actor, capable of performing drama,
comedy. or action-oriented roles with some level of skill.
Dance: You are a gifted dancer, capable of performing
rhythmic and patterned bodily movements to music.
Keyboards: You are a musician gifted with a talent
for playing keyboard musical instruments, such as
piano, organ. and synthesizer
Percussion Instruments: You are a musician gifted
with a talent for playing percussion musical instru-
ments. such as drums. cymbals, triangle, xylophone. and
tambourine.
Sing. You are a musician gifted with a talent for pro-
ducing musical tones with your voice.
Stand-Up: You are a gifted comedian. capable of per-
forming a stand-up routine before an audience.
Stringed Instruments: You are amusician gifted with a
talent for playing stringed musical instruments, such
as ban10. guitar, harp, lute, sitar, and violin,
Wind Instruments: You are a musician gifted with a
talent for playing wind musical instruments, such as flute,
bugle, trumpet. tuba. bagpipes. and trombone.

Result Performance
10 Amateur performance. Audience may appreciate Troy makes a Perform (stringed instruments} check
your performance, but isn't impressed.
See the feat description, page 81, for more information.
IS Routine performance. Audience enjoys your per-
Time: A Perform check usually requires at least several
formance. but it isn't exceptional
minutes to an hour or more.
20 Great performance Audience highly Impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed. Pilot (OeH)
Trained Only
Try Again?: Not for the same performance and audience. Use this skill to fly a general-purpose fixed-wing aircraft
Special: You can take 10 when making a Perform check, Check:Typical piloting tasks don·t require checks Checks _ _ ____,
but you can't take 20. are required during combat. for special maneuvers. or in

-
A character without an appropriate instrument (see page other extreme circumstances, or when the pilot wants to
117) automatically fails any Perform (keyboard). Perform attempt .something outside the normal parameters of the
(percussion), Perform (stringed). or Perform (wind) check he vehicle. When flying. you can attempt simple maneuvers
attempts. At the GM's discretion, impromptu instruments and stunts (actions in which the pilot attempts to do some-
may be employed (such as an upside-down garbage can in thing complex very quickly or in a limited space}.
place of a drum). but the performer must take a-4 penalty Each vehicle's description (see Chapter Four) includes a
on the check because his equipment, although usable, is maneuver modifier that applies to Pilot checks made by the
inappropriate for the skill. operator of the vehicle.
Every timea character takes the Creative feat, he gets a +2 Sp,cia!: You can take 10 when making a Pilot check, but
bonus on checks involving two Perform skills he designates. you can't take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Pilot checks.
Read/Write Language (none)
Trained Only
. There is no penalty for operating a general-purpose The Read/Write Language skill doesn't work like a stan-
fixed-wing a~rcrart. Other types of aircraft (heavy aircraft, dard skill.
helicopters. iet fighters. and spacecraft) require the corre-
sponding Aircraft Operation reat, or else you take a -4 • You automatically know how to read and write your
penalty on Drive checks. nalive language; you do nol need ranks to do so.
Time: A Pilot check is a move action. • Each dddil ional language costs1rank. When you add a
rank lo Read/Write Language. you choose a new Ian·
Proression (Ulis) guage that you can read and write.
Profession reflects your dptitude for making money at your • You never make Read/Write Language checks. You
occupation. whether it's an in-game job (an agent for either know how to read and write a specific language
Department-7), an out·of·game job (a construction worker or you don't
who does his job between adventures), or something in • To be able to speak a language that you can read and
between (a journalist whose assignments often lead into write. you must take the Speak Language skill for the
adventures). Profession relates to your ability to make the appropriate language.
most of your money. improves your earning potential. and • You can choose any language. modern or ancient. (See
demonstrate) an aptitude at developing a career. The more the sidebar on page 73 for suggestioM.) Your GM
ranks you have in the skill, the more power you have to rise might deternune that you can't learn a specific Ian
1n your chosen field and accumulate wealth. guage due to the circumstances of your campaign.
Check: You make Profession checks to improve your
Wealth bonus every time you attain a new level. The DC for
the check 1s your current Wealth bonus If you succeed at
Repair (Int)
Tromed Only
the Profession check, your Wealth bonus increases by +l. You can repair or jury·ng damaged machmery or elec·
For every S by which you exceed the DC. your Wealth tronic devices.
bonus increases by an additional +1. You can't take 10 or Check: Most Repair checks are made to fiK complex elec·
take 20 when making a Profession check to improve your tronic or mechanical devices, such as radios. cars. or com-
Wealth bonus. puters. The DC is set by the? GM. In gcner<J,l. simple repairs
For example, when Yorlko amuns her 3rd character level. have a DC of 10 to 1511nd require no more thi.111 a rcw minutes
she makC'S ii Profe~sion check. The DC Is equal to her current to accomplish. More complex repair work has <i DC of 20 or
Weal lh bonu~. 1 5. If she gets a result of 16, then she higher and can require an hour or more to complete. Making
increases her Wealth bonus by t3 (ti for succeeding on the repairs also involves a monetary cost when spare parts or
check, and •2 for exc~dmg the DC by 11). Yoriko's Wealth new components are needed. represented by a Wealth
bonus at the start of her )rd level is +8. check If the GM decides this isn't necessary for the type of
How many ranks you havr m thr Profession skill (indud repair you are attempting then no Wealth check 1s needed
mg r.ir1h you may have just acquired after gaining a level)
dlso.adds to the Wealth bonus 1nc.rease you receive upon Purchase Reoair
g.iinmg a new level. In addition to the Wealth bonus Repair Task (Example) DC DC Time
increase you gain from your Profession check result (if the Simple (tool. simple weapon) 4 10 1min.
check succeeds), the number of ranks you have in this skill Moderate {mechanical or 7 15 10 min
increases your Wealth bonu\ as follows. electronrc component)
Complex (mechanical or
--- 10 20 1hr.
Ranks Wealth Bonus Increase
electronic device)
1-5 ..1 Advanced (cutt1ng-('dge 13 25 10 hr.
6-10 •2 mechanical or electronic device)
11-15 •3
16-20 +4 Jury Rig: You can choose to attempt jury rigged. or tern·
21-23 +S porary, repairs. Dolng this 1educes the purchase DC by 3 and
the Repair check DC by 5. and allows you lo mak<> the check
So, continuing the above example. if Yoriko has 5 ranks in in as little as a full-round action. I lowcve1, a jury·rigged
Profession, then she would increase her Wealth bonus by +4 repair can only fix a single problem with a check, and the
at 3rd level (+3 for her skill check result and +l for the temporary repair only lasts until the end of the current
number of ranks she has in the skill). scene or encounter. The jury-rigged object must be fully
See Chapter Four: Equipment for more details on Wealth repaired thereafter.
checks. You can also use jury-rig to hot wire a car or jump-start an
Special: If your Gamemaster deems 1t appropriate, you engine or electronic device. The DC for this 1s at least 15. and it
can add your Profession modifier when making aReputation can be higher depending on the presence of security devices.
check to deal with a work- or career-related situation. The iury-rig application of the Repair skill can be used
Every time a character takes the Windfall feat, he gets a untrained.
cumulative +1 bonus on all Prof~sion checks.
d2oMODERN
Try Again?: Yes. though in some specific cases, the GM that you have a way to acquire restricted or protected
may decide that a failed Repair check has negative ramifica- information.
tions that prevent repeated checks. The higher the check result, the better and more com-
Special: You can take 10 ·or take 20 on a Repajr check. plete the information. If you want to discover a specific
When making aRepair check to accomplish a jury-rig repair, fact, date, map, or similar bit of information, add +S to +15 to
you can't take 20. the DC.
Repair requires an electrJcal tool kit, a mechanical tool Try Again?: Yes.
kit. or a multipurpose tool (see page 118}, depending on the Special: You can take 10 or take 20 on a Research check.
task. If you do not have the appropriate tools, you take a -4 A character with the Studiou.s feat gets a +2 bonus on all
penalty on your cneck. Research checks.
Cr~ft (mechanical) or Craft (electronic) can provide a +2 Computer Use can provide a +2 synergy bonus on a
synergy bonus on Repair checks made for mechanical or Research check when searching computer records for data
electronic devices {see Skill Synergy. page 48). (see Skill Synergy, page 48).
Acharacter with the Gearhead feat and at least l rank in Time: A Research check takes ld4 hours.
this skill gets a+2 bonus on all Repair checks.
Time: See the table for guidelines. You can make a jury- Ride (Oew)
rig repair as a full-round action, but the work only lasts until
Use this skill to ride any kind of mount, including horses,
the end of the current encounter (as defined in Chapter
mules. and elephants, among others. Animals ill suited as
Seven: Garnemastering).
mounts provide a -.2 penalty on their rider's Ride check.
Check: Typical riding actions don't require checks. You
Research (Int) can saddle, mount. ride. and dismount without a problem.
Use this skill to learn information from books, the Internet, Mounting or dismounting an animal is a move action. Some
or other standard sources. Research allows you to navigate tasks. such as those undertaken in combat or other extreme
alibrary, an office filing system, a newspaper morgue, or the circumstances. require checks. In addition, attempting trick
World Wide Web. It doesn't include talking to people and riding or asking the animal to perform an unusual technique
asking questions; that's handled by Gather Information or also requires a check.
r.oleplaying encounters. Guide with Knees (DC 5): You can react instantly to guide
Check: Researching a topic takes time. skill, and some your mount with your knees so that you can use both handsin
luck. The GM determines how obscure a particular
topic is (the more obscure, the higher the DC) and
what kind of information might be available
·depending on where you are conducting your
research. ·

Type of Information pc 1

General 10
Major corporations with offices in
Des Moines. The address of' a suspect.
Specific 15
The meaning of"vn obscure ace-an~ symool.
Court tes-tiindny from~ tria/, ·
Restricted 1 20
The maximum operating depth of a
Seawolf-class submarine. The specific mili-
t·ary unit's assigned t·o a covert operation.
Protected 1 25
1he }1umber of alien oodies rec~Y.ered from
the-Roswell crash si'te, The iiientifyofa
goverhm1mt informer, ·
l Usually r.equires access to a restrictedinformation source,
such as a secure Internet site or a private archive, before a
check can be made.

Information ranges from general to protected.


Given enough time (usually 1d4 hours) and a suc-
cessful skill check, you get a general idea about a Yoriko and Lily en~age in
given topic, such as the latest news in an area, the public some Research
history of an old building, or a few fac ts about a well-
known individual. This assumes that no obvious reasons
ex1st why such informat ion would be unavailable, and
combat or to perform some other action. Make the check at the Check: You generally must be within 10 feet of the
start of your r001d. If you fail. you can only use one hand this object or surface to be examined. You can examine up to a
round because you need to use the other to control your mourn. 5-foot-by-5-foot area or a volume of goods 5 feet on a side
Stoy in Saddle (DC 5).· You can react instantly rotry IO with a single check.
avoid falling when your mount rears or bolts unexpectedly A Search check can turn up individual footprints, but
or when you take damage doe~ not allow you to follow tracks or tell you which direc-
Fight while Mounted {DC 20). Whl:e in combat. you tion the creature or creatures went or came from.
can attempt to control a mount that is not trained in Special: You can take 10 or take 20 when making a Search
combat riding (see the Handle Animal skill. page 62). If you check.
succeed. you use only a move action, and you can use your A character with the Meticulous feat gets a +2 bonus on
attack action to do something else. If you fail. you can do all Search checks.
nothing else that round If you fail by more than 5. you lose Time: A Search check is a full-round action.
control of the animal
For animals trained in combat riding. you do not need to
make this check. Instead, you can use your move action to
Sense motive (Wis)
have the animal perform a trick (commonly to attack). You Use this skill to tell when someone is bluffing or lying to
you. This skill represents sensitivity to the body language,
can use your attack action normally.
speech habits. and mannerisms of others.
Cover (DC 15); You can react instantly to drop down and
Check: A successful check allows you to avoid being
hang alongside your mount using 1t as one-half cov~r. You
can't attack while using your mount as cover. If you fail. you bluffed (see the Bluff skill, page 49). You can also use the
don't get the cover benefit. skill to tell when someone is behaving oddly or to assess
someone's trustworthiness.
Soft Fall (DC 15): You react instantly when you fall off a
mount such as when it is killed or when it falls. to try to In addition, you can use this skill to make an assessment of
avoid taking damage. If you fail. you take ld6 points of a social situation. With a successful check (DC 20). you can get
falling damage {see page 214). the feeling from another's behavior that something is wrong.
Leap (DC 15): You can get your mount to leap obstacles
sucn as when you're talking to an impostor. Also. you can get
as part of its movement. Use your Ride modifier or the the feeling that someone 1s trustworthy and honorable.
Try Again?: No. though you may make a Sense Motive
mount's Jump modifier (whichever is lower) when ~he
check for each bluff made on you
mount makes its Jump check (see page 65). You make a Ride
Special: You can take 10 when making a Sense Motive
check (DC 15) to stay on the mount when 1t leaps.
check, but you can't take 20.
Fast Mount or Dismount (DC 20: armor penalty
Acharacter with the Attentive feat gets a +2 bonus on all
applies): You can mount or dismount as a free action. If ~ou
Sense Motive checks.
fail the check. mounting or dismounting is a move action.
You can use Sense Motive to detect t hat a hidden mes-
(You can't attempt a fast mount or dismount unless you can
sage is being transmitted via the Bluff skill (DC equal to the
perform the mount or dismount as a move action this
round, should the check fail.) bluff check result of the sender). If your check result beats
the DC by 5or more, you understand the secret message as
Special: If you are riding bareback you take a -5 penalty
on Ride checks. well. If your check fails by 5 or more, you misinterpret the
You can take 10 when making a Ride check. but you can't message in some fashion. .
take 20. Time: A Sense Motive check may be made as a reactmn
A character with the Animal Affinity feat gets a +2 bonus
to another character's Bluff check. (When thats the case,
on all Ride checks. your GM may roll your Sense Motive ~heck in secret. so ~ou
don't necessarily know someone's trying to bluff you.) Using
Time: Ride is a move action. except when otherwise
noted for the special tasks listed above. Sense Morive to get a sense of someone's trustworthine>s
takes at least 1minute

Search (Int) Sleight of Hand (DeH)


You can make a detailed exam1nat1on of a specific area.
Trained Only Armor Penalty
looking for lost objects. hidden compartments. and traps. or
You can lift a wallet and hide it on your person. palm an
to discern other details that aren't readily apparent at a
;....____ casual glance. The Search skill lets a character detect some unattended object. hide a small weapon In your clothing. or
small detail or irregularity through active effort. whereas perform some feat of adroitness with an object no larger
than a hat or a loaf of bread
the Spot skill lets you notice something with a quick scan.
Check: A check against DC 10 lets you palm a coin-sized,
DC Taslc unattended object. Minor feats of sleight of hand, such as
10 Ransack an area to find a certain ob1ect. making a coin disappear, also have a DC of 10 unle~s an
observer is concentrating on noticing what you are doing,
20 Notice a typical secret compartment. a sirnpte
When you perform this skill under close observation,
trap or an obscure clue
25+ Find a complex or well-hidden secret compart- your skill check 1s opposed by the observers Spot che_ck.
ment or trap: notice an extremely obscure clue. The observer's check doesn't prevent you from performing
the action. just from doing 1t unnoticed.
When you try to take something from another person.
your opponent makes a Spot check to detect the attempt.
Language Groups
There are thousands of languages to choose from
To obtain the ob1ect. you must get a result of 20 or higher.
when you buy ranks in Speak Language or Read/
regardless of the opponent's check result. The opponent
Write language. A few are listed here. sorted into
detects the attempt 1f her check result beats your check
their general language groups.
result whether you take the object or not
. Alanguages group doesn't matter when yoo're buy-
You can use Sleight of Hand to conceal a small weapon or
ng ranks n Speak language or Read/Write Language
object on your body. See Concealed Weapons and Obiecrs.
Language groups are provided here because they per-
page 94.
tain to the Smart hero's linguist talent (see page 26).
Try Again?: A second Sleight of Hand attempt against
This list is by no means exhaustive-there are many
the same target or when being watched by the same
more language groups. and most groups contain more
observer, has a DC 10 higher than the first check if the first
languages than those listed here.
check failed or if the attempt was noticed.
Special: You can take 10 when making a Sleight of Hand
Algic: Algonkin. Arapaho. Blackfoot. Cheyenne.
check. but you can't take 20.
Shawnee.
You can make an untrained Sleight of Hand check to con-
Armenian: Armenian
ceal a weapon or object (see page 94). but you must always
Athabascan: Apache. Chipewyan. Navaho.
take 10.
Attiic: Ancient Greek•. Greek.
Acharacter with the Nimble feat and at least l rank 1n this
Baltic: Latvian. Lithuanian.
skill gets a +2 bonus on all Sleight of Hand checks.
Celtic: Gaelic !Irish), Gaelic (Scots). Welsh.
Time: ASleight of Hand check is an attack action.
Chinese: Cantonese. Mandarin.
Finno·lappic: Estonian. Finnish, Lapp.
Spea~ Language (none) Germanic: Afrikaans. Danish, Dutch, English.
Trained Only Flemish. German. Icelandic Norwegian, Swedish.
The Speak language skill doesn't work like a standard skill. Yiddish.
Hi1mo-Semitic: Coptte•. Middle Egyptian*
• You automatically know how to speak your native lan- lndic: Hindi. Punjabi Sanskrit" Urdu.
guage: you do not need ranks to do so. Iranian: Farsi. Pashto.
• Each additional language costs l ranl When you add a Japanese: Japanese.
rank to Speak language you choose a new language Korean: Korean.
that you can speak Romance: French. Italian. Latin... Portuguese,
• You never make Speak Language checks. You either Romanian. Spanish.
know how to speak and understand a specific lan- Semitic: Akkadian (aka Babylonian)*. Ancient
guage or you don't Hebrew*. Arabic. Aramaic*. Hebrew.
• To be able to read and wnte a language that you can Sli1vic: Belorussian, Bulgarian. Czech, Polish.
speak. you must take the Read/Write Language skill Russian. Serbo-Croatian. Slovak, Ukrainian.
for the appropriate language. Tibeto-8urman: Burmese, Sherpa. Tibetan.
• You can choose any language, modern or ancient (See Turkic: Azerbaijani. Turkish. Uzbek.
the accompanying sidebar for suggestions.) Your GM Ugric: Hungarian (aka Magyar).
might determine that you can't learn a .specific lan- 'This is an ancient language. In the modern world ll Is spoken
guage due to the circumstances of your campaign. only by scholars. or in some me~ by small populations in iso-
lated comers of the world.

Spot (Wis) ~he Hide check of the character trying not to be seen. Spot
Use this skill to notice opponents waiting in ambush. to see
1s also used to detect someone in disguise (see the Dis-
a mugger lurking in the shadows. or to discern a sniper hiding
guise skill. page 59). or to notice a concealed weapon on
on a rooftop by making a quick scan of your surroundings.
another person (see Concealed Weapons and Objects.
Check: The Spot skill is used to notice items that aren't
page 94).
immediately obvious and people who are attempting to
Your Spot check is modified by a -1 penalty for every 10
h de. The GM may call for a Spo• check by a character who feet of distance between you and the character or object - - - -
is in a pos1t1on to not1Ce something. You can also make a
you are trymg to discern. The check carries a further -S
Spot check voluntarily 1f you want to try to notice some-
penalty f you are n the midst of activ•ty la combat scene.
thing in your vicinity
a crowded street a bustling atrport and so forth).
T~e GM may make the Spot check in secret so that you
Try Again?: You can make a Spot check every time you
don t know whether not noticing anything means that notn-
have the opportunity to notice something in a reactive
ing 1s there or that you failed the check.
manner. As a full-round action, you may attempt to notice
~ successful Spot check when there isn't anything to
something that you failed (or believe you failed) to
notice results in you noticing nothing
notice previously
Spo~ is often used to notice a person or creature hiding
Special: You can take 10 or take 20 when making a Spot
from view. In such cases. your Spot check is opposed by
check.
Acharacter with the Alertness feat gets a +2boous on all remainmg Is reduced by l round. (Effectively. a character in
Spot checks. combat can hold his breath only half as long as normal.)
Time: A Spot check is either a reaction (if called for by After that penod of time. you must make a Constitution
the GM) or a full-round action (If you actively take the time check (DC 10) every round to continue holding your breath.
to try to notice something). Each round. the DC of the check increases by 1. If you fail
the check. you begin to drown (see Suffocatlon and Drown-
Survival (Wis) ing. page 213).
The DC for the Swim check depends on the water:
Use thisskill to follow tracks, hunt wild game, guide a party
safely through the wilderness, identify signs that a pack of Water DC
wild dogs live nearby, or avoid quicksand and other natural
hazards. Calm water 10
Check: You can keep yourself and others safe and fed in Rough water 15
the wild. Stormy water 20

DC Task Each hour that you swim. make aSwim check against DC 20.
10 Get along in the wild Move up to half your over- If you fail, you become fatigued. If you fail a check while
land speed whilt> hunting and foraging {no food or fatigued. you become exhausted. If you fail a check while
water supplies needed). You can provide food and exhausted. you become unconscious. Unconscious charac-
water for one other person for every 2 points by ters go underwater and immediately begin to drown.
which your check result exceeds JO. Try Again?: A new check is allowed lhe round after a
IS Gama +2 c1rLumsranctt bonus on Fortitude saves check is failed.
against sevPrP weathe1 while moving up to half Special: You take a penalty of -1 for every 5 pounds of
your overl;md ~JX>Pd, or gain a •4 circumstance gear you carry. including armor and weapons.
bonu~ if stdtion;iry You may grant the same bonus You can take 10 when making aSwim check, but you can't
take 20.
to one other chataeter for every 1point by which
your check res11lt Pxceeds J). A character with the Athletic feat get~ d +2 bonus on all
18 Avoid getting lost and avoid natlJral hazards, such Swim checks.
as quicksand. Time: A Swim rheck is either a move at t 1011 or n fult-
round action, .is described above.
With the Track teat (see page 88), you can useSurvival checks
lo track acharacter or animal aero\\ various terrain types. Treat Injury (Wis)
Special: You can take 10 when making a Survival check. Use this skill 10 help characters that hdve been hurt by
You can take 20 when tracking. or if there is no danger or damage. poison. 01 disease.
penalty for failure, but not on periodic checks to get along Check: The DC and effect depend on the task you
m the wild attempt.
A character with the Guide feat gets a +2 bonus on all Long-Term Care (DC 15): With a medical kit, the suc-
Survival checks. cessful application of this skill allows a patient to recover
Time: Basic Survival checks occur each day in the wilder- hit points and ability points lost to temporary damage at an
nes!. or whenever a hazard presents Itself. When using Sur- advanced rate-3 hit points per character level or 3ability
vival with the Track feat to track a character or animal, points 1estored per day of complete rest. A new check is
checks are made according to distance. as described in the made each day; on a railed check. recovery occurs at the
Track feat (page 88). normal rate for that day of rest and care.
You can tend up to as many patients as you have ranks in
Swim(Str) the skill The patients need to spend all their time resting.
You need to devote at least 1 . hour of the day to each
Armor Penalty
Using this skill, a land-based creature can swim. dive. nav- patient you are caring for.
igate underwater obstacles. and so on. Restore Hit Points (DC 15): With a medical kit, If achar-
Check: A succ:essful Swlm check allows you to swim one acter ha~ lost hit points, you can restore someof them. Asuc-
;......_..;....___ quarter your speed as a move action or half your speed as a cessful lheck. as a full-round action, restores ld4 hit points.
full-round action. Roll once per round. If you fail, you make The number restored can never exceed the character's full
no progress through the water. If you fail by 5or more, you normal total of hit points. This application of the skill can be
go underwater. used successfully on a character only once per day.
If you are underwater (from failing a swim check or Revive Dazed, Stunned. or Unconscious Character
because you are swimming underwater intentionally). you (DC 15): With a first aid kit. you can remove the dazed.
must hold your breath. You can hold your breath for a stunned, or unconscious condition from a character. This
number of rounds equal to your Constitution score, but check is an attack action.
only if you do nothing but take move actions or free A successful check removes the dazed. stunned, or
actions. If you take an attack action or a full-round action unconscious condition from an affected character. You can't
(such as making an attack}, the amount of breath you have revive an unconscious character who 1s at 1 hit points or
lower without first stabilizing the character.
Srabilize Dying Character (DC 15). With a medical kit.
you can tend to acharacter who 1s dying. As an attack action.a
Tumble (DeH)
Trained Only: Armor Penalty
successful Treat Injury chedc stabilizes another character. The
character regains no hit points. but he or she stops losing them You can dive, roll. somersault. flip, and execute other
types of gymnastic moves Many types of armor. and any
You must have a medical kit to stabilize a dying character.
Surgery (DC 20): With a surgery kit you can conduct
excessive load of carried items. make It more difficult to use
this skill.
field surgery, stitching grievous wounds, realigning broken
bones. and removing bullets or shrapnel. This application of Check: You can land softly when you fal l, tumble past
the Treat Injury skill carries a - 4 penalty, which can be opponents in combat, or tumble through opponents.
negated with the Surgery feat. Surgery requires ld4 hours: if Land Softly: You can make a Tumble check (DC 15) when
the patient 1s at negative hit points, add an additional hour falling. If the check succeeds, treat the fall as If It were 10
feet shorter when determining damage.
for every point below 0 the patient has fallen. Thus, achar-
Tumble past Opponents: With a successful Tumble
acter who has -3 hit points requires ld4+3 hours of surgery
co tend to his wounds. check (DC 20), you can weave. dodge. and roll up to 20 feet
Surgery restores 1d6 hit points for every character level of through squares adjacent to opponents, risking no attacks
the patient (up to the character's full normal total of hit of opportunity. Failure means you move as planned. but
points) with a successful skill check. Thus, a 4th-level Smart provoke attacks of opportunity as normal.
Tumble through Opponents: With a successful Tumble
hero has 4d6 hit points restored on a successful check.
Surgery can only be used successfully on acharacter once in check (DC 20), you can roll, jump, or dive through squares
a 24-hour period. occupied by opponents. moving over. under, or around
A character who undergoes surgery is fatigued for 24
them as if they weren't there. Failure means you move as
hours, minus 2 hours for every point above the DC the sur· planned but provoke attacks of opportunity a~ normal
Try Again?: No
geon achieves. The period of fatigue can never be reduced
below 6 hours in this fashion. Special: A character with Sor more ranks in fumble gains
freat D1sea!>e (DC 15). You can tend to a character a +3 dodge bonus to Defense (instead of the normal +2)
infected with a treatable disease. Every time the diseased when fighting defensively, and a-t6 dodge bonu~ (instead of
chilracter makes asaving chrow against disease effects (after the normal +4) when engaging In total defense (see fotal
Defense, page 137).
the Init lat contamination), you tirst make a rrcat Injury check
lo h~lp the< harattc1fe11d off ~ecot1uil!y damage. This a.ctiv· You can take 10 when making a Tumble check. but you
ity takes 10 mim1tes. If you1 check succeeds, you provide a
can't take 20.
bonus 011 the diseased character's saving throw equal to your A character with the Acrobatic feat and at least I rank in
1anks In this skill. See page 215 for more on diseases. this skill gets a ~2 bonus on all Tumble
checks.
Treat Poison (DC 15); You can tend to apoisoned charac
ter. When apoisoned character makes asaving throw against a Time: You can try to reduce damage "._---~=riit..
from a fall as a reaction once per
poi,oo's seccmdary effect. you first make aTreat lnj~ry check as
an attack action. If your check ~cct-eds. you proVl<:le a bonos fall. You can attempt to
on the poisoned character's saving throw equal lo your ranks in tumble as a free action that
this skill. SPe page 54 for more on poison. must be performed as
part of a move action.
Try Again?: Yes. for restormg hit points. reviving da1ed.
stunned. or unconscious characters, stabili1ing dying char·
acters. and surgery. No. for all other uses of the skill. Adam tmployi tht
Special: The Surgery feat gives d character the extra Tumbfeiklll
training he or she needs to use Treat lniury to help a
wounded character by means of an operation
You can take 10 when making a Treat ln1ury check. You
can take 20 only when restoring hit points or attempting to
revive dazed, stunned. or unconscious characters.
Long-term care, restoring hit points, treating di~ease,
treating poison. or stabilizing a dying character requires a
medical kit. Reviving adazed, stunned. or unconscious char-
acter requires either a first aid kit or a medical kit. Surgery
requires a surgery kit. If you do not have the appropriate kit,
you take a -4 penalty on your check.
You can use the Treat Injury skill on yourself only to
administer first aid, treat disease. or treat poison. You take
a -5 penalty on your check any time you treat yourself.
Acharacter with the Medical Expert feat gets a+2 bonus
on all Treat Injury checks.
Time: Treat Injury checks take different amounts
of time based on the task at hand, as described above.
Afeat is a special feature that either gives your character a new capa-
bility or improves one he or she already has. For example, Yoriko
Obato. a Fast hero, chooses to start with the Improved Ini-
tiative and Combat Martial Arts feats at 1st level.
Improved Initiative adds a -+4 circumstance bonus to
her initiative checks, and Combat Martial Arts
allows her to deal more damage when she
gets into a fight and uses her martial arts
training. She gains a new feat at 3rd level and
chooses Dodge. This feat allows Yoriko to
more easily avoid the attacks of an opponent she selects.
improving her Defense against that opponent.
Unlike a skill, a fea t has no ranh A character either
has the feat or doesn't have it.

ACOUIBIOG fEAIS
Unlike skills. feats are not bought with points.
You simply choose them for your character. All
available feats are listed and described in Table
H: Feats (see page 78). Each charac-
~ ter gets two feats when the charac-
ter is created (at 1st level). At 3rd,
6th, 9th, 12th, 15th, and 18th level.
he or she gains another feat (see
Table 1-2: Experience and level-
Dependent Benefits, page 18).
For multiclass characters. feats
are gained according to charac-
ter level, not by individual class
levels.
Additionally, some starting
occupations offer bonus feats, and
many classes get extra class-
relatcd feats to chose from
special lists (see the class
descriptions in Chapter
One: Characters).
d20MODERN
PBEBEOUISITES Aduanced fire arms Proficiency
You can use firearms set on autofire
Some feats have prerequisites. A character must have the
indicated ability score, feat. ranks In a skill. and/or base Prerequisite: Personal Firearms Proficiency.
Benefit: You can fire any personal firearm on autofire
attack bonus in order to select or use that feat. Acharacter
without penalty (provided, of course, that it has an autofire
can gain a feat at the same level at which he or she gains all
setting}.
the prerequisites. For example, a 2nd-level Strong hero who
Normal: Characters without this feat take a -4 penalty
already has the Brawl feat accumulates enough experience
on attack rolls made with personal firearms set on autofire
points to attain 3rd level as a Strong hero. His base attack
(see page 148).
bonus goes up from +2 to +3. He now qualifies for the
Improved Brawl feat, because the prerequisites are the Brawl
feat (which hc had already) and a base attack bonus of +3 Aduanced Two-Weapon fighting
(which he just obtained). You are a master at fighting with a weapon in each hand. Unlike
Aprerequisite that contains a numerical value is a minimum; the Two-Weapon Fighting feat, this feat allows you to use a
any value higher than the one given also meets the prerequisite. melee weapon 1n one hand and a ranged weapon in the other.
For instance, the prerequisites for the Frightful Presence feat are Prerequisites: Dexterity 13, Two-Weapon Fighting, Im-
Charisma 15 and Intimidate 9 ranks. Any character with a proved Two-Weapon Fighting. base attack bonus •ll.
Charisma score of 15 or higher and at least 9 ranks in Intimidate Benefit: You get a third attack with your offhand
meets the prerequisites. weapon, albeit at a - 10 penalty.
You can't use a feat If you've lost a prerequisite. FOr exam- Normal: See Attacking with Two Weapons, page 138, and
ple. 1f your Strength temporarily drops below 13 because Table 5-3: Two-Weapon Fighting Penalties.
you are fatigued, you can't use the Power Attack feat until
your Strength score returns to 13 or higher.
Rgile Riposte
You have learned to strike when your opponent is most vul-
FEAT DESCBIPTIOOS nerable-at the instant your opponent strikes at you.
Prerequisites: Dexterity 13. Dodge.
Here is the format for feat descriptions.
Benefit: Once per round, if the opponent you have des-
ignated as your dodge target (see the Dodge feat, page 82)
feat name makes a melee attack or melee touch attack against you and
Description of what the feat does or represents in plain lan- misses. you may make an attack of opportunity with a rnelee
guage, with no game mechanics. weapon against that opponent. Resolve and apply the effects
Prerequisite: Aminimum ability score. another feat or from both attacks simultaneously.
feats, a minimum base attack bonus, and/or the minimum Even a character with the Combat Reflexes feat can't use
ranks in a skill that a character must have to acquire this the Agile Riposte feat more than once per round. This feat
feat. This entry 1s absent if a feat has no prerequisite. does not grant you more attacks of opportunity than you
Benefit: What the feat enables your character to do. are normally allowed in a round.
Normal: What a character who does not have this feat is
limited to or restricted from doing. If there is no particular
drawback to not possessing the feat, this entry is absent.
Rircraft Operation
Select a class of aircraft (heavy aircraft, helicopters. jet
Special: Additional facts about the feat that may help
fighters, or spacecraft}. You are proficient at operating that
you decide whether to select It.
class of aircraft.
The heavy aircraft class includes jumbo passenger air-
Acrobatic planes, large cargo planes, heavy bombers. and any other
You have excellent body awareness and coordination. aircraft with three or more engines. Helicopters include
Benefit: You get a +2 bonus on all Jump checks and transport and combat helicopters of all types. Jet fighters
Tumble checks include military fighter and ground attack jets. Spacecraft
Special: Remember that the Tumble skill can't be used are vehicles such as the space shuttle and the lunar lander.
untrained. Prerequisite: Pilot 4 ranks.
Benefit: You take no penalty on Pilot checks or attack _ _ _ __,
Aduanced Combat martial Arts rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a -4 penalty
You are a master at unarmed fighting.
on Pilot checks made to operate an aircraft that falls in any 1l
m
Prerequisites: Combat Martial Arts, Improved Combat
Martial Arts, base at tack bonus •8. of these classes, and on attacks made with aircraft weap-
Benefit: When you score a critical hit on an opponent ons. There is no penalty when you operate a general-pur-
with an unarmed strike, you deal triple damage. pose aircraft.
Special: You can gain this feat multiple times. Each time
Normal: An unarmed strike cntical hit deals double damage.
you take the feat, you select a different class of aircraft.
•2 on Jump an Tum e c eeks
Pilot 4 ranks No -4 penalty on Pilot lhe< b or attatk rolls with
selected class of aircraft
Alertness +2 on Listen and Spot checks
Animal Affinity •2 on Handle Animal and Ride checks
Archaic Weapons Profic1en9 Proficient in swotds. bows, ett.
Armor Pronc1ency (light) Add equipment bonu~ l·or ilrmor typt> to your
Defense; no armor pt!nalty for skHl ~necks
Armor Proficiency (medium) Armor Proficiency (light) Add equipment bo1M for arinor type to your
~~_ _ _ _Defense; no armor pE>nalty for skill checks
Armor Proficiency (heavy) Armor Profrciency (light. med11.om) Add equlpnltnt bonu\ for armor type to your
Defense no armor _naltt for skill checks
Athletic •2 on Chm and wm1 d11.'<.~-~~ _
Attcnuve ______ •2 oo ln•·est~te and Sense Motfve 1 hecks
Bhnd·Fighl Reroll miss chance~-,, -~~--
Brawl •l Oil unarmed attack~. ld6 • Str bonus nonlethal
damage
Improved Brawl Brawl. base artack bonus• 3 •] on unarml'd attarb ld8 • Str born!\ nonlethal
damage _ __
Brawl. base attack bonus+3 Nor1ic:lhal u11armt'<1 all.ilk I\ automattcdlly uilic.11
hit
Improved Knockou \ 1'und1 Brawl. Knorkout Punch, base attack bonus •6 No"lethal unarmed cr111ral h11rteaf\111ple rtama~
Streetfightlng Brawl. base attack bonus +2 •ld4 damage once fl"' round with unarmed attack
or light rnelee wc.ipgn
~ J on Bluff checks to lt•int; feint .1\ mo~t> dClioo
•7 oo any two of Crah (chrmrcal. electronic.
rnccharucal. structurcil) th<:(h
1J on Oemoht 1011\ di\d l>i'>dble Devl(t' lhelh
Int 13 Rf'dur<' a11;ick bonu\ hy up lo ~. in<r<'aW Defense
bonus by up lo •S
D1sdf1T1 doc~ nol provokc· dlt~ck uf oppmtunlty
lrip opporient and makl' an lmmcdl~te melee
allack
One rnclcc alt.ilk .ii c·atl1 opponent within) feet
ld4 • St1 lelhal or nonlf'lhdl cl~magc, con~ldcred
rrrned
Unarmed st11ke lhrMens c1111cal 1t 01119 or 20
Unarmed strrke crrlKal 111 d<•dls ><3 ddmage

Combat Reflexes
Confident
Cre~u~e

Dl'Ct'.(ltlVP
1Jefons1vi:? Martial Arts
(01111>.il 1ilrow Dl're11s1ve Melrt !al Arts
Improved Combat 1hrow Orten~1ve Martial Arts. ( ombat Throw.
base attack bonus •3
Elusive Target Dex 13, Defensive Martial Art~ 4 on rangeo dttdck~ dgdir1st you whtle engaged Ill
melep combat
Unbalance Opponent Oefen~ive Martial Arts. base attack bonus •6 Opponent receives no Str bonus to att.ick only to
damage
_ _ _ _ _ _ Dex 13 •1 dodge bonm agalmt wlrctl'd oppooeot
ee~ 13 Dodge Maki' one al tack of opportunity when your des1g-
- - - - - - - - - - - nated target fails a melc(' attatk against you
Mobility ~~~- •4 dodge bonu~ against attacks of opportunrty
Spring Attad ~. ,-~~....-~- Move l:iefore and afrer rni:>IE'P attack
Drive-By Attack No speed penalty when attacking from moving
·- - - - -
vehicle
Educated 1 12 on any two Knowledge checks
Endurdnce +4 on certain Swim and Con check5. some Fort

Exotic Melee WeaPQn Profldenr:y 1


Far Shot
Dead Alm Wrs 13. Far Shot
Focused ------
Frightful Presence Cha 15 lnt1rn1date 9 ranks
Gearhead - - - - - - - -· ------~

Great Fortitude
Guide
Heroic Surge
lrnprovc>d Damag,e Threshold 1

u. Improved Initiative
d20MODERN
Iron Wirt •7 on Wiii \dvP\
Lightning Refl~
ex_es~--------------·------ • 2on RcAeic saves
Low Profile _ _ _ _ _ _ _ _ _ _ _ _ _ _~---~~- Redute Rcputdtlon bonus by 3
Medical Expert +2 on Craft (pharmaceutical) and 1real Injury
checks
Meticulous -~~--~-' 7on Forge1y ilnd Search checks
Nimble +7on Escape Artist dnd '.>!eight of Hand checks
Per50na[ Fir<'drms Proficiency Proficient In use of per\Onal firearms
Advanced Firearms Proficiency Personal Firearms Proficiericy No 4 penalty for ilUtoflre
Burst fire Wis 13. Personal Firearms Proficiency, 4 on allatk, '2 dice d~mage
Advanced Firearms Proficiency
Exotic firearms Proficiency 1 Personal Firearms Proficiency. Prof1clP11t In specific class of exotic firearms
A<lvdr1ced Firci.IJ'ms Proficiency
Strafp Personal firearms Proficiency. Auto(ire c1red 5 by 20 fl. lmlcad or 10 by 10 ft.
Advanced Firearms Proficiency
Po111l 1lld11k Shot • 1on attack and damage up to JO ft
Double ldp De~ 13, Point Blank Shot 2 on atl~tk, I] dlt> dJmugc>
Prt>ri~e Shot Point l.llank Shot No 4 penalty for ~hooting Into mele_ f.! _ __
Shot on t~ Run _~~-­ Dex 13. Point Blank Shot. Dodge. Mobility Mrm• twf or(' and al t<>r ranged attack
Sklp Shot Point Blank Shot. Pre<ir.e Shot lgn0<e rovPr. -] on attack. -1 die dllmagt-
PowN AtMCk sun Soul1Jtl hom 111elt•t• clllac.k to add to mc>lee darn·
aae roll
CleavE Stt 13, Power Attack Fxlra attack after dropping targrt to 0 hr.
Gret1t tie.we )Ir B. Power Allack. Cleave. No limit to Cleave 111 a round
base artack bonus +4
lm!)rovf'd Bull Rush f,11 13. Pow!'r Attack _____No attack of oppprrunity for bull rush
Sund\!r Sir 13. Power Attack •4 on attack. no attack of opportunity when slrik·
Ing weapon
Qu ck Draw _ _ _ _ _ _ _ _ Ba~e attack bonus •I Drdw ¥rtdflOrt ~\ frl'l' ac\1011
Quick Relo.1d Ila"' attack bonm +1 Re>load as frN' or move anion. instead of dS move
or full round acuon
Rerto'lfn •3Rcpulal1on bonu"
Run Move up 10 5 tune~ norm.ti ~peed. •l on running
Jump rh(>cks
ProficiC'nl with clubs. knlvc~. etc
•}on H1<lc dn<I Move Silently dll'Cks
•'on Decipher 'icnpt and Research checks
Duve 4 ranks No 4 pc0c1lly on Orlve chrcks or att.irk rolls with
selected cl.m of vehicle>
'irngery No 4 penally ror performing surgery _ _~
roughnl'% l •3 hit points
rrack ~-- Use SurvivJI ~ki ll lo trdck
lru ~two rt hy -~---------------
•}on DiplomrJty clnd GJlhi:r l11fo11n.ilion thc<ls
Two-We~pon Fightrng Dex B I !'ssen two weapon penalties by 2
lmprovt'tl fwo Weapoi1 ~lghtlng Dex 13, Two-Weapon Fighting, Fxlr;l a l t~ck wli h oH·hand wrapon
bJ5e attack bonu~ •6
AdvancPd Two-Weapon fighting Dex B. Two·Weapon Fighting, Improved Hurd a\lutk w11h of! h1md Wt'opoll
_ _ _ ----~T_ 11tO
_·_W_eapon fight In& base attack bonus +11
Vchrclc Expc1 l •7 oo Drive .irtd Pilot <hffk\ -----~
force !llop _ _ _ Dnvc 4 rank~. Vehidc E.xpcn Force a surface vehicle to stoP._ _ _ _ __
Vehicle Dodgr ----~-DPx ll, Drive 6 ranks, Vehicle E.x:pert •I dodge boou~ to Defense
Weapon Frnr~s · 1 Proficient wrth weapon, base attack boou\ • l Use Dex mocl~uy mstt>~d of Str modifier with
rnclce we~pon
WC'~pon Forn~ 1 Profirienr wrth weapon. base attad< boou~ •l ti on alldck rolh with wh'< led Wl!dP.Q!l
Windfall 2 • 3WraltlLbonos increJse, •I on f'r'ofess1,_
on_c._'hec.
-~.ks-...,
l You tan toke 1111~ feat rnulliplc times. each time It applies to a different skill. type of equipment. or weapon
2 Yoo can take thi~ fedt multiple limes. 1h effech stack.

Alertness Archaic WeaponsProficiency


You have finely tuned senses. You are proficient with archaic weapons. including swords. - - - -·
Benefit: You get a+2bonus on all Listen checks and Spot bows, and axes.
checks. Benefit: You take no penalty on attack rolls when using
any kind of archaic weapon.
Normal: A character without this feat takes the -4 non·
Animal Affinity proficient penalty when making attacks with archaic weapons.
You are good with animals.
Benefit: You get a ~1 bonus on all Handle Animal checks
and Ride checks. Armor Proficiency(heavy)
Special: Remember that the Handle Animal skill can't be You are proficient with heavy armor (see Table 4-9: Armor).
used untrained. Prerequisites: Armor Proficiency (light), Armor Profi-
ciency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light). Blind-right
You know how to fight 1n melee without being able to see
your foes.
Armor Proficiency {light) Benefit In melee combat, every time you miss because
You are proficient with light armor (see Table 4- 9: Armor). of concealment. you can reroll your miss chance roll one
Benefit: When you wear a type of armor with whicn you time to see if you actually hit (see Table S-7: Concealment.
are proficient. you get to add the armor·s entire equipmenr page 146).
bonus to your Defense You take only half the usual penalty to speed for being
Normal: Acharacter who wears armor with which she is unable to see. Darkness and poor visibility in general
not proficient takes an armor penalty on checks involving reduces your speed to three-quarters of normal, instead of
the following skills: Balance. Climb. Escape Artist. Hide. one-half (see Movement in Darkness. page 143).
Jump, Move Silently. and Tumble.
Also, a character who wears armor with which she is not
proficient adds only a portion of the armors equipment Brawl
bonus to her Defense. You deal more damage in a fistfight.
Benefit: When making an unarmed attack, you receive a
•1 competence bonus on your attack rolls. and you deal
Armor Proficiency (medium} nonlethal damage equal to ld6 + your Strength modifier.
You are proficient with medium armor (see Table 4-9: Normal: Unarmed attacks normally deal nonlethal
Armor). damage equal to ld3 • Strength modifier.
Prerequisite: Armor Profk1ency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Prof1c1ency (light). Builder
You have a knack for constructing things.
Benefit: Pick two of the following skills: Craft (chemical),
Athletic Craft (electronic). Craft (mechanical). and Craft (structural).
You have a knack for athletic endeavors. You get a +2 bonus on all checks with those skills.
Benefit: You get a +2 bonus on all Climb checks and Special: You can select this feat twice. The second time,
Swim checks. you apply 1t to the two skills you didn't pick originally.
Remember that Craft (chemical). Craft (electronic), and Craft
Attentive (mechanical) cannot be used untrained.
You are acutely observant.
Benefit: You get a •2 bonus on all Investigate checks and Burst fire
Sense Motive checks. When using a firearm with an autoflre setting, you can fire a
Special: Remember that the Investigate skill can"t be short burst at a single target.
used untrained. Prerequisites: Wisdom 13. Personal Firearms Proficiency,
Advanced Firearms Proficiency.

Roberta selected tht Builder ftat


t110MODERN
Benefit: When using an automatic firearm with at least modifier. Your unarmed attacks count as armed. which
five bullets loaded, you may fire a short burst as a single means that opponents do not get attacks of opportunity
attack against a single target. You receive a - 4 penalty on when you attack them unarmed (see Unarmed Attacks.
the attack roll. but deal +2 dice of damage. For example a page 135). You may make attacks of opportunity against
firearm that deals 2d6 points of damage deals 4d6 instead. opponents who provoke such attacks.
Firing a burst expends five bullets and can only be done Normal: Without this feat. a character deals only 1d3
if the weapon has five bullets in 1t. points o' nonlethal damage. Unarmed attacks normally pro-
Normal: Autofire uses ten bullets. tar&ets a 10-foot-by- voke attacks of opportunity and unarmed combatants
10 foot area. and cant be aimed at a specific target. With- cannot normally make attacks of opportunity.
out this feat. 1f you attempt an autofire attack at a specific
target. it simply counts as a normal attack and all the extra
bullets are wasted.
Combat RefleHes
You can respond quickly and repeatedly to opponents who
Special: If the firearm has a three-round burst setting. let their guard down
firing a burst expends three bullets instead of five and can Benefit: The maximum number of attacks of opportunity
be used if the weapon has only three bullets in it. you may make each round is equal to your Dexterity modi-
fier .. 1 For example. a character with a Dexterity of 15(mod·
Cautious 1fier +2) can make three attacks of opportunity in a round. If
You are especially careful with tasks that may yield cata· four thugs move through the character's threatened area. he
strophic results. can make attacks of opportunity against three of the four.
Benefit: You get a +2 bonus on all Demolitions checks You still only make one attack of opportunity on a single
and Disable Device checks. opponent.
Special: Remember that the Demolitior\S skill and the With this feat, you may also make attacks of opportunity
Disable Device skill can't be used untrained. when Aat-footed.
Normal; Acharacter without the Combat Reflexes feat
can make only one attack of opportunity per round and
Cleaue can't make attacks of opportunity when flat-footed.
You can follow through with a powerful melee attack. Special: The Combat ReAexes feat doesn't allow a Fast
Prerequisites: Strength 13. Power Attack hero with the opportunist calent to use that talent more
Benefit: If you deal an opponent enough damage to than once per round
make him drop (either by knocking him out due to massive
damage or by reducing his hit points to less than 0). you get
an immediate extra melee attack against another opponent Combat Throw
adjacent to you. You can't take a 5-foot step before making You can use an opponent's momentum against him.
this extra attack. The extra attack is with the same weapon Prerequisite: Defensive Martial Arts.
and at the same bonus as the attack that dropped the pre· Benefit: You gain a +2 bonus on opposed Strength and
vlous opponent. You can use this ability once per round. Dextenty checks any time you attempt trip or grapple
attacks. or when you try to avoid a trip or grapple attack
made against you
Combat ~Hpertise
You are trained at using your combat skill for defense as
well as offense. Confident
Prerequisite: Intelligence 13. You exude a natural self-confidence.
Benefit: When you use the attack action or the full attack Benefit: You get a +2 bonus on all Gamble checks and
action in melee, you can take a penalty of up to -5 on your lnt1m1date checks. and on level checks to resist intimidation.
attack roll and add the same number (up to ~s) to your
Defense. This number may not exceed your base attack
bonus. The changes to attack rolls and Defense last until your
Creative
You have a creative streak.
next action. The bonus to your Defense 1s a dodge bonus (and Benefit Pick two of the following skills: Craft (visual art),
as such 1t stacks with other dodge bonuses you may hc--ve). Craft (writing). Perform (act). Perform (dance). Perform (key-
Normal: Acharacter without the Combat Expertise feat boards). Perform (percussion instruments}. Perform (sing), - - - -
can fight defensively while using the attack or full attack Perform (stand-up) Perform (string instruments). and Per-
action to take a -4 penalty on attacks and gain a +2 dodge form (wind instruments). You get a +2 bonus on all checks
bonus to Defense. with those two skills
Special: You can select this feat as many as five times.
Combat martial Arts Each time. you select two new skills from the choices given
You are skilled at attacking and dealing damage with above
unarmed strikes.
Prerequisite: Base attack bonus 'l. Dead Aim
Benefit: With an unarmed strike. you deal lethal or non-
You are capable of lining up deadly shots with ranged
lethal damage (your choice} equal to Td4 + your Strength
weapons.
cioMODERN
Prerequisites: Wisdom 13, Far Shot. reaches a particular location. but the driver must make his
Benefit: Before making a ranged attack, you may take a attack action either before or after the vehicle's movement.
full -round action to line up your shot. This grants you a +2
rncumstance bonus on your next attack roll. Once you
begin aiming. you can't move, even to take a 5-foot step.
Educated
until after you make your next attack. or the benefit of the You are especially skilled at certain fields of study.
Benefit: Pick two Knowledge skills-Knowledge (art) and
feat 1s lost. Likewise, if your concentration is disrupted or
you are attacked before your next action. you lose the ben Knowledge {history). for example. You get a +2 bonus on all
efit of aiming. checks with those skills.
Special: You can select this feat as many as seven times.
Each time. you select two new Knowledge skills.
Deceptive
You are especially good at misleading and giving false
impressions.
Elusiue Target
Benefit: You get a +2 bonus on all Bluff checks and Dis-
You can use opponents as cover when engag~ In melee
guise checks. combat.
Prerequisites: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple oppo·
Defensiue martial Arts nent~ in melee, other opponents attempting to target you
You are skilled at avoiding harm in battle. with ranged attacks take a -4 penalty. This penalty Is in
Benefit: You gain a +1 dodge bonus to Defense against addition to the normal - 4 penalty for firi ng into melee,
melee attacks. making the penalty to target you - 8.
Special: A condition that makes you lose your Dexterity Special: An opponent with the Precise Shot feat has the
bonus to Defense also makes you lose dodge bonuses. Also. penalty lessened to - 4 when targeting you.
dodge bonuses stack. unlike most other types of bonuses.
Endurance
Dodge You are capable of amazing feats of stamina.
You are adept at dodging attacks. Benefit:You gain a +4 bonus on the following checks and
Prerequisite: Dexterity 13. saves: hourly Swim checks to avoid becoming fatigued,
Benefit: During your action. you designate an opponent Constitution checks to continue running. Constitution
and receive a +1 dodge bonus to Defense against any subse- checks to hold your breath, Constitution checks to avoid
quent attacks from that opponent. You can select a new damage from starvation or thirst. Fortitude saves to avoid
opponent on any action. damage from hot or cold environm~nts, and Fortitude saves
Special: A condition that makes you lose your Dexterity to resist suffocation or drowning.
bonus to Defense also makes you lose dodge bonuses. Also. Also. you may sleep in medium or light armor without
dodge bonuses stack with each other. unlike most other becoming fatigued.
types of bonuses. Normal: A character without this feat who sleeps in
armor is automatically fatigued the following day.
Double Tap
You can make two quick shots with a firearm as a single ~Ho tic Pirearms Proficiency
attack. Choose a weapon type from the following list: cannons,
Prerequisites: Dexterity 13, Point Blank Shot. heavy machine guns, grenade launchers, and rocket launch-
Benefit: When using a semiautomatic firearm with at ers. You understand how to use all weapons within that
least two bullets loaded, you may fire two bullets as a single group tncombat.
attack against a single target You receive a - 2 penalty on Prerequisites: Personal Firearms Proficiency. Advanced
this attack, but you deal +1die of damage with a successful Firearms Proficiency.
hit. For example, a firearm that normally deals 2d6 points of Benefit: You make attack rolls with the weapon nor·
damage instead deals 3d6. mally.
Using this feat fires two bullets and can only be done if Normal: A character who uses a weapon without being
........_ _ _ the weapon has two bullets in it. proficient with it takes a -4 penalty on attack rolls.
Special: You can gain this feat as many as four times.
Drioe-By Attac~ Each time you take the feat. you select a different weapon
You are skilled at attacking from a moving vehicle. group.
Benefit: You take no vehicle speed penalty when making
an attack while in a moving vehicle. Also, if you are the ~Hotic ffielee Weapon Proficiency
driver. you can take your attack action to make an attack at Choose one exotic melee weapon from Table 4-7: Melee
any point along the vehicle's movement. Weapons. You are proficient with that melee weapon 1n
Normal:When attacking from a moving vehicle, a charac· combat.
ter takes a penalty based on the vehicle's speed. Passengers Prerequisite: Base attack bonus +1.
can ready an action to make an attack when their vehicle Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being
proficient with it takes a -4 penalty on attack rolls.
Special: You can gain this feat multiple times.
Each time you take the feat. you select a different
. .. -..
exotic melee weapon.

Par Shot
You can get greater distance out of a ranged weapon.
Benefit: When you use a firearm or archaic ranged
weapon (such as a bow). its range increment increases by
one-half (multiply by l.S). When you throw a weapon
(such as a grenade), Its range increment is doubled.

Focused
You maintain your focus even under difficult cir-
cumstances.
Benefit: You get a +2 bonus on all Balance checks
and Concentration checks.

Force Stop
You can force another surface vehicle to come
toa halt.
Prerequisites: Drive 4 ranks, Vehicle
Expert.
Benefit: When you attempt a side-
swipe stunt with a surface vehicle,
you can force the other vehicle to
a stop by nudging it into a con-
trolled sideways skid. In ad-
dition to the normal re-
quirements for attempting a
sideswipe stunt. you must have
sufficient movement remaining
to move a number of squares
equal to your turn number.
After succeeding on the check to attempt the
sideswipe, make a Drive check opposed by the
other driver. If you succeed, tum his vehicle 90
degrees across the front of yours, so that they ,,
form a tee. Move them forward a distance
equal to your tum number. The vehicles end
their movement at that location. at stationary
speed, and take their normal sideswipe
damage.
If you fail the check, resolve the sideswipe
normally.

Frightful Presence
Your mere presence can terrify those around
you.
Prerequisites: Charisma 15, Intimidate 9
ranks.
Benefit: When you use thb feat. all
opponents within 10 feet who have Examples of the fir Shot and
Frightful Presence feats
fewer levels than you must make
a Will saving throw (DC 10 + 1/1
your level +your Charisma mod-
ifier). An opponent who fails his
d20MODERN
save is shaken, taking a -2 penalty on attack rolls, saves. and Normal: Unarmed attacks normally deal nonlethal
skill checks for a number of rounds equal to ld6 + your damage equal to ld3 + Strength modifier.
Charisma modifier. You can use the feat once per round as a
free action.
A successful save indicates that the opponent is immune Improved Bull Rush
to your use of this feat for 24 hours. This feat does not You know how to push opponents back.
affect creatures with an Intelligence of 3or lower. Prerequisites: Strength 13, Power Attack.
If you have the Renown feat. the Will saving throw's DC Benefit: When you perform a bull rush (see page 151},
increases by 5. you do not provoke an attack of opportunity from the
defender.

Gearhead
You have a knack with machines. Improved Combat martial Arts
Benefit: You get a+2 bonus on all Computer Use checks You are highly skilled at attacking and dealing damage with
and Repair checks. unarmed strikes.
Special: Remember that the Computer Use skill and the Prerequisites: Combat Martial Arts, base attack bonus +4.
Repair skill can only be used untrained In certain situations. Benefit: Your threat range on an unarmed strike improves
to 19-20.
Normal: A character without this feat threatens acritical
Great Cleave hit with an unarmed strike only on a 20.
You can wield a melee weapon with such power that you
can strike multiple times when you drop your opponents.
Prerequisites: Strength 13, Power Attack. Cleave. base Improved Combat Throw
attack bonus +4, You excel at using an opponent's momentum against him.
Benefit: As Cleave, except that you have no limit to the Prerequisites: Defensive Martial Arts, Combat Throw,
number of times you can use it per round. base attack bonus t 3.
Benefit: In melee combat. if an opponent attacks and
misses you, you may immediately make a trip attack against
Great Portifude him. This counts as an attack of opportunity.
You are tougher than normal. Special: This feat doesn't grant you more attacks of
Benefit: You get a +2 bonus on all Fortitude saving opportunity than you are normally allowed in a round.
throws.
Improved Damage Threshold
Guide You are harder to take down than normal.
You keep your wits about you in the great outdoors. Benefit: You increase your massive damage threshold by
Benefit: You get a +2 bonus on all Navigate checks and 3points.
Survival checks. Normal: A character without this feat has a massive
damage threshold (see page 141) equal to his current Consti-
HeroicSurge tution score. With this feat, the character's massive damage
threshold is current Con •3.
You can perform an additional action in a round.
Benefit: You may take an extra move action or attack Special: A character may gain this feat multiple times. Its
action in around, either before or after your regular actions. effects stack.
You may use Heroic Surge a number of times per day
de~ndlng on your character level (as shown below), but Improved Disarm
never more than once per round. You know how to disarm opponents in melee combat.
Prerequisites: Intelligence 13. Combat Expertise.
Character Level- - - Times per Day Benefit: You do not provoke an attack of opportunity
1st-4th l when you attempt lo disarm an opponent. nor does the
5th-8th 2 opponent get a chance to disarm you.
9th-12th 3 Normal: See the normal disarm rules, page 151.
13th-16th 4
17th-20th 5
Improved f'eint
You are skilled at misdirecting your opponent's attention in
ImprovedBrawl melee combat.
You deal extensive damage In a fistfight. Prerequisites: Intelligence 13. Brawl. Streetfighting.
Prerequisites: Brawl, base attack bonus +3. Benefit: You can make aBluff check In combat as a move
Benefit: When making an unarmed attack, you receive a action. You receive a+2 bonus on Bluff checks made to feint

w
+2 competence bonus on your attack roll, and you deal non- in melee combat.
lethal damage equal to ld8 + your Strength modifier. Normal: Feinting in combat requires an attack action.
a20MODERN
Special: Even if you have the ability to treat unanned
Improved Initiative damage as lethal damage, the damage from a knockout
You can react more quickly than normal in a fight.
punch is always nonlethal.
Benefit: You get a +4 circumstance bonus on initiative
checks.
Lightning RefleHes
You have faster than normal reflexes.
Improved KnocRout Punch Benefit: You get a i 2 bonus on all Reflex saving throws.
You are extremely skilled at cold-cocking unprepared
opponents.
Prerequisites: Brawl, Knockout Punch, base attack Low Profile
bonus t6, You are less famous than others of your class and level, or
Benefit: When making your first unarmed attack against you wish to maintain a less visible presence than others of
a flat-footed opponent. treat a successful attack as a critical your station.
hit This critical hit deals triple damage. The damage is non- Benefit: Reduce your Reputation bonus by 3 points.
lethal damage.
Special: [ven If you have the ability to treat unarmed
damage as lethal damage. the damage from a knockout
medical EHpert
You have a knack for aiding the sick and Injured.
punch is always nonlethal. Benefit: You gel a 1 / bonus on all Craft (pharmaceutical}
checks and Treat Injury chC!cks.
Improved Trip Special: Remember thdt the Craft (pharmaceutical) skill
You arc trained in tripping opponents m melee combat and can't be used untrained.
following through with an attack.
Prerequisites: lnte!Hgence 13. Combat Expertise.
Benefit: You do not provoke an attack of opportunity
meticulous
You are thorough and painstakingly complete
when you try to trip an opponent while you are unarmed
Benefit: You get a •i bonus on all Forgery checks and
If you trip an opponent In melee combat. you immedi-
Search checks.
ately get to make a melcc attack against that opponent as
if you had not used your attack action for the
trip attempl. Moondog brings his lmiwoved
Normal: Sec the normal trip rules. Two Weapon Fighting into play
page IS2.

Improved Two-Weapon Pi~hting


You arc an expE>rt at fighting with a weapon in each hand.
Unlike lhe Two Weapon Fighting feat. this feat allows you
to use a melee weapon in one hand and a ranged weapon in
the othe1.
Prerequisites: Dexterity 13. Two-Weapon Fighting. base
attaC"k bonus •6
Benefit: You get a second attack with your offhand
weapon. albeit at a Spenalty.
Normal: Without tlm feat. you can only get a single
extra attack with an off hand weapon, and both
weapons must be of the same type (either both
ranged weapons or both melee weapons). See
Attacking with Two Weapons, page B8, and Table 5- 3:
Two-Weapon Fighting Penalties.

Iron Will
You have a stronger will than normal.
Benefit: You gel a +2 bonus on all Will saving throws.

Knoclwut Punch
You are skilled at cold cocking unprepared opponents.
Prerequisites: Brawl. base attack bonus +3.
Benefit: When making your first unarmed attack against
a flat-footed opponent. treat a successful attack as a critical
hit. This damage is nonlethal damage.
ri?oMODERN
mobility A character with this feat may throw weapons at his or
her full normal rate of attacks.
You are skilled at dodging past opponents and avoiding
attacks they make against you. Normal: You can draw a weapon as amove action. If you
Prerequisites: Dexterity 13. Dodge. have a base attack bonus of +1 or higher, you can draw a
Benefit: You get a +4 dodge bonus to Defense against weapon as a free action when moving.
attacks of opportunity provoked when you move out of a
threatened square. Quich Reload
Special: A condition that makes you lose your ()oJterity You can reload a firearm with exceptional speed.
bonus to Defense also makes you lose dodge bonuses. Also, Prerequisite: Base attack bonus +l.
dodge bonuses stack with each other. unlike most other types Benefit: Reloading a firearm with an already filled box
of bonuses. maga1ine or speed loader is a free action. Reloading a
re~olver without a speed loader. or reloading any firearm
nimble with an internal magazine. is amove action.
Normal: Reloading a firearm with an already filled box
You have exceptional flexibility and manual dexterity.
Benefit: You get a +2 bonus on all Escape Artist checks magazine or speed loader is a move action. Reloading a
and Sleight of Hand checks. revolver without a speed loader, or reloading any firearm
Special: Remember thar the Sleight of Hand skill can't be with an internal magazine, is a full-round action.
used untrained.
Renown
Personal firearms Proficiency You have a better chance of being recognized.
You are proficient with all types of personal firearms. Benefit: Your Reputation bonus increases by +3.
Benefit: You can fire any personal firearm (a firearm
designed to be carried and used by a single person: see Run
Ranged Weapons. page 95) without penalty. You are fleet of foot.
Normal: Characters without this feat take a -4 penalty Benefit: When running, you move a maximum of five
on attack rolls made with personal firearms. times your normal speed instead of four times (see Run, page
138) If you are in heavy armor. you can move four times your
Point Blanh Shot speed rather than three limes. Jf you make a long jump (see
You are skilled at making well placed shots with ranged the Jump skill, page 65), you gain a +2 competence bonus on
weapons at close range. your Jump check.
. Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons against opponents within 30 feet. Shot on the Run
You are highly trained in skirmish ranged weapon tactics.
Power Attach Prerequisites: Dexterity 13, Point Blank Shot, Dodge.
Mobility.
You can make exceptionally powerful melee attacks.
Prerequisite: Strength 13. Benefit: When using an attack action with a ranged
Benefit: On your action, before making attack rolls for a weapon, you can move both before and after the attack.
round, you may choose to subtract a number from all melee provided that your total distance moved Is not greater than
your speed.
attack rolls and add the same number to all melee damage
rolls. This number may not exceed your base attack bonus. Moving in this way does not provoke an attack of oppor-
TI1e penalty on attacks and bonus on damage applies until tunity from the defender you are attacking (though it can
your next action. provoke attacks of opportunity from others. as normal).

Precise Shot Simple Weapons ProFiciency


You are skilled at timing and aiming ranged attacks. You understand how to use all types of simple weapons in
Prerequisite: Point Blank Shot. combat.
Benefit: You can shoot or throw ranged weapons at an Benefit: You make attack rolls with simple weapons
opponent engaged in melee without penalty. normally.
Normal: You take a -4 penalty when usmg a ranged Normal: A character without this feat take5 the -4 non·
weapon to attack an opponent who is engaged in proficient peoalty when making attacks with simple weapons.
rnelee combat (see Shooting or Throwing into a Melee.
page 136). Ship Shot
You can ricochet a firearm shot around cover.
Quich Draw Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If you have a solid, relatively smooth surface on
You can draw weapons with startling quickness.
Prerequisite: Base attack bonus +l. which to skip a bullet (such as a street or a concrete wall}.
Benefit: You can draw a weapon as a free action. and a target within 10 feet of that surface. you may ignore
cover between you and the target. However, you receive a opponent. such as a weapon, you do not provoke an attack
-2 penalty on your attack roll, and your attack deals -l die of opportunity (see Strike an Object. page 149).
of damage. For example. a firearm that deals 2d6 points of You gain a +4 bonus on any attack roll made to attack an
damage deals ld6 instead. object held or carried by another character. You deal double
Special: The surface doesn"t have to be perfectly smooth normal damage to objects. whether they are held or carried
and level; a bnck wall or an asphalt road can be used. The or not.
target can have no more than nine-tenths cover for you to Normal: A character without this feat incurs an attack of
attempt a skip shot. opportunity when he or she strikes at an object held or car-
ried by another character.
Spring Attach
You are trained In fast melee attacks and fancy footwork. Surface Uehicle Operation
Prerequisites: Dexterity 13, Dodge, Mobility. base attack Select aclass of surface vehicle (heavy wheeled, powerboat,
bonus +4. sailboat. ship, or tracked). You are proficient at operating
Benefit: When using an attack action with a melee that class of vehicle.
weapon, you can move both before and after the attack. The heavy wheeled class Includes all kinds of semi-trucks
provided that your total distance moved is not greater than and tractor-trailers, as well as wheeled construction ve-
your speed. hicles (such as earth movers) and wheeled armored vehicles
Moving in this way does not provoke an attack of oppor- (such as some armored personnel carriers). Powerboats are
tunity from the defender you are attacking (though it can
provoke attacks of opportunity from others, as normal).
You can't use this feat if you are carrying a heavy load or
wearing heavy armor.

Stealthy
You are particularly good at avoiding notice.
Benefit: You get a +2 bonus on all Hide checks and Move
Silently checks.

Strafe
You can use an automatic firearm to affect a wider area than
normal.
Prerequisites: Personal Firearms Proficiency, Advanced
Firearms Proficiency.
Benefit: When using a firearm on autofire. you can affect
an area four 5-foot squares long and one square wide (that
is. any four squares in a straight line). Russell benefits from
Normal: Afirearm on autofire normally affects a10-foot- the Stealthy feat
by-10-foot area.

Streetfighting
You know the brutal and effective fighting tactics of the
streets and back alleys.
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round. 1f you make a successful melee
attack with an unarmed strike or a tight weapon. you deal an
extra ld4 points of damage.

Studious
You have a knack for research.
Benefit: You get a +2bonus on all Decipher Script checks
and Research checks.

Sunder
You are skilled at hitting an opponents weapon, or some
other object with a me lee attack.
Prerequisites: Strength 13. Power Attack.
Benefit: When you strike an object held or carried by an
engine-powered wdter vessels designed for operation by a indoor surfaces (thick carpets. very dirty or dusty floors).
single person and usually no more than 100 feet in length. The quarry might leave some traces of Its passage (broken
Sailboats are wind powered water vessels. Ships are large, branches, tufts of hair), but only occasional or partial foot-
rnultrcrewed water vessels. Tracked vehicles include bull- prints can be found.
dozers and tanks and other military vehicles. Hard· Any surface that doesn't hold footprints at all,
Prerequisite: Drive 4 ranks. such as bare rock. concrete, metal deckings, or indoor
Benefit:You take no penalty on Drive checks or attack rolls floors. The quarry leaves only traces. such as scuff marks.
made when operating a surface vehicle of the selected class. If you fail a Survival check. you can retry after 1hour (out-
Normal: Characters without this feat take a -4 penalty doors) or 10 minutes (indoors) of searching.
on Drive checks made to operate asurface vehicle that falls Normal: A character without this feat can use the Sur-
under any of these classes, and to attacks made with vehicle vival ~kill to find tracks, but can only follow tracks if the DC
weapons. There is no penalty when you operate a general- is 10 or less. A character can use the Search skill to find indi-
purpose surface vehicle (such as acar, motorcycle. or snow- vidual footprints. but cannot follow tracks using Search.
mobile),
Special: You can gain this feat as many as five times. Each Condition DC Modifier
time you tcJke the frttt. you select adifferent class of surface Every three targets in the group being tracked -l
vehicle. Size of targets being tracked '
Fl~ ~

Surgery Diminutive
Tiny
+4
•2
You are trained to perform surgical procedures to heal
wounds. Small ...1
Prerequisite: rreat Injury 4 ranks. Medium-size +O
Benefit: You tan use the Treat Injury skill to perform sur- Large -1
gery without penalty Huge -2
Normal: Characters without this feat take a -4 penalty Gargantuan -4
on Treat Injury checks made to perform surgery. Colossal -8
Every 24 hours since the trail was rni.lde +I
Every hour of rain since the trail was made +I
Toughness Fresh snow cover sinct: the trail was madt: +10
You are tougher than normal. Poor visibility: 2
Benefit: You gain • 3 hit points. Overcast or moonless night +6
Special:Acharacter may gain this feat multiple times. Its Moonlight ..,3
effects stack. Fog or precipitation +3
1racked target hides trail (and moves at half speed) +'.:i
1 For a grouµ or mixed ~im. dµply only the 1nod1fler for the ldr~esl ~itt>
Trac~ cd\egory represenlt>d.
You can follow the tri.llls of creatures and characters across 2 Apply ofliy the large~l rnod1r1er rrotn th1~ category.
most types of terrain.
Benefit: To find tracks or follow them for one mile
requires a Survival check. You must make another Survival Trustworthy
check every time the tracks become difficult to follow, such You have a friendly demeanor.
as when other tracks cross them or when the tracks back- Benefit: You get a ...2 bonus on all Diplomacy checks and
track and diverge Gather Information checks.
You move at half your normal speed (or at your normal
speed with a Spenalty on the check, or at up to twice your
speed with a 20 penalty on the check}. The DC depends on
Two-Weapon fighting
the surface and the prevailing conditions. You can fight with a weapon 1n each hand. You can make
one extra attack each round with the second weapon. The
Surface Track DC weapons must both be melee weapons or both be ranged
Very soft weapons (you can't mix the types)
5
Soft Prerequisite: Dexterity 13.
10
Firm lS Benefit: Your penalties for fighting with two weapons
are lessened by 2.
Hard 20
Normal:See Attacking with Two Weapons, page 138. and
Table 5-3: Two-Weapon Fighting Penalties.
Very Sort: Any surface (fresh snow. thick dust. wet mud)
that holds deep, clear impressions of footprints.
So(t: Any surface soft enough to yield to pressure, but Unbalance Opponent
firmer than wet mud or fresh snow. in which the quarry You are skilled at keeping your opponents off balance in
leaves frequent but shallow footprints. close combat.
Firm: Most normal outdoor surfaces (such as lawns. Prerequisites: Defensive Martial Arts, base attack
fields. woods, and the like) or exceptionally soft or dirty bonus +6.
Benefit: During your action, you designate an opponent
no more than one size category larger or smaller than you.
Weapon Pocus
Choose a specific weapon, such as a Glock 17 pistol or a
That opponent doesn't get to add his Strength modrfier to sword cane. You are especially good at using this weapon.
attack rolls when targeting you. (If the opponent has a
You can choose unarmed strike or grapple for your weapon
Strength penalty, he still takes that penalty.) for purposes of this feat.
The opponent's Strength modifier applies to damage.
Prerequisites: Proficient with weapon. base attack
as usual. bonus +1.
You can select a new opponent on any action. Benefit: You add +l to all attack rolls you make using the
selected weapon.
Uehicle Ood9e Special: You can gain this feat multiple times. Each time
You are adept at dodging attacks while driving a vehicle. you take the feat, you must select a different weapon.
Prerequisites: Dexterity 13, Drive 6 ranks. Vehicle Expert.
Benefit: When driving a vehicle, during your action you
designate an opposing vehicle or a single opponent. Your
Whirlwind Attach
You can strike nearby opponents in an amazing, spinning
vehicle and everyone aboard it receive a +1 dodge bonus to
melee attack.
Defense against attacks from that vehicle or opponent. You Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobil-
can select a new vehicle or opponent on any action.
ity, Spring At tack, Combat Expertise, base attack bonus +4.
Benefit: When you perform a full-round action, you can
Uehicle EHpert give up your regular attacks and instead make one melee
You are adept at operating vehicles. attack at your highest base attack bonus against each adja-
Benefit: You get a +2 bonus on all Dnve checks and Pilot cent opponent.
checks.
Windfall
Weapon Pinesse You are particularly wealthy.
You are especially skilled at using a certain melee weapon. Benefit: Your Wealth bonus increases by +3. Also, this
one that can benefit as much from Dexterity as from feat provides a +1 bonus on all Profession checks.
Strength. Choose one light melee weapon, a rapier (if you Special: You can select this feat multiple times. Each
can use it with one hand). or a chain. time. both of its effects stack.
Prerequisites: Proficient with weapon, base attack
bonus +1.
Benefit: With the selected melee weapon, you may use
your Dexterity modifier instead of your Strength modifier
on attack rolls.
Special: You can gain this feat multiple times.
Each time you take the feat, you select a rl
different weapon. W

Elliot shows off his Vehicle Expert feat


I In a world of high-tech wonders. the only hmlts on the types of
equipment available to heroes are the inventiveness of manufacturers
and the amount of buying power on the heroes' credit cards. Most of
the objects described in this chapter are available through legitimate
retailers and dealers. Some objects might be
harder to find. and a few might be available only
in specific areas or not available at all for pur-
chase. Others might be difficult to obtain due to
legal restrictions on ownership or use.

PUBCHASIOG EOUIPffiEOI
The game uses Wealth checks to determine what
characters can afford and what gear they might
reasonably have access to. Every character has a
Wealth bonus that reflects his or her buying power. Every
object and service has a purchase DC. To purchase an object.
make a Wealth check against the purchase DC.

The Wealth ChecR


A Wealth check 1s a 1d20 roll plus your current
Wealth bonus. Your Wealth bonus is fluid. It in-
creases as you gain Wealth and decreases
as you make purchases.
If you succeed on the Wealth
check, you gain the object. If you fail,
you can't afford the object at this
time you don't have the cash on
hand, or your credit cards are too close
to maxed out.
If your current Wealth bonus is equal to
or greater than the DC, you automatically suc-
ceed. Your character can easily afford to buy any
object with a DC equal to or less than your current
Wealth bonus.
If you successfully purchase an object or service with a
purchase DC that's higher than your current Wealth bonus, your
Wealth bonus decreases. This reflects that you increased your debt
and reduced your buying power in some fashion to acquire the expen-
sive object or service.
cooMODERN
Wealthand theStartingHero time after the first adventure has begun (Gamemaster's
discretion).
Anewly created 1st-level character's Wealth bonus is +O plus:
• Wealth provided by your starting occupation.
• Bonus from the Windfall feat. If taken. Rid Another
• 2d4 die roll. One other character can make an aid another attempt to
• +l for having l to 4 ranks in the Profession skill. help you purchase an object or service. If the attempt is suc-
cessful, that character provides you with a+2bonus on your
So. a Smart hero with the doctor starting occupation has a Wealth check. There is a cost, however. The character who
possible beginning Wealth bonus of +4 + 2d4. (The doctor provides the aid reduces his or her Wealth bonus by +l. As
occupation increases his Wealth bonus by 4 and he makes a for you, the character who aided your Wealth check might
2d4 die roll.) If the 2d4 result is 5and he has ranks in the Pro- reasonably demand to borrow the object from you from
fession skill, this Smart hero starts out with a Wealth bonus time to time, and could be considered aco owner, depend-
of +10. ing on the object and its cost.

needaLot of Stuff? LosingWealth


If you're buying a bunch of stuff at once, especially Any time you purchase an object or service with a purchase
when you're flrst creating your character, it's almost DC higher than your current Wealth bonus, or one with a
always best to start by making a reasonable wish list purchase DC of 15 or higher, your Wealth bonus goes down.
of the items you want. Once you've made the list, pur- (This represents spending your savings, or extending your
chase everything that has a purchase DC equal to or credit, or increasing your debt.) How much your Wealth
less than your Wealth bonus. (Or, if your Wealth bonus is reduced depends on how expensive the object is.
bonus is higher than • 14, purchase everything with a
purchase DC of 14 or lower first.) Purchasing these Object or Service Purchase DC Weilth Bonus Decrease
items won't reduce your Wealth bonus like more 15 or higher l point
expensive items do. HO points higher than current Wealth bonus lpoint
Once you've got the small stuff, move on to the 11-15 points higher than current Wealth bonus ld6 points
expensive things. Generally, you want to start with the 16 or more points higher than current 2d6 points
most expensive and work your way down. though if Wealth bonus
~~~~~~~~~~~~~~

there's anything that's particularly important. buy it


first if you're worried about running low on Wealth.
Buying Stuff at Character Creation
Shopping andTime Russell Whitfield, a newly created 1st-level Strong
hero, is ready to outfit himself before the start of his
Common objects and services can be purchased in just the
time it takes to go to an appropriate retail outlet or place of first adventure. He takes the blue collar starting occu-
business. Buying less common objects generally takes a pation, which increases his Wealth bonus by ~ 2
number of hours equal to the purchase DC of the object or points. He rolls 2d4 and gets a result of 3. Russell has
service, reflecting the time needed to locate the wanted a starting Wealth bonus of 5 (0 + 2 f 3 =5).
materials and close the deal. Getting a license or buying a Russell can afford anything with a purchase DC of
object with a restriction rating increases the time needed to 5 or lower. He makes sure that he buys everything he
make purchases, as described below. wants that has aDC of 5 or less before he attempts to
acquire anything that's more expensive. When he's
ready. he decides to try to buy a longsword (DC 11).
Ta~ing 10 and Ta~ing 20 He can make a Wealth check and try to roll 6 or
You can usually take 10 or take 20 when making a Wealth higher on the d20 to purchase the obiect (6 + 5 =11),
check. Taking 20 requires 20 times as long as normal. So. if it but if the check fails he has to wait until an appropri-
normally takes you 30 minutes to go to the store and pur- ate opportunity after the adventure begins to try
chase a certain object. and you decide to take 20 on the again on the Wealth check. If the check succeeds,
Wealth check. then you have to spend 10 hours shopping for Russell gains the longsword and his Wealth bonus
that object. decreases to +4.
Also. there 1s a penalty for spending beyond your means. He can take 10 on the check. easily making the pur-
Whenever you buy an object that has a purchase DC higher chase DC. He is guaranteed the longsword, but after
than your current Wealth bonus, your Wealth bonus buying it his Wealth bonus is reduced to +4.
decreases (see below). If Russell needed to buy an object with a purchase
DC of 18, for example, he could decide to take 20 to
Try Again? have a better chance of succeeding. This allows him
to purchase the object, but then his Wealth bonus is
You can try again If you rail a Wealth check. but not until
you've spent additional time shopping-usually a number reduced by ld6+l points (because the DC is 13 points
of hours equal to the purchase DC of the object or service. higher than his Wealth bonus and because the DC is
also higher than 15).
During character creation. you can't try again until some-
·-------------------------'J
d.-wtv\ODERN
-~

succeed, your current Wealth bonus increases by +1. For


Lifestyle every 5 points by which you exceed the DC. you gain an
What sort of lifestyle does your character live? Does
additional +l to your Wealth bonus.
he drive an exotic car and own a speedboat, throwing
lavish parties and flying off to Rio for the weekend?
Or does he subsist on rnicrowave pin.a in a one-room
Wealth Awards
Adventuring may result in your finding (or .otherwise obtain-
apartment? Thal question is answered, in part, by the
ing) cash. jewels, or other valuable items. In such cases, the
objects yoL1 own and your current Wealth bonus.
benefit translates into a Wealth award. AWealth award rep-
A character with a mid-range Wealth bonus {say, +7)
resents an increase in buying po.wer, not a perpetual stream
can generally afford items costing around $50 without
of income. A treasure might grant a character a Wealth
his Wealth bonus going down. Such a character can
aw<ud of +4, for example, thereby increasing his current
afford a meal at a good restaurant, a ticket to a bas-
Wealth bonus by +4. When a team of characters gaios a
ketball game, or a new computer garne pretty much
Wealth award, they should split it among themselves as
any time he wants. More expensive lifestyle options
evenly as possible.
are always avail<1ble. but only at the cost of driving his
Wealth bonus down- so he can't really live beyond his
means for long. Of course, if he already owns a Ferrari, On-Hand Objects
having a lower Wealth bonus does not mean he has to ln the modem world, most people have a lot of stuff- prob
give it up. He still drives an expensive car- he just can't ably a lot more than you're going ro write down on your
currently afford to do all the other things people asso· character sheet. To account for the mundane and innocuous
<;iate with that kind of life. objects that most people have among their possessions-
A poorer character-with, say, a current Wealth and not force every character to specifirnlly pwrchase such
bonus of t 4-can generally afford a $20 expense with- objects in order to employ them~use the following rules.
out reducing his Wealth bonus. A night at the movies With your GM's permission, you can make a Wealth
might be a roufirie enlertainrnent. b1.1t he can't regu- check to see if your character has a mundane object on
lorly afford anything more expensive. Rich characters, hand, as long as the object has a purchase DCof 10 or lower.
those with Wea~th bonuses of rl·15 or higher, can easi- (The GM determines the purchase DC for an object that's
ly drop about $500 at a time, meaning that they will not mentioned in thischapter. using similarly priced objects
fly first class more often than not. as a guide.) The Wealth 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. Also, you can't make a
For example, if you have a current Wealth bonus of +9, and
Wealth check to see if you have a mundane object on hand
you purchase something that has a purchase DC of 13, yollr
during character generation or between adventures-only
Wealth bonus decreases by I (since the object's DC is 4
during play. lf you succeed, your Wealth bonus is unaf-
pointshigher than your current Wealth bonus). If the object
fected, even if the object's purchase DC is higher than your
has a purchase DC of22 (which is 13 points higher than your
Wealth bonus.
Weal1·h bonus), you reduce your current Wealth bonus by
For example, Russell hears faint noises outside the door
ld6 points.
to his apartment and suspects that someone is about to
Along with this loss, any time you buy an object or serv-
break in. His gun isn't handy, but there might be something
ice with a purchase DC of 15 or higher, you reduce your cur-
else in the room, such as a baseball bat or a fireplace poker,
rent Wealth bonus by an additional l point. So. in the case
that can be used as an impromptu weapon. The GM decides
- - - -.... of the object with a DC of 22, your Wealth bonus dec::rease
that the purchase DC for such an object is 5. To see if the
would be 'ld6+l points.
mundane object is on hand, Russell rolls ld20 and adds his
Your Wealth bonus only goes down if you successfully
current Wealth bonus, then Sl,Jbtracts 10. On a result of 5 or
buy an object or servke. If you attempt to buy something
higher, it is on hand, and Russell grabs it up as quickly as he
and thecheck fails, your Wealth bonus isunaffected. (How-
can. On a result of 4 or lower, nothing of the sort is imme-
ever, see "Try Again?" above.)
diately available, and Russell has to figure out a different
course of action.
Wealth Bonus of +O Depending on thesituation, the GM can rule that a cer
Your Wealth bonus can never decrease to less than +O. If
tain mundane object is not available; for an object to be
your Wealth bonus is +O, you don't have the buying power
obtainable, you must be in a place where the object logi-
to purchase any object or service that has a purchase DC of
cally would be (in your house, or apartment. or car); you
10 or higher, and you can't take 10 or take 20.
can't just come across a baseball bat while wa:lking down
the street.
Regainin9 lUealth
Buying expensive objects can drive your Wealth bonus
down. Fortunately, your Wealth bonus recovers as your BESIBICIEO OBJECTS
character advances. Some objects require licenses to own or operate, or are
Every time you gain anew level, make aProfession check. restricted in use to qualifying organizations or individuals. In
(If you have no ranks in the skill, this check is a Wisdom such cases. acharacter must purchase a license or pay a fee
check.) The DC is equal to your current Wealth bonus. If you to legally own the object. A license or fee is aseparate item,
c120MODERN
purchased in add1t1on to {and usually before) the object to Rent or Own?
which it applies. The four levels of restriction are as follows. The rules for Wealth don't say anything about paying
Licensed: The owner must obtain a license to own or
rent or having a mortgage. That's because such day-to-
operate the object legally. Generally, the license is not day expenses as a home, utll1ty bills, and groceries are
expensive. and obtaining 1t has few if any additional legal already built into the Wealth system-your Wealth
requirements. bonus reflects your buying power after paying for
Restricted: Only specially qualified individuals or organ-
such basics.
izations are technically allowed to own the object. How- Since the cost of rent is already built into your
ever, the real obstacles to ownership are time and money; Wealth bonus, why should any character want to
anyone with sufficient patience and cash can eventually waste Wealth checks on something as expensive as a
acquire the necessary license. home? The answer in game terms 1s the same as in the
Military: The object is sold primarily to legitimate
real world: When you own your own home. you aren't
police and military organizations A military rating is essen- subject to someone else's rules on how to use it. Want
tially the same as restricted (see above}. except that man- to build a secret lab in your garage? That's kind of dif-
ufacturers and dealers are generally under tight ficult in an apartment building-but you can probably
government scrutiny and are therefore especially wary of do it if you own a house.
selling to private individuals. To buy a house. you only have to make a Wealth
Illegal: The object 1s Illegal in all but specific, highly reg-
check for the down payment (that's what the pur-
ulated circumstances chase DC in the Housing section ofTable 4-10 repre-
:i: , ~ : I I:
sents). You don't have to worry about the monthly
mortgage payment. just as a renter doesn't have to
Restriction License or Fee Black Market Time
Rating Purchase DC Purchase DC 1 Required
worry about rent.
Licensed 10 +1 1day
Restrrcted 15 +2 2 days Obtaining an obiect on the black market takes a number
Military 20 +3 3 days of days according to the Time Required column on Table
Illegal 25 +4 4 days 4- 1. For example, purchasing a restricted object on the black
1Add to the ob1ect~ purchase DC if you try to buy it on the black mar- market requires two days. The process can be hurried, but
ket without first obtaining a license: see The Black Market. below. each day cut out of the process (to a minimum of one day)
increases the purchase DC by an additional +l.
For example, say you want to purchase a machine gun
Purchasing aLicense on the black market. You've made the necessary contact.
To purchase a license or pay necessary fees, make a The machine gun has a purchase DC of 19 and a military
Wealth check against the purchase DC given in Table 4-1. restriction rating (DC +3). The final purchase DC. then, is 22,
With a success, the license is issued to the character after and it will take three days for the seller to get it for you.
the number of days indicated. To speed the process. the You need it tomorrow, however. requiring that he get it In
hero can make a Knowledge (business) check against a DC just one day. Cutting two days out of the process Increases
equal to the license purchase DC. Success results in the the DC by another +2. for a total purchase DC of 24. If you
license being issued in ld6 hours. (During the process of fail this Wealth check. you can't attempt to buy that par-
character creation, you just need to purchase the license ticular object again for a certain amount of time (In this
or pay the fee: the time required takes place before game case, 24 hours).
play begins.)
As a general rule, a character must obtain the appropriate
license before buying a restricted object Legitimate dealers
will not sell restricted objects to a character who does not
have the necessary license. However, a character may be
BEOUISITIOOIOG EOUIPffiEOT
When a hero working for Department-7 needs more equip-
m
ment than he has on hand. he may try to requisition it.
able to turn to the black market (see below) to obtain Department-7 evaluates whether the character really needs
restricted objects without a license. the object, how soon the agency can supply it, and whether
the agency can reasonably expect to get it back when the
The Blach ffiarhet hero is done with it.
Sometimes a character wants to obtain an object without The result is determined by a level check (ld20 + your
going through the hassle of getting a license first. Almost character level) against a DC equal to the equipment's pur-
anything is available on the black market. Knowledge chase DC. Add your Charisma bonus to the check. Table 4-2
(streetwise) checks can be used to locate a black market lists modifiers that may affect the check.
merchant. The DC is based on the location in question. per- The result of the check determines whether and how
haps lS to find a black market merchant in a big city, or 20, quickly Department-7 can provide the hero with the requested
25. or higher in small towns and rural areas. equipment. With a success, the object Is issued to the hero.
Objects purchased on the black market are more expensive Generally. it takes 24 hours to obtain an object through requi-
than those purchased legally. Add the black market purchase sition, but if the object is especially common. or if the hero
DC modifier from Table 4-1 to the object's purchase DC. beats the check DC by 5or more. it is available in ld4 hours.
d2oMODERN
Requisitioned objects are loaned, not given. to th7 hero. make a few bucks. but it's not enough to measurably influ·
Obviously, expendable objects like ammunition don t have ence your Wealth bonus.)
to be returned if used. You cannot legally sell restricted objects unless you are
licensed to own them. You also cannot legally sell objects
that have been reported as stolen. Selling objects Illegally
usually requires that you have contacts in the black market
Object is necessary for assignment (see page 91), and reduces the sale value by an additional 3.
Object has obvious application for as~lgnrnent +4
+2
Object has peripheral application for assignment
Object has no obvious application for .m1gnment l
ffiastercraft Objects
Weapons, armor, and some other types of equipment can
Object Is rare -2 be constructed as mastercraft objects The exceptional
Object restrictio::::.n:........_______~--- quality of these objects provides the user a bonus on attack
Ucensed -2 rolls. damage. Defense. or some other characteristic that
Restricted -4 improves when the object is used
Military -6 A!Thlstercraft object that provides a •1bonus can usually
Illegal -8 be purchased on the open market as a custom ver.sion of a
Hero 1s skilled or proficient in use of object •2 common object. The Increased cost of such an ob1ect adds
Hero returned all gear undamaged on previous mi~sion •2 ..3 to the purchase DC.
A rare few ob1ects are of mastercraft quality even with-
For example. you want to requ1s1t1on a machine gun. Your out customization the off-lhe·shelf version of the object
Sth·lcvcl hero receives a mission In which combat Is a near 1s of ~uch high quality that il is always provides a bonus of
certainty, and she turned in all her requisitioned gear +l. The Glock 17 pistol is one such object; 1t 1s so well made
undamaged at the end of her last assignment. She has a that rt grants a ~ 1 bonus on attack rolls. In these cases. the
Ctiansma bonus of •l. The purchase DC for the weapon is 19. purchase DC is not increased (such ob1ects arc already
She gains a ~ 3bonus on the check: ~6 for a necessary object. priced higher than similar objects of lower quality).
6for the military restriction. •2 for proficient in the use of Ma~lercraft objects with a bonus of •7 or i 3 are not
the ob1cct ~ 2 for turning in previous gear. and +l for common and are generally not for sale. If a mastercraft ~2
Charisma. You roll a 12. Since you're )th level. your result 1s object could be found for purchase. lb co.st would add 1 6
22 (5 + 12 + 5), which beats the machine gun's purchase DC. to the normal purchase DC. The cost of .i ma SIN< rafl ~ 3
The machine gun is issued to your char.icter. object would add +9 to the normal purcha~e DC.
A character with the Techie advanced class and the ap
SELLtnG SIUf f proprrate specially (see page 177) can create mastercraft
objects.
Sometimes heroes end up with more gear than they need.
Sometimes they find themselves up against a financial wall.
and need to generate some income fast. You can sell things
to unprovC' your Wealth bonus. But be warned-doing so is
concEALEO WEAPons
r.uely profitable, and selling suspicious or restricted ob1ects ADD OBJECTS
has it\ own dangers. Few heroes can carry their weapons openly. D l~playing an
To \C'll something, you first need to determine its sale obvious weapon is rarely appropriate in modern·clay soci·
·- - -- value. Assuming the object is undamaged and in working ety. Even when it is, a hero might wanl lo conceal a backup
condition the sale value is equal to the object's purchase weapon to supplement the M-16 slung over her shou.lder.

1- DC (as If purchased new) minus 1 For example. if you're


selling your Chevy Cavalier (purchase DC 26). its sale value
And weapons aren't rhe only objects characters sometimes
want to hide-it's often useful to keep other objects away

z is 21
Selling an object can provide an increase to your Wealth
boom The increase is the same amount as the Wealth
bonus loss you would experience if you purchased an object
from prying eyes.
It's assumed that, when attempting to conceal a v.eap-
on or other object. a character is wearing appropriate
clothing· ·something moderately loose and bulky. Tight or
with a purchase DC equal to the sale value. For instance, say skimpy clothes make concealment more difficult, while
you have a Wealth bonus of +9. If you purchased an object large items of clothing, such as long coats, make It easier.
with a purchase DC of 23. your Wealth bonus would Drawing a concealed weapon is more difficult than draw·
decrease by ld6+1 0d6 for purchase DC 14 hlgher than ing a regularly holstered weapon, and normally .requires an
Wealth bonus. l for purchase DC oflS or higher). Therefore. attack action. Keeping the weapon m an eas1er-to·draw
when selling your Chevy Cavalier (sale value 23), you receive position makes concealing it more difficult
a Wealth bonus increase of ld6+1.
Regardless of your current Wealth bonus. YDt! gain. a
Wealth bonus increase of 1whenever you sell an ob1ect with Sleight or Hand Chec~s
a sale value of 15 or higher. (If you sell an object with a sale To conceal a weapon or other object. make a Sleight of
value less than or equal to your current Wealth bonus. and Hand check. Acharacter concealing an object before she
that sale value is 14 or lower. you gain nothing. You might heads out into public can usually take 10 unless she is
1120MODERN
rushed, trying to conceal it when others might see her, or
under other unusual constraints. Sleight of Hand can be
WEAPONS
used untrained in this instance, but the character must It's a dangerous world out there. especially for those who
take 10. make a living fighting criminals, terrorists, or enemy agents
Most heroes carry weapons, ranging from baseball bats to
M-60 machine guns.
Si2e and Concealment The weapons covered here are grouped into three cate-
The obiect's s1ie affects the check result, a.s shown on Table gories based on their general utility: ranged weapons, explo·
4-3. The type of holster used or clothing worn, and any sives and splash weapons, and melee weapons.
attempt to make a weapon easier to draw, can also affect . In the. modern world. carrying a weapon openly-espe·
the check. cially a firearm-ls rarely acceptable, even in the rare cases
when it's legal.
TABLE 4- 3:

BADGED WEBPODS
Ranged weapons fall into three general groups: handguns.
longarrns, and other ranged weapons such as cro~sl1ows.
Diminutive +8
When using a ranged weapon, the wielder applies his or
Tiny +4
+Q
her Dexterity modifier to the attack roll.
Smrtll Handguns and longarms are personal firearm~. Aper5onal
Medium ·~l1e
-~-~~-~~---
-4 firearm is any fi rearm designed to be carried and used by a
l c1 rge -8 single person. Ihis docs not Include. for example, rockel
Huge or larger -::--~~-~-ca ~ n·t conceal lau~chers (which aren't flreamis) and heavy machine gun~
Clothing I\ 1lgl11 or \mall
-~----
-4 (which can be fired by one person. but not carried by one
Clothing 1~ P\petic11ly loose or bulky +2
person). It includes most of what we think of as "guns."
Clothing is sp('.'(ifkatly modified for wntealing obiect +2
Weapon 1s earned In concealed carry hol~ter +4
(see p~e 170) Ranged WeaponsTable
Weapon can be drawn normally -2 Ranged weapons are described by a number of statist1Cs. as
Weapon can be dra""n as free c1tt1on -4 shown on Table 4 4.
with Quick Dray, feat Damage: rhe damage the weapon deals on a successful
hit.
Critical: The threat range for a critical hit. If the threat is
SpottingConcealed Objects confirmed, a weapon deals double damage on a critical hit
Noticing a c:oncedled weapon or other object requires a (roll damage twice, as It you hit the target l wo times). See
Spot check. The DC varies: If the target made a roll when page 131 for more about threat range and critical hits.
concecJling an object, the DC of the Spot check to notice Damage Type: Ranged weapon damage Is classified
the ob1ect is the ~ame as her check result (an opposed according to type: ballistic (all firearms), energy (of a spe-
check, in other word~). If the target took 10 on her Sleight of cific typ~, ~uch as electricity damage for a tascr), piercing
~ land check, use thi~ formula:
(som~ s1rnplc.> ranged weapons, such as a crossbow), or
slashing (a whip). Some creatures or characters may be
Spot DC =Target's Sleight of Hand skill modifier resistant or Immune to some forms of damage. - - - --
(including modifiers from Table 4-3) + 10 Range Increment: Any attack at less than this distance is
not penalized tor range. However, each full range increment
An observer attempting to spot a concealed object receives causes a cumulative 2penalty on the attack roll. For exam·
a -1 penalty for every 10 feet between himself and the pie, a Colt Python has a range increment of 40 feet. An
target. and a - ) penalty if distracted. attack made from a distance of 30 feet would not be penal-
. Patting someone down for a hidden weapon requires a ized.~~ attack from 60 feet would be made at a -2 penalty,
similar check However, the skill employed in Search. and since 1t s more than one whole range increment away. An
the searcher gets a +4 circumstance bonus for the hands-on attack at 200 feet would incur a -10 penalty, because it's
act of frisking the target. Some devices may also offer five full range increments away.
bonuses under certain circumstances (a metal detector . Ranged weapons have a maximum range of ten range
offers a bonus to Search checks to find metal objects, for increments, except for thrown weapons, which have a max·
example). imum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of
Spotting ConcealableArmor 1. which simply means they can be employed once per
Concealable armor (see page 110) can be worn under cloth- round aAd then must be reloaded or replaced. Firearms,
ing if the wearer wants it to go unnoticed. Don't use the which operate through many different forms of internal
modifiers from Table 4-3 when wearing concealable armor. mechanisms, have varying rates of fire. The three possible
Instead, anyone attempting to notice your armor must rates of fire for handguns. longarms, and heavy weapons are
make a Spot check (DC 30). single shot. semiautomatic. and automatic.
d20MODERN
Single Shot: Aweapon with the single shot rate of fire feats allow characters armed with semiautomatic weapons
requires the user to manually operate the action (the mech- to fire shots in rapid successions, getting in more than one
anism that feeds and cocks the weapons) between each shot per attack,
shot. Pump shotguns and bolt-action rifles are examples of Automatic (A): Automatic weapons fire a burst or
firearms with single shot rates of fire. A weapon with the stream of shots with a single squeeze of the trigger. Only
single shot rate of fire can fire only one shot per attack, weapons with the automatic rate of fire can be set on aut-
even if the user has a feat or other abilities that normally ofire or be used with feats that take advantage of auto-
allow more than one shot per attack. matic fire.
Semiautomatic (S): Most firearms have the semiauto· Magazine: The weapon's magazine capacity and type are
rnatic rate of fire. These firearms feed and cock themselves given in this column. The amount of ammunition a weapon
with each shot. Asemiautomatic weapon fires one shot per carries, and hence how many shots it can fire before need-
attack (effectively acting as a single shot weapon). but some ing to be reloaded, is determined by its magazine capacity.

Han guns require t e Persolila Firearms Pro iciency eat


Beretta 92F (9mrn autoJpader) 2d6 'lO Ballistic t_O ft s 15 box Small 31b. 16 Lit (+l)
Beretta 93R (9mm machine pistol) 2d6 20 Ballistic 30 ft. S.A 20 box Med 3 lb. 18 Reti+2)
Colt Doable Eagle OOmm autofo~der) 2d6 20 Ballistic 30ft. s 9box SrnajJ 3 lb. 16 Lie (+1}
Colt Ml9ll {-45 autoloader) 2d6 20 Ballistic 30ft s 7 box Small 3 lb. 15 Lie {+l)
Colt Python {.357 revolver) 1 2d6. 20 Ballistic 40 ~. s 6cyl Med 3 lb. 15 lie (•l) i
Derringer ( 415) 2d6 20 Ballistic 10 ft. Single 2mt Tiny lib. 14 Lie ( d)
Desert Eagle (.SOAE aUtoloader) 2d8 10 Ballistic 40 ft s 9fox Med 4 lb. 18 Lie (+l}
Glock 17 (9mm autoloader) 1 2d6 20 Ballistic 30 ft. s 17 box Small 2 lb. 18 Uc (+I)
Glaj 20 (lOmm autoloader) 1 2d6 20 Ballistic 40ft. s 15 box Small 3 lb. 18 lic.{+1)
MAC Ingram MIO (.45 machine pistol) 2d6 20 Ballistic 40 fl. S. A 30box Med 6 lb. 15 Resf+4)
Pathfinder (.22 revolver) 2d4 20 Ballistic 20 ft. s 6cyl. Tiny 1lb. 14 Lie (+1)
Ruger Service-Six (.385 revolver) 2d6 20 Ballistic 30 ft s 6 cyl. Small 2 lb. 14 Lic (+l}
S&W M29 (M magnum revolver) 2d8 20 Ballistic 30 ft. s 6 cyl. Med· 31b. 15 Lie ~+l}
SITES M9 (9mm autoloader) 2d6 20 Ballistic 30 ft. s 8 box Tiny 2 lb. 15 Lie 1 J)
Skorpion (.32 machine plstoO 2d4 w Sallisttc 40 ft. S,A 20box Med 4 lb. 17 Res(-•2)
TEC-9 (9rnm machine pistol) 2d6 20 Ballistic 40 ft. Sor A 32 box Med 4 lb. 14 Res (•2)
Walther PPK (.32 autoloader) 2d4 ,JO Ballistic 30 ft. s 7box Small lib. 15 L1c(+1)

Longarms (require the Personal Firearms Proficiency feat)


AKMIAK-47 fl.62mmR.assault rffle) 2d8 10 Ballistic 70.ft. S.A 30box Large 10 lb. 15 Res (-t2)
Barrett Light Fl fly (.50 sniper rifle) 2dl2 20 Ballistic 120 ft s 11 box Huge 35 lb. 22 Lie (+I)
Bereft.i M3P (12-gauge shotguaj 2d8 20 Ballistic 30.ft. s Sbox Large 9ib. 16 Lie f+1)
Browning BPS QO-gauge shotgun} 2dl0 20 Ballistic 30 ft. s S int. Large 11 lb. )6 Lie • 1)
HK G3 (7.62mm assault rifle) ld10 10 Ballistic 90~ S.A 20 box Large iJ lb. 19 Res (·2}
HK MPS (9mm submachine gun) 1 2d6 20 Ballistic 50 ft. S,A 30 box Large 7 lb. 20 Res (+2)
HK Mfl5K (9mm submachme gun) 2d6 20 Ballistic 40ft. S,A 15bo.x Med 5 lb. 19 R~s(<2)
HK PSGl (7.67.mm sniper rine)1
MT6A2 _G,56mrn assault Ii le)
2dl0
2<18
20
20
Ballistic
Ballistic
90 ft
80 ft
s
S,A
Sbox
30box
Large
Large
16 lb.
8 lb.
22
16
Lie nl)
Res +2)
M4 Carbine (S.56mm assault rifle) 2d8 20 Ba Illstic 60ft S. A 30 box Large 7tb. 16 Res (+2}
Mossberg (12-gwge shotgun) ld8 20 Ballistic 30 ft. s 6 Int Lar:ge 7 lb. }5 Lie (•1)
Remington 700 [7.62mm hunting rifle) 2d10
Sawed-off shOtEun l12·g.a shotgunj 2d8
20
20
Ballistic
Batli>tic
80 ft.
IO ft.
Single
s
Sint
2. int_
Large
Med
8 [b.
4 lb.
17
15
Uc •l)f
Lie •l)
Steyr AUG (.5.56rnrn a5sault rifle) 2d8 20 Ballistic 80 ft s. /I 30box large 9 lb. 19 Res (+2)
l)zl (9mm submachine gun) 2d6 10 Salfistic 40 ft. S,A 20 box large Sib. 18 Res (•2)
Wmchester 94 (.444 hunting rifle) 2dl0 20 Ballistic 90 fr. s 6 int. Large 7 lb. 15 Lie j•l)

Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)


M-60 !med.it.Im machine gun) 2d8 20 Ballistic lQO ft. A Linked Huge 22 lb. .21 Mii {•3)
M2HB lheavy rnach1ne glln) 2d12 20 Ballistic 110 ft. A Linked Hu&,e 75 lb. 22 Mil{•3J
M72Al LAW (rocket launcher) 10d6 2. 150 ft l 1int large 5 [b. 1'> Mil (+3)
M79 (grenade launcher) Va1 ies 2 70 ft. l linL Large 7 lb. 14 Mtl (•3)

Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)


Compound bow (Archaic) 2 ld8 20 Piere.in& 40 ft. l large 3lb. 10
Crossbow (S.imple} ldlO 19-20 Plercin_g 40 ft. 1 l Int. Med 7 lb. 9
Flamethrower (no feat needed) 3 3_g§ Rre 1 10 mt. Lorge 50 lb. 17 Mil {•3)
Javelin (Simple) ld6 20 Piercin~ 30 ft. 1 Med 2 lb. 4
Pepper spray (Srmple) Spedal 1 Special 5ft. l lint Tiny 0.5 lb. 5
Shuriken {Archaig 1 20 Piercing 10 ft. 1 Tiny O.Slb. 3
Tam (Slmplej ld4 l Electricity Sft. 1 1 int. Small lib. 7
\.Vhip (Simple) ld2 10 Slashing 15 ft.) 1 Small 2 lb. 4
t This mastercraft weapon grants a ~1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
l See the description of this \veapon for ~pecial rules.

I
d20MODERN
How the firearm 1s reloaded depends upon its magazine
type. The number in this entry is the magazine's capacity in Reloading firearms
Reloading a firearm with an already filled box magazine or
shots. the word that follows the number indicates the mag·
azine type: box, cylinder, or internal. Afourth type. linked, speed loader is a move action. Refilling a box magazine or
has an unlimited capacity: for this reason the entry does not a speed loader. or reloading a revolver without a speed
also have a number Weapons with a dash in this column loader or any weapon with an internal magazine, is a full-
round action
have no magazines: they are generally thrown weapons, or
weapons (such as bows) that are loaded as part of the firing Loading a belt of linked ammunition is a full round
process. action. Linking two belts together is a move action.
Box: Abox magazine 1s any type of magazine that can be
removed and reloaded separately from the weapon. This Handguns
feature 1s advantageous because a character can carry extra A handgun is a personal firearm that can be used one-
magazines, already loaded. and simply swap an empty one handed without penalty. This includes all pistols and some
for one of the extras. Also, box magazines tend to have rel· submachine guns and shotguns. All handguns require the
atively large capacities. Personal Firearms Proficiency feal. U~lng a handgun without
Cylinder Arevolver keeps Its ammunition in a cylinder, this feat imposes a -4 penalty on attack rolls.
which Is part of the weapon and serves as the firing cham- Handgum can be broken down into I hree smaller groups:
ber for each round as well. Unlike box magazines, cylinders autoloaders. revolvers, and ma(hlne pistols.
can't be removed, and they must be reloaded by hand. How- Autoloaders (sometimes called "automatics"), ~uch as
ever. most revolvers can be used with a speed loader (see the Colt M1911 (the venerable .45 pistol) and the Glock, fea-
page 120} a small device that holds a full load of ammuni- ture removable box magazines, and some models hold quite
tion ready to be inserted. all at once. into a cylinder. Using a lot of ammunition. They work by using the energy of a
a speed loader Is much like inserting a box magazine into a shot fired to throw back a slide. eiect the shot's shell casing.
weapon. W1rhou1 a speed loader, a firearm with a cylinder and scoop the next round into the chamber They are more
magazine must be loaded by hand. complex than revolvers. but nevertheless have become
Internal: Some weapons keep their ammunition in an increasingly popular in the modern age.
internal space, which must be loaded by hand. This is the Revolvers, such as the .38 Special sidearms earned by
case with most shotguns. as well as some rifles. many police officers, are relatively simple firearms that
Linked· Some machine guns use linked ammunition. The store several rounds (usually six} In a revolving cyhnder. As
bullets arc chained together with small metal dips. forming the trigger Is pulled, the cylinder revolves to bring the next
a belt. Typically, .i belt holds 50 bullets; any number of belts bullet in line with the barrel.
can be clipped together. In military units, as the gunner fires, Machine pistols are automatic weapons small enough to
an assistant clips new ammunition belts together, keeping be fired with one hand. Some are autoloader pistols modi·
the weapon fed. fied to fire a burst of bullets in a single pull of the trigger.
Size: Size categories for weapons and other objects are while others are modified submachine guns. cut down in
defined differt'nlly f1om the size categories for creatures (a size and weight to allow one·handed use.
Medium-size weapon, for example, is not the same size as a Ranged weapons that use box magazines come with one
Medium-size creature or other object). The relationship full magazine.
between a weapon's size and that of Its wielder defines
whether it can be used one-handed, If it requires two hands. Beretta 92f
and if it's a light weapon. The standard service pistol of the United States military and - - - -
A Medium-size or smaller weapon can be used one- many American law enforcement agencies. the Beretta is a
handed or two-handed. ALarge weapon requires two hands. rugged and reliable autoloader. In addition to its official
A Huge weapon requires two hands and a bipod or other duties. it's a popular civilian weapon and is commonly seen
mount. on TV and 1n the movies as well
ASmall or smaller weapon 1s considered a light weapon.
It can be used one-handed and, as a hght weapon, is easier Beretta 93A
to use in your off hand (see Table 5-3, page 138). This close relative of the Beretta 92F looks like a large auto-
Weight: This column gives the weapon's weight when loader but can fire on automatic. It sports a fold-down grip
fully loaded. in front of the trigger guard. an extendable steel shoulder
Purchase DC: This is the purchase DC for a Wealth check stock that is attached to the butt of the pistol, and an
to acquire the weapon. This number reflects the base price extended magazine.
and doesn't include any modifier for purchasing the weapon This weapon features a three-round burst setting. When
on the black market. used with the Burst Fire feat. it fires only three bullets
Restriction: The restriction rating for the weapon, if instead of five and can be used with only three bullets in
any. and the appropriate black market purchase DC modi- the weapon. This setting does not grant the ability to make
fier. Remember to apply this modifier to the purchase DC burst fire attacks without the Burst Fire feat: if you use the
when making a Wealth check to acquire the weapon on the setting without the feat, you make a normal attack. and the
black market extra two bullets are wasted.
d10MO
Colt Double Eagle Block 17
Based on the Ml911 mechanism. this pistol ts an updated First seen 1n 1983. this pistol spawned controversy as a
miltan version that fires a lOmm round. metal-detector-proof ''plastic gun." In reality, less than half
the parts are polymer materials. and it's iust as detectable
Colt ffil911 as any other handgun. The Glock 1s typical of 9mm self-
This 1s the classic .4~ semiautomatic pistol. used by the loading pistols carried by many police officers and military
United States military for decades until it was recently personnel.
replaced by the Beretta 92F. Manufactured at three loca- Due to its high quality of manufacture. the Glock 17 is
tions in the United States alone. the M1911 can be found always considered a mastercraft weapon. As such. it grants
all over the world. and is still in use in several other mili- a +l bonus on attack rolls.
tary forces.
6Jocl? 20
Colt Python This slightly larger version of the Glock 17 is chambered for
Now considered a classic by the manufacturer. the Python the slightly more powerful lOmm round.
has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Glock 20 is
Due to its high quality of manufacture. the Colt Python is always considered a mastercraft weapon. As such, it grants
always considered a mastercraft weapon. As such. it grants a +l bonus on attack rolls.
a +l bonus on attack rolls.
mnc Ingram mm
Derringer No longer in production, about 10,000 of these small sub-
This pistol breaks open at the breech like a double-barreled machine guns were made and supplied to United States
shotgun The two·shot weapon has one barrel atop the police forces. the U.S. Army. Cuba. and Peru. Light pressure
other and is barely 5 inches long making it easy to conceal. on the trigger produces single shots. while increased pres-
sure brings automatic fire.
Desert Eagle The MIO accepts a suppressor (see page 120) without
Manufactured by Israeli Military Industries. the Desert Eagle modification.
is the king of large frame. heavy-caliber autoloaders_ The
version on Table 4-4 fires the massive .50 Action Express Pathfinder
round. The Desert Eagle also comes in 357 Magnum and .44 Part of a line of small revolvers designed by Charter Arms.
Magnum models. the Pathfinder is a high-quality weapon used as a concealed

:. ._..••____
•• ...._
s.rtiple handguns
d2
backup weapon by police officers or for personal defense. _
The Pathfinder 1s typical of a number of short-barreled (3
inches) small-caliber revolvers

Ruger Seruice-SiH ~ .•
This revolver. designed specifically for police . .
use. fires the .38 Special round. It was very pop- .,,,
ular with United States police forces prior t9 the •
increasing use of autoloaders in recent decades:cind • •. ~ ·
is still in service with many police forces today. • · · ~ · · : ./:~ •·

SSWm29
The Smith & Wesson Model 29 .44 Magnum
revolver fires one of the most powerful ,.
pistol cartridges 1n the world. The M29 is
known for its deafening sound bright muule flash, fiM. ·
powerful recoil •· . :,

SITESmgResolver
This family of weapons 1s designed wllh the phi·
losophy that an uncomfortable, heavy. or com-
plicated concealed weapon won·t get used The
compact SITES weapon ts very narrow. making it easy to·
conceal.

Slwrpion
The CZ61 Skorp1on is a Czech machine pistol seen increas-
ingly in the West since the collapse of the Soviet Union:
Originally intended for military vehicle crews who don't·
have space for an unwieldy longarm. 1t was widely distrib- ..
uted to Communist countries and in central Africa. and can •
now be found anywhere in the world.

TEC-9
The lntratec TEC-9 is an inexpensive machine pistol popular •.
with criminals because it can be modified (Repair check DC- •
15} to fire on automatic. The pistol only works on semiauto- - .._._ _ _111111
matic fire or. if modified. only on automatic. Once modified
to fire on automatic. the TEC-9 cannot be changed back to Samplt submachine guns
semiautomatic.
at short range. Reduce shotgun damage by 1point for every
Walther PPK range increment of the attack -----
Submachine guns are relatively compact longarms that
The trademark weapon of certain supersp1es. the PPK is a
generally fire pistol ammunition They can fl re on automatic.
small, simple. and reliable autoloader with a design that
dates back to the 1930s. It remains in widespread sef\lice
All longarms are covered by the Personal Firearms Profi-
ciency feat
among European police, military, and government agencies.
Longarms are not well su1red to close combat You take a
-4 penalty on the attack roll when you fire at an adjacent
Longarms target.
Longarms are personal firearms that require two hands to oe
fired without penalty. This group includes hunting and snip· R Km/RK-47
ing rifles. assault rifles. shotguns. and most submachine guns. This venerable assault rifle of the old Soviet Umon 1s one of
The basic longarm is the rifle. a group that includes both the most popular firearms 1n the world, having found
hunting rifles and sniper rifles Most rifles are autoloaders. common use in scores of bush wars and insurrections-on
and they function internally in a manner very similar to auto- all sides of such conflicts.
loader pistols. Some models are operated manually. how-
ever, with the user having to work a bolt or lever between B arrett Light Fifty
each shot. Assault rifles are rifles designed for military use The heavy but rugged Light Fifty 1s an incredibly powerful
and feature automatic as well as semiautomatic fire. weapon for its size Although lt's a sniper rifle. it foes a .50-
Shotguns are large-bore weapons that primarily fire shells caliber machine gun bullet, a round much more powerful
full of small projectiles. They tend to be powerful. but only than any other rifle ammunition.
dLoMODERN
..:

""

Benelli ffil the weapon. This setting does not grant the ability to make
The Benelll 121 Ml semiautomatic. shotgun is reliable, simple, burst fire attacks without the Burst Fire feat: if you use the
and sturdy, with one of the fastest shotgun actions in the setting without the feat. you make a normal attack, and the
world. Many military and law enforcement agencies use this extra two bullets are wasted,
or similar weapons.
HK ffiPBK
Beretta ffi3P A radically shortened version of the MPS, this weapon is
Designed for police and security work, the M3P can fire optimized to be concealable. The steps taken to reduce the
either single shots or on semiautomatic. The M3P comes weapon's size and weight negate the benefits of the parent
equipped with a tubular steel stock that folds over the top weapon's extraordinary quality. and as a result the MPSK is
of the weapon to form a carrying handle. and its ammuni- not a mastercraft weapon.
tion feeds from a box magazine-an uncommon feature in Although it comes with a l~- round magazine, the MPSK
a shotgun. can also accept the same 30-round magazine as the MPS
(use of the larger magazine increases the weapon's size to
Browning BPS Large, though).
This heavy longarm fires the largest shotgun round available, This weapon features a three-round burst setting. When
- - - - - the 10-gauge shell. used with the Burst Fire feat. It fires only three bullets
instead of five and can be used with only three bullets in
HK 63 the weapon. This setting does not grant the ability to make
The G3 fires the powerful 762mm cartridge. a round used in burst fire attacks without the Burst Fire feat, if you use the
many light machine guns but increasingly uncommon in setting without the feat. you make iJ normal attack. and the
assault rifles. At one time, over sixty of the world's armies extra two bullets are wasted.
used this rifle.
HK PSGJ
HK ffiPB This high-precision sniper rifle, based on the design of the
The Heckler &Koch MPS family of weapons is among the HK G3, has a fully adjustable trigger and stock for individual
most rccognlz.able in the world, largely due to its popular- users. The PSGl comes with astandard scope (see page 120).
ity with both Hollywood and real-world counterterrorist Due to its high quality of manufacture, the PSGl is always
forces. Many different designs exist; dexscribed here is the considered a mastercraft weapon, As such, it grants a +l
most basic model. bonus on attack rolls.
Due to its high quality of manufacture. the MP5 is always
considered a mastercraft weapon. As such. it grants a +1 ffil6R2
bonus on attack rolls. Typical of the assault rifles used by militaries around the
This weapon features a three-round burst setting. When world, the Colt Ml6A2 is the current service rifle of the
used with the Burst Fire feat. it fires only three bullets United States military, and 1s common with other armies
instead of five and can be used with only three bullets in and in the civilian world.
d2oMODERN
This weapon features a three-round burst setting. When burst fire attacks without the Burst Fire feat; if you use the
used with me Burst fire feat. it fires only three bullets setting without the feat, you make a normal attack, and the
instead of five and can be used with only three bullets in extra two bullets are wasted.
the weapon This setting does not grant the ability to make
ffi4 Carbine
This is a cut-down version of the Colt M16A2, shortened by
The Right Peat For the Right Job about a third by means of a telescoping stock and a shorter
Here's a quick summary of the feats that help your barrel.
character with ranged attacks. See Chapter Three:
Feats for additional information. mossberg
Advanced Firearms Proficiency: Allows you to use The Mossberg Model 500 ATP6C is a pum~action shotgun
firearms on semiautomatic and automatic without designed for military and police work.
penalty. Prerequisite: Personal Firearms Proficiency.
Archaic Weapons Proficiency: One feat to cover Remington 700
all kinds of archaic weapons. including various types Abolt-action rifle with a reputation for accuracy, the Rem-
of bows. ington 700 has been popular with hunters and target shoot-
Burst Fire: This feat allows you to use automatic ers since its introduction in the 1940s.
fire against a single target. Prerequisites: Personal
Firearms Proficiency, Advanced Firearms. Wisdom U. Sawed-Off Shotgun
Dead Aim: You can take a full-round action to aim, This is a 12-gauge. double-barreled shotgun with the stock
gaining a +2 bonus to make a ranged attack with your and barrels sawed short. All that's left of the stock is a pistol
next action. Prerequisite: Far Shot. grip, and the barrels are roughly 12 inches long. Sawed-off
Double Tap: fire two rounds at a single target with shotguns are generally illegal; most are homemade by cut-
a -2 penalty on the attack roll and +1 die of damage. ting down a standard shotgun.
Prerequisites: Point Blank Shot, Dexterity 13.
Exotic firearms Proficiency: Each time you select Steyr RUG
this feat. you gain the ability to use a different class of An unusual and exotic-looking weapon. the bullpup AUG ls
exotic weapon without penalty. Choose from heavy the standard rifle of the Austrian and Australian armies. Its
machine guns. grenade launchers, and rocket launch- completely ambidextrous components make it equally con-
ers. Prerequisites: Personal Firearms Proficiency, Ad- venient for left- and right-handed users. and it features a
vanced Firearms Proficiency. built-in optical sight.
Far Shot: This feat increases the range increment of This weapon fea tu res a three-round burst setting. When
your ranged weapon by 1.5 (or by 2 for thrown weap- used with the Burst Fire feat, it fires only three bullets
ons). instead of five and can be used with only three bullets in
Personal Firearms Proficiency: The feat needed the weapon. This setting does not grant the ability to make
to use handguns and longarms without penalty. burst fire attacks without the Burst Fire feat if you use the
Point Blank Shot: Provides a •1 bonus on attack setting without the feat, you make a normal attack, and the
and damage rolls when a firearm hits a target within extra two bullets are wasted.
30 feet.
Precise Shot: Eliminates the -4 penalty for shoot- Uai
ing into a rnelee. Prerequisite: Point Blank Shot. Designed in the 1950s for the Israeli army. the Uz.i has - - - -·
Quick Dnw: Allows you to draw a weapon as a become the most popular submachine gun In the world. It
free action instead of a move action Prerequisite: base features a collapsible stock, making it extremely compact.
attack bonus +1.
Quick Reload: Allows you to reload a weapon as a Winchester 94
free action or a move action instead of as a move The Winchester Model 94 Big Bore is a lever-action rifle
action and a full-round action. Prerequisite: base typical of big-bore hunting rifles found around the world.
attack bonus +1.
Shot on the Run: Allows you to move before and
after a ranged attack. Prerequisites: Point alank Shot.
Heavy Weapons
Dexterity 13, Dodge, Mobility. The weapons covered in this section fall under the Exotic
Firearms Proficiency feat. Someone who wields a heavy
Skip Shot: Allows you to ignore cover when mak-
ing a ranged attack. but provides a -2 penalty to the weapon without the appropriate proficiency takes a -4
penalty on all attack rolls with the weapon.
attack roll and a -1 die to the damage roll.
Prerequisites: Point Blank Shot. Precise Shot.
Strafe: Allows you to fire on automatic against tar-
m-60
Introduced in the Vietnam War era, this medium machine
gets in a 5 ft. by 20 ft. area rather than 10 ft. by 10 ft.
Two-Weapon Fighting: Lessens the penalty for gun is still in widespread use with the U.S. military and that
of several other armies. The Exotic Firearms Proficiency
using two ranged weapons by 2 points. Prerequisite:
Dexterity 13. (heavy machine guns) feat applies to this weapon.
d20MODER
ffi2HB flamethrower
This heavy-duty .SO-caliber machine gun has been in serv- Aflamethrower consists of a pressurized backpack contain-
ice since World War II. and remains a very common ing fuel, connected to a tube with a nozzle. It shoots a 5·
vehicle-mounted military weapon around the world. The foot-wide, 30-foot·long line of flame that deals 3d6 points
Exotic Firearms Proficiency (heavy machine guns) feat of fire damage to all creatures and objects in its path. No
applies to this weapon. attack roll is necessary. and thus no feat 1s needed to oper-
ate the weapon effectively. Any creature caught in the line
ffi72A3 LRffi of flame can make aReflex save (DC 15) to take halt damage.
The LAW (light antitank weapon) is a disposable. one-shot Creatures with cover (sec page 144) get a bonus on their
rocket launcher. It comes as a short, telescoped fiberglass Reflex save.
and aluminum tube. Before using the weapon, the firer must A flamethrower's backpack has hardness 5 and 5 hit
first arm and extend the tube, which ls a move action. points. When worn, the backpack has a Defense equal to 9
When the LAW hits its target. it explodes llke a grenade +the wearer's Dexterity modifier + the wearer's class bonus.
or other explosive, dealing its 10d6 points of damage to all A backpack reduced to 0 hit points ruptures and explodes.
creatures within a 10-foot radius (Reflex save DC 18 for half dealing 6d6 points of fire damage to the wearer (no save
damage). Because its explosive features a shaped charge allowed) and 3d6 points of splash damage to creatures and
designed to penetrate the armor of military vehicles, the objects in adjacent 5-foot squares (Reflex save, DC 15, for
LAW ignores up to 10 points of hardness if it strikes a half damage),
vehicle. building. or object. However, this only applies to Any creature or flammable object that takes damage
the target struck. not to other objects within the burst from a flamethrower catchrs on fire>, taking ld6 points of
radius. fire damage each subsequent round until the flames are
The Mn has a minimum range of 30 feet. If fired against extingwshed. A fire engulfing a single creature or object
a target closer than 30 feet away. it does not arm and will can be doused or smotherE>d as a full round action. Dis-
not explode. charging a fire extinguisher (sec page 119) 1s a move action
The Exotic Firearms Proficiency (rocket launchers) feat and instantly smothers flames in a 10 foot by 10 foot area.
applies to this wcdpon. A flamethrower can shoot 10 times before the fuel supply
is depleted. Refilling or replacing a fuel pack has a purchase
ffi79 DCofB.
This simple weapon 1\ t1 \inglf' shot grenade launcher. II fires
40mm grC>nades (see undrr Grenadf's and Explosives, Jauelin
below). These g1PnadPs look like huge bullets an inch and a This light, flexible spear built for throwing Cdn be used i11
half across: thry can't he used as hand grenades, and the mclee, but since ifs not designed for il, charactPrsu5ing i1 in
M79 can'1 shoot hand grenades. this manner are alway\ comldered nonproficiPnt and take a
AHacking wi1h an M79 is identical to throwing an explo- -4 penalty on their melE>e attack rolls.
sive (seP pagt> 10~): yo11 inah1 a ranged a11ack againsl aspe-
tif i( 5 loot \llUdll' (imlt:'t1d of Lc1tgt:>l111g d pe1~011 01 Pepper Spray
creature). The differences between using the M79 and A chemical irritant that <.:an temporarily blind a target,
1hrowing an explosive lie in the range of the weapon {which pepper ~pray c.omes 111 a single-shot container. To use it,
far exceed~ the distance ii hdnd grenade can be thrown) and make a ranged touch attack against the target. The target
the fact that the M79 requires a weapon proficiency to must make a Fortitude saving throw (DC 15) or be blinded for
- - - - operate without penalty. ld4 rounds.
The Exotic Firearm~ Proficiency (grenade launchers) feat
applies to this weapon. Shuriken
A shuriken rs a thrown. star-shaped projectile with four to
eight razor·sharp points. You may draw a shurlken as a free
Other Ranged Weapons action.
Ranged weapons that are not firearms include such diverse
objects as crossbows. tasers, and pepper spray. The feat that
provides proficiency with these weapons varies from
Taser
A taser uses springs or compressed air to fire a pair of darts
weapon to weapon. as indicated on Table 4-4.
at a target. On impact. the darts release a powerful electri-
cal current. On a successful hit, the darts deal ld4 points of
Cowpound Bow electricity damage and the target must make a Fortitude
Bow hunting remains a popular sport in North America. Your
saving throw {DC 15) or be paralyzed for ld6 rounds. Reload-
Strength modifier applies to damage rolls you make when
ing a taser is a full-round action that provokes attacks of
using this weapon.
opportunity.
Crossbow ffihip
A crossbow requires two hands to use. Pulling a lever draws
Whips deal asmall amount of lethal damage. Although you
the bow. Loading acrossbow is amove action that provokes
don't "fire" the weapon, treat a whip as a ranged weapon
attacks of opportunity.
with amaximum range of 15 feet and no range penalties.
E
Because a whip can wrap around an enemy's leg or other Arrow
limb, you can make a trip attack with it (see page 151) by suc- Arrows come in quivers of 12 and are used with the com-
ceeding at a ranged touch attack. You do not provoke an pound bow and other types of archery weapons. These mis-
attack of opportunity when using a whip In this way. If you sile weapons consist of a slender shaft and a pointe<I head.
are tripped during your own trip attempt. you can Clrop the
whip to avoid being tripped. Crossbow Bolt
When using a whip. you get a •2 bonus on your opposed A shaft or missile designed to be shot from a crossbow,
attack roll when attempting to disarm an opponent (i nctud- bolts come in quivers of 12.
mg the roll to keep from being disanned 1f you fail to disarm
your opponent}.
EHP~OSIUES
Ammunition
Ammunition for firearms and other ranged weapons 15 cov- HOD SPLASH WEBPOOS
ered on Table 4-5. Ammunitioo types expressed as simply These v.eapons explode or burst. dealing damage to crea-
a number (such as ".45") are usually referred to 1n conver- tures or ob1ects within an area (see Grenades and Explo
sation by this number, followe<I by "'caliber" (in this case. sives, page 104).
".45 caliber"). Those that contain a unit of measurement Explosives can be thrown or set off in place, depending
(such as ··s.S6mrn") generally aren't referred to wirth the on the type of explosive device. Dynamite and hand
word "caliber:· grenades are examples of these weapons.
All explosives must b~ detonated. Some, such as
grenades. include bu11t-1n detonators. (Pulling the pin on a
U!M1JhlJiaW~ffli}i-M1tHJ·Ii grenade is a free action.) Others require timers or other
5.S6mm (20) 4 devices to set them off. Detonators are covered in Weapon
7.62rri"'l (20) 4 Accessories page 120.
7.62mmR 20) 4 Asplash weapon is a proJedile that bursts on impact,
.444 caliber {20} __
6__ spewing its contents over an area and damaging any crea-
.SO caliber {201 6 ture or ob1ect within that area Generally, creatures
9mm (50) S directly hit by splash weapons take the most damage.
lOmm (50) 5 while those nearby take less damage (see page 104).
22 caliber (50) 4 Splash weapons usually must be thrown to have effect.
.32 caliber (50) 5 ~olotov cocktails and flasks of acid are examples of
.38 special (50) 5 splash weapons.
.357 caliber (SO) 5 Explosives and splash weapons require no feat to use
.44 caliber (50) 5 with profioency unless they are fired or propelled from
.45caliber150) S some sort of launcher or other device, in which case the
50AE caliber (SO) 6 appropriate Weapon Proficiency feat for the launcher 1s
10-gauge buckshot {10) 5 necessary to avoid the -4 nonproficient penalty.
12-gauge buckshot (10) 4
Arrow0~ 8 EHplosives and SplashWeaponsTable
Crossbow bo\t ~2) 7 Explosives and splash weapons are describe<! by a number - - - - ·
of statistics, as shown on Table 4-6.
5.56mm. 7.62mm. 7.62mmA •. 444•.50 Damage/ Direct Hit Damage: The primary damage dealt
These calibers of ammunition are generally use<! in rifles. by the weapon. For explosives, the Damage column shows
assault rifles, or machine guns. and are sold 1n boxes of 20 the damage dealt to all creatures within the explosives burst
bullets each. The 7.62mmR is used in the AKM and other ex- radius. For splash weapons, the Direct Hit Damage colum11 is
Soviet weapon types, and 1s not compatible with the .arger used for a target directly struck by the weapon.

-1J
7.62mm cartridge The .50 caliber is a huge cartridge gener- Burst Radius/Splash Damage: For explosives. the burst
ally fired from heavy machine guns. but also adapted to a radius 1s the area affected by the explosive. All creatures or
few models of powerful sniper rlfles. objects within the burst radius take damage from the
explosive. See the diagram on page 105
9mm. IOmm .22 .32..38 S..357•.44 ..45..SORE For splash weapons. all creatures ,y1thm S feet of the
These calibers are generally used in pisro1s or submachrrie weapon's impact point take splash damage equal to the
guns, and are sold in boxes of 50 bullets each The .SOAE amount shown in this column
pistol round is not compatible with the much larger .50 Damage Type: Damage from explosives and splash
rifle-caliber cartridge (see above).

JO-gauge Buchshot. 12-gauge Buckshot


weapons is classified accord mg to type: energy {of a specific
type. such as fire damage for a therrnite grenade or concus-
sion damage for dynamite) or slashing (a fragmentation
Shotgun cartridges, also known as buckshot. are sold in grenade). Some creatures or characters may be resistant or
m
boxes of ten immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is The 40mm fragmentation grenade has a minimum range
confirmed, a weapon deals double damage on a critical hit of 40 feet. If fired against a target closer than 40 feet away,
(roll damage twice, as 1f you hit the target two times). See it does not arm and will not explode.
page 130 for more about threat range and critical hits. The purchase DC given is for a box of 6 grenades.
Reflex DC: Any creature caught within the burst radius of
an explosive may make a Reflex save against the DC given in C4/Semte11
this column for half damage. So-called "plastic" explosives resemble slabs of wax.
Range Increment: If the weapon can be thrown, its Hard and translucent when cold, these explosives warm
range increment is shown in this column. Explosives with no up when kneaded, and then can be coaxed to take vari·
range increment must be set in place before being deto- ous shapes. The information on the table represents a
nated. (See the Demolitions skill. page 56.) 1-pound block. Additional blocks can be wired together.
Size: Size categories for weapons and other objects are increasing the damage and burst radius; each additional
defined difforently from the size categories for creatures (a block increases the damage by +2d6 and the burst radius
Medium-size weapon. for example. is not the same size as a by 2 feet. and requires a Demolitions check (DC 15) to
Medium-size creature or other object). The relationship link them.
between a weapon's S1Ze and that of its wielder defines Although the damage statistics on Table 4-6 represent a
whether it can be used one·handed. if it requires two hands. l·pound block, C4 is sold in 4-block packages. The purchase
and If it's a light weapon. DC given represents a package of 4 blocks.
A Medium-S1Ze or smaller weapon can be used one- C4/Semtex requires a detonator (see page 120) to set off.
handed or two-handed. It is considered to be a moderate explosive for the purpose
ASmall or smaller weapon is considered a light weapon. of using a Craft (chemical) check to manufacture it.
It can be used one·handed and. as a light weapon, is easier
to use in your off hand (see Table 5-3. page 138). Oet Cord
Weight: This column gives the weapon's weight. Det cord is an explosive ma ropelike form. Technically, det
Purchase DC: This is the purchase DC for a Wealth check cord doesn't explode-but 1t burns so fast {4.000 yards per
to acquire the weapon. This number reflects the base price second) that it might as well be exploding. Normally used to
and doesn't include any modifier for purchasing the weapon string multiple explosive charges together for simultaneous
on the black market. detonation (allowing a single detonator to set them all off),
Restriction: The restriction rating for the weapon. if any, and det cord can also be looped around a tree or post or other
the appropriate black market purchase DC modifier. Remember object to cut it neatly in half.
to apply this modifier to the purchase DC when making a The information on the table represents a SO-foot length.
Wealth check to acquire the weapon on the black market. Alength of det cord can be spread out to pass through up
to ten 5-foot squares. When this is the case, It deals the
Grenades and EHplosiues indicated damage to all creatures in each 5-foot square
Many explosives require detonators. which are described in through which it passes.
It can also be doubled up; for each additional 5 feet of
Weapon Accessories, page 120.
cord within a single Hoot square, increase the damage by
40mm Fragmentation Grenade +ld6 to a maximum increase of +4d6.
This small explosive device must be fired from a 40mm Det cord requires a detonator (see page 120) to set it off.
It is considered to be a simple explosive for the purpose of
·---- grenade launcher, such as the M79 (page 102). It sprays
shrapnel in all directions when it explodes. using a Craft (chemical) check to manufacture it.

I-
Damage Burst

w
Weapon Damage Critical Type Radius Siu Weight
40mm fr~menrauon grenade 3d6 Slashing 10 ft. Tiny I lb
C4/Semtex 4d6 Concussion 10 ft. Small 1lb.
Det cord 2d6 Fire See text Med lib

~
Dynamite 2d6 Concussion sft. 10 (I Tiny 1lb.
Fragmentation grenade 4d6 Slashing 20 ft. 10 ft Tiny 1lb.
Smoke grenade See text 10 ft. Small 2 lb.
Tear gas grenade See text See text tOft Small 2 lb

-:l
Thermlte grenade 6d6 Fire 5 ft. 12 10 ft. Small 2 lb
White phosphorus grenade 2d6 Fire 20 ft. 12 10 ft. Small 2 lb.

amage
Weapon Type Size Weight

a ~~~
1
1
Molotov cockta1l 1 1 20
~
Fire 10 ft.
This weapon cannot be purchased as an item: the purchase DC given is for the weapon's components.
Threat range applies to direct hits only: splash damage does not threaten a critical hit.
~
Small
1ib.
1lb,
d2oMODERN
Dynamite Smo~e Grenade
Perhaps one of the most common and straightforward Military and police forces use these weapons to create
explosives, dynamite is very stable under normal conditions. temporary concealment. On the round when it is thrown, a
Astick of dynamite requires a fuse or detonator to set 1t off. smoke grenade fills the four squares around it (see "5-foot
Additional sticks can be set off at the same time 1f they are radius· in the diagram below) with smoke. On the following
within the burst radius of the first stick, increasing the round, it fills all squares within 10 feet, and on the third
damage and burst radius of the explosion. Each additional round it fills all squares within 15 feet. The smoke obscures
stick increases the damage by +ld6(maximum10d6} and the all sight. including the darkvision ability granted by night
burst radius by 5 feet (maximum 20 feet}. vision goggles (see page 116). Any creature within the area
It's possible to wire together several sticks of dynamite has total concealment (attacks suffer a 50% miss chance.
for even greater explosive effect. Doing so requires a Demo- and the attacker can't use sight to locate the target). It dis-
litions check (DC 10 + 1 per stick}. If you succeed on the perses after 10 rounds, though a moderate wind (11+ mph)
check, the damage or the burst radius of the explosion disperses the smoke In 4 rounds and a strong wind (21+ mph)
increases by 50% (your choice}. disperses it In 1round. Smoke grenades are available in sev-
Dynamite is sold in boxes of 12 sticks. It is considered to eral colors. including white, red. yellow, green, and purple.
be a simple explosive for the purpose of using a Craft As such. they can be used as signal devices.
(chemical) check to manufacture it. The purchase DC given is for a boxof 6 grenades.
To set off dynamite using a fuse, the fuse must first be lit.
requiring a move action (and a lighter or other source of Tear Gas Grenade
flame). The amount of time until the dynamite explodes Military and police forces use these weapons to disperse
depends on the length of the fuse-a fuse can be cut short crowds and smoke out hostage takers. On the round that it
enough for the dynamite to detonate in the same round is thrown. a tear gas grenade fills the four squares around it
(allowing 1t to be used much like a grenade), or long enough witha cloud of Irritant that causes eyes to fill with tears. On
to take several minutes to detonate. Cutting the fuse to the the following round. it fills al I squares within 10 feet. and on
appropnate length requires a move action. the third round it fills all squares within 15 feet. It disperses
after 10 rounds. though a moderate wind (11+ mph} disperses
rragmentation Grenade the smoke m4 rounds and a !>trong wind (21• mph) disperses
The most common military grenade, this is a small explosive it in 1 round.
device that sprays shrapnel in all directions when it Anyone caught in a cloud of tear gas must make a Forti-
explodes. tude save (DC 25) or be blinded and stunned for 2d6 rounds.
The purchase DC given is for a box of 6 grenades. Agas mask renders the target immune to the effects. A wet

iillllll
1111111111,
11111111111 Burst Radius

·· - lllt
1111111111 1

5-foot radius
10-foot radius

15-foot radius
d20MODERN
cloth held over the eyes. nose, and mouth provides a +2
bonus on the Fortitude save ffielee Weapons Table
Melee weapons are described by a number of statistics, as
Thermite Grenade shown on Table 4-7.
Thermlte does not technically explode. Instead, it creates Damage: The damage the weapon deals on a successful
intense heat meant to burn or melt through an object upon hit.
which the grenade is set. Military forces use thermite Critical: The threat range for acritical hit. If the threat is
grenades to quickly destroy key pieces of equipment. confirmed, a weapon deals double damage on a critical hit
The purchase DC given is for a box of 6 grenades. (roll damage twice, as if you hit the target two times). See
page 130 for more about threat range and critical hits.
White Phosphorus Grenade Damage Type: Melee weapon damage is classified
White phosphorus grenades use an explosive charge to dis- according to type: bludgeoning (weapons with ablunt strik-
tribute burning phosphorus across the burst radius. Any ing surface, such as a club}, energy (of a specific type, such
target that takes damage from a "Willie Pete" grenade is as electricity damage for a stun gun), piercing (weapons
dealt an additional ld6 points of Are damage in the follow- with a sharp point, such as a bayonet}, and slashing (weap-
ing round and risks catching on fire (see page 213). ons with an edged blade, such as a longsword). Some crea-
In addition, a WP grenade creates acloud of smoke. Treat tures or characters may be resistant or immune to some
a white phosphorus grenade as a smoke grenade (see forms of damage.
above), except that it only fills squares within 5 feet of the Range Increment: Melee weapons that are designed to
explosion point. be thrown can be used to make ranged attacks. As such.
The purchase DC given 1s for a box of 6 grenades. they have a range increment just as other ranged weapons
do-but the maximum range for a thrown weapon is five
range increments Instead of ten.
Splash Weapons Any attack at less than the given range increment is not
Many splash weapons. such as Molotov cocktails, are essen- penalized for range. However, each full range increment
tially homemade devices (improvised explosives). The pur- causes acumulative-2 penalty on the attack roll. For exam-
chase DC given in Table 4 6 reflects the typical cost of the ple, aknife has a range increment of 10 feet. An attack made
necesmy components. See the Craft (chemical) skill, page from a distance of 10 feet would be at a -2 penalty. An
54. for details on making improvised explosives. attack from 15 feet would be made at -2, since it's more
than one whole range increment away.
Acid. ffiild Size: Size categories for weapons and other objects are
You can throw a flask of acid as a grenadelike weapon. A defined differently from the size categories for creatures (a
flask is made of ceramic, metal. or glass (depending on the Medium-size weapon, for example, is not the same size as a
substance it has to hold), with a tight stopper, and holds Medium-size creature or other object}. The relationship
about 1pint of liquid. This entry represents any mild caustic between a weapon's size and that of its wielder defines
substance. Acid may be purchased in many places, including whether it can be used one handed, if it requires two hands.
hardware stores. and if it's a light weapon.
A Medium-size or smaller weapon can be used one-
ffiolofou CocRtail handed or two handed. A Large weapon requires two hands.
A Molotov cocktail is a flask containing a flammable liquid A Small or smaller weapon is considered a light weapon.
(such as gasoline, pure alcohol, or very high proof liquor},
·---- plugged with a rag. A Molotov cocktail is easily made by
It can be used one-handed and. as a light weapon. is easier
to use in your off hand (see Table 5-3, page 138).
hand (Craft (chemical] check DC 10 or Intelligence check Weight: This column gives the weapon's weight.
DC 15). To use it. the rag must first be lit, requiring a move Purchase DC: This is the purchase DC for a Wealth check
action (and a lighter or other source of flame}. The cocktail to acquire the weapon.
detonates in I rounds or on impact with a solid object, Restriction: The restriction rating for the weapon. if any.
whichever comes first A target that takes a direct hit is (None of the weapons on Table 4-7 have restriction ratings.)
dealt an additional ld6 points of fire damage in the follow-
ing round and risks catching on fire (see page 213).
Simple ffielee Weapons
Generally inexpensive and llght 1n weight. simple weapons
ffiELEE WEAPOOS get the job done nevertheless.
Melee weapons are used in close combat, and they are gen-
erally among the simplest types of weapons. The feat that Brass KnucRles
provides proficiency with these weapons varies from These pieces of molded metal fit over the outside of
weapon to weapon; some are considered simple weapons your fingers and allow you to deal lethal damage with
(covered by the Simple Weapons Proficiency feat); others an unarmed strike instead of nonlethal damage. A strike
are archaic (Archaic Weapons Proflciency) or exotic (Exotic with brass knuckles is otherwise considered an unarmed
Melee Weapon Proficiency). attack.
A character's Strength modifier is always added to a When used by a character with the Brawl feat, brass
melee weapon's attack roll and damage roll. knuckles increase the base damage dealt by an unarmed
oJn MODER~J
strike by+l and turn the damage into lethal damage. for this weapon. since both vary depending on the pistol
The cost and weight given are for a single item. used (see Table 4-4).

Cleaver Rine Butt


Heavy kitchen knives can be snatched up for use as weap- The butt of a nfle can be used as an impromptu club.
ons in homes and restaurants These weapons are essen-
tially similar to the twin butterfly swords used in some Sap
kung fu styles. A sap comes in handy when you want to knock out an
opponent. This weapon. essentially a smaller version of a
Club club. deals nonlethal damage instead of lethal damage.
Almost anything can be used as a club. This entry repre-
sents the wooden nightsticks sometimes carried by police Stun Gun
forces. Although the name suggests a ranged weapon. a stun gun
requires physical contact to affect its target. (The taser is a
Knire ranged weapon with a similar effect.) On a successful hit
This category of weapon includes hunting knives. butterfly the stun gun deals ld3 points of electricity damage, and the
or "balisong" knives. switchblades. and bayonets (when not target must make a Fortitude saving throw (DC 15) or be par·
attached to rifles). You can select the Weapon Finesse feat alyzed for ld6 rounds.
(page 89) to apply your Dexterity modifier instead of your
Strength modifier to attack rolls with a knife. Tonfa
This is the melee weapon carried by most police forces,
metal Baton used to subdue and restrain criminals. You can deal non·
This weapon can be collapsed to reduce its size and increase lethal damage with a tonfa without taking the usual -4
its concealab1llty. A collapsed baton is Small and can·t be penalty (see page 141).
used as a weapon. Extending or collapsing the baton is a
free action.
Archaic ffielee Weapons
Most of these weapons deal damage by means of a blade or
Pistol Whip a sharp point Some of them are moderately expensive.
Using a pistol as a melee weapon can deal greater damage reflecting their archaic nature in modern-day society.
than attacking unarmed No weight or purchase DC is given

!: 4 ~ ' ~··~
Damage Range Purchase
Wea on Dama e Critical T Increment Size Wrti ht DC Restriction

10 ft.

Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain 1 ld6/1d6 20 Bludgeoning - Ldrge
Cham saw 3d6 10 Sla)hing Large
Kama ld6 20 Slashing ~mall
Katana 2d6 19-20 Sla5hing Large ~---
Kukri ld4 18-70 Sla~hir.g Small
Nunchaku 1d6 20 Blud~ing Small._ __
Three-section ~taff 1 ldlO/ldlO lO ~g.eooing large
I See the desn ipt1on of this weapon for special •u es.
d20MODERN
Bayonet (fiHed) The chain can be used either as a double weapon or as a
The statistics given describe a bayonet fixed at the end of a reach weapon You can fight with 1t as if fighting with two
longarm with an appropriate mount. With the bayonet weapons. incurring all the normal attack penalties as if using
fixed, the longarm becomes a double weapon-dublike at a one· handed weapon and a light weapon. In this case, you
one end and spearlike at the other. You can fight with it as can only strike at an adjacent opponent.
if fighting with two weapons, but If you do, you incur all the If you use the chain as a reach weapon, you can strike
normal attack penalties assoclaled with fighting with two opponents up to 10 feet away, In addition, unlike other
weapons, as If using a one handed weapon and a light weapons with reach (such as a spear). you can use it against
weapon (see Attacking with Two Weapons, page BB}. an adjacent foe, In this case, you can only use one end of
the chain effectively: you can't use it as a double weapon.
Hatchet Because achain can wrap around an enemy's leg or other
This light axe is a chopping tool that deals slashing damage limb. you can make a trip attack with it (see page 152) by
when employed as a weapon. succeeding at a rnelee touch attack. If you are tripped
during your own trip attempt. you can drop the chain to
Longsword avoid being tripped.
This classic, straight blade is the weapon of knighthood and When using a chain, you get a +2 equipment bonus on
valor. your opposed attack roll when attempting to disarm an
opponent (including the roll to avoid being disarmed if you
machete fail to disarm your opponent)
This long-bladed tool looks much like a short, lightweight You can select the Weapon Finesse feat (page 89) to
sword. apply your Dexterity modtner Instead of your Strength
modifier to attack rolls with a chain.
Rapier
The rapier is a l1ghtwe1ght sword with a thin bldde. You can Chain Saw
select the Weapon finesse recll (p11ge 89) to apply your Dex· Military and police units use powered saws to cut through
terlty modifier instead of your Strength mo<.11ner to attack fences and open doors rapidly. They are sometimes pressed
rolls with a rapier. into service as weapons, often by people who watch too
many movies.
Spear
This prhnllive device Is a reach weapon. You can strike
Kama
opponents 10 feel away with it. bul you can't use it against Akarna is a wooden shaft with a scyth<' blatle extending at
an adjacent foe. a right angle out from the shaft. Kama arc traditional wcap·
ons in various styles of karate.
Straight Ra2or
Favored by old-school organized crime "mechanics." this Katana
item can still be found in some barbershops and shaving kits. The katana is the traditional Japanese samurai sword. When
used with the Exotic Mclee Weapon Proficiency fear. it can
Sword Cane be used with one hand. For a wielder w1thou1 the feat. the
This is a lightweight. concealed sword that hides its blade in katana must be used with two hands, and the standard -4
nonproficiency penalty applies.
----- the shaft of a walking stick or umbrella. Becau~ of this spe·
c1al construction. a sword cane Is always considered to be
Ku~ri
concealed: it is noticed only with a Spot check (DC 18}. (The
walking stick or umbrella 1s not concealed. only the blade This heavy, curved dagger has Its sharp edge on the inside of
within.) the curve.

nunchaku
EHoticffielee UJeapons A popular martial arts weapon, the nunrhaku is made of
Most exotic weapons are either atypical In form (such as a two wooden shafts connected by a short length of rope or
chain) or improved variationsof other melee weapons(such chain.
as a katana, which deals more damage than a longsword).
Because each exotic weapon Isunique In how it is manipu- Three-Section Staff
lated and employed, a separate Exotic Melee Weapon Pro- Originally a farm implement for l hre~h lng grain, this weapon
ficiency feat is required for each one in order to avoid the is composed of three sectiom of wood of equal lengths,
4 nonproficient penalty. joined at the ends by chain, leather, or rope. The three-sec·
tion staff requires two hands to use.
Chain The three· section staff is adouble weapon You can fight
Also called the manriki-gusarl, this is a simple chain with with it as if fighting with two weapons. but if you do, you
weighted ends. It can be whirled quickly, striking with hard incur all the normal attack penalties associated with fight-
blows from the weights. One end can also be swung to ing with two weapons. as if using aone-handed weapon and
entangle an opponent. a light weapon (see Attacking with Two Weapons. page 138).
rl nMODERN
IIDPBOUISED WEAPons ABIDOA
Any portable object can be used as a weapon in a pinch. In Body armor comes in a variety of shapes a~d sizes. provid-
most cases, an object can be wielded either as a melee ing varying degrees of coverage and varying heaviness of
weapon or a ranged weapon. A chair. for example. can be materials.
swung or thrown with equal aplomb. Three feats cover proficiency in the use of armor: Armor
You take a -4 penalty on your attack roll when wielding Proficiency (light), Armor Proficiency (medium). and Armor
or throwing an improvised weapon. An improvised weapon Proficiency (heavy).
is not considered simple, archaic. or exotic. so weapon pro-
ficiency feats cannot offset the - 4 penalty.
Armor Table
Armor is described by a number of statistics. as shown on
Table4-9.
Diminutive Ashtray, CD disk case, Type: Armor comes m four types: archaic. impromptu,
crystal paperweight concealable. and tactical.
Tiny Fist-sized rock. mug. screwdriver, 1d2 Archaic armor is old-fashioned armor. such as medieval
sohball. flashlight. wrench chainmail and plate mail.
Small Bottle. drlll, fire extinguisher, Impromptu armor includes items that provide protection
ld3
flower pot. helmet, even though they weren't designed for that purpose, such as
leather biker's jackets and football pads.
metal hubcap, vase
Medium-size Bar stool. brick. briefcase. Concealable armor is modern body armor designed to fit
ld4
bowling ball, garbage can lid. underneath regular clothing. It can be worn for extended
hockey stick. nail gun periods of time without fatiguing the wearer..
Large Empty garbage can. guitar. 1d6 Tactical armor is modern body armor that fits over cloth-
computer monitor, office chair, ing and can't be easily concealed. Its weight and bulk make
tire iron it impractical to wear all the time. and it's genera.Uy .only
Huge 10-foot ladder. mailbox, donned when a specific dangerous confrontation 1s likely.
ld8
oil barrel. park bench sawhorse Because it's worn over clothing in tactical situations. tactical
Gargantuan Desk. dumpster. file cabinet. armor often has pockets, clips, and velcro attachment
2d6
large sofa, soda machine points for carrying weapons. grenades. ammunition, flash-
Colossal Junked vehicle. stoplight, lights. first aid kits. and other items.
2d8
Equipment Bonus: The protective value of the armor.
telephone pole
Thisbonus adds to the wearer's Defense.
Nonproficient Bonus: The maximum amount of the
You can effectively wield or throw an object of your size
armor's equipment bonus that can be applied to the
category or smaller using one hand. You can effectively
wield or throw an object one size category larger than your- wearer's Defense If the wearer Is using armor with which he
isn't proficient (doesn't have the appropriate feat).
self using two hands. For example, a Medium-size character
Maximum Dex Bonus: This number is the maximum
can effectively wield or throw a Medium-size or smaller
object with one hand and a Large object with two han~s. but Dexterity bonus to Defense that this type of armor ~I.lows.
cannot effectively wield or throw a Huge or larger object Heavier armor limits your mobility, reducing your ability to
An improvised thrown weapon has a range increment of avoid attacks. For example. a light-duty vest permits amax- _ _ __
10 feet. Increase the range increment for creatures of large imum Dexterity bonus of +3. A character with a Dexterity
size or larger as follows: Large 15 feet. Huge 30 feet, Gargan- score of 18 normally has a +4 Dexterity bonus to his
tuan 60 feet, Colossal 120 feet. Defense but if he's wearing a light-duty vest, his Dexterity
bonus drops to +3.
Damage: Improvised weapons deal lethal damage based
on their size, although the GM may adjust the damage of an Even if your Dexterity bonus drops to +O because .of
object that is especially light or heavy for its size. The armor, you are not considered to have lost your Dexterity
wielder's Strength mod If1er applies only to damage from bonus. For example. you aren't considered flat-footed (see
page 140) if you're wearing a forced entry unit. even though
Tiny or larger improvised weapons. do not a?p.ly ~he
your current Dexterity bonus is +O
wielders Strength modifier to damage from D1mmut1ve
Armor Penalty: The heavier or bulkier the armor. the
objects. Table 4 8: Improvised Weapon Damage .by ~ize
gives the damage for improvised weapons of varying size. more it affects certain skills. This penalty applies to checks
Improvised weapons threaten a critical hit on a natural roll involving the following skills: Balance. Climb. Escape Artist.
of 20. Improvised weapons of Fine size deal no damage. Hide, Jump, Move Silently. and Tumble.
Unlike real weapons. improvised weapons are not Speed (30 h.): Medium and heavy armor slows. y~u
designed to absorb damage. They tend to shatter, bend. down. The number in this column is your speed while 1n
crumple, or fall apart after a few blows. An Improvised armor. assuming your base speed is 30 feet (the normal
speed for most human beings).
weapon has a 50% chance of breaking each lime it deals
Weight: This column gives the armor's weight.
damage or. In the case of thrown Objects. strikes a >Urface
Purchase DC: This is the purchase DC for a Wealth check
(such as a wall) or an ob1ect larger than Itself.
to acquire the armor. This number reflects the base price
~: , • ~:l'.JI!
Equipment Nonprof. Maximum Armor Speed Purchase
Armor T e Bonus Bonus Dex Bonus Penalt 30 ft. Wei ht DC Restriction
light Armor
Leather jacket lmprompn1 +1 .~
•8 30 4lb 10
Leather armor Archaic •2 •1 •6 30 15 lb. 12
Light undercover shirt Concealable +2 +1 +7 lO lib 13 Uc {+1)
Pull-up pouch Vt>St Concealable +2 •1 +6 30 2lb. 13 Lici•l)
Undercover vest Concealable +3 •l •S 30 311>. 14 Lie •I}

Medium Armor
Concealable vest +4 •2 •4 -3 2S 4 lb. 15 Uc(+l}
Chainma1I sturt •S •2 +2 -5 20 401b. 18
Ught·duty vest •S "'2 +3 -4 25 8 lb. 16 Lie (•!)
Tactical vest •6 -2 •2 -5 25 10 lb. 17 Lie (•I)

Heavy Armor
Special response vest Tactical +] +3 +l -6 20 IS lb. 18 Lie [+1)
Plate mail
Forced entry unit
Archaic +8 +3 •l -6 20 so lb. 23
Tartical +9 +3 ..{) -8 20 20 lb. 19 Lie(•!)

and doesn't include any modifier for purchasing the armor it's also more easily noticed. It's best used when the
on the black market. armor should remain unseen but the wearer doesn't
Restriction: The restriction rating for the armor. if any, and expect to face much scrutiny, granting a +2 bonus on
the appropriate black market purchase DC modifier. Remem- Spot checks to notice the armor (see Spotting Con-
ber to apply this modifier to the purchase DC when making a cealed Armor. page 95).
Wealth check to acquire the armor on the black market.
medium Armor
Light Armor Most medium armor (except for the archaic chainmail
For the character who doesn't want to be bogged down by shirt) is not terribly heavy, but nonetheless provides a sig-
more cumbersome armor types, a leather garment or some nificant amount of protection-at the expense of some
sort of concealable armor 1s just the ticket. speed.

leather Jachet ConcealableUest


This armor is repre~ented by a heavy leather biker's jacket. A Standard issue in many police forces. this vest provides
number of other impromptu armors, such as a football pads maximum protection in a garment that can be worn all day
and a baseball catcher's pads, offer similar protection and long under regular clothing. While it may go unnoticed by
game statistics. a quick glance, it is usually visible to anyone looking
closely for it. granting a +4 bonus on Spot checks to notice
Leather Armor the armor (see Spotting Concealed Armor, page 95).
This archaic armor consists of a breastplate made of thick,
lacquered leather. along with softer leather coverings for Chainmail Shirt
other parts of the body. This medieval-era armor is a long shirt made of inter-
locking metal rings, wrth a layer of padding underneath.
Light Undercover Shirt It's heavy. making it uncomfortable to wear for long
Designed for deep undercover work in which it's critical that periods of time.
the wearer not appear to be armed or armored, this gar-
:nent consists of a T-shirt with a band of light protective Light-Duty Uest
material sewn 1n around the lower torso. A lightweight tactrcal vest designed for extended use by
riot police and forces on alert for potential attack, this
Pull-Up Pouch Uest armor sacrifices a degree of protection for a modicum of
This garment. consisting of a torso apron of light protective comfort-at least compared to other tactical body
material held up by aloop around the neck. can be stored in armors.
an innocuous fanny pack. Wear it around your waist, and
you'll attract little attention. Then. when the bullets begin Tactical Uest
to fly, simply unzip the pouch and pull the apron up and The standard body armor for police tactical units, this vest
over your neck. Deploying the apron is a move action. This provides full-torso protection rn the toughest flexible pro-
garment provides no equipment bonus (and has no armor tective materials available.
penalty or maximum Dexterity bonus) v1hen undeployed.
Heauy Armor
Undercover Uest For the best protection money can buy, go with heavy
Covering a larger area of the torso. this vest provides armor ... and hope the whopping armor penalty doesn't
better protection than the light undercover shirt- but come back to haunt you at the wrong time.
Plate ffiail
This medieval-era armor consists of metal plates that
cover the entire body. It's heavy and cumbersome com-
pared to most modern armor. but it does provide a great
deal of protection

Special Response Uest


Built like the tactical vest. but incorporating groin and 11eck
protection as well as a ceramic plate over the chest this
armor provides additional protection in battles against
heavily armed opponents.

Forced Entry Unit


The most powerful protection available is built into this
suit, which consists of a heavy torso jacket with ceramic
plates over the chest and back. neck and groin guards. arm
protection and a helmet Heavy and cumbersome. this
armor is generally only donned by tactical officers
heading into a dangerous assault

GENERAL
EQUIPMENT
This section covers the wide variety of general gear avail-
able to adventurers of all sorts
Many of the objects in this section are battery-
operated. Any device that uses batteries comes
with them. As a general rule. ignore battery life-
assume that heroes (and their antagonists)
are smart enough to recharge or replace
their batteries between adventures. and
that the batteries last as long as needed
during adventures. If battery life is Impor-
tant in your game, roll ld20 every time a
battery-operated item is used. On a result of l. the bat-
teries are dead and the object Is useless. New baneries
have a purchase DC of 2 and can be changed as a move
action.

Equipment Tables
Equipment is described by a number of statistics. as shown
on Table 4 10.
Size: The size category of a piece of equipment helps to BB
determine how easy that object is to conceal (see Con-
cealed Weapons and Objects. page 94). and rt also indicates
whether using the object requires one hand or two. In gen-
eral, a character needs only one hand to use any object that
is of his size category or smaller
Weight: This column gives the item's weight
Purchase DC: This is the purchase DC for a Wealth check
to acquire the item. This number reflects the base price and
doesn't include any modifier for purchasing the item on the
black market.
Restriction: The restriction rating for the object. if any.
and the appropriate black market purchase DC modifier.
Remember to apply this modifier to the purchase DC
when making a Wealth check to acquire the item on the Armor and heavy weapons improve
black market. tvary hero's confidence
r1 20MODERN
Buying Used Equipment durable fabric, it holds 10 pounds worth of equipment and
For some objects, a character can try to go the cheap- comes with a shoulder strap.
er route and buy used. Used car lots. used book stores,
secondhand and refurbished electronic equipment
Day Pack
shops, pawn shops-all these establishments and more This is a small backpack, the sort often used by students to
offer deals on previously owned goods. In general. only carry their books around, or by outdoor enthusiasts on
objects with a purchase DC of 16 or higher provide a short hikes. It holds 8 pounds of gear and fits comfortably
break if you can find them used. Objects with a pur- over one or both shoulders.
chase DC of 15 or lower don't receive a price break if
you find them in used condition. Whether you can find Handbag
an object to purchase used instead of new is entirely In the United States, only women commonly carry handbais
up to the Gamemaster. Except for purchasing a used or purses. In some Latin countries, however, men also ~re­
car. finding other objects through a used market takes quently carry small totes. Either way. handbags provide
time and a bit of luck. another way to carry 2 pounds of equipment. The purchase
Shopping for a used object takes twice as long as DC shown is for a basic bag: high-fashion purses can increase
shopping for the same object new. In addition. a~er the DC by as much as 5.
spending the time shopping. the GM can determm~
that the exact obiect you were searching for isn"t Range PacR
available. You might find a similar object, or you might This lightweight black bag has a spacious inner compart-
not find anything like 1t at any of the used outlets ment capable of holding roughly 8 pounds of gear and can
you've checked out. hold an additional 4 pounds in six zippered external com-
Buying used doesn't negate the penalties and fees partments. The larger version holds 12 pounds of equi~ment
associated with buying restricted objects or objects in the internal compartment and another 6 pounds m the
that require a license. zippered external pouches. Arange pack easily holds_ several
If you do find a used object. and it had a purchase pistols and a submachine gun. and the larger version can
DC of 16 or higher when new. its purchase DC decreas- hold disassembled rifles.
es by l. For example. if you decide to buy a used Chevy
Corvette. the purchase DC decreases from 30 to 29. Patrol 8011
Used objects are harder to repair if something Originally developed for use by police officers, this portable
breaks or is damaged. Whenever a used object requires file cabinet has found favor with traveling salespeople and
a Repair check. Increase the Repair check DC by 5. other road warriors. This hard-sided briefcase takes up the
Remember that buying something used is different passenger seat of an automobile and provides. :asy access
from buying something on the black market. While a to files, storage for a laptop computer. and a writing surface.
hot object might be used, it is sold as though it was It holds S pounds worth of equipment and has an average
new. adding the appropriate purchase DC modifier lock (Disable Device DC 25: break DC 15).
and time (see Table 4-1) for purchasing the item
through illegal venues. Livingin LuHury
The purchase DCs given in this chapter are for average-
quality items. It's possible to purchase similar items with
Bags and Bmms . _ luxury features, generally by increasing the purchase DC
._....____ With the wide variety of equipment available to modern
adventurers. it's often critical to have something to store by 1. Although such items are more expensive. they offer
the equipment in or carry It around in. no additional features or game benefits-except the sat-
isfaction of knowing that you've bought the very best
Aluminum Travel Case
When something has to arrive undamaged. this is how to Clothing .
ship it. A travel case 1s a reinforced metal box with foam Generally. you don't have to outfit your character mnormal,
inserts. Wing-style clamps keep it from opening accidentally. everyday clothing. The items described here represent spe-
cial clothing types. or unusual outfits that you might need
Briefcase to purchase (see the sidebar below).
Once the sure sign of a business professional. a briefcase
still gives an impression of authority and responsibility, They Clothing Outfit
can carry up to Spounds worth of gear. Abriefcase can be An outfit of clothing represents everything you need to
locked. but its cheap lock is not very secure (Disable Device dress a part pants or skirt, shirt, undergarments, appropriate
DC 20: break DC 10). shoes or boots, socks or stockings, and any necessary belt or
suspenders. The clothes a character wears does not count
Contractor'sPield Bag against the weight limit for encumbranc.e. .
Acombination tool bag and notebook computer case, this Business: Abusiness outfit generally includes a 1acket or
has pockets for tools. pens. notepads. and cell phones. ft blazer. and it tends to look sharp and well groomed without
even has a clear plastic flap for maps or plans. Made of being overly formal.
d20MODERN
ME11 GENHM9*1Hbm.!i@W$!ii
Bags and Boxes
O· Ob"ect
E.lectnca tool kit
Sin Wei ht Porch1se DC Rei.triction

Aluminum tra .. el me Basic l4


21
~·,~-~~~~ ~-----
75 lb. capacity '2 7
Briefcase 7- - - - - IS
Contractors field bag 6 See text lllegalj+4l
Day pack s- - - - - Sma"" lib. s
Handbag .i Small 3 lb. )]
Range pack =--------~
Standard Small 7 1lb.
OverSlled Med 9----~ 0.5 lb
Patrol box Med 9 12 lb.
Clothing sotb.
7 lb.
Clothing outflt --~~ I lb
Business 12
Casual 8- - -- - - I lb Lie (+l}
Formal 15
o.s lb Res~
Fatigues =----==9'--~---~
Uniform 9
Ghillie suit 6~----

0uterwear._ _ _ _-:-:--:-------c" '- - - - - - - -


Coat 2 lb.." - - - ____
Fattg,uejacket 2 lb
Overcoat 311>·-----~-----
Parka 3 lb.
Photojour1Jj!f!5t's vest 1lb.
Windbreaker 1lb.
Tool belt J II'
Computers and Consumer Electronics 7
Camera
15
3Smm Smal 2 .b.
Digital Tiny O.S lb
16
Disposable T!!'1 0.5 lb 2
Film Dim
II
Film developing (1011}-=-c-
- - - - - --"
s
Cell phone Dim ----- 8
Tiny 15
Computer
Desktop large 10 lb
Dim 3
Notebook Med Slb
Upgrade Tiny 4
Digital audio recorder
Small 6
Small 13
Modem 15
Tiny
Broadban=-d - - ----'".!.
Cellular 4
PDA Tin 3
Portable satellite R1ione Sma I 8
Portable video camera Small
Printer Med
9
Scanner ~.eel
5
Wallde-calk1e ______ 9
Bas1C
Profess1orial
Surveillance Gear
Slack bo1 -~-~~~
Caller ID defeater '-'=---'~----"'
Cellular interceptor ~---~
Lineman·s buttwl
Metal detector
Night v1s1on goggles
Tap detector
Telephone tap
line tap Tiny lie (tl}
Receiver tap Tiny Res l•2}
Telephone lln" trace Med
Professional Equipment
Bolt cuttet Med
Caltrops (25) Small
Car opening kit Tiny Lie Hl
Chemical kit Med
Demolft1ons ~1t Med
Disguise kit Med
Duct rape Tiny -~-~Tiny Milf+3)
Sma!I Mil {+3)
d20MODERN
Casual: Casual clothes range from cut-off jeans and a T- items on hand. The pockets are open, however, and items
shirt to neatly pressed khakis a!f1d a hand-knit sweater. can e~ily fall out if the belt is tipped.
Formal: From a little black dress to a fully appointed
tuxedo, formal clothes are appropriate for "black tie" occa-
sions. Special designer creations can have purchase DCs
Oo Clothes matter?
i For the most part, your clothing choice is based on
much higher than shown on the table.
your character concept. Suave superspies dress in high
Fatigues: Called "battle dress uniforms" (or BDUs} in the
fashion, combat soldiers wear camouflage fatigues,
United States Army, these are worn by hardened veterans
and aut·o mechanics wear greasy coveralts with an
and wannabes alike. They're rugged. comfortable, and pro·
embroidered name patch. It's generally assume<J that
vi de lots of pockets. They are also printed in camouflage pat·
your hero owns a reasonable wardrobe of the sorts of
terns: woodland. desert, winter (primarily White), urban (gray
clothes that fit her lifestyle. You don't need to worry
patterned), and black are avail(lb(e. When worn In an appro-
about purchasing a bunch of everyday clothes for your
priate setting, fatigues grant a +2 bonus on Hide checks.
character.
Uniform: From the cable guy to a senior Air Force officer,
Sometimes. however, you might need 5omething
people on the job tend to wear uniforms-making such
out of the ordinary. When that's the case. you'll have to
clothing an essential part of some disguises, since a uniform
purchase it like any other plece of gear. Clothes have
inclines people to trust the wearer.
two effects on game mec:hanics: one on Disguise
checks, and one on Slelgh1 of Hand checks.
Ghillie Suit First. clothing is part of adisguise. If you want to look
The ultimate in camouflage, a ghillie suit is a loose mesh
like a plumber, you need work pants, a work shirt, steel-
overgarment covered in strips of burlap in woodland colors,
toed boots, a tool kit, and a tool belt. Avan full of tools
to which orher camouflaging elements can easily be added.
with the company logo on the side doesn't hurt either.
A figure under aghillie suit is nearly impossible to dl~r.E'rn.
See the Disguise skill description (page ~9) for more on
A character wearing a ghillie sqit with appropriate col·
how appropriate dress affects Disguise chec~s.
oration gains a •10 bonus on Hide checks. (The sui(s
Clothes also help to hide firearms, body armor. and
coloration can be changed with a move action. However.
small objects. Tightly Latlored clothing imposes a
the bulky suit imposes a penalty of -4 on all Dexterity
penalty on an attempt to conceal an object; clothing
checks. Dexterity-based skill checks (except I lide}, and
purposely tailored to conceal objects provides a
melee attack rolls.
• botM. See Concealed Weapons and Objects, page 94.
Outerwear
In addition to keeping you warm and dry, coats and j acket~
1
Computers and Consumer Electronics
provide additional concealment for things you rE' carrying Rules for operating computers appear under the Computer
(they o~en qualify as loose or bulky clothing; see ConcealE>d lJ\e skill. This section covers general equipment most likely
Weapons and Objects, page 94. to see use by characters-certainly not everything available
Coat: An outer garment worn on 1I1e upper body. Ils In the ever-changing modern world.
lenglh and style vary according to fashion and use. Some of the items in this section have monthly subscrip·
FatigLle Jacket: A lightweight outer garment f.ashioned ti on costs as well as initial purchase costs. The purchase DC
after the fatigue uniforms worn by mflitary personnel when on Table 4-10 accounts for both costs: once achuracter has
performing their standard duties. obtained the Item. he doesn't have to worry about ongoing
Overcoat: A warm coat worn over a suit jacket or indoor subscription costs.
clothing.
Parka: This winter coat grants the wearer a+2 equipment Camera
bonus on Fortitude saves made to resist the effects of cold Still cameras let you capture a record of what you've seen.
weather (see page 213). JSmm: The best choice for the profcssiornal photogra-
Photojournalist 's Vest: Made of cotton with mesh pher, this camera can accept different lenses and takes the
panels to keep the wearer cool. the photojournalist's vest highest-quality picture. You need a camera to use the pho-
has numerous obvious-and hidden-pockets. It counts as tography aspect of the Craft (visual art) ski II. The film used
loose and bulky clothing when used to conceal Small or in a camera must be developed.
smaller weapons, and also grants the "specially modified Digital: Adigital camera uses no film: instead, its pictures
to conceal object" bonus when used to conceal Tiny or are simply downloaded to a computer as image files. No
smaller objects. See Concealed Weapons and Objects, film developing is necessary.
page 94. Disposable: A 35mm camera with fllm built In can be
Windbreaker: This is a lightweight jacket made of wind· purchased from vending machines, tourist traps, drugstores,
resistant material. and hundreds of other places. Once the film is used, the
entire camera Is turned in to have the film developed.
Tool Belt Film: The medium upon which photographs are stored,
This sturdy leather belt has numerous pockets and loops for film comes in a variety of sizes and speeds. The purchase DC
tools, nails, pencils, and other necessities for repair and con- represents the cost of a roll of 24 exposures of hlgh-speed
struction work, making it easy to keep about 10 pounds of (ASA 400} film.
a:w Tv10DERt~
Film Developing: In most areas, drugstores and photo
shops provide 1-hour serv1c:.e; in others, it takes 24 hours. In
PDR
Personal data assistants are handy tools for storing data.
really remote areas. film may have to be sent away for
They can be linked to a notebook or desktop computer to
developing, taking a week or longer. The purchase DC rep-
move files back and forth, but can't be used for Computer
resents the cost of getting two prints of each shot on aroll
Use or Research checks.
of film. or one of each and any two also blown up to a
larger size.
Portable Satellite Telephone
This object looks much like a bulky cell phone. and func-
Cell Phone tions in much the same way as well. However, because it
A digital communications device that comes in a hand-held
communicates directly via satellite. it can be used anywhere
model or as aheadset. a cell phone uses a battery that lasts
on earth, even in remote areas well beyond the extent of
for 24 hours before it must be recharged. It works in any
cell phone service.
area covered by cellular service.
Portable satellite phones are very expensive to use. When
used in a place not served by regular cellular service, each
Computer call requires a Wealth check (DC 6).
Whether a desktop or notebook model, a computer
includes a keyboard, a mouse, a monitor, speakers, a CD-
ROM drive. a dial-up modem. and the latest processor. You
Portable Uideo Camera
Portable video cameras use some format of videotape to
need a computer to make Computer Use checks and to
record activity. The tape can be played back through a VCR
make Research checks involving the Internet.
or via the camera eyepiece.
Desktop: Sulky but powerful, these machines are
common on desks everywhere.
Notebook: Slim, lightweight, and portable, notebook
Printer
The color inkjet printer described here is suited for creating
computers have most of the functions available on desktop
hard copies of text and image files from computers.
computers.
Upgrade: You can upgrade a desktop or notebook com-
puter's processor to provide a •I equipment bonus on Com-
Scanner
A color flatbed scanner allows the user to transfer images
puter Use checks. Increase the purchase DC of adesktop by
and documents from hard copy into a computer in digital
tl or a notebook by +2 to purchase an upgrade.
form.
Digital Rudio Recorder Wal~ie-Tal~ie
For the idea person on the go, these tiny recorders (about
This hand-held radio transceiver communicates with any
the size of a deck of playing cards) can record up to eight
similar device operating on the same frequency and within
hours of audio and can be connected to a computer to
range.
download the digital recording. Digital audio recorders
Basic: This dime-store variety has only a few channels.
don't have extremely sensitive microphones; they only pick
Anyone else using a similar walkie-talkie within range can
up sounds within 10 feet.
listen in on your conversations. It has a range of 2 miles.
Professional: This high-end civilian model allows you to
modem program in twenty different frequencies from thousands of
Amodem allows acharacter to connect a computer to the choices- making It likely that you can find a frequency that's
Internet. To use amodem, acharacter must have acomputer
not being used by anyone else within range. The device can - - - -·
and an appropriate data line (or a cell phone, in the case of
be used with or without a voice-activated headset
acellular modem).
(included). It has a range of 15 miles.
All computers come with dial-up moderns. which allow
connection to the Internet but without the speed of broad-
band or the flexibility of cellular. A dial-up modem uses a Surueillance Gear
standard telephone line; while it's connected, that tele- Keeping an eye on suspects or tracking the moves of poten-

-
phone line can't be used for another purpose. tial enemies is acrucial part of the modern adventurers job.
Broadband: Cable modems and DSL services bring
high·speed Internet access into the homes of millions. A Blac~ BoH
broadband modem gives a character on-demand. high- Early hackers called themselves phone phreaks, and they
speed access to data, allowing Computer Use and
Research checks involving the Internet to be made in half
the normal time.
spent as much time defrauding the phone company as the-/
did planting computer viruses and raiding private data-
bases. They invented this device. easily concealed in the
1l
Cellular: Acellular modem allows acharacter to connect palm of one hand, that emits digital tones that convince the
her notebook computer to the Internet anywhere she can phone system to make a long-distance connection free of
use her cell phone. However, access speed is slow, and any charge. They also let auser "bounce" acall through multiple
Computer Use or Research check involving the Internet switches. making the call harder to trace (the DC of any
takes half again the normal time (multiply by 1.5). Computer Use check to trace the call is Increased by S).
Caller ID Oefeater check (DC 15). It broadcasts all conversations on the line
When a phone line contains a caller ID defeater, phones over a radio frequency that can be picked up by any profes-
attempting to connect with that line show up as "anony- sional walkie-talkie. Detecting a lme tap by using a tap
mous" or "unavailable" on a caller ID unit. Such a call can detector requires aComputer Use check (DC 25}.
still be traced as normal, however. Receiver Tap: This item can be easily slipped into a
telephone handset as a Repair check (DC S). ll broadcasts
Cellular Interceptor all conversations over a radio frequency that can be
About the size of asmall briefcase, acellular interceptor can picked up by any professional walkie-talkie. Detecting a
detect and monitor a cell phone conversation within a 5- receiver tap by using a tap detector requires a Computer
mile area by listening in on the cellular services own trans- Use check (DC 15).
mitters. Intercepting the calls of a particular cell phone
requires a Computer Use check (DC 35); if you know the Telephone Line Tracer
phone number of the phone 1n question. the DC drops to 10. Essentially a highly specialized computer, a line tracer
Obviously. the phone must be in use for you to intercept the hooked to a phone line can trace phone calls made to
call. A cellular Interceptor cannot be used to intercept reg- that line, even If there's a caller ID defeater hooked up at
ular (ground line) phone connections. the other end. All it takes is time, which is why clever
criminals on television and m the movies hang up after a
Lineman's Buttset short time.
This device resembles an oversized telephone handset witli Operating a line tracer is a full-round action requiring a
a numeric keypad on the back and wire leads hanging from Computer Use check (DC 10). Success gains one digit of the
the bottom. It functions as a portable, reusable telephone target phone number. starting with the first number of the
line tap. With a Repair check (DC 10). a user can connect to area code.
a phone wire and hear any conversation that crosses it. A
lineman's buttset 1s a common tool for telephone repair ProFessional Equipment
personnel. This category covers a wide variety of specialized equip-
ment used by professionals in adventure-related fields.
metal Detector
This handheld device provides a+10 equipment bonus on all Bolt Cutter
Search checks involving metal ob1ects. An exceptionally heavy wire cutter, a bolt cutter can snip
through padlocks or chain-link fences. Using a bolt cutter
night Uision Goggles requires aStrength check (DC 10).
Night vision goggles use passive light gathering to improve
vision in near·dark conditions. They grant the user the ability Caltrops
to see in darkness, also called darkvision (see page 226)-but Caltrops are four-pronged Iron spikes designed so that one
because of the restricted field of view and lack of depth per- prong is pointing up when the caltrop rests on a surface.
ception these goggles provide, they impose a -4 penalty on You scatter caltrops on the ground to injure opponents,
all Spot and Search checks made by someone wearing them. or at least slow them down. One bag of twenty-five cal-
Night vision goggles must have at least a little light to trops covers a single 5-foot square. Each time a creature
operate. A cloudy night provides sufficient ambient light, moves through a square containing caltrops at any rate
but a pitch-black cave or a sealed room doesn't. For situa-
·---- tions of total darkness. the goggles come with an infrared
greater than half speed, or each round a creature spends
fighting in such an area, the caltrops make a touch attack
llluminator that, when switched on, operates like a flash- roll (base attack bonus +O). A caltrop deals l point of
light whose light is visible only to the wearer (or anyone damage on a successful hit, and the injury reduces foot
else wearing night vision goggles). speed to half normal (a successful Treat Injury check. DC15,
or one day's rest removes this penalty). A charging or run-
Tap Detector ning creature must immediately stop if it steps on acaltrop.
Plug this into your telephone line between the phone and See the avoid hazard stunt (page 158) for the effect of cal-
the outlet. and it helps detect if your line is tapped. To trops on vehicles.
detect a tap, make a Computer Use check (the DC varies
according to the type of telephone tap used; see below}. Car Opening Kit
With a success. the tap detector indicates that a tap is pres- This set of odd-shaped Oat metal bars can be slipped into
ent. It does not indicate tbe type or location of the tap the window seam of acar door to trip the lock. The DC of a
however. Also, it can't be used to detect a lineman's buttset. Disable Device check to accomplish this varies with tbe
quality of the lock; see the skill description, page 57.
Telephone Tap
These devices allow you to listen to conversations over a Chemical Kit
particular phone line. A portable laboratory for use with the Craft (chemical) skill,
Line Tap: This tap can be attached to a phone line at any achemical kit includes the tools and components necessary
point between a phone and the nearest junction box (usu- for mixing and analy1lng adds, bases. explosives, toxic gases.
ally on the street nearby). Installing it requires a Repair and other chemical compounds.
d20MODERN
Oemolitions Kit the forger. Typically. a forger has 1to 4 ranks in the Forgery
skill. with a+l ability modifier. When you purchase a fake ID,
This kit contains everything needed to use the Demolitions
the GM secretly makes aForgery check for the forger. which
skill to set detonators, wire explosive devices. and disarm
serves as the DC for the opposed check when someone
explosive devices. Detonators (see page 120) must be pur-
inspects the fake ID. The purchase DC of a fake ID is 10 +the
chased separately.
forger's ranks in the Forgery skill.
Disguise Kit . . . First Rid Kit
This kit contains everything needed to use the D1sgu1se skill,
Available at most drugstores and camping supply stores, this
including makeup, brushes. mirrors, wigs. and other accou-
kit contains enough supplies (and simple instructions for
trements. It doesn't contain clothing or uniforms, however.
their use) to treat an injury before transporting the injured
Ouct Tape person to a medical professional. A first aid kit can be used
to help a dazed, unconscious, or stunned character by
The usefulness of duct tape is limited only by a character's
imagination. Duct tape can support up to 200 pounds indef- making a Treat Injury check (DC 15). A first ~id ki! ca~ ~e used
only once. Skill checks made without a first aid kit incur a
initely, or up to 300 pounds for ld6 rounds. Characters
- 4 penalty.
bound with duct tape must make aStrength or Escape Artist
check (DC 20) to free themselves.
A roll provides 70 feet of tape, 2 inches wide.
Porgery Kit .
This kit contains everything needed to use the Forgery skill
Electrical Tool Kit to prepare forged items. Depending on the it~ to be
forged, you might need legal documents or other items not
This collection of hand tools and small parts typically
included in the kit.
includes a variety of pliers. drivers, cutting devices, fasten-
ers. power tools. and leads and wires. .
Basic: This small kit allows a character to make Repair
Handcuffs
Handcuffs are restraints designed to lock two limbs-nor-
checks to electrical or electronic devices without penalty.
mally the wrists-of a prisoner together. They fit any
Deluxe: This kit consists of a number of specialized diag-
Medium-size or Small human or other creature that has an
nostic and repair tools as well as thousands of spare parts.
appropriate body structure.
It grants a +2 equipment bonus on Repair checks for electri-
Steel: These heavy-duty cuffs have hardness 10, 10 hit
cal or electronic devices and allows a character to make
points. a break DC of 30, and require a Disable Device.check
Craft (electronic) checks without penalty.
(DC 25) or Escape Artist check (DC 35) to remove without
the key.
Evidence Kits Zip-Tie: These are single-use disposable handcuffs, muc~
Law enforcement agencies around the world use generally
like heavy-duty cable ties. They have hardness 0, 4 hit
the same toots to gather evidence. Having an evidence kit
points, and a break DC of 25. They can only be re~oved by
does not grant access to a law enforcement agency's crime
cutting them off (Disable Device and Escape Artist checks
lab; it merely assists in the proper gathering and storing of
automatically fail).
evidence for use by such a lab. Without an evidence kit, you
receive a -4 penalty to use the collect evidence option of
the Investigate skill. .
Instrument. Keyboard
A portable keyboard. necessary in order to use the Perform
Basic: A basic evidence kit includes clean containers.
(keyboard instrument) skill. ---·
labels. gloves, tweezers, swabs, and other items to ga~er
bits of physical evidence and prevent them from becoming
contaminated.
Deluxe· A deluxe kit includes all the materials in a basic
Instrument. Percussion
A set of drums, necessary in order to use the Perform (per-
cussion instrument) skill.
m
kit. plus supplies for analyzing nar~otic substance: at th.e
scene and for gathering more esoteric forms of physical evi-
Instrument. Stringed 0
dence such as casts and molds of footprints or vehicle
tracks as well as chemical residues and organic fluids. It also
contains the necessary dusts, sprays, brushes, adhesives, and
cards to gather fingerprints. It grants a • 2 equipment bonus
An electric guitar. necessary 1n order to use the Perform
(stringed instrument) skill.

Instrument. Ulind
c:
on Investigate checks under appropriate circumstances
(whenever the GM rules that the equipment in the kit can
Aflute, necessary in order to use the Perform (wind Instru-
ment) skill.
be of use in the current situation).
Using a deluxe kit to analyze a possible na~cotic sub-
stance or basic chemical requires a Craft (chemical) check
Lochpich Set .
A lockpick set includes picks and tension bars for opening
(DC 15). In this case, the t2 equipment bonus does not apply.
locks operated by standard keys. A lockpick set allows .a
character to make Disable Device checks to open mechani-
fahe IO cal locks (deadbolts, keyed entry locks, and so forth) with-
Purchasing a falsified driver's license from a black market
out penalty.
source can produce mixed results. depending on the skill of
d2oMODERN
LocR Release Gun safely over it. When the user activates it (via a control
This small, p1stolllke device automatically disables cheap device attached to the end of the strip by a 10-foot-long
and average mechanical locks operated by standard keys (no cord), the spikes extend.
Disable Device check necessary). E.ach time a creature moves through a square containing
an activated spike strip at any rate greater than half speed.
mechanical Tool Kit or each round a creature spends fighting in such an area.
This collection of hand tools and small parts typically the spike strip makes a touch attack roll (base attack bonus
includes a variety of pliers, drivers. cutting devices, fasten- +O). The strip deals 2 points of damage on a successful hit.
ers, and even power tools. and the injury reduces foot SP<?ed to half normal (a suc-
Basic: This kit. which fits in a portable toolbox, allows a
cessful Treat Injury check, DC 15, or one day's rest removes
character to make Repair checks for mechanical devices this penalty). Wheeled vehicles passing over the strip are
without penalty. automatically hit-although vehicles equipped with punc·
Deluxe: This kit fills a good sized shop cabinet. It
ture-resistant tires (see Taking out the Tires, page 163) are
includes a broad variety of specialized hand tools and a not affected.
selection of high quality power tools. It grants a +2 equip-
ment bonus on Repair checks for mechanical devices and Suruival Gear
allows a character to make Craft !mechanical) or Craft Survival gear helps characters keep themselves allve in the
!structural) checks without penalty. great outdoors.

medical Kit
About the size of a large tackle box. this is the sort of kit The Right Tool For theJob
commonly earned by mll1tary medics and civilian EMTs. It Some objects contain the tools necessary to use cer-
conra1ns a wide variety of medical supplies and equip tain skills optimally. WHhout the use of these items.
mcnt Amedical ktl can be used to treat a dazed, uncon- often referred to as ktls, skill cherks made with these
scious, or stunned character, to provide long-term care. to skills are at a 4 penalty. Skills and the kits they are
restore hit points, to treat a diseased or poisoned charac associated with arr listed below See the descriptions in
ter, or to stabilize a dymg character (see the Treat Injury this chapter for additional details. Note that kits should
skill, page 74). Skill checks made without a medical kit be restocked periodically (purchase DC 5 less than the
Incur a 4 penalty. original purchase DC
Note that some skill\. by 1heir nature, require apiece
multipurpose Tool of equipment to utilite. One good example is the Per
This dev1Cc conta1m several different screwdrivers, a knife form (keyboard instrument) skill, which you can't use
blade or two. can opener, bottle opener, file. short niler, withou1 r'l kPyboa1<i.
scissors, twerms, and wlrC' cutters. The whole thing
unfokh 11110 r'l lltl11dy prtlr or plit'rs. A r1111llip11q>o\e tool can Skill Associated Item
lessen the pendlly for making Repair, Crc1ft (mechanical). Clunb Cli1nblng gear
Craft (elec 1ronlt ). or Craft (struuurc1l) checks without Craft (chemical) Chemical kit
appropriate tools lo I instead of the normal - 4. The tool Craft (electronic) Electrical tool kit
is useful fo1 certain task\. as determined by the GM. but may Craft (mechanical) Mechanical tool kit
not be useful in all situations.
------- Craft (pharmaceutical)
Craft (strurturai}
Pharmacist kit
Mechanical tool kit
Pharmacist Kit Demolitions Demolitions kit
A portable pharmacy for use with the Craft (pharmaceuti- Disable Device Car opening kit
cal) skill. a pharmacist kit includes everything needed to ------ - ,~
Electrical tool kit -~~

prepare. preserve, compound. analyze and dispense medic- Lockp1ck set


inal drugs. ------~ lo_ck release gun
Disguise Disguise kit
Search-and-Rescue Ki1 Forgery Forgery kit
This waist pack contains a first aid kit. a compass. water- Investigate Evidence kit
proof matches. a lightweight "space" blanket. a standard Perform (keyboards) Instrument. keyboard
flashlight, SO feet of durable nylon rope, two smoke Perform (percussion) Instrument. percussion
grenades, and one signal flare. Perform (stringed) Instrument. stringed
Perform (wind) Instrument. wind
Spi~e Strip Repair Electrical tool kit
This device is designed to help the police end car chases. Mechanical tool kit
The strip comes rolled in a spool about the size of a small Multipurpose tool
suitcase. Deploy it by roiling It across a roadway, where it Treat Injury _ __ First aid kit
lies like a flat, segmented belt. (The user can roll it out onto Medical kit
the road without entering the lane of traffic.) Until the strip Surgery kit
is activated, the spikes do not protrude, and cars can pass
rno MODERN
Bachpach . models, rugged enough to withstand the rigors of mo?ei:n
This is a good-sized backpack. made of tough water-resist- adventuring. Flashlights negate penalties for darkness w1th1n
their illuminated areas.
ant material. It has one or two central sections. as well as
Penlight: This small flashlight can be carried on a ~ey
several exterior pockets and straps for attaching tents,
bedrolls. or other gear. It can carry up to 60 pounds of gear. ring. It projects a beam of light 10 feet long and 5 feet wide
Abackpack gives you a +1 equipment bonus to Strength at its end.
Standard: This heavy metal flashlight projects a beam 30
for the purpose of determining your carrying capacity (see
page 121). For example, if you have a Strength of 12.' whe~ feet long and IS feet across at its end. . .
Battery Flood: Practically a handheld spotlight, this
using a backpack you determine your carrying capacity as 1f
your Strength is 13. item projects a bnghr beam 100 feet long and 50 feet across
at its end.
Binoculars
Binoculars arc useful for watching opponents, wild game, Gas ffiash
and sporting events from a long distance. This apparatus covers the face and connects to a chemic~[
air filter canister to protect the lungs and eyes from toxic
Standard: Standard binoculars reduce the range penalty
for Spot checks to -1 for every 50 feet (instead of -1 '.or gases. It provides total protection from eye and lung. irri-
every 10 feet). Using binoculars for Spot check5 takes f1ve tants. The filter canister lasts for 12 hours of use. Changing a
times as long as making the check unaided. filter is a move action. The purchase DC for one extra filter
Rangefinding. In addition to the benefit of standMd
canister is 6.
binoculars. rangefinding binoculars Include a digital readout
that indicates the exact distance to the object on which
GPS Receiver
they are focused. Global positioning system receivers use signals from GPS
Electro -Opt/ca/; Electro-optical binoculars function the
satellites to determine the receiver's location to within a few
dozen feet. A GPS receiver grants its user a +4 equipment
same as standard binoculars in normal light. In darkness,
however, users looking through them see as if they had the bonus on Navigate checks. but because the receiver must be
darkv1sion ability granted by night vision goggles. able to pick up satellite signals, 1t only works outdoors.

Chemical Light Stich map


. While
This disposable plastic stick. when activated, uses a chemi- a compass or GPS receiver can help you find your ~y
cal reaction to create light for 6 hours. It illuminates an area through the wilderness, a map can tell you where you re
only 5 feet in radius. Once activated, it can't be turned off or going and what to expect when you get there. .
Road Atlas: Road atlases are available for the entire
reused. The listed purchase DC Is for a pack of 5 sticks.
United States. showing all major roads in each state. They
Climbing Gear can also be purchased for most major metropolitan areas,
detailing every street In the entire region.
All of the tools and equipment that climbing enthusiasts use
Tactical Map: A tactical map covers a small area-usu-
Lo make climbing easier and, In some cases. possible. indud·
ing ropes, pulleys, helmet and pads. gloves, spikes, choc~s. ally a few miles on a side-in exacting detail. Generally,
ascenders, pitons, a handax, and a harness. It takes 10 min· every building is represented, along with all roads, trails. and
utes to remove the gear from its pack and outfit it for use. areas of vegetation. Tactical maps are not available for all
Use this gear with the Climb skill. areas. and, though inexpensive, they generally have to be
ordered from federal mapping agencies (taking a week or - - - -,
Compass longer to obtain),
Acompass relies on the Earth's magnetic field to determine
the direction of magnetic north. A compass grants its user a
ffiesh Uest
+2 equipment bonus on Navigate checks.
This is a lightweight vest with a series of pockets for items
such as a compass, spare ammunition magazines. pressure
bandages, and a radio, along with loops for attaching grenades.
Pire EHtinguisher . . knives, or tools. It can hold up to 40 pounds of equipment.
This portable apparatus uses a chemical spray to extingu~sh
small fires. The typical fire extinguisher ejects enough extin- Amesh vest provides a •2 equipment bonus to Strength
gu1sh1ng chemicals to put out a fire in a 10-foot·?y-10-foot for the purpose of determining your carrying capacity (see
area as a move action. It contains enough material for two page 121). For example, if you have a Stre~gth of 12: when
such uses. using a mesh vest you determine your carrying capacity as 1f
your Strength was 14.
Plash Goggles Portable Stove
These e1ecoverings provide total protection against blind-
ing light. This small stove works on kerosene or white gasoline, and
can easily be broken down and carried for backpacking.
Plashlight . Rope
Flashlights come in a wide variety of sizes and quality
levels. Those covered here are professional. heavy-duty Climbing rope can support up to 1,000 pounds.
d2C1MODERN
Concealed Carry: Aconcealed carry holster is designed
Sleeping Bag
This lightweight sleeping bag rolls up compactly. It can keep to help keep a weapon out of sight (see Concealed Weap-
a character warm even 1n severe weather and can also ons and Objects, page 94). In most cases. this is a shoulder
double as a stretcher in an emergency. holster (the weapon fits under the wearer's armpit. presum-
ably beneath a jacket). Small or Tiny weapons can be carried
Tent in waistband holsters (often placed inside the wearer's
A tent keeps you warm and dry in severe weather, providing
waistband against his back). Tiny weapons can also be car-
a-+ 2 equipment bonus on Fortitude saves against the effects ried in ankle or boot holsters.
of cold weather.
llluminator
Trail Rations An illuminator 1s a small flashlight that mounts to a firearm.
Trail rations come in a number of commercial options. They freeing up one of the user's hands. It functions as a standard
all provide the necessary energy and nutrition for survival. flashlight.
The purchase DC given is for a case of 12 meals.
Laser Sight
This small laser mounts on a firearm. and projects a tiny red
Weapon Accessories dot on the weapon's target. A laser sight grants a •l equip-
As if modern weapons weren't dangerous enough, a number ment bonus on all attack rolls made against targets no far-
of accessories can increase their utility or efficiency. ther than 30 feet away. However. a laser sight can't be used
outdoors during the daytime.
BoH magazine
For weapons that use box magazines. you can purchase Scope
extras Loading these extra magazines ahead of time and A scope is a sighting device that makes it easier to hit tar-
keeping them 1n a handy place makes 1t easy to reload your gets at long range. However. although a scope magnifies the
weapon tn combat. image of the target. it has a very limited field of view.
making it difficult to use.
Detonator Standard: A standard scope increases the range incre-
A detonator activates an explosive. causing it to explode. The ment for a ranged weapon by one-half (multiply by 1.5).
device consists of an electrically activated blasting cap and However, to use a scope you must spend an attack action
some sort of device that delivers the electrical charge to set off acquiring your target If you change targets or otherwise
the blasting cap. Connecting a detonator to an explosive lose sight of the target. you must reacquire the target to
requires a Demolitions check (DC 15). Failure means that the gain the benefit of the scope.
explosive fails to go off as planned. Failure by 10 or more means Electro-Optfca/: An electro-optical scope functions the
the explosive goes off as the detonator is being installed. same as a standard scope 1n normal light. In darkness. how-
Blasting Cop: This is a detonator without a built-in con- ever. the user sees through it as if he had the darkvision abil-
troller. It can be wired into any electrical device, such as a ity granted by night vision goggles.
light switch or a car's ignition switch. with a Demolitions
check (DC 10}. When the electrical device is activated. the Speed Loader
detonator goes off. A speed loader holds a number of bullets in a ring, in a posi-
Radio Control: This device consists of two parts: the tion that mirrors the chambers in a revolver cylinder. Using a
- - - - - detonator itself and the activation device. The activation speed loader saves time in reloading a revolver. since you can
device is an electronic item about the size of a deck of insert all the bullets at once (see Reloading Firearms. page 97).
cards. with an antenna, a safety. and an activation switch.
When the switch Is toggled. the activation device sends a Suppressor
signal to the detonator by radio. setting It off. It has a range A suppressor fits on the end of a firearm, capturing the gases
of 500 feet. traveling at supersonic speed that propel a bullet as it is fired.
Timed: This 1s an electronic timer connected to the det- This eliminates the noise from the bullet's firing. dramatically
onator. Like an alarm clock. 1t can be set to go off at a par- reducing the sound the weapon makes when it is used. For
ticular time. handguns. the only sound is the mechanical action of the
Wired: This 1s the simplest form of detonator. The blast- weapon (Listen check. DC 15. to notice). For longarms. the
ing cap connects by a wire to an activation device. usually a supersonic speed of the bullet itself still makes noise. However.
small pistol-grip device that the user squeezes. The detona- its difficult to tell where the sound is coming from, requiring a
tor comes with 100 feet of wire, but longer lengths can be Listen check (DC 15) to locate the source of the gunfire.
spliced in with a Demolitions check {DC 10). Modifying a weapon to accept a suppressor requires a
Repair check (DC 15). Once a weapon has been modified in
Holster this manner, a suppressor can be attached or removed as a
Holsters are generally available for all Medium-size or move action.
smaller firearms. Suppressors cannot be used on revolvers or shotguns. A
Hip: This holster holds the weapon in an easily suppressor purchased for one weapon can be used for any
accessed-and easily seen-location. other weapon that fires the same caliber of ammunition.
d20MODERN
CARRYING CAPACITY ~: . :.:~ .: :.·~
Light Medium Heavy
A character's carrying capacity- how much gear he can Strength Load Load Load
lug around at one time depends directly on the charac- 1 up to 3 lb. 4-6 lb. 7-10 lb.
ter's Strength score, as shown on Table 4-11: Carrying -~--
2 up to 6 lb 7-13 lb. 14-20 lb.
Capacity. __3____up to 10 lb. 11-20 lb. 21-30 lb.
If the weight of everything you're wearing or carrying 4 up to 13 lb 14-26 lb. 27-40 lb.
amounts to no more than your hght load figure. you can 5 up lo 16 lb. 17- 33 lb. 34- SO lb.
move and perform any actions normally (though your speed 6 up to 20 lb. 21-40 lb 41 60 lb.
might already be slowed by the armor you're wearing). 7 up to 23 lb. 24 46 lb. 47-70 lb.
If the weight of your gear falls in your medium load range, 8 up to 16 lb. 27 53 lb 54 80 lb.
you are considered encumbered. An encumbered character's 9 up to 30 lb. 31-60 lb. 61 90 lb.
speed is reduced to the value given below, 1f the character is 10 up to 33 lb 34-66 lb. 67-100 lb.
not already slowed to that speed for some other reason. 11 up to 38 lb. 39-76 lb. 77-115 lb.
12 up to 43 lb. 44 86 lb. 87-130 lb.
Previous Speed Current Speed 13 up to SO lb 51 100 lb. 101-150 lb.
10 ft. 15 ft. 14 up to SS lb. 59 116 lb. 117 175 lb.
30 ft 20 ft 15 up to 66 lb. 67-133 lb. 134-200 lb.
40ft. _ _ _ 30 ft. 16 up to 76 lb. 77- 153 lb. 154-230 lb.
50 ft 40 ft. 17 up to 86 lb. 87 173 lb. 174 260 lb.
60ft. so ft 18 up to 100 lb 101-200 lb. 101 300 lb.
19 UJ> to 116 (b. 117 233 lb. 234 350 lb.
An encumbered character performs as if his DelCterity mod- 20 up to 133 lb Hit 266 lb. 167 400 lb
ifier were no higher than+ 3-that 1s. a character with a Dex- 21 up to 153 lb. 1)4 3061b 307-460 lb.
terity bonus of +1 or higher does not get to apply his full 22 up to 173 lb 174 346 lb. 347-5}0 lb.
bonus to Dexterity-related c1ct1ons (ranged attacks. ability 23 UJ> lo 200 lb. 201 400 lb. 401 600 lb.
checks. and skill checks). In addition. he takes a -3 encum- 24 up to 233 lb. 231 466 lb. 467-700 lb.
brance penalty on attack rolls and checks involving the fol- 25 up to 266 lb. 267 rn lb. 534-800 lb.
lowing skills: Balance. Climb, Escape Artist. Hide, Jump. 26 up to 306 lb. 307-613 lb 614-9}0 lb.
Move Siientiy, and Tumble. fhis encumbrance penalty stacks 27 up to 346 lb. 34/-693 lb. 694 1,040 lb.
with any armor penalty that may also apply. 28 up to 400 lb 401-800 lb. 801-1.200 lb.
If the weight of your gear falls in your heavy load range, 29 up to 466 lb. 467 933 lb. 934 1,400 lb.
you arc considered heavily encumbered. A heavily encum· +10 x4 x4 X4
bcrcd character's speed Is reduced to the value given below.
If the character Is not already slowed to that speed for A character can lift up to double his maximum load off
some other reason. the ground, but he can only stagger around with it. While
overloaded In this way, the character loses any Dexterity
Previous Speed Current Speed bonus to Defense and can only move 5 feet per round (as a
20 ft. - - - - 10 ft full-round action).
30 ft 15 ft. A character can generally push or drag along the ground
40 ft 20 ft. up to five times his maximum load, Favorable conditions - - - - - - -
so ft 25 ft. - - - (smooth ground, dragging a slick obiect) can double these
60 ft. 30 ft.

A heavily encumbered character performs as if his


Dexterity modifier were no higher than +1-that is, a char-
numbers, and bad circumstances (broken ground, pushing an
object that snags} can reduce them to one-half or less.
Bigger and Smaller Creatures: The figures on Table 9-l:
Carrying Capacity are for Medium-size bipedal creatures.
m
acter with a Dexterity bonus of +2 or higher does not get larger bipedal creatures can carry more weight depending
to apply his full bonus to Dexterity related actions (ranged on size category. Large x 2, Huge x 4. Gargantuan x 8. and
attacks. ability checks. and skill checks). In addition, he Colossal x 16. Smaller creatures can carry less weight
takes a 6 encumbrance penalty on attack rolls and checks depending on size category: Small x 'I•, Tiny x /1, Diminu-
involving the following skills: Balance, Climb, Escape Artist. tive x 1•. and Fine x 'Ii.
Hide, Jump. Move Silently, and Tumble. This encumbrance Quadrupeds, such as horses, can carry heavier loads than
penalty stacks with any armor penalty that may also apply. characters can. Use these multipllers instead of the ones
Finally, a heavily encumbered character's maximum running given above: Fine x 'I., Diminutive x '/ •,Tiny x l/ ,, Small x 1.
speed is his speed x3 instead of speed x4. Medium-size xl '/,, large x 3, Huge x 6, Gargantuan x 12,
The figure at the upper end of your heavy load range is and Colossal x 24.
your maximum load. No character can move or perform any Tremendous Strength: For Strength scores not listed,
other actions while carrying more than his maximum load. find the Strength score between 20 and 29 that has the
Lifting and Dragging: A character can lift up to his max- same ones digit as the creature's Strength score. Multiply
imum load over his head. the figures by 4 if the creature's Strength Is in the 30s, 16 if
d2oMODERN
it's in the 40s, 64 1f it's in the SOs, and so on. For example. a
carport parking for one or two cars. The large house is a
Huge creature with a 3S Strength can carry four times what four-bedroom home with a two-car garage, while the man-
a creature with a 25 Strength can carry, or 3,200 pounds, sion is a five- or six-bedroom home with an extra den, spa-
multiplied by four because the creature Is Huge, for a grand
cious rooms throughout. and a three-car garage. All of
total of 12,800 pounds. these homes are of typical construction; luxury appoint-
ments or avant garde design is available with a +2 increase
to the purchase DC.
LIFESTYLE location dramatically affects a home's value. The given
purchase DC assumes a typical suburban location. An unde-
Lifestyle items include travel expenses, entertainment and sirable location, such as a bad neighborhood or a remote
meals beyond the ordinary, and housing, for those charac-
rural site. reduces the purchase DC by 2. Aparticularly good
ters interested in buying a home rather than renting.
location in an upscale neighborhood or city center increases
Lifestyle items are shown on Table 4-12.
the purchase DC by 2.

Housing Entertainment
Anumber of types of homes are mentioned on Table 4- 12.
Purchase DCs are given for several entertainment options.
The purchase DC covers the down payment, not the total
They represent the purchase of a single ticket. Apair of tick-
cost of the home. (A character buying a home does not have
ets can be purchased together; doing so increases the pur-
to worry about mortgage payments; they simply replace the
chase DC by 2.
hero's rent, which is already accounted for in the Wealth
system: see page 38.)
The small house and condo are one- or two-bedroom meals
homes. probably with curbside parking. The large condo and Several typical meal costs are provided. The cost of pick-
medium house are three-bedroom homes with garage or ing up the tab for additional diners adds •2 per person to
the purchase DC. So, for example, taking a date to an
upscale restaurant has a purchase DC of 9; taking three
business clients to a fan cy restaurant has a purchase DC
Small condo 28 of 15.
large condo 30
Small hou~e 30
Medium house 32
Transportation
Airfare tickets are for a single passenger round trip. One-way
Large house 34
tickets are available, but only reduce the purchase DC by 2.
Mansion 36 Car rentals and lodging rates are per day.
Entertainment Purchase DC
Movie ticket
Theater ticket
3
7
SERVICES
Sporting event ticket 7 The broad spectrum of services available to characters is
only represented 1n overview here. Services are identified
Meals Purchase DC on Table 4-13.
Fast food 2
Family restaurant 4
Upscale restaurant 7
Auto Repair
Having a car repaired can be expensive; how expensive
Fancy restaurant 9
depends on the amount of damage the vehicle has suf-
Transportation fered. The purchase DCs for damage repair assume the
Purchase DC
vehicle has not actually been disabled; if it has, increase
Airfare
the purchase DC by +3. Repair generally takes 1 day for
Domestic coach 14
every 10 hit points of damage dealt, and results in the
Domestic, first class 17
vehicle being returned to full hit points. See page 163 for
International. coach 18
more about vehicle damage.
International, first class 21
Car rental
Economy car 6 Bail Bonds
Mid-size or truck 8 Characters jailed for crimes can seek bail. Bail is a monetary
Luxury 10 guarantee that the suspect will show up for his trial. The bail
amount is set by a judge or magistrate, sometimes lmmedj-
lodging Purchase DC ately following arrest (for minor crimes) and sometimes
Budget motel 7 days later (for serious crimes). If bail is granted, a character
Average hotel 9 can arrange for a bail bond-a loan that covers bail. The pur-
Upscale hotel 11 chase DCs on Table 4-12 represent the fees associated with
d20MOOERN
the loan; the bond Itself 1s paid back to the bond agency ment for hit point damage from wounds or injuries on a
when the hero shows up for his rrial If he fails to show up. given day.
the agency loses the bail loan, and may send bounty hunters Surgery.· The purchase DC represents the cost of a single
or other thugs after the character. surgical procedure. .
Bail amounts vary dramatically. depending on the seri- Poison/Disease: The purchase DC represents one appli-
ousness of the crime. the suspect's crimrnal history. his role cation of treatment for a poison or disease.
in society. his family life, and other factors the judge
believes indicate that the character will or will not flee (or
commit other cnmes) before his tnal. An upstanding citizen
with a good JOb and a family who has never before been Vehicles are described by a number of statistics, as shown
charged with a crime gets minimal bail: a career criminal on Table 4-13. For more information on vehicle attributes
with nothing to lose gets maximum bail or may not be and how to operate vehicles. see Vehicle Movement and
granted bail at all. The purchase DCs shown assume the sus- Combat. page 155.
pect is viewed positively by the court. If not. increase the Crew: The standard number of crew. In most cases, only
purchase DC by as much as 5. Whatever the base purchase one person is needed to drive the vehicle; other crew mem-
DC. a successful Diplomacy check (DC 15) by the suspect bers serve as gunners or copilots.
reduces the purchase DC by 2. Passengers: The number of passengers (in addition to the
Property Crime: The crime involved only the destruc·
crew) the vehicle is designed to carry. Vehicles that carry
tion of property; no one was attacked or seriously hun: as passengers can use that space to carry additional cargo when
part of the crime. passengers aren't present. Each unused passenger slot allows
Assault Crime· The crime involved an attack intended to
the vehicle to carry an additional 100 pounds of cargo.
capture, kill. or seriously in1ure the victim Cargo Capacity: The amount of cargo the vehicle is
Death Crime: Someone died as a result of the airne.
designed to carry. Many vehicles can. in a pinch, carry extra
passengers instead of cargo. but doing so 1s usually a cramped.
uncomfortable. and often unsafe experience for those pas-
sengers. As a rule of thumb. one additional passenger can be
Auto repair carried for each 250 pounds of unused cargo capacity.
l to 10 hp damage 15 Initiative: The modifier added to the driver's or pilot's
ll to 20 hp damage 18 initiative check when operating the vehicle.
21 to 30 hp damage 21 Maneuver: The modifier added to any Drive or Pilot
30+ hp damage 24 checks attempted with the vehicle.
Towing 8 Top Speed:The maximum number of squares the vehicle
Bail bonds can cover 1111 round at character scale (with the number of
Property rnme _ _~1~ 3 --------~ squares at chase scale in parentheses). This is the fastest the
Assault crime --~1.::..6 _ _ _ _ _ _ _ __
vehicle can move. For more on character scale and chase
Death c~ri~m~e_ _ _.!:,!
22::,...__ _ _ _ _ _ __
scale. see page 155.
Bribery Defense: The vehicle's Defense.
Bouncer 6 Hardness: The vehicle's hardness. Subtract this number
Bureaucrat 10 from any damage dealt to the vehicle.
Informant 7 Hit Points: The vehicle's full normal hit points.
Police officer _ _1:. : 0:___ _ _ _ _.,.--,-__,,,,-~ Size: Vehicle size categories are defined differently from
Legal service=s'-----~--1~0_ + l~cis KooMed~ (dvlCS) tank!.
the size categories for weapons and other objects (a
Medical serv~i,~c,e~s-----~~-----=--­ Medium-size vehicle for example, 1s not the same size as a
Long term c_ar~e__ 10 + doctor's Treat lnJurv ranks Medium-size weapon or other ob1ect)
Restore hit RQ1nts 12 + doctor's Treat I~')'. raniC.S Purchase DC:This is the purchase DC for a Wealth check
Surgery 15 + doctors Treat Injury ranks to acquire the vehicle. This number reflects the base price
Treat po1son/d1sease 10 • doctor's Treat Injury ranks and doesn't include any modifier for purchasing the vehicle
on the black market.
medical Services Restriction: The restnction rating for the vehicle. if
A character's medical insurance 1s built into her Wealth any. and the appropriate black market purchase DC modi-
bonus; the purchase DCs on Table 4- 12 represent the fier. Remember to apply this modifier to the purchase DC
ancilldry expenm not covered. or only partly covered. by when makrng a Wealth check to acquire the vehicle on the
insurance. Medical services must be paid for in full regard- black market.
less of whethe1 they are successful. See the Treat Injury
skill. page 74, for more information on the medical services Civilian Aircrart
described below All aircraft. from one·seaters to jumbo iets. are controlled
Long-Term Care. The purchase DC represents treatment

z
by the use of the Pilot skill. A few examples are provided
for regaining hit points or ability score points more quickly here from the variety of a1rgoing vehicles that might be
than normal on a given day available to characters
Restore Hit Pomts: The purchase DC represents treat-
d20MODERN
Bell Jet Ranger Chevrolet Cavalier
This is perhaps the most common civilian helicopter world- A two-door family coupe. the Cavalier is two squares wide
wide: 1t has also been adopted by many military forces as a and four squares long.
light utility helicopter. The Jet Ranger is two squares wide
and seven squares long. It provides three-quarters cover for Chevrolet Corvette
crew and passengers. The Corvette Is a two-door sports car equipped with a 5.7-
1iter. 350·horsepower VS engine. The Corvette is two
Bell model 212 squares wide and three squares long.
This is the twin engine. civilian version of the ubiquitous
Huey helicopter. As a civilian aircraft, ii is a sturdy, reliable Dodge neon
helicopter used for pmenger and cargo work all over the The Neon is an Inexpensive four door family sedan. It is two
world. Military versions are still in use In many countries. squares wide and three squares long.
The Bell 212 is three squares wide and seven squares long. It
provides three-quarters cover for crew and passengers (one- rord Crown Uictoria
quarter cover for passengers if the cargo doors are open). The Crown Victoria is a large four-door famity sedan
equipped with a 4.6 liter. 220·horsepower VS engine. Large
Cessna 172 Shyhawh and durable, 11 is a favorite of polle(' forces (police cruisers
This common single·englne propeller plane is relatlvely are commonly Crown Victorias). The Crown Victoria is two
inexpensive. A Cessna in Is ~even squares wide (including squares wide and four squares long.
wings; fuselage Is one square wide) and six squares long. It
provides three quarters cover for crew and passengers. Jaguar HJ Sedan
The X) is a four·door luxury sedan. It is two squares wide
Leadef model 45 and four squares long.
This is a sleek business 1et Introduced in the late 90s Two
turbofans. set on the fuselage above and behind the wings. Lamborghini Diablo
provide the power. The interior Includes luxury accommo- The Diablo is a top·of the hne exotic sports car-a two-
dations and a lavatory. A Learjet is ten squares wide (includ- door coupe equipped with a standard 6.0·llter, 550-horse-
ing wings; fuselage 1s two squares wide) and twelve squares power Vl2 engine. The Diablo Is two squares wide and three
long. It provides three quarters cover for crew and nine- squares long.
tenths cover for passengers.
ffiercedes ESB RmG
The E-Class is a four·door luxury sedan equipped with a
Civilian Cars powerful 5.5-liter, 349-horscpowcr VB engine. It is two
Most new civilian cars Include such standard features as air
squares wide and four squares long.
conditioning, air bags. antilock brakes, cruise control, keyless
entry, ilnd ,111 AM/FM wlio with CD player. Luxury vehicles
often also include extras such as heated side mirrors, power
Uolhswagen Jetta
The Jetta is a four·door station wagon. It Is two squares
seats, leather upholstery, and sunroof5. In general, these
wide and three squares long.
luxury amenities can be added to a nonluxury car with an
increase of 1to the vehicle's purcha5e DC.
Unless otherwise noted. civilian cars provide three-quar- Civilian ffiotorcycles
ters cover for their occupants (although passengers who Unlike getting into a car. mounting a motorcycle is a free
lean out of windows or sunroofs. perhaps to fire weapons, action. Motorcycles tend to perform better than automo-
may be reduced to one-half or even one-quarter cover). biles. but they provide no cover to their occupants.

Rcura 3.2TL Oucati 998R


The 32 TL is a four door luxury sedan. It is two squares wide This is a top-of·thc·llne ·crotch rocket" style street bike
and four squares long. with a strong heritage of winning races. The 998R 1s one
square wide and two squares long.
Aston-martin Uanquish
The Vanquish is a two·door luxury sports car powered by a Harley-Davidson PLSW Pat Boy
5.9-liter, 460-horsepower V12 engine. A six-speed manual This huge motorcycle sports a l,450cc engine. It's designed
transmission with overdrive is standard. The Vanquish is two to look cool and compete for space on the roads with auto-
squares wide and four squares long. mobiles. It is one square wide and two squares long.

BmWm3 Yamaha Y~250f


The M3 is a two-door luxury sports car equipped with a Aclassic dirt bike, this is very simila1 to the motorcycle used
standard 3.2-liter, 333 horsepower engine. The M3 is two by United States Army cavalry scouts. The YZ250F is one
squares wide and three squares long. square wide and two squares long.
d20MODERN
Civilian Truc~s this vehicle is every bit as rugged as the military version.
The military version can be configured in a variety of
Trucks include pickups, sport utility vehicles. vans, and mini-
ways. including a two-door pickup, a four-door p1ekup with
vans. They generally have the same features as civilian cars.
a short bed. and a completely enclosed, SUVlike body with
Like cars. trucks generally provide three-quarters cover to
a hatchback and four doors. It lacks the luxury accessories
their occupants. The rear bed of a pickup truck, however;
of the civilian version, but it is equipped with puncture-
provides only one-half cover.
resistant tires (see Taking out the Tires, page 163).
A Hummer is two squares wide and four squares long.
Rm General Hummer
The four-door Hummer is a civilian version of the military's
all-terrain "humvee· utility vehicle. It comes equipped with
Chevrolet Suburban
One of the largest sport utility vans on the market, the Sub-
apowerful 6.5·1iter, 19S·horsepower VB turbo diesel engine.
urban is c four·door truck equipped with a standard 6.0-
The hummer Is decked out like a luxury vehicle inside. but

4 250 lb. - -4 245 (25) 6 s 28 G 39 LlcHl


l3 S,000 lb. - 4 -4 200(20) 6 s 36 G 45 ~es (+2)
) 120 lb. -4 -4 210(21) 6 s 30 G 36 I ic (rll
10 soo lb. -4 -4 l.100(110) 6 5 44 G 40 Lie (+l
Civilian Cars
Ator.i 12 TL (mid ·Sile sedan} 4 JOO lb. -2 -I 265{16) 8 s 34 H 29 Lie {11)
Aston·Martln Vanquish 1 17S lb. -2 +0 335(33} 8 5 34 H 36 we (+l)
(sports coupe)
BMW M3 (!ports coupe) 4 200io. -2 tl 27S.{2?l 8 5 32 H 30 L1Ci•l)
Chevrolet Cava lier 4 27Slb. -1 -1 185 (18) 9 5 30 L 26 Lie (•1)
~omycoope)
C vrolet Corvette (sports coupe) 250 lb. -2 ~ 310(31) 8 5 32 H 30 lie (•1)
Dodge Neon !economy sedan) 275 lb. -1 -I 220 (22) 9 s 30 L 26 Lie (•9
Ford Crown Victoria 425 lb. -2 -1 185 p8) 8 5 34 H 28 Lic (+I}
(mid ·~11e s~anj
Jaguar XJS (luxury se<lan) 4 275 lb. -2 -1 230 (23) 8 34 H 32 lie f•I)
Limborghml'D1ablo (sP-CJrts coope) 1 lOOlb -2 -11 360{36J 8 34 H 37 lie •I)
Mercedes m AMG ~UKury sedan) 4 325 lb. -2 +0 280_Q8) 8 34 H 32 Lie (+I)
Volhw~gen Jetta (mid-size v.agon) 4 275 lb. -2 -tO 130{13) 8 32 H 28 I1c (+I}

Civilian Motorcycles
Ducat• 998R (racing bike) 0 Olb. 1--0 ..3 370 (37) 10 l8 M 27 t~ 1+n
Harley Davidson FLSTF l 0 lb. -1 •l 275 (27} 9 22 L 26 Lie •I)
(street bike)
Yamaha YmOF (dirt bike) 0 lb. •O •2 165 06) 0 18 M n Uc (+I)
Civilian Trucks
A1Vi G~neralHummer (SUV) 3 1,000 lb. -2 -2 14Q(M) 8 s 38 H 34 Lie HJ
Chevrolet Suburban {SUV) 8 500 lb. 2 -2 175 (17) 8 5 38 H 30 Lie (+1)
Dodge Caravan (mimvan) 4 325 lb. -2 -2 J25(19) 8 5 34 H 28 Lie (+I)
Ford Escape XLT (SUV) 4 3001b. -2 -2 200 l20J 8 s 32 H 29 Lie (•1)
Ford F150 XL (plrkup} 2 1.700 lb. -2 -2 17lll7J 8 s 36 H 28 Lie (+lJ
Toyota Tacoma Xtrac.ab (pickup) 3 1.600lb. -2 -2 18SV8J 8 5 34 H 27 Lie (+1)

Civilian Water Vehicles


Baylinef 1802 Capri (runabout) 5 2,100 lb -2 -2 55(5) 28 H 28
Fairtmt Targa 30 (cabin eruiserl 3 2.100 lb. -4 -4 80(8) 40 G 32
Sea·Ooo XP (~r;onal watercraft) l 60lb -1 ...1 10500) 22 L 24
Other Civilian Vehicles
Armored tru-.:lc -2 -2 l7S 07) 8 10 36
Honda TRX400FW 4-wheel AT'{} -1 95 f9J 9 ~ 22
Limooslne 195 191 6 5 38
Moving truck 165 06) 6 s 44
NABI Model 40LFW {city bus) 120(!2} 6 ) 48
Military Vehicles
BMP·2 (trackc.>d APC) 3 7 250 lb -1 -2 70 (7} 8 10 52 H 4(1
MlA2 Abrams (ttaeked tank) 4 0 425 lb. -1 -4 80 (8) 6 20 64 G 47
M2A2 Bradley (tracked APC) 3 7 425 lb. -4 ~4 70{7) 6 15 58 G 45
Ml13Al Gavin (tracked APC) 2 11 200 lb. -2 -2 62 (6) 8 10 48 H 39
UH-60 Slack Hawk (helicopter) 2" 14 9,000 lb. -4 -4 325 {32) 6 s 46 G 47
d20MODERN
:.: ' I • !'I~
Damage Range Rate of Purchase
Wea on Dama e Critical T e Increment Fire Ma azine Size Wei ht DC Restriction
Cannons {require the Exotic firearms Proficiency [cannons} feat)
BMP-2 30m!f! cannon lld12 20 Ballist)£ li(l It t. Linked Ht.!ge ----.- " ---~
M1A2 Abrams tank cannon 10d12 20 Ballistic 150 ~ Single l Huge * *
M2A2 Bradley 25m n 4<!12 2 6al!Mic 150 f' A Linked ~ *
* Weight, put\;hase DC. and restriction rating do llOt apply. These weapon~ are part of the vehicles on which they are rnouflted

llter, 320-horsepower V8 engine. It is two squares wide and and the limousine) are usually custom built, so the model
four squares long. name isn't specified as it is with most other vehicles in this
section. The description and stats reflect a typical model.
DodgeCaravan
The Caravan Is a minivan with two conventional dooo up Armored True~
front, sliding doors on the side. and a rear hatch-style door. Used to transport money between businesses and financial
It is two squares wide and four squares long. institutions. armored trucks are designed to deter would-be
thieves. The truck has three doors and firing ports that
fordBscape HLT allow the crew to use their firearms without leaving the
The Escape is a four-door SUV with a 3.0-liter, 201-hors~ vehicle. The armored truck is two squares wide and four
power V6 engine. It is two squares wide and three squares squares long. It provides nine-tenths cover for its occupants.
long. It is equipped with puncture-resistant tires (see Taking out
the Tires. page 163).
rord P-150HL
This two-door pickup truck has a 4.2-liter. 202-horsepower HondaTRH400PW
V6 engine. The F-150 is two squares wide and four squares This all-terrain vehicle is something like a four-wheeled
long. motorcycle. It is one square wide and two squares long. It
provides no cover for its riders.
Toyota Tacoma Htracab
The Tacoma Is a two-door pickup with a back seat in its Limousine
extended cab. It is two squares wide and four squares long. Alimousine is a big. comfortable car. The statistics given are
for a moderate-sized vehicle. rather than a stretch limo or a
conventional car with a professional driver. Limousines fea-
Civilian Water Uehicles ture virtually every available luxury feature, often including
Piloting a water vehicle is covered by the Drive skill.
televisions and small refrigerators. A partition divides the
front seat from the rest of the vehicle. Alimousine is two
Bayliner 1802Capri squares wide and five squares long. It provides three-quar-
This is a large runabout-a powerboat with an outboard
ters cover for its occupants.
engine and an open cockpit with a tiny cabin (about the size
of the interior of an economy car) forward. It comes with a
trailer; loading or unloading it requires a paved boat ramp
mouing TrucR
This is a large cargo truck used to move furniture or deliver
and 10 minutes of work. The Capri provides one-half cover
freight Trucks of this sort this are often available as rentals.
to occupants in the cockpit or stem, full cover to occupants
- - -- - in the cabin, and no cover to those forward of the cockpit. Amoving truck is two squares wide and five squares long. It
provides three-quarters cover for occupants in the cab and
The Capri is two squares wide and four squares long.
full cover for any in the back.
fairline Targa 30
This cabin cruiser is a motor yacht with two internal diesel nABI ffiodel 40LPW
engines. It comes equipped with fou r berths and a fully This is a typical city bus. It has a door at the front and a
second door about halfway down the right-hand side. This
equipped galley. It provides one-half cover to occupants in
the cockpit or stern. full cover to occupants below deck, vehicle is two squares wide and eight squares long. It pro-
vides three-quarters cover for crew and passengers.
and no cover to those forward of the cockpit. The Targa is
three squares wide and six squares long.
ffiilitaryUehicles
Sea-DooHP Several military vehicles are covered here. In addition, a
This is a two-seat jet ski that propels itself with a powerful number of the civilian vehicles covered above, such as the
jet of water. The Sea-Doo XP is one square wide and two AM General Hummer and the Bell Model 212 helicopter, are
squares long, and provides no cover for its riders. commonly seen in military service.

Other Uehicles BffiP-2


A Soviet-era armored personnel carrier, the BMP is used by
A few types of vehicles don't fit neatly into the categories
the Russian army and more than twenty ex-Soviet states or
covered above, Many of these (such as the armored truck
clients. It is crewed by a driver, a gunner, and a commander.
d2oMODERN
It has three top hatches. one above each crew position, and large door in back for infantry soldiers to load or disembark.
a large door In back for infantry soldiers to load or disem- It takes a full-round action to enter the vehicle through a
bark. It takes a full-round action to enter the vehicle top hatch. and another full-round action to start it moving.
through a top hatch and another full-round action to start In addition to its own armament, the Bradley's passenger
it moving. The BMP-2 is three squares wide and four squares compartment has ports that allow passengers to fire their
long. It provides full cover to its occupants. personal weapons from within the vehicle. The Bradley is
This vehicle comes equipped with a 30mm cannon {see three squares wide and four squares long. It provides full
Table 4-14) mounted In a fu ll turret. cover to Its occupants.
This vehicle comes equipped with a 25mm cannon (see
ffilA2 Abrams Table 4-14) mounted in a full turret.
This Is the U.S. Army's main battle tank. probably the most
advanced and powerful tank in the world. It is crewed by a ffill3AI Savin
driver. a gunner, a gun loader, and a commander. It has three Introduced in 1960s and for many years a mainstay of the
top hatches, one for the driver and two on the turret. (The U.S. Army. this tracked armored personnel carrier is now in
driver's position cannot be reached from the other posi- use by more than fifty countries. It is crewed by a driver and
tions, which are all in the turret.) It takes a full-round action a commander, and features a top hatch above each position
to enter a tank and another full-round action to start it as well as a rear door. It takes a full-round action to enter
moving. The Abrams is three squares wide and six squares the vehicle through a top hatch and another full-round
long. It provides full cover to its occupants. action to start it moving. The Gavin is three squares wide
This vehicle comes equipped with a tank cannon (see and four squares loog. It provides full cover to its occupants.
Table 4-14) and an M2HB heavy machine gun (see Table
4-4). both moonted in Full turrets. UH-60 Blach Hawk
Introduced in the 1980s to replace the aging UH-1. the Black
ffi2A2 Bradley Hawk is the U.S. Army's primary utility helicopter. The UH-
This is the U.S. Army's principal armored personnel carrier. It 60 is three squares wide and twelve squares long. It provides
is crewed by a driver, a gunner, and a commander. It has three-quarters cover to crew and passengers (one-quarter
three top hatches, one above each crew position. and a cover to passengers if the cargo doors are open).

--
--
Eavesdropping from inside a converted minivan
The modern world is a dangerous place,
and opportunities for battle abound for
those not hampered by fear or good
sense. Whether it's combating ter-
rorists before they launch a
deadly plot, assaulting a drug
lords hidden den, or confronting
a cabal of evil cultists preparing
to sacrifice innocent abductees,
combat is inevitable in modern action-
adventure stories.
This chapter details the combat rules,
starting with the basics before moving
on to some of the more unusual situa-
tions heroes may face or combat strate-
gies they can employ.

COffiBAT SEOUEnCE
Combat is played out in rounds, and in each
round everybody acts in turn in a regular cycle.
Generally, combat runs in the following way.
l. Each combatant starts the battle flat-footed; that is. a
character starts out not yet in a combat stance. Once a combatant
acts, she or he is no longer flat-footed.
2. The GM determines which characters are aware of their opponents at the
start of the battle. If some but not all of the combatants are aware of their
Using melee and ranged attacks, opponents, a surprise round happens before regular rounds begin. The combat-
Roxanne and Adam wade into the action
ants who are aware of the opponents can act in the surprise round, so they roll
for initiative. In initiative order (highest lo lowest), com- ~: '411 :
batants who started the battle aware of their opponents Size
each take one move or attack action. Combatants who Size (Example) Modifier
were unaware don't get to act in the surprise round. If no Colossal (blue whale [90 ft. long]) -8
one or everyone starts the bat tie aware. there is no sur- Gargantuan {gray whale [40 ft. longD _ _ __ -4
prise round. Huge telephant) -2
3. Combatants who have not yet rolled initiative do so. large (lion) -1
All combatants are now ready to begin their first regular Medium-size (human) +0
round. Small (German shepherd) _ _ _ _ _ __ •l
4. Combatants act In Initiative order. Tiny (housecat) +2
5. When everyone has had a turn. the combatant with th~ Diminutive (rat) "'4
highest initiative acts again, and steps 4 and S repeat until Fine (horsefly) -t-8
combat ends.
DeHterity modifier
Dexterity measures coordination and steadiness. so your Dex-
COIDBAT STRTISTICS terity modifier applies when you attack with a ranged weapon.
Several fundamental stat1st1cs determine how well you do
in combat. This section summarizes these statistics, and the Range Penalty
following sections detail how to use them. The range penalty for a ranged weapon depends on what
weapon you're using and how far away the target is. All
Attach Roll ranged weapons and thrown weapons have a range incre-
An attack roll represents your attempts to strike your ment, such as 30 feet for a Glock 17 pistol or 10 feet for a
opponent on your turn 1n a round. When you make an thrown knife (see Table 4- 4 and Table 4-7).Any attack from
attack roll. you roll ld20 and add your attack bonus. If your a distance of less than one range increment is not penalized
result equals or beats the ta1get's Defense, you hit and deal for range. so a bullet from a Barrett Light Fifty sniper rifle
damage. Lots of modifiers affect the attack roll. such as a +1 (range increment 120 feet) can strike at enemies up to 119
bonus if you have the Weapon Focus feat with the weapon feet away with no penalty However, each full range incre-
you're using or a bonus for having a high Strength or Dex- ment causes a cumulative - 2 penalty on the attack roll. A
terity score. sniper firing a Barren at a target 500 feet away tak~ a -8
A natural 1 (the d20 comes up 1) on the attack roll is range penalty (because 500 feet is at least four range incre-
always a miss. Anatural 20 (the d20 comes up 2?) is al~ays ments but not five increments). Athrown weapon, such as a
a hit. Anatural 20 is also always a threat-a possible critical javelin. has a maximum range of five range increments.
hit (see Critical Hits, page 130). Ranged weapons that fire projectiles, such as pistols and
If you are not proficient in the weapon you're attacking crossbows, can shoot up to ten increments.
with (you don't have the appropriate Weapon Proficiency
feat), you take a -4 penalty on the attack roll. Damage
When you hit with a weapon. you deal damage according to
Attac~ Bonus the type of weapon (see Table 4-4, Table 4-6, Table 4-7,
Your attack bonus with a melee weapon is: and Table 4-13). Effects that modify weapon damage also
apply to unarmed strikes and the natural physical attack
Base attack bonus + Strength modifier + size modifier forms of creatures.
Damage is deducted from the target's current hit points.
With a ranged weapon, your attack bonus is: If the opponent's hit points are reduced to 0 or less, he's in
bad shape (see Injury and Death, page 139).
Base attack bonus + Dexterity modifier + range
penalty + size modifier minimum Weapon Damage
If penalties to damage bring the damage result below l. a hit
Strengfhmodifier still deals 1point of damage.
Strength helps you swing a weapon harder and faster, so
your Strength modifier applies to melee attack rolls. Strength Bonus
When you hit with a melee weapon or thrown weapon, add
Size modifier your Strength modifier to the damage.
Creature size categories are defined differently from the Off-Hand Weapon: When you deal damage with a weap-
size categories for weapons and other objects. Since this on in your off hand. add only half of your Strength bonus.
size modifier applies to Defense against a melee weapon Wielding a Weapon Two-Handed: When you deal
attack or a ranged weapon attack, two creatures of the damage with a weapon that you are wielding two-ha~ded,
same size strike each other normally, regardless of what add 1 / 2times your Strength bonus. However, you don t get
size they actually are. Creature sizes are compatible with this higher Strength bonus when using a light weapon two-
vehicle sizes. handed; in such a case, only your normal Strength bonus
applies to the damage roll.
ct20MOOERN
Melee Attack Roll: ld20 + base attack bonus +
COMBAT BASICS Strength modifler + size modifier
Ranged Attack Roll: ld20 +base attack bonus+ Dex-
Here's a quick summary of combat and how rt works.
terity modifier i range penalty + size modifier
Refer to the rest of the chapter for more details.
Damage
Rounds If you score a hit, roll damage and deduct it from the
Combat is divided into rounds. In every round. each com- target's current hit points. Add your Strength modifier to
batant g~ts to do something. A round represents 6 sec- damage from melee and thrown weapons. If you're using
onds in the game world. a melee weapon in your off hand. add half your Strength
modifier (if it's a bonus). If you're wielding a melee
lnitiatiue weapon with both hands, add 1 / , times your Strength
modifier to the damage (if it's a bonus).
Before the first round. each player makes an initiative
Most weapons deal lethal damage. Lethal damage
check for his or her character. The GM makes inttiative
reduces hit points.
checks for the opponents. An initiative check is a Dex-
Some weapons and unarmed strikes deat nonlethal
terity check (1d20 +Dexterity modifier). Characters act in
damage. Nonlethal damage doesn't affect hit points.
order from highest initiative result to lowest, with the
Instead, if a single attack deals nonlethal damage that
check applying to all rounds of the combat).
equals or exceeds the target's current Constitution score,
Acharacter is flat-footed until she takes her first action.
the target must make a Fortitude save (DC 15). On a suc-
cessful save. the target is dazed for 1 round. On a failed
Actions save. the target Is knocked unconscious for ld4+1rounds.
The four types of actions are attack actions. move
actions. full-round actions, and free actions. Derense
Every round. on your turn, you may take an attack action A character's Defense is the result you need to get on
and a move action (in either order), two move actions. or your attack roll to hit that character in combat.
one full-round action. You may also perform one or more Defense: 10 +Dexterity modifier + class bonus+ equip-
free actions along with any of these combinations. ment bonus +size modifier
Attack Action: An attack action allows you to make
one attack or do some similar action. Not all attack H it Points
actions involve making attacks (some skill checks count as Hit points represent how much damage a character can
attack actions. for example). take before falling unconscious or dying.
Move- Action: A move action allows you to move or ii
perform some similar action (such as stand up. if you've Attack Options Ii
I~
been knocked prone). Not all move actions involve move- When attacking, you have several options. II
ment (drawing a weapon. for example, is a move action). Attack: You can make a single attack.
If none of your actions in a round involve literal move- Charge: You can charge an opponent, but doing so is a
ment from one location to another, you can take a free full-round action (it replaces both your attack action and
5-foot step. your move action). When making acharge, you move in a
Full-Round Action: Some activities take more time straight line for up to twice your speed and then make
than a single attack or move action. If you take a full- one attack with a +2 bonus on the attack roll. You take a
round action. it replaces both your move and your attack -2 penalty to your Defense until your turn the following
action for the round. round.
Free Action: Some activities. such as saying a few Full Attack: Some characters can strike more than
words don't lake up even a fraction of an action. You can once each combat round. but doing so is a full-round
take these actions in addition to your other actions. The action.
GM may limit the number of free actions acharacter can
undertake 111 a single round.
Saving Throws I
When you are subject to an unusual attack, you generally
Attac~s get a saving throw to negate or reduce its effect. To suc-
You may attempt a melee, ranged or unarmed attack as ceed at a saving throw. you need a result equal to or
your attack action. Making a ranged attack provokes higher than the given DC.
attacks of opportunity from enemies that threaten you Fortitude Saving Throw: 1d20 + base Fort save bonus
(see below). + Con~titution modifier
Reflex Saving Throw: ld20 + base Ref save bonus +
Attack Roll Dexterity modifier
To score a hit that deals damage on your attack roll. your Will Saving Throw: ld20 + base Will save bonus +
result must equal or exceed the target's Defense. Wisdom modifier

u
continued on nexr page

-~-
ened square. however. enemies get attacks of op-
portunity when you leave that square.
movement
Each character has a speed measured in feet {humans
normally have a speed of 30 feet). You can move that dis·
Oeath, Oying, and Healing
tance as a move action. You can take a move action Your hit points represent how much damage you can take
before or after taking an attack action. before being disabled. knocked unconscious. or killed.
You can use your attack action as an extra move action.
allowing you to move your speed again. Or you can run
I or more Hit Points
all-out. which takes your entire turn but lets you move No matter how many hit points you have lost, so long as
four times your speed. they have not dropped to 0 or lower, you remain fully
functional.

Attac~s of Opportunity 0Hit Points


During combat . you threaten <lll ~quare~ adiacent to yours. If your hit points drop to 0, you are disabled. You can only
even when it's not your action. (For more Information on take a single move action or attack action, and you take l
squares and moving on agrid. \ee page 142.} An enemy that point of damage afte1 completing an action.
takes certain actions while In a threatened square provokes
an attack of opportunity from you. An attack of opportu- -I to -9 Hit Points
nity 1s a free melee attack that doesn't use up any of your If your hit points drop to from -1 to -9 hit points, you're
actions. It is a single melee attack. You can make one attack unconscious and dying. Each round, make a Fortitude save
of opportunity per round Actions that provoke attacks of (DC 20). If you fail. you lose 1 hit point. and you must
opportunity include moving (except as noted below) and make the Fortitude save again the next round. If you suc-
attacking with a ranged weapon. ceed. you become stable. While stable. you're still uncon-
You provoke an attack of opportunity in two ways- scious. Each hour thereafter you make a rort1tude save
when you move out of a square that an enemy threatens. {DC 20) to regain consciousness, If the save fails, you
and when you take an action that distracts you from remain unconscious.
defending yourself while you're in a threatened square You can stop a dying character's loss of hit points with
(such as using the Treat Injury skill on an injured ally}. a successful Treat Injury check (DC 15).
You provoke an attack of opportunity from an enemy
when you move out of a threatened square, except -10 Hit Points
• If your entire move for the round is 5 feet (a 5-foot If your hit points fall to -10 or lower. you're dead.
step}. enemies don't get attacks of opportunity
when you move. Healing
• If you withdraw (a full-round action}, enemies don't The Treat Injury skill and the proper tool (first aid kit,
get attacks of opportunity when you move from medical kit, or surgery kit) can help characters become
your initial square If you move into another threat· stable and restore hit points.

multiplyingDamage and you have scored a threat of a critical hit. To find out
Sometimes you multiply damage by some factor. such as if it is actually a critical hit, you immediately make
when you score a critical hit. Roll the damage (with all mod- another attack roll with all the same modifiers as the
ifiers) multiple times and total the results. attack roll that scored the threat. If the second roll also
For example. Russell Whitfield gets a +3 bonus on dam· results in a hit against the target's Defen~e. your attack is
age when using a longsword. The critical multiplier of a a critical hit. {The second roll just needs to hit to confirm
longsword 1s x2. so 1f he scored a critical hit. he would roll a critical hit you don't need to roll a second 20.) If the
second roll is a miss. then your attack just deals the - - - -·
ld8+3 points of damage two times (the same as rolling
2d8+6). damage of a regular hit.
Bonus damage represented as extra dice, such as from A critical hit multiplies your damage Unless otherwise
firing a double tap shot (see the Double Tap feat, page 82). specified. the multiplier is x2. (It is possible for some weap-
is an exception. Do not multiply bonus damage dice when ons to have higher multipliers. doing more damage on a crit-
you score a critical hit. ical hit.} Some weapons have expanded threat ranges, for
For example, if Adam Swift scores a critical hit when instance the crossbow (19 20) and the rapier (18-20).
making a double tap attack with his pistol. he rolls 2d6 making a critical hit more likely. However, even with these
points of damage two times (the same as rolling 4d6} and weapons. only a 20 Is an automatic hit. The Critical column
then adds the extra ld6 for the double tap. on Table 4-4 and Table 4-7 indicates the threat range for
each weapon on the tables.
Critical Hits Bonus damage represented as extra dice, such as from
When you make an attack roll and get a natural 20 (the firing a double tap shot (see the Double Tap feat. page 82).
is not multiplied when you score a critical hit.
d20 shows 20), you hit regardless of your target's Defense.
d2oMOD
Oefense Some magical effects offer enhancement bonuses to armor
Your Defense represents how hard it 1s for opponents to (making ir more effective) or deflection bonuses that ward
land a solid, damaging blow on you. Its the attack roll result off attacks.
that an opponent needs to achieve to hit you. The average.
unarmored civilian has a Defense of 10. Your Defense is Touch Attac~s
equal to: Some attacks disregard armor. For example, armor doesn't
affect your chance of success when splashing acid on some-
10 • Dexterity modifier + class bonus+ equipment one or trying to trip him In these cases, the attacker makes
bonus +site modifier a touch attack roll (either a ranged touch attack roll or a
melee touch attack roll}. The attacker makes her attack roll
DeHterity modifier as normal, but your Defense does not include any equip-
If your Dexterity 1s high. you are particularly adept at dodg- ment bonus or armor bonus. All other modifiers, such as
ing blows or gunfire. If your Dexterity 1s low. you are partic- your class bonus, Dexterity modifier, and size modifier,
ularly inepl at 1t That's why you apply your Dexterity apply normally.
modifier to your Defense
Sometimes you can't use your Dexterity bonus. If you Hit Points
can't react to a blow. you can't use your Dexterity bonus to Your hit points tell you how much punishment you can take
Defense For example. you lose your Dexterity bonus if before dropping. Your hit points are based on your class and
you're hanging onto the face of a crumbling cliff. or if you·re level. and your Constitution modifier applies.
caught flat-footed at the beginning of a combat. When your hit point total drops to O. you're disabled.
When it drops to -1. you're dying. When it drops to -10,
Class Bonus you"re dead (see Injury and Death, page 139).
Your class and level grant you an innate bonus to Defense.
This bonus measures your combat savvy and applies in all
situations. even when you're flat-footed or when you would Speed
lose your Dexterity bonus for some other reason. Your speed tells you how far you can move m a move
action. Humans normally move 30 feet. but some creatures
Equipment Bonus move faster or slower Rats. for example, have a speed of
If you wear armor. it provides abonus to your Defense. This just 15, while wolves have a speed of SO. Wearing armor can
bonus represents the armor's ability to protect you from slow you down.
blows. You normally move as a move action, leaving an attack
Armor provides a minimum bonus to anyone who wears action to attack. You can. however, use your attack action as
it, but a character who is proficient in the use of a mtain a second move action. This could let you move again, for a
type of armor receives a larger bonus to Defense. total movement of up to double your normal speed.
Sometimes you can't use your equipment bonus to Another option ls to run all out (a full-round action). This
Defense. If an attack will damage you just by touching you. lets you move up to four times your normal speed, but you
you can't add your equipment bonus (see Touch Attacks. can only run all out in a straight line. and doing so affects
below}. your Defense (see Run. page 138).

Si2e modifier Sauing Throws


The bigger an opponent is. the easier it is to hit in combat. As an adventurer. you have more to worry about than
The smaller it is. the harder it is to hit. Since this same mod- straightforward attacks. You may also face grenades and
ifier applies to attack rolls a rat. for example. doesn·t have explosives. dangerous traps, and maybe the special attacks
a hard time attacking another rat. Size modifiers are shown of creatures.
on Table 5-1. Generally. when you are sub1ect to an unusual or magical
attack. you get a saving throw to avoid or reduce the effect.
Other modifiers Like an attack roll. a saving throw 1s a ld20 roll plus a bonus
Other factors can add to your Defense. based on your class and level (your base save bonus) and an
feats: Some feats. such as Dodge (page 82). give you a ability modifier.
bonus to your Defense A natural 1 (the d20 comes up 1) on a savmg throw is
Natural Armor: Some creatures have natural armor. always a failure. A natural 20 (the d20 comes up 20) is always
which usually consists of scales. fur, or layers of thick a success.
muscle. Your saving throw bonus is:
Dodge Bonuses: Some other Defense bonuses represent
actively avoiding blows. such as the Defense bonus for Base save bonus + ability modifier
fighting defensively. These bonuses are called dodge bonus-
es. Any situation that denies you your Dexterity bonus also The Difficulty Class for a save is determined by the attack
denies you dodge bonuses Unlike most sorts of bonuses. itself. The poison from a scorpion sting, for example. might
dodge bonuses stack with each other allow a Fortitude save against DC 11. The Reflex save to
Magical Effects: Some campaigns may include magic. reduce the damage from a hand grenade is DC 15.

0
dzoMOOERN
Saving Throw Types Joining aBattle ..
The three different kinds of saving throws are these: If characters enter a battle after it has begun, they roll 1n1-
Fortitude: These saves measure your ability to stand up tiative at that time and act whenever their turn comes up in
to massive physical punishment or attacks against your the existing order.
vitality and health such as poison and paralysis. Apply your
Constitution modifier to your Fortitude saving throws.
Reflex: These saves test your ability to dodge massive
Surprise
When a combat starts, if you were not aware of your ene-
attacks such as explosions or car wrecks. (Often. when
mies and they were aware of you, you're surprised. Likewise.
damage Is Inevitable, you get to make a Reflex save to take
you can surprise your enemies if you know about them
only half damage.) Apply your Dexterity modifier to your
Reflex saving throws. before they're aware of you.
Will: These saves reflect your resistance to mental influ-
ence and domination as well as to many magical effects.
Oetermining Awareness
Apply your Wisdom modifier to your Will saving throws. Sometimes all the combatants on a side are aware of the
enemies, sometimes none are, and sometimes only some of
them are. Sometimes a few combatants on each side are
IOITIATIUE aware and the other combatants on each side are unaware.
The GM determines who is aware of whom at the start of
Every round, each combatant gets to do something. The
combatants' initiative checks, from highest to lowest. deter- a battle. She may call for Listen checks. Spot checks, or
mine the order in which they act. from first to last As other checks to see how aware the heroes are of the enemy.
Some example situations:
Moondog Greenberg says, "Hitting first 1s good. Hittin~ hard
is better. But hitting last-that's all that really counts. • The heroes come to a door at the back of an old ware-
house. The GM knows that the thugs on the other side
Initiative Chechs of the door have been using security cameras to watch
the party approach. Elliot listens at the door. hears
At the start of a battle. each combatant makes ~single ini-
muttered discussion, and tells the rest of the party
tiative check. An intt1at1ve check is a Dexterity check. Each
character applies his Dexterity modifier to the roll, and about It. Moondog breaks the door open. Both sides
anyone with the Improved Initiative feat gets an additional are aware; neither is surprised. The heroes and thugs
+4 bonus on the check. The GM finds out what order char- make initiative checks, and the battle begins.
acters are acting in, counting down from highest result to
lowest, and each character acts in turn. On all following
rounds, the characters act in the same order (unless a char-
acter takes an action that results in her initiative changing;
see Special Initiative Actions, page 147). Usually, the GM
writes the names of the characters down in Initiative order
so that on subsequent rounds he can move quickly from one
character to the next. If two or more combatants have the
same initiative check result. the combatants who are tied go
in order of total initiative modifier (including Dexterity
modifier and Improved Initiative bonus, if applicable). If
there 1s still a tie, roll a die.
Flat-footed: At the start of abattle, before you have had
achance to act (specifically, before your first turn in the ini-
tiative order), you are flat-footed. You can't use your Dex-
terity bonus to Defense while flat-footed

Opponent Initiative
Typically. the GM makes a single
initiative check for the oppo-
nents. That way, each player gets a
turn In each round and the GM
also gets one turn. At the GM's option,
however, he can make separate initia-
tive checks for different groups of
opponents or even for Individual vil-
lains. For Instance. the GM may make
one initiative check for a crime
lord and another check for all seven
of her henchmen. SOOK

Using surprise to get the drop on the enemy


a20M
• The characters are exploring a storm sewer, looking for works like the word "month:' A month can mean either a
evidence behind a string of mysterious disappear- calendar month or a span of time from a day in one month
ances. Feral dogs lurk in hiding places, waiting for the to the same day the next month. In the same way, a round
right time to strike. Yoriko spots one of the dogs. and can be asegment of game time starting with the first char-
with a growl the dogs charge. The dogs and Yoriko acter to act and ending with the last but 1t usually means
each get an attack action or move action during the a span of time from a certain round to the same initiative
surprise round. The dogs move to try to put them- number in the next round. Effects that last a certain
selves in advantageous positions for the next round. number of rounds end just before the same initiative count
Yoriko can draw a weapon. attack, move, or take some that they began on.
other action. After the surprise round, the first regular For example, astun gun paralyzes a victim for ld6 rounds.
round of combat begins. If Yoriko fires a stun gun at a terrorist on her initiative count
• The heroes arc advancing down a dark corridor, their of 14, and rolls a ) for how many round~ Ihe terrorist is par-
flashlights barely lighting the way. At the end of the aly1ed, he would become unparalyzed on Initiative count 14
corridor is the terrorist leader they've been searching two rounds later.
for. The terrorist, who easily sees the heroes through
his night·vls1on goggles, opens up on them with a
machine gun. That's the surprise round. After the
Action Types
The four types of dctions a1e dllack action~. move actions,
machine gun attack, the first regular round begins. and
full ·round actions. and free actions. In a normal round, you
the heroes are in a tough spot. since they still can't see
can perform an atta<.k action dnd a move action (or two
who at lacked them.
move actions: you can always take dmove action in place of
an attack action). or yCN can perform a full-round action_ You
The Surprise Round can al~o perform as many free actions as your GM allows.
If some but not all of the combatanb are aware of their
In some situation\ (such a~ in the ~urprlse round) you may
opponents, a surprl\e round happens before regular rounds
be limited to taking only asingle attack or move action.
begin. The combatants who are aware of the opponents can
act in the surpme round. ~o they roll for initiative. In 1nitia-
t1ve order (high~t to lowest), combatants who started the
Attack Action
An attack action allows you to do something. You can make
battle aware of their opponents each take an attack action
an attack. use a skill or a feat (unless the skill or feat requires
or move ac.t1on during the surprise round (see Action Types.
a full-round action to perform: sec below), or perform other
below). If no one or everyone 1s surpnsed, a surprise round
similar actions. During a combat round. you can take an
does not occur.
attack action and a move action. You can take a move
action before or after performing an attack action.
Unaware Combatants
Combtttants who are unaware at the start of battle do not
get to ac.t In the surprise round. Unaware combatants are
moue Action
A move action allows you to move your speed or perform
still flat·footed because they have not acted yet. Because of
an action that takes asimilar amount of time. You can move
this. they lose any Dexterity bonus to Defense.
your speed, climb one quarter of your speed. draw or stow
a weapon or other obiect, stand up, pick up an object, or
ACTIOOS IO COIDBAI perform some equivalent action (see Table 5-2).
You can take a move action in the place of an attack
The fundamental actions of moving and attacking cover
action. For instance, rather than moving your speed and
most of what you want to do in a battle. They're described
attacking, you could stand up and then move your speed
here. Other, more spEciallzed options are touched on in
(two move actions). put away a weapon and then climb one-
Table 5-2: Actions In Combat. and covered later in Special
quarter of your speed (two move actions). or pick up a
Initiative Actions, page 14/ and SpEcial Attach, Pa&€ 148.
dropped object and then stow it m your backpack (two
move actions).
TheCombat Round If you move no actual distance in a round (commonly
Each round represents about 6 seconds in the game world. because you have swapped your move action for an equiv-
A round is an opportunity for each character involved in a alent action. such as standing up), you can take one 5-foot
combat to take an action. Anything a person could reason- step before, during, or after the action. For example, if your
ably do in 6 seconds, your character can do in 1round. hero is on the ground. he can stand up (a move action).
Each round's activity begins with the character with the move 5 feet (his S·foot step), and attack.
highest Initiative result and then proceeds, in order, from
there. Each round of acombat uses the same initiative order. Full-Round Action
When acharacter's turn comes up in the initiative sequence, A full-round action consumes all your effort during a
that character performs his entire rounds worth of actions. round. The only movement you can take during a full-round
(For exceptions, see Attacks of Opportunity, page 138, and action is a Hoot step before, during, or after the action.
Special Initiative Actions. page 147.) Some full-round actions do not allow you to take a 5-foot
For almost all purposes. there is no relevance to the end step. You can also perform free actions (see below) as your
of a round or the beginning of a round. The term "round" GM allows.
d20MODERN
MoYe Actions (cont) Attack of Opportunity 1
Attack (melee) No Sw 'll
1 No
Attack (ranged) Yes Use a skill that takes a move action Usually
Attack (unarme~ Yes Full-Round Actions Attack of Opportunity •
Attack (aid another} No
Bull rush {charge) No
Bull rush (attack) No
fscape a grapple (see page 154) No
Charge No
No Coup de grace isee _page 146) Yes
Feint (see Bluff, page 49}
Ready (triggers an attc1ck action) No Full attack No
Overrun (charge} No
Make a dying character stable (see page 75) Yes
Run Y~s
Attack a weapon Yes
Withdraw No
Attack an ob1ect Maybe 1
Extinguish flames No
Total defense No
Use a skill that takes a full round Usually
Use a skill that takes an attack action Usually
Reload a firearm with an mternal magazine Yes
Move Actions Attack of Opportunity >
free Actions Attack of Opportunity 1
Move ~our speed Yes
Drop an object No
Use a piece of equipment No
Drop to prone. sitting. or knPeling No
Climb (one-quarter your SP_!ed) No
Speak No
Climb. accelerated (one-half your ~ed) No
Crawl No Action Type Varies Attack of Opportunity 1
Draw a weapon ) No Disarm 4 Yes
Holster a weaP.on Yes Grapple 4 Yes
Move a heavx obiect Yes Load a weapon Yes
Open a door No Tri an opp00ent 4 No
Pick up an object Yes Use a feat 5 Varies
Reload a firearm with a box ma_sazme or speed loader Yes No Action Attack of Opportunity l
Retrieve a stored object Yes
Stand up from prone. s1tt1ng. or kneeling No
Delay No
Start/complete full-round action Varies
5-foot step No

1 Regdrdless of the acuon. 1f you move out of a threatened square. you usually provoke an attack of opportunity. This column indicates whethff the
action itself, not moving, p1ovokes an attack of opportunity.
l lf the obiect 1s being held, earned, or worn by a creature, yes. If not. no.
l lf you have a base attack bonus of •1 or higher. you can combine this action with a regular move. If you have the Two·Weapon Fighting feat. you
can draw two light 01 one handed weapons m the time 't would normally take you to draw one.
4 These attack forms substitute for a melee attack. not an action. As melee attacks. they can be used once in an attack or charge action. one or more
ti~ in a full attack action. or E'Veo as an attack of opj)Oftumty.
5 The description of a feat defines Its effect

per round must use the full attack action (see Full-Round
Pree Action Actions. below) morder to make more than one attack.
Free actions consume a very small amount of time and
Fighting Defensively: You can choose to fight defen-
effort, and over the span of the round. their impact is so
sively while making a melee attack. If you do so. you take a
minor that they are considered free. You can perform one or
-4 penalty on your attack in a round to gain a +2 dodge
more free actions while taking another action normally.
bonus to Defense in the s.lme round.
However. the GM puts reasonable limits on what you can
really do for free For inmnce dropping an object. dropping
to a prone position. speaking a sentence or two. and ceasing
UnarmedAttacRs
Striking for damage with punches. kicks. and head butts is
to concentrate on a magic spell (if magic is available in your
much like attacking with a melee weapon, except that an
campaign) are all free actions.
unarmed attack deals nonlethal damage. Unarmed strikes
count as light melee weapons (for purposes of two-weapon
Attac~ Actions attack penalties and so on). The following exceptions to
Most common attack actions are described below. More spe- normal melee rules apply to unarmed attacks.
cialized attack actions are mentioned in Table 5-2: Actions in Attacks of Opportunity: Making an unarmed attack
Combat, and covered 1n Specral Attacks. page 148. against an armed opponent provokes an attack of opportunity
from the character you attack (see page 138). The attack of
ffielee RttacRs opportunity comes before your attack. An unarmed attack
With a normal melee weapon. you can strike any enemy within does not provoke attacks of opportunity from other foes, nor
5 feet. (Enemies within Sfeet are considered adjacent to you.} does it provoke an attack of opportunity from an unarmed foe.
Acharacter capable of making more than one melee attack "Armed" Unarmed Attacks: Sometimes a character or
a creature not provoke an attack of opportunity when
Speeding up Combat attacking an armed foe. but you provoke an attack of
You can use a couple of tricks to make combat run
opportunity from that creature if you make an unarmed
faster.
attack against it. The Combat Martial Arts feat makes a char-
Attack and Damage: Roll your attack die and
acter"s unarmed attacks count as armed.
damage die (or dice) at the same time. If you miss.
Unarmed Strike Damage: An unarmed strike from a
you can ignore the damage. but if you hit, your
Medium-size character deals ld3 points (plus your Strength
friends don't have to wait for you to make a second
modifier. as normal) of nonlethal damage (see page 141).
roll for damage.
You can specify that your unarmed strike will deal lethal
Multiple Attacks: Use dice of different colors so
damage before you make your attack roll, but you take a-4
you can make your attack rolls all at once instead of
penalty on your attack roll because you have to strike apar-
one at a time. Designate which attack is which color
ticularly vulnerable spot to deal lethal damage.
before you roll.
Roll Ahead of Time: Once you know whom you
are attacking and how, make your attack rolls before it
Ranged Rttachs
With a ranged weapon, you can shoot or throw at any target
is your turn so you have the results ready when your
that is within the ranged weapon's maximum range and in
turn comes around. (Get your GM's okay before you
line of sight. A target is in line of sight lf there are no solid
roll ahead of time. Some GMs like to watch the play-
obstructions between you and the target. The maximum
ers' attack rolls.)
range for a thrown weapon Is five range increments. For
Dice as Counters: Use dice to keep track of how
weapons that fire projectiles. it is ten range increments.
many rounds a short-duration effect has been active.
Acharacter capable of making more than one ranged artack
Each round. turn the die to the next number until the
per round must use the full attack action (see Full-Round
effect ends.
Actions. below) in order to make more than one attack.
Prep Initiative: Have your GM roll the characters'
Shooting or Throwing into a Melee: If you shoot or
and creatures' 1nit1at1ve checks ahead of time and pre-
throw a ranged weapon at a target that is engaged in melee
pare the order of battle That way when a battle
with an ally, you take a -4 penalty on your attack roll be-
starts. you can skip the initiative checks and get right
cause you have to aim carefully to avoid hitting your ally.
to the action.
Two characters are engaged in melee if they are enemies
Miniatures: Use miniatures to show the relative
and they are adjacent to one another. (An unconscious or
positions of the combatants. It's a lot faster to place a
otherwise immobilized character is not considered engaged
miniature where you want your character to be than
unless he is actually being attacked.)
to explain (and remember) where your character is rel·
If your target is so big that part of It is 10 feet or farther
ative to everyone else.
from the nearest ally, you can avoid the - 4 penalty even if
it's engaged in melee with an ally. '
creature attacks unarmed but the attack still counts as Because of the weapon's unwieldy shape and size, an
armed. A creature with claws, fangs, and similar natural attacker using a longarm takes a - 4 penalty on attacks
physical weapons, for example. counts as armed. Being against adjacent opponents. (It's not easy to bring a rifle to
armed counts for both offense and defense-not only does bear on someone who is only 5 feet away from you.)

Brandon draws fire so that


Sttph1nlt can get away
Fighting Defensively: You can choose to fight defen·
sively while making a ranged attack. If you do so. you take a
Charge
Charging is a special full round action that allows you to
-4 penalty on your attack in a round to gain a +2 dodge
move more than your speed and attack during the action.
bonus to Defense in the same round.
However, there are tight restrictions on how and when you
can charge.
Total Defense Movement during a Charge: You must move before your
Instead of attacking, you can use your attack action simply
attack, not after. You must move at least 10 feet and may
to defend yourself. This is called a total defense action. You
move up to twice your speed. All movement must be in a
don't get to attack or perform any other activity, but you
straight line. with no backing up allowed. You must stop as
get a +4 dodge bonus to your Defense for l round. Your
soon as you are within striking range of your target (you can't
Defense improves at the start of this action, so it helps you
run past him and attack from another direction). You can't
against any attacks of opportunity you are subject to while
take a 5-foot step during the same round as a full charge.
performing your move actlon.
During the surprise round (or any other lime you are lim-
ited to taking no more than a single attack aclion on your
ffiove Actions tum) you can still use the charge action, but you are only
With the exception of spec1f1c movement-related skills, allowed to move up to your speed (Instead of up to twice
most move actions don't require a check. In some cases your speed}.
(such as shouldering open a stuck door), ability checks Attacking after a Charge: After moving. you may make
might be required. a single melee attack Since you can u~e the momentum of
the charge tn your favor. you get a +2 bonus on the attack
movement roll. Since a charge is impornble without a bit of reckless·
The simplest move action Is moving your character's speed. ness. you also take a -2 penalty to your Defense for l round
If you take this kind of move action during your turn. you {until the beginning of your turn in the following round).
cannot also take a 5-foot step. Even if you have extra at tacks. such as from having a high
Many nonstandard modes of movement are also covered enough base attack bonus or from using multiple weapons.
under this category, intluding climbing and swimming (up to you only get to make one attack after a charge.
one-quarter your speed), crawling (up to 5 feet). and enter Instead of attacking your target, you can attempt to push
1ng a vehicle. him back (to push him away from a door. for example, or
knock him off the edge of a brrdge). See Bull Rush. page 151.
manipulating Objects
In most c:am, moving or manipulating an object 1s a move full Attach
action. I his includes drawing or holstering a weapon, If you get more than one attack per action bPcause your base
retrieving or putting away a stored object, picking up an attack bonus is high enough, because you fight with two
object moving a heavy object, and opening a door. weapons, because you're using adouble weapon. or for some
If you have a base attack bonus of •l or higher, you can special reason (such as the Heroic Surge feat). you must use
draw a weapon as part of your normal movement the full attack action to get your additional attacks. You do
not need to specify the targets of your attacks ahead of
Standing Up lime. You can see how the earlier attacks turn out before
Standing up from aprone position requires a move action. II assigning the later ones.
provokes an attack of opportunity from opponents who Full attack is a fult-round action. Because of thi!>. the only
threaten you. movement you can take during a full attack Is a 5-foot step.
You may take the step before, after, or between your attacks.
Start/Complete run Round Rction If you get multiple attacks based on your base attack
The "~tart/complete full round action" move action lets bonus. you must make the attacks in order from highest
you start undertaking a full round action (such as those bonus to lowest If you are using two weapons. you can
listed on Table 5- 2: Actions in Combat) at the end of strike with P1ther weapon first If you are using a double - - - -
your turn. or complete a full-round action by using a weapon, you can strike with either part of the weapon first.
move action at the beginning of your turn m the round Committing to a Full Attack Action: You don't have to
following the round when you started the full-round commit to a full attack until after your first attack. You can
action. then deode whether to make your remaining attacks or to
If you start a full round action at the end of your turn, take a move action. Of course. if you've already taken a 5-
the next action you take must be to complete the full- foot step. you can't use your move action to move any dis·
round action-you can't take another type of action before tance, but you could still draw or put away a weapon, for
finishing what you started. instance (see Move Actions. above).
Fighting Defensively: You can choose to fight defen-
sively when taking a full attack action. If you do so, you take
Pull-Round Actions a - 4 penalty on all attacks in a round to gain a +2 dodge
A full-round action requires an entire round to complete. If
bonus to Defense In the same round.
It doesn't involve moving any distance. you can combine it
Attacking with Two Weapons: If you wield a second
with a 5-foot step.
weapon in your off hand, you can get one extra attack per
d20MODERN
round with that weapon. Fighting in this way is very diffi-
cult, however-you take a -6 penalty on your regular attack ffiiscellaneous Actions
or attacks with your primary hand and a -10 penalty on the Some actions don't fit neatly into the above categories.
attack with your off hand. You can reduce these stiff penal- Some of the options described below are actions that take
ties in two ways. the place of or are variations on the actions described ear-
1. If your off-hand weapon is light, such as a machete, the
lier. For actions not covered in any of this material, the GM
penalties are reduced by 2 each. (An unarmed strike is lets you know how long such an action takes to perform
always considered light.) and whether doing so provokes attacks of opportunity
2. The Two-Weapon Fighting feat lessens the primary from threatening enemies.
hand penalty by 2. and the off-hand penalty by 6.
Table 5-3: Two-Weapon Fighting Penalties summarizes Use Feat. S~ill. or Talent
the interaction of all these factors. Certain feats, such as Whirlwind Attack, let you take special
Double Weapons: You can use a double weapon to make actions in combat. Other feats are not actions in them·
an extra attack as if you were fighting with two weapons. selves. but they give you a bonus when attempting some-
The penalties apply as if the off-hand weapon were light. thing you can already do, such as Improved Disarm. Some
feats aren't meant to be used within the framework of
combat. The individual feat descriptions tell you what you
l4A~t;fuJiJW~1hl!AllME need to know about them.
Most uses of skills or talents In a combat situation are
Normal penalties -6 -10
Off-hand we<1pon is light -4 -&
attack actions, but some might be move actions or full-
Two-Weapon Fighting feat -4 -4
round actions. When appropriate, the description of a
Off-hand weapon is light and -2 -2 talent or a skill provides the time required to use it (see
TwoWeaJ)on Fighting feat Chapter One: Classes and Chapter Two: Skills).

Aun Attac~s of Opportunity


You can run all out as a full-round action. When you run. you The melee combat rules assume that combatants are
can move up to four times your speed in a straight line. {You actively avoiding attacks. A player doesn't have to declare
do not get a 5 foot step.) You lose any Dexterity bonus to anything special for her character to be on the defensive.
Defense since you can't avoid attacks. However. you get a +2 Even if a character's figure is just standing there on the
bonus to your Defense against ranged attacks while running. tabletop like a piece of lead, you can be sure that if some
You can run for a number of rounds equal to your Con- thug with a switchblade attacks the character, she is weav-
stitution score. but after that you must succeed at a Consti- ing, dodging, and even threatening the attacker with a
tution check (DC 10) to continue running. vou must check weapon to keep him a little worried for his own hide.
again each round In which you continue to run, and the DC Sometimes, however, a combatant in a melee lets her
of this check Increases by l for each check you make. When guard down, and she doesn't maintain a defensive posture
you fail this check, you must stop running. Acharacter who as usual. In this case, combatants near her can take advan-
has run to his limit musl rest for 1minute (10 rounds) before tage of her lapse in defense Lo attack her for free. These
running again. Dunng a rest period, a character can move attacks are called attacks of opportunity.
normally, but can't run.
Arun represents a speed of about 14 miles per hour for an Weapon Type
unencumbered human. You can use a rnelee weapon to make attacks of opportu·
nity whenever the conditions for such an attack are met
Withdraw (see Provoking an Attack of Opportunity, below). In addi-
Withdrawing from melee combat is a full-round action. tion, you can make attacks of opportunity with unarmed
When you withdraw, you can move up to twice your speed. attacks if your unarmed attacks count as armed (see
(You don't also get a 5-foot step.) The square you start from "Armed" Unarmed Attacks. page 136).
__.____ is not considered threatened for purposes of withdrawing,
and therefore enemies do not get attacks of opportunity Threatened Squares
against you when you move from that square. You threaten the squares into which you can make a melee
If while withdrawing, you move through another threat- attack, even when rt is not your action. Generally, thats all
ened square (other than the one you started in) without squares adjacent to your position. An enemy that takes certain
stopping, enemies get attacks of opportunity as normal. actions while 1n a threatened square provokes an attack of
Some forms of movement (such as climbing and swim- opportunity from you. You can only make attacks of opportu-
ming) require skill checks from most creatures. You may nity with melee weapons never with ranged weapons.
not withdraw using a form of movement for which you
must make a skill check. For example, if you must make a Prouohing an Attach of Opportunity
Climb check in order to climb (unlike some creatures, Two actions can provoke attacks of opportunity: moving
which have standard climb speeds), you can't use climbing out of a threatened square. and performing an action within
to withdraw from combat. Similarly, a creature can't with- a threatened square that distracts you from defending your-
draw via swimming unless It has a listed swim speed. self and lets your guard down.
Moving out of a Threatened Square: When you move
out of athreatened ~quare, you generally provoke an attack IOJUBY eno DEATH
of opportunity. There are two important exceptions, how- Your hit points measure how hard you are lo kill. The
ever. You don't provoke an attack. of opportunity if all you damage from each successful attack and each fight ciccu.-
move is a Hoot step. or if you withdraw (see page 138). mulates, dropping your hit point total lower and lower unlrl
Thus. 1f the square you're in at the beginning of your tum is it eventually falls to 0 or lower. Then you're in trouble. Luck-
in a threatened square. any movement you make provokes an ily. you have a number of ways to regain hit points.
attack of opportunity (unless you v.1thdraw, or limit your
move to asingle 5-foot step). If you don"t start 1n a threatened Loss oF Hit Points
square. but move into one. you have to stop there. or else you The most common way your character gets hurt is taking
provoke an attack of opportunity as you leave that square. damage and losing hrt points. whether from a terro~ist's
Performing an Action that Distracts You: Some submachine gun. the bite of a guard dog, or a fall into
actions. when performed in a threatened square. provoke molten lava. You record your character's hit point total on
attacks of opportunity because they make you divert yo~r your character sheet. As your character takes damage. you
attention from the fight at hand Using a ranged weapon, in subtract that damage fromyour hit points, leaving you with
particular. provokes attacks of opportunity. Table S- 2: your current hit points. Current hit point s go down when
Actionsin Combat notes many additional actions that pro· you take damage and go back up when you recover.
voke at tacks of opportunity.
What Hit Points Represent
Waking an Attack of Opportunity Hit points mean two things in the game world: the ability
An attack of opportunity is a single melee attack. and you to take physical punishment and keep going. and the abil·
can only make one per round. You do not have to make an ity to turn a serious blow into a less serious one. A IOth-
attack of opportunity if you don't want to. level Tough hero who has taken 50 points of damage is not
An experienced character gets additional regular rnelee as badly hurt as a 10th-level Smart hero who has taken that
attacks (by using the full attack action). but at a lower attack much damage Indeed, unless the Smart hero has a high
bonus. You make your attack of opportunity. however, at Constitution score. he's probably dead or dying, while the
your normal attack bonus-even if you've already attacked Tough hero is battered but otherNise doing fine. Why the
in this round
020MOOERN
Exhausted: Heroes who are exhausted move at half
Character Condition Summary speed and cannot run or charge. Furthermore, they take a
A number of adverse conditions can affect tne way a
-6 penalty to Strength and Dexterity. After 1hour of com
character operates, as defined here. If more than one con-
plete, uninterrupted rest, an exhausted character be·
dition affects a character, apply both if possible. If not
possible, apply only the most severe condition. comes fatigued.
Fatigued: Characters who are fatigued can't run or
Ability Damaged: The character has lost l or more
charge and take a penalty of -2 to Strength and Dexter-
ability score poin1s. The loss is temporary. and these
ity. After 8 hours of complete, uninterrupted rest, a
points return at a rate of 1per evening of rest. This differs
fatigued character is no longer fatigued.
from "effective" ability loss. which 1s an effect that goes
Flat-Footed: Acharacter who has not yet acted during
away when the condition causing it (fatigue, entangle-
ment, or whatever) goes away. a combat is flat-footed, not reacting normally to the sit-
uation. Aflat-footed character loses his Dexterity bonus
Ability Drained: The character has lost l or more abil
to Defense.
ity score points. The loss is permanent. .
Grappled: When grappled. a hero can't undertake ~ny
Blinded: The hero can'tsee at all, and thus everything
has total concealment to him. He has a 50%chance to action other than attacking with his bare hands, attack111g
with a Hght weapon, or attempting to break free from his
miss in combar. Furthermore, the blinded character has an
effective Dexterity of 3, along with a -4 penalty on the opponent. He loses his Dexteritybonus to ~efense..except
on attacks from characters with whom he 1s grappling.
use of Strength-based and Dexterity-based skills. This ~4
Helpless: Paralyzed, sleeping, or unconscious charac
penalty also applies to Search ch.eeks and ~ny other skill
checks for which the GM deems sight to be important. He ters are helpless. A helpless character has an effective
Defense of ~ + ~ i ze modifier. An attacker can attempt a
can't make Spot checks or perform any other activity
coup de grace against a helpless character.
(such as reading) that requires vision. Heroes who are
Nause~ted: Characters who are nau~eated are unable
blind long-term (from birth or early in lite) grow accus
tomed to 1hese drawbacks and can overcome some of to attack or do anything else requiring attOnt ion or con-
th<'irn (at the GM's discretion). centration. The only action such a character can take is a
single move action per turn.
Cowering: The hero is frozen in fear, lom her Dexter-
Panicked: A panicked character flees as fast as pos-
ity bonus, and can take no actions. ln addition, she takes
a -2 penalty to her Defense. The condition typically lasts sible and cowers (see Cowering, above) if unable to get
lO rounds. away. Me defends normally but cannot dttack.
Paralyzed: Heroes who are paralyzed fall to rhe
Dazed: Unable to act. a dazed character can take no
ground, unable to move (they have an effective, but not
actions, but still gets the benefit of his normal DC'fense.
actual, Dexterity and Strength of OJ. They are helpless.
This condition typically lasts 1round.
Pinned: Apinned character i~ held immobile (but not
Dead: Acharacter dies when his hit points drop to -10
helpless) In a grapple. He takes a -4 penalty to ~is
or lower, or when his Constitution drops to 0.
Defense against melee at tacks and loses his Dexterity
Deafened: The hero can't hear and takes a - 4 penalty
bonus to Defense.
on Initiative checks. He can't make Listen checks. Heroes
Prone: An attacker who is prone (lying on the ground)
who are deafened long-term (from birth or early in Ufe)
grow accustomed to these drawbacks and can overcome takes a -4 penalty on melee attack rolls and can't use
1
some of them (at the GM's discretion). bows or thrown ranged weapons. He gains a +4 bonus to
Disabled: The character has 0 hit points. She can take
his Defense against ranged attack~. but takes a -~ penalty
only a single move action or attack action. and takes l to his Defense against rnelee at lacks.
Shaken: A shaken character takes a -2 penalty on
point of damage after any action,
attack rolls. saving throws. and skill checks.
Dying: The character is near death and unc~nsclous.
Stable: Astable character is no longer dying. but is still
with-I to -9 wound points. She can take no actions, and
each round a dying character loses l hit point until she unconscious.
Stunned: Acharacter who becomes stunned loses her
dies or becomes stable.
Dexterity bonus, drops what she Is holding,and can take no
Entangled: An entangled character takes a -2 penalty
on attack rolls in addition to a -4 penalty to Dexterity. If attackor move actions. In addition, she takes a - 2penalty
to her Defense. The condition typicaUy lasts l round.
the enta ngling bonds are anchored to an immobile
Unconscious: An unconscious character is unable to
object, the entangled hero can't move. Otherwis-e. he can
move at half speed, but can't run or charge. defend himself. He Is helpless and typically falls prone.

difference? Partly because the Tough hero is better at A 10th-level Tough hero who has taken 50 points of
rolling with the punches, protecting vital areas. and dodg- d~mage may be about as physically hurt as a 10th-levelSmart
ing just enough that a blow that would be fatal only hero who has taken 30 points of damage, a ls.t-level Tough
wounds him. Partly because he's tough as nails. He can take hero who has taken 5 points of damage. or a 1st-level Smart
damage that would drop a horse and still battle on with hero who has taken 3points of damage. Any given amount of
deadly effect. damage means different things to different people.
d2oMODERN
Damaging Helpless Defenders Disabled(0 Hit Points)
Even if you have lots of hit points. agunshot to the head is When your current hit points drop to exactly O. you're dis-
agunshot to the head. When acharacter can't avoid damage abled. You're not unconscious. but you're close to it. You
or deflect blows somehow- when he'sreally helpless-he's can only take a single move or attack action each turn (but
in trouble (see Helpless Defenders, page 146). not both. nor can yoo take full-round actions). You can take
nonstrenuous move actions without further injuring your-
Wects of Hit Point Damage self, but if you attack or perform any other action the GM
Damage gives you ~cars and gets blood on your jeans, but it deems as strenuous, you take 1point of damage after the
doesn't slow you down until your current hit points reach 0 completing the act. Unless your activity increased your hit
or lower points, you are now at -1 hit points. and you're dying.
At 0 hit points. you're rlisabled. Healing that raises you above 0 hit points makes you
At from -1 to - 9 hit points, you're dying. fully functional again. just as If you'd never been reduced
Al -10 or lower, you're dead. to 0 or lower.
You can also become disabled when recovering from
dying. In this case, it's a step up along the road to recovery.
massiveOamage and you can have fewer than 0 hit points (see Stable Char-
Any time you take damage from a single hit that exceeds
acters and Recovery, below).
your massive damage threshold. that damage is considered
massive damage. Your mm1ve damage threshold is equal to
your current Constitution score: 11 can be increased by Dying (- 1to - 9Hit Points)
taking the Improved Damage Threshold feat (page 84). When your current hit points drop below 0. you're dying. A
When you take massive damage that doesn't reduce your dying character has acurrent hit point total between -I and
hit points to 0 or lower, you must make a Fortitude save - 9 inclusive.
(DC IS). If you fail the save, your hit point total Is immedi A dying character immediately falls unconscious and can
ately reduced to - 1. If the save succef'ds. yoo suffer no ill take no actions
effect beyond the loss of hit points. A dying character loses 1hit point every round. This con-
Creatures immune to critical hits are also immune to the tinues until the character dies or becomes stable naturally
effects of massive damage or with help (see below).
For example, Alexandra Gordon has 19 hit points and a
Constitution score of 12. She takes a critical hit from a rifle Dead (- 10 hit points or lower)
shot. which deal\ 16 point\ of damage. I ter hit point total is When your character's current hit points drop to -10 or
reduced to 3. so she would normally remain on her feet. But lower, he's dead. Acharacter can also die if his Constitution
the damage she took in a ~1ngle hit is greater than her Con·
is reduced to 0. '"'
stitution score, so she has to make a fortitude save (DC 15).
She rolls an 11. Her hit points immediately drop to-1.

Stephanie ruovers after


nonlethal Damage a huardous minion
Two unarmed combatants with no combat-related feats can
often battle Indefinitely with no real iii effects. They may
suffer bruises and black eyes, but without picking up weap-
ons or trying to deal lethal damage, they probably can't
cause real harm but one of them may get knocked out.
Nonlethal damage is dealt by unarmed attackers and
some weapon~. Melec weapons that deal lethal
damage can be wielded so as to deal nonlethal
damage. but the attacker takes a 4 penalty on attack
rolls for trying to deal nonlethal damage instead of
lethal damage. A ranged weapon that deals lethal
damage can't be made to deal nonlethal damage
(unless it is used as an improvised melee weapon).
Nonlethal damage does not affect the target's hit
points. Instead, compare the amount of nonlethal damage
from an attack to the target's Constitution score. If the
amount is less than the target's Constitution
score, the target 1s unaffected by the attack.
If the damage equals or exceeds the target's
Constitution score, the target must make a Forti-
tude save (DC 15). If he succeeds on the save, the
target is dazed for 1 round. If he fails, he is knocked
unconscious for ld4tl rounds.
d20MODER
Stable Characters and Recovery Healing Ability Damage
A dying character (one with -1 to -9 hit points} 1s un- Ability damage returns at the rate of 1point per evening of
conscious and loses 1hit point every round until he or she rest (8 hours of sleep). Complete bed rest (24 hours) restores
becomes stable or dies. 2 points per day.

Recovering without Help


Each round. a dying character makes a Fortitude saving Temporary Hit Points
throw (DC 20). If the save fails, the character loses 1hit point Certain effects can give a character temporary hit points.
and must make another save on his turn the next round. When a character gains temporary hit points. make a note
If the save succeeds, the character becomes stable. A of his or her current hit points before adding the temporary
stable character stops losing hit points every round, but hit points. When the temporary hit points go away, the
remains unconscious. character's hit points drop to that score. If the character's hit
If no one tends to the stable character (see below}, he points are already below that score at that time, all the tem-
remains unconscious for 1hour. at which point he makes a For- porary hit points have already been lost. and the character's
titude save (DC 20}. If the save succeeds. the stable character hit point total does not drop.
regains consciousness. becoming disabled (see above). His cur- When temporary hit points are lost, they can't be
rent hit point total remains where it is. however. even though restored as real hit point s can be, even with medical treat-
it's negative. If the save fails, the character remains unconscious. ment or magic.
An unaided stable, conscious character who has negative
hit points (and is disabled) doesn't heal naturally. Instead. Increases in Constitution Score and Current Hit Points
each day the character makes a Fortitude save {DC 20) to An increase in acharacter's Constitution score-even a tem-
start recovering hit points naturally that day; if the save fails. porary one-can give him more hit points (an effective hit
he loses 1hit point. point increase). but these are not temporary hit points. They
Once an unaided character starts recovering hit points can be restored through normal healing. When a character's
naturally, he is no longer in danger of losing additional hit Constitution drops back down to its previous score after a
points (even if his current hit point total is still negative). temporary increase. the character's full normal hit points go
down accordingly.
Recovering with Help
Adying character can be made stableby the useof theTreat
Injury skill {DC 15). illOUEillEDI ADO POSIIIOO
One hour after a tended. dying character becomes stable, Few characters in a fight are likely to stand still for long. Ene-
he makes a Fortitude save (DC 20) to regain consciousness. mies appear and charge the party. The heroes reply, advancing
If successful, he becomes disabled (see above). If he remains to take on new foes after they down their first opponents.
unconscious, he makes the same Fortitude save every hour Combatants Jockey for advantageous terrain and position. If
until he becomes conscious. Even while unconscious. he the fight goes poorly, most characters find it to their advan-
recovers hit points naturally. and he can return to normal tage to remove themselves from the vicinity. Movement is
activity when his hit points rise to 1or higher. important in gaining the upper hand on the battlefield.
Movement and position are most easily handled by
using miniature figures to represent the characters and
Healing their opponents. Using a grid map divided into 1-inch
After taking damage. you can recover hit points through squares also helps. The standard scale equates 1inch on the
natural healing (over the course of days) or through medical tabletop (or one 1-inch square) to 5 feet in the game world.
technology (somewhat faster). In some campaign settings. Even if you don't use miniatures and a grid, whenever pos-
magical healing is also available. In any case. you can't regain sible, use units of 5 feet for movement and position. Cal-
hit points past your full normal total. culating distance more precisely than that is more trouble
than it's worth.
._
. __ natural Healing
You recover 1 hit point per character level per evening of Standard Scale
rest (8 hours of sleep) ror example. a 5th-level hero recov- One inch (or one square) =5 feet_____
ers 5hit points per evening of rest. If you undergo complete "Next to' or "adjacent · "" 1inch (5 feet) away
bed rest (doing nothing for an entire day). you recover two (or in adjac('nt square)
times your character level in hit points. A 5th-level hero 30mm figure = A human-size creature
recovers 7hit points per day of bed rest. A human-size creature occupies an area 1inch (5 feet)
Higher-level characters recover lost hit points faster than across (or one square}
lower-level characters because they're tougher. and also One round " 6 seconds
because a given number of lost hit points represents a
lighter wound for a higher-level character. A 5th-level
Strong hero who has lost 6 hit points isn't seriously Tactical movement
wounded, but a 1st-level Strong hero who has taken 6 Where you can move. how long it takes you to get there,
points of damage is. and whether you're vulne1able to attacks of opportunity
while you're moving are key questions in combat.
d2oMODERN
-- - J
How Par Can Your Character ffiove? Using aGrid
Humans normally move 30 feet. although armor can slow Throughout this chapter. we talk about your charac- .1
you down. Some creatures move faster or slower. Your speed ter moving in 5 foot squares on a grid. This ls a per- 1
when unarmored is sometimes called your base speed. fect arrangement for miniatures. or even for keeping
Encumbrance: A character encumbered by carrying a track of your battles without miniattJres-Xs and Os
large amount of gear or a fallen comrade may move slower on a sheet of graph paper work just as well.
than normal (see Carrying Capacity, page 121). A character on a grid can move orthagonally (into
Movement In Combat: Generally. you can move your a square next to her current square) or diagonally
speed as a move action. If you use your attack action as a (into a square touching the corner of her current
move action, you can move again {for a total movement of square). So from any given square, you have eight
up to twice your normal speed). If you spend the entire directions you can move. That doesn't mean you're
round to run all out, you can move up to four times your restricted to eight paths, however- by combining
normal speed. If you do something that requires a full orthagonal and diagonal moves, you can maneuver
round, you can only take a 5-foot step. your character in any direction.
Movement in Darkness: If you move when you can't see. Some game maneuvers, such as charging, require
such as In total darkness, your speed Is limited to one-half that you move ''in a straight !inc>." That doesn't mean
normal. The Blind-Fight feat. page 80, reduces this penalty. you can only charge if the g1 ld happens to line up per·
fectly with your intended movement It simply means
Passing Through that the most direct path of your movement must be
Sometimes you can pass through an area occupied by unobstructed. The diagram on this page shows two
another character or creature. examples of movement at an angle to the grid. In the
Friendly Charact er: You can move through a square first example, the hero can move In a straight line
occupied by a frlcndly character toward the target In the second, he can't (even
Unfriendly Character: There arc two ways to move though he can get to the target in the same number
through a square occupied by a resisting enemy. You can of moves}, because his direct palh is obstructed.
attempt an overrun (see page 1)1). Or you can attempt to When moving acro~s dgrid diagonally, count every
tumble through a square occupied by an enemy (if you second square of diagonal movement as 1wo squares.
have ranks In thc> Tumble skill; see page 75). That's because moving diagonally through a square
You can move through a square occupied by an covers more ground than a side to-side move. For
unfriendly character who d~sn't resist-such as one who is example, if you move two square~ In a straight line I
dead, unconscious, bound. stunned. or cowering-as if the diagonally across the grid, you've .it I lMlly moved I
character was friendly. about 15 feet-a distante equivalent to three squares.
The same rule applies to medswing diagonal dis·
tances for other reasons, suc.h as determining the
range of a weapon.
Square Occupied by Creature Three Sizes Larger or
Smaller. Any creature can move through asquare occupied
by acreature three size categories larger or three categories Defender sitting or kneeling -2 +2 1
smaller than it is. Defender prone -4 +4 1
Defender stunned or cowering -2 1 -2 1
Defender climbing -2 1 -2 1
Plan~in9 Defender flat-footed +O 2 +O 2
If you are making a melee attack against an opponent and
Defender running +O 1 + 21
an ally directly opposite you is threatening the opponent. 1
Defender grappling {attacker not) +O +O 3
you and your ally flank the opponent. You gain a +2 bonus 4
Defender pinned -4 +O 4
on your attack roll. The ally must be on the other side of the
Defender helpless +O 2
+O1
opponent so that the opponent is directly between you and
Defender has cover - See Cover -
your ally.
Defender concealed or invisible - See Concealment -
You don't gain a bonus for flanking when making a ranged
(such as paralyzed, sleeping. or bound)
attack. 1 May instead improve bonus to Defense granted by cover. See Cover.
below.
Big and Little Creatures in Combat 2 The defendei loses any Dexterity bonus to Defense.
3 Roll randomly to see which grapPling combatant you strike. That
Creatures smaller than Small or bigger than Medium-size defender loses any Dexterity bonus to Defense.
have special rules relating to position. These rules concern 4 Treat the defender's Dexterity as 0 (-S modifier).
the creatures' fighting space and their natural reach. See
page 225 for details

COIDBAI IDODlf IEBS Attacker flanking defender 1


Attacker on higher ground
+2
+1 +O
Sometimes you just have to go toe-to-toe in a fight. but you
Attacker prone -4
can usually gain some advantage by seeking a better posi-
Attacker invisible +21 +23
tion. either offensively or defensively. This section covers 1 You flank a defender when you have an ally on the opposite side of
the rules for when you can line up a particularly good attack the defender threatening him
or are forced to make a disadvantageous one. 2 Some ranged weapons can't be used while the attacker Is prone.
3 The defender lom any Dexterity bonus to Defense
Pavorable and Unfavorable Conditions because you gain more value from covering the parts of
Depending on the situation, you may gain bonuses or take your body that are rnore likely to be struck. If the bottom
penalties on your at tack roll. Generally speaking, any situa- half of your body is covered (as when a human stands
tional modifier created by the attacker's position or tactics behind aHoot wall), that only gives you one-quarter cover,
applies to the attack roll. while any situational modifier cre- because most vital areas are still fully exposed. If one side
ated by the defender's position. state. or tactics applies to or the other of your body is covered. as when you're partly
the defender's Defense Your GM judges what bonuses and behind acomer. you get one-half cover.
penalties apply. using Table 5-4: Defense Modifiers and Table s--n: Cover gives examples of various situations that
Table 5-S: Attack Roll Modifiers as guides. usually produce certain degrees of cover. These examples
might not hold true in exceptional circumstances. For exam-
ple, a3-foot wall might provide one-quarter cover in rnelee,
Couer but the same wall might grant no cover against a sniper
One of the best defenses available 1s cover By taking cover
shooting down from a tall building nearby
behind atree acar. or the corner of abuilding, you can pro-
tect yourself from attacks-especially ranged attacks-and
also from being spotted.
Cover Defense Bonus
Table 5-6: Cover gives the Defense bonuses for different
- - - -- Cover provides a bonus to your Defense. The more cover
degrees of cover. Add the relevant number to your Defense.
you have, the bigger the bonus. In ame lee, 1f you have cover
This cover bonus overlaps (does not stack) with certain
against an opponent. that opponent probably has cover
other bonuses. For example, kneeling gives you a +2 bonus
against you, too. With ranged weapons. however, it's easy to
to your Defense against ranged weapons. Kneeling behind a
have better cover than your opponent Indeed. that's why
low wall could change your cover from one-quarter (+2) to
snipers like to shoot out of small windows instead of from
three-quarters (+7). You would not get the +2 bonus for
out in the open.
kneeling on top of the bonus for cover.
The GM may impose other penalties or restrictions on
attacks depending on the details of the cover.
Cover AefleH Save Bonus
Table 5-6: Cover gives the Reflex save bonuses for different
Degree of Cover degrees of cover Add this bonus to Reflex saves against
Cover is assessed in subjective measurements of how much
attacks that affect an area. such as a hand grenade. This
protection It offers you. Your GM determines the value of
bonus only applies to attacks that originate or burst out
cover. This measure is not a strict mathematical calculation.
from a point on the other side of the cover.
i1 20MODERf'J
Stri~in9 the Cover Instead or affiissed Tar9et
If it ever becomes important to know whether the cover
was actually struck by an incoming attack that misses
the intended target, the GM should determine if the
attack roll would have hit the protected target with-
out the cover. If the attack roll falls within a range
low enough to miss the target with cover but high t -- """':--::11
enough to strike the target 1f there had been no cover,
the object used for cover was struck. This can be par-
ticularly important to know in cases when a character
uses another character as cover. In such a case. if the
cover 1s struck and the attack roll exceeds the Defense of
the covering character. the covering character takes the
damage intended for the target.
If the covering character has a Dexterity bonus to
Defense or a dodge bonus, and this bonus keeps the cov·
ering character from being hit. then the original target is
hit Instead. The covering character has dodged out of the
way and didn't provide cover after all. Acovering charac·
ter can choose not to apply his Dexterity bonus to
Defense and/or his dodge bonus, if his intent is to try to
take the damage In order to keep the covered character
from being hit

~ l • I !
Degree of Cover Bonus to Reflex
Cover (Example) Defense Saves
One quarter •2 +l
(standing behind a 3 rt. high wall) _ _~---~
~~~w ·• ~
(fighting from around a corner 01 a tr~. standing at an
open window. behind acreature of samf> si1e}
Three-quarters .-7 •3
(peering around a corner or a big tree) _ _ _
Nine tenths • 10 +4 1
(standing at an arrow slit; behind a door that's slightly
ajar)
Total
(on the other slde of a solid wall)
1Half damage If \ave I~ f~1led: no damage If successful

Concealment
Bes i de~ cover. another way to avoid attacks is to make 1t
hard for opponents to know where you are. Concealment
include~ all circumstances in which nothing physically
blocks a blow or shot. but something interferes with an
attacker's accuracy.

Oe9ree or Concealment
Concealment is subjectively measured as to how well
concealed the defender is. Examples of what might qual-
ify as concealment of various degrees are given in Table
5-7: Concealment. Concealment always depends on the
point of view of the attacker. Total darkness, for example.
is meaningless to a creature with darkvision. Moderate
darkness doesn't hamper a creature with low-light vision.
and near total darkness is only one-half concealment for
such a creature.
Despite cover, a skilled
gunslinger bullseyes his targets
d2oMODERN
Concealment ffiiss Chance ence. get adjacent to him, and treat him as helpless. If the
Concealment gives the subject of a successful attack a target is in combat or some other tense situation, and
chance that the attacker missed because of the conceal- therefore in a state of acute awareness and readiness, or if
ment. If the attacker hits. the defender must make a miss the target can use his Dexterity bonus to Defense, then that
chanc~ percentile roll to avoid being struck. (Actually. it target can't be considered unaware. Further. any reasonable
doesn t matter who makes the roll or whether it's rolled precaution taken by a target, Including stationing body-
before or after the attack roll. To save time, you can first guards. placing his back to a wall. or being able to make
ma~e the roll that's most likely to result in a miss, so that Spot checks, also precludes catching that target unaware
you re less likely to have to make two rolls, or you can just and helpless.
make both rolls at the same time.) When multiple conceal-
ment conditions apply to a defender (behind dense foliage Regular Attac~
or in near total darkness. for example), use the one that Ahelpless defender has an effecllve Defense of 5 +his size
would produce the highest miss chance. Do not add the modifier. If you're attacking with a ranged weapon and are
miss chances together. not adjacent to the target, you can use a full-round action
to make the attack. and gain a +5 bonus on the attack roll. If
,: ·~ ' ~ ~ you're attacking with a melee weapon, or with a ranged
weapon from an adjacent square, you can use a full-round
Miss
Concealment (EKample) Chance action to deliver a coup de grace.
One-quarter ll'Bht fog; light foliage) 10%
One-half (shadows· dense fog at sft.) 20% Coup de Grace
Three-quarl<>r~ (den~e foliage) _ __ 30% As a full-round action. you can use a melee weapon to
Nine-tenths (nl·ar total d.1rkness) 40~
deliver a coup de grace to a helpless foe You can also use a
Total (attacker blind: total darkness· 50% and ranged weapon. provided you are adjacent to the targe1
smoke grenade; denst> fog at JO ft.) must guess You automatically hit and score a critical hit. If the defender
target's location survives !he damage. hr \till must make a Fortitude save (DC
10 1 damage dealt) or die.
Delivering a coup de grace provokes attacks of opportu·
Helpless Defenders nity from threatening foes because it involves focused con·
Ahelplr~s foe-one who is bound, sleeping. unconscious, centration and m<'lhodical action.
or otherwi~c at your mercy-is an easy target. You can You can't deliver a coup de grace against a creature that
sometimes approach a target who is unaware of your pres- is immune to critical hits. such as a zombie.

Mll<ln<IOQ Ind Ru~5A ll M•


r1~nk1nn thll mereccn.iry. Thoy
•nrn !l"I ~ • 2 banu< 1)(1 lftflee
•lllork roll•
or more delaying character~ are trying to go after one
Knoc~out Blow another, the one with the highest Initiative modifier gets
As a full round action. you can make an unarmed attack or to go last; the others must go first or lose their action for
use a me lee weapon that deals nonlNhal damage to deliver the round.
a knockout blow to a helpless foe. You can also use a melee For instance, Yoriko and a dark stranger run across each
weapon that deals lethal damage. but you take a-4 penalty other in a back alley. Yoriko's initiative count 1s 17, higher
on any attempt to deal nonlethal damage with the weapon. than the stranger's. She doesn't want to commit to attack-
The target has c111 eHectlve Defense of 5 + his size modifier. ing, fleeing, or even speaking, so she delays, intending to act
If you hit, you dUtomatlcally score a critical hit (see Non- after the stranger acts. The stranger's Initiative count is 12.
lethal Damage. page 140). He delays. too. The initiative count drops down, and neither
. Delivering a knockout blow provokes attacks of opportu- character acts. (If there were other characters in the
n1ty from threatening foes because it involves focused con- encounter, they would act on their initiative counts.) Finally,
centration and methodical action. the count reaches 0. Yoriko's +7 initiative modifier Is higher
You can't deliver a kno<.kout blow against a creature that than the stranger's, so she makes him act firs1. The stranger
Is immune to critical hits backs away down the alley.

SPECIRL IOIIIATIUE RCTIOOS Ready


The ready action lets you prepare to take an action later to
Usually you act as soon as you can In combat, but some-
times you want to acl later, at a better time, or in response int7rrupt ~nether character. Essentially, you split y~ur
to the actions of someone else. action, taking your move action on your inill.itive count and
your attack action at a later point. On your Iurn, you pre-
p~re to take an action later (such as shooting someone if he
Delay tnes to attack you) l hen, later in th<' round, 1( your readied
By choosing to delay, you take no action and then act nor- action Is triggered, you take it (so if the opponent moves to
mally at whateve1 point in the Initiative count you decide to attack. you shoot at him first).
act When you delc1y. you voluntarily reduce your own ini- Readying does not provoke an attac.k of oppor1uni1y. (Of
tiative result for the rest of the combat. When your new. course, yolll move action. and the attack ac.lion you ready,
lower initiative count comes up later in the same round, you may both provoke attacks of opportunity normally.)
can act normally. You can specify this new initiative result or
just wait until some time later 111 the round and act then, ReadyinganAction
thus fixing your new initialivP <ount .it that point You can ready an attack action or a move action. To do '>0,
Delaying 1s u~eful if you need lo we whtlt yolfl lricnds or specify the action you will take and the c.onditions under
enemies arc going to do before deciding what to do your which y~u will take it. (~or example. you might specify
self. You cannot. however, interrupt anyone's action with a th.at you II throw a grenade into the courtyard ff any ene-
delayed action (as you can with a readied aclion; see mies cor:ie out of lhc door.) Then, any time before your
below). nex.t action. you may take the readied attack action in
For examp~e, Yorlko and Moondog both want to get past response to those conditions. Your readied action occurs
a thug who 1s guarding a cultist leader. Yoriko's initiative just before the event !hill !riggers it. If the trigger Is part of
count is 22, but she delays. She knows that if ~he passed the another character's actions, you interrupt the other char-
thug. she would open herself up to attack. On count 14, the acter. He continues his actions once you complete your
cultist casts a spell to protect himself. On t0ur1l 8. Moon readied action.
dog rushes past the thug. The thug gets an attack of oppor- Your initiative count changes. For the rest of the
tunity because Moondog moved into a square he threatens. encounter. it is the count on which you took the readied
~oondog ~hrugs it off, reaches the cultist, and makes a action, and you act immediately ahead of the character
single attack. Now. on count 7, Yoriko acts She too rushes whose action triggered your readied action.
past the thug. who can't get an attack of opportunity You can take a 5 foot step as part of your readied action,
against her because he has already raken an attack of but only if you didn't otherwise move any distance during _ _ _....;
opportunity in this round ~or the rest of the battle, Yoriko the round. For instance. if you move up to an open door and
acts on initiative count /. the~ ready an action to shoot al whatever comes out, you
cant take a 5-foot step along with the readied action (since
Delaying Limits you've already moved this round).
The longest a character can delay before taking an action Is If you come to your next action and have not yet per-
until after everyone else has acted in the round. At that formed your readied action. you don't get to take the read-
point. the delaying character must act or else forfeit any ied action (though you can ready the same action again). If
action in that round. you take your readied action in the next round, before your
If multiple characters are delaying. the one with the regular turn comes up, your initiative count rises to that
hig.hest initiative modifier (or highest Dexterity, in case of new point in the order of battle, and you do not get your
a tie) has the advantage. If two or more delaying charac- regular action that round.
ters both want to act on the same initiative count, the one
with the highest initiative modifier gets ro go first. If two
d20MODERN
it. not a specific creature. You target a 10-foot-by-10-foot
SPECIAL ATTACKS area and make an attack roll; the targeted area has an effec-
This section covers firearms, grappling. explosives. attacking tive Defense of 10. (If do not have the Advanced Firearms
objects. and an assortment of other special attacks. Proficiency feat, you take a -4 penalty on the attack roll.)
If your attack succeeds, every creature within the affected
Aid Another area must make a Reflex save (DC 15) or take the weapon's
damage. Autofire shoots 10 bullets, and can only be used if
In combat. you can help a friend attack or def~nd_ by di~­
tracting or interfering with an opponent. I~ you re in pos~­ the weapon has 10 bullets in It. . .
tion to attack an opponent with which a friend of yours 1s Autofire is not the same thing as burst fire, wh1Ch
engaged in rnelee combat, you can attempt to aid your involves firing a short burst at a specific target. Firing a bur~t
friend as an attack action. You make an attack roll against requires the Burst Fire feat. If you fire a blast o.f automa~1:
Defense 10 If you succeed, you don't actually damage fire at a specific target without the Burst Fire feat, its
your opponent-but your friend gains either a +2 circum- treated as a standard attack. You may hit, but if you do, you
stance bonus against that opponent or a +2 circumstance only deal normal weapon damage-alt the extra ammuni-
bonus to Defense against that opponent (your choice) on tion you fired is wasted.
his next turn. Some firearms-particularly machine guns-only have
autofire settings and can't normally fire single shots.

rirearms Grenades and EHplosives


The most basic form of attack with a firearm is a single shot.
An explosive is a weapon that. when detonated, affects all
One attack Is one pull of the trigger and fires one bullet at
one target. creatures and objects within its burst radius by means of
shrapnel, heat. or massive concussion. Its effect is broad
The Personal Firearms Proficiency feat allows you to
make this sort of attack without penalty. If you aren't profi- enough that it can hurt characters just by going off close
cient in personal firearms, you take a -4 penalty on attacks to them.
with that type of weapon. Some explosives, such as grenades, can be thrown. and
Anumber of other feats (such as Double Tap and Burst they explode when they land. Others are planted, ~ith
fuses or timers, and go off after a preset amount of time
Fire) allow you to deal extra damage when you fire more
elapses.
than one bullet as part of a single attack at a single target.
(If you don't have those feats, you can still fire more than
one bullet-but the extra bullets don't have any effect. and
Thrown EHplosives
are just wasted ammunition.) An attack with a thrown explosive is a ranged attack made
As with all forms of ranged weapons, attacking with a against a specific 5-foot squa'.e. (You can t~rg~t a square
firearm while within a threatened square provokes an attack occupied by a creature.) Throwing the explosive 1s an attack
of opportunity. action. If the square is within one range increment, you do
Because of the weapon's unwieldy shape and size, an not need to make an attack roll. Simply roll ld4 and consult
the left-hand portion of the accompanying diagram to see
attacker using a longarm takes a -4 penalty on attacks
against adjacent opponents. which comer of the square the explosive bounces to.
If the target square is more than one range increment
Autofire away, make an attack roll. The square has an effectiv:
Defense of 10. Thrown weapons require no weapon profi-
If a ranged weapon has an automatic rate of fire, you m~y
ciency, so you don't take the-4 nonproficient penalty. If the
set it on autofire. Autofire affects an area and everyone in
attack succeeds, the grenade or explosive lands in the tar-

... . . .. .... .
.·.. ' ~ : . .. .
. ..
-.

Russell helps Yoriko deliver a flying kidc


d20MODERN
geted square. Roll ld4 and consult the left-hand portion of
the accompanying diagram to see which corner of the
Burst Radius
square the explosive bounces to. When determining whether a given target is within the
If you miss the target. the explosive lands at a corner of a burst radius of an explosive, count out the distance in
squares iust as you do when moving a character or
square nearby in a random direction. Consult the diagram to
determine where the explosive lands. If you threw the when determining the range for a ranged weapon
weapon two to three range increments (typically 11 to 30 attack. The only difference is that Instead of counting
feet), roll ld8 and use the center portion of the diagram. For from the center of one square to the center of the
ranges of up to five range increments (typically 31to50 feet). next. you count from corner to corner. You can count
roll ld12 and use the right-hand portion of the diagram. diagonally across a square. but remember that every
Once you know where the explosive landed. it deals its second diagonal counts as two squares of distance.
damage to all targets within the burst radius of the weapon. If the far edge of the square Is within the explosive's
The targets may make Reflex saves (DC varies according to burst radius, a character or object in the square is
the explosive type) for half damage. affected by the explosive. If the explosive's burst
radius only touches the near edge or the square, how-
Planted E11plosivos ever, creatures or objects within the square are unaf-
A planted explosive is set In place, with a timer or fuse fected. See the diagram on page 105.
determining when It goes off. No attack roll is necessary to
plant an explosive: the explosive sits where it is placed until If you miss the target (whether aiming at a creature or
it is moved or goes off. a square), check to see where the weapon lands, using
Wh<>n a planted explosive detonates, It deals its damage the rules for thrown explosives. above. (Use the diagram
to all targets within the burst radius of the weapon. The tar- on page 105 if you threw the splash weapon from within
gets may make Reflex saves (DC varies according to the one range Increment.) Once you determine where the
explosive type) for half damage. object landed. it deals splash damage to all creatures
within 5feet.
SplashWeapons
Asplash w<>apon is a ranged weapon that breaks apart on Rttac~ an Rbjec1
impact. splashing or sc11ttering its contents over its target Sometimes you need to attack or break an object, such as
and nearby crcdlures or obje<.t~. Mo\l splash weapons con- when you want to shoulder open a door or break apart a
sist of liquid~ in breakable containers. pair of handcuffs.
To nt tack with a splash weapon. make a ranged touch
attack ag;iinst the target. fhrown weapons require no weapon Strihe anObject
proficiency. so you don't take the 4 nonproficient penalty. A Objects are easier to hit than characters because they usu-
hit dcdls direct hit damage to the target and splash damage to ally don't move, but many are tough enough to shrug off
all other creatur cs wi1hin 5re rt of the target. some damage from each blow.
You can instead target a ~pccific 5-foot square, including Object Defense and Bonuses to Attack: Objects are
a square occupied by a creature. Use the rules for thrown harder or easier to hit depending on their size and whether
explosives. However. If you target a square, creatures within they are immobile or being held, carried, or worn by oppo-
5 feet arc dealt the splash damage. and the direct hit nents. The base Defense of objects is shown on Table 5-8:
damage Is not dealt to any creature. Size and Defense of Objects.

Qeviation
Deviat ion
( 6 Ft. to 10 Ft.)
d20MOOEr
If you use a full-round action to make an attack against an
inanimate. immobile object. you get an automatic hit with a
melee weapon, or a +S bonus on your attack roll with a Colossal (Jetliner) -3
ranged weapon Gargantuan (army tank) l
An object being held, carried. or worn has a Defense Huge (typical car) 3
equal to the above figure + 5 + the opponent's Dexterity Large (big door} 4
modifier+ the opponent's class bonus to Defense. Striking a Medium-size (dirt bike) s
held, carried. or worn object provokes an attack of oppor- Small (chair) 6
tunity from the character who holds it Tinl {laptop computer) _ _ _ _ __ 7
Hardness: Each object has hardness-a number that Diminutive (paperback book) -~ .
9
represents how well it resists damage. Whenever an Fine (pencil) 13
object takes damage. subtract its hardness from the
damage. Only damage in excess of Its hardness is
TABLE 5-9:
deducted from the object's hit points (see Table 5-9; Sub-
stance Hardness and Hit Points and Table HO: Object
Hardness and Hit Points).
Hit Points: An object's hit point total depends on what it
Paper 0 2/inch or Lhickness
Rope 0 2/inch of thickn1;ss
ismade of or how big it is (see Table 5-9 and Table 5-10). (If
Plastic, soft 0 3/inch or Lhickness
you have the Sunder feat, you don't Incur an attack of
Glass 1 l/inch of thickness
opportunity for making the att€mpt.)
Ceramic 1 2/inch of thickness
Energy Attacks: Acid and sonic attacks deal normal
Ice 0 3/inch of thickness
damage to most objects. Electricity and fire attacks deal
Plastic, hard 2 S/inch of thickness
half damage to most objects; divide the damage by 2 before
Wood 5 10/inch of thtekness
applying the hardness Cold attacks deal one-quarter
Aluminum 6 10/inch of thickness
damage to most obiects; divide the damage by 4 before
Concrete 8 15/inch of thickness
applying the hardness.
Steel 10 30/inch of thickness
Ineffective Weapons: The GM may determine that cer-
tain weapons iust can't deal damage effectively to certain
objects For example. you may have a hard time chopping TABLE 5- 10:
down a door by throwing shunken at it or cutting a rope
with a club.
Immunities: Objects are immune to nonlethal damage Lock
and to critical hits. Cheap 0 l 10
Saving Throws: Unattended objects never make saving Average 3 5 15
throws They are considered to have failed their saving High quality 5 10 20
throws. so they always are affected by (for instance) the High secunty 10 120 35
blast of a C4 charge exploding. An object attended by a Ultrahigh security 20 150 40
character (ibeing grasped, touched. or worn) receives a Manufactured objects 1
saving throw just as if the character herself were making the Fine 0 1 10
saving throw. Diminutive 0 1 10
Tiny l 2 10
BreaRing Objects Small 3 3 12
When you try to break something with sudden force rather Medium-size 5 5 15
than by dealing damage, use a Strength check to see Large 5 10 1S
whether you succeed. The DC depends more on the con- Huge 8 10 20
struction of the object than on the material. For instance, a Gargantuan 8 20 30
- ' - - - - steel door with a weak lock can be forced open much more Colossal 10 30 so
easily than it can be hacked down. Firearm. Medium-size 5 7 17
If an object has lost half or more of its hit points, the DC Rope 0 2 23
to break it decreases by 2. Simple wooden door 5 10 13
Strong wooden door 5 20 23
Repairing Objects Steel door 10 120 35
Repairing damage to an object takes a full hour of work and Cinderblock wall 8 90 35
appropriate tools. (Without the tools, you take a -4 penalty Chain 10 5 26
on your Repair check.) At the end of the hour. make aRepair Handcuffs 10 10 30
check (DC 20). Success restores 2d6 hit points. If damage Metal bars 10 15 30
remains. you may continue to make repairs for as many 1 Figures for manufactured object~ are minimum values. The GM may
hours as it takes to restore all the object's hit points. adjust these upward to account for ob1ecb with more strength and
durability.
d20MODERN
Bull Rush
You can attempt a bull rush as an attack action made
during your move action, or as part of a charge (In gen-
eral. you can't make an attack action during a move
action; this is an exception.) In either case. you don't get a
5-foot step before. during. or after the bull rush attempt.
When you bull rush, you attempt to push an opponent
straight back instead of at tacking him (just as an angry bull
might behave against an obiect or an adversary). You can
only bull rush an opponent who is one size category larger
than you. the same size. or smaller.

lnitiafing aBull Rush


First. you move Into the target's square. Moving in this way
provokes an attai;k of opportunity from each foe that
threatens you, probably including the target.
Second, you and the target make opposed Strength
checks. If you and the target are different sizes. the larger
combatant gets abonus on the Strength check of +4 per dif-
ference In size category. You get a +2 bonus If you were
charging. The target gels a +4 stability bonus if he has more
than two legs or is otherwise exceptionally stable.

Bull RushResults
If you beat the target') Strength c.hec.k. you push him back 5
feet. You can push the target back an additional 5 feet for
every 5points by which you exceed the target's check result.
provided you move with him. You can't. however, exceed your
normal movement for that action. (The target provokes
attacks of opportunity if he is moved. So do you. if you move
with him. !he two of you do not provoke attacks of oppor-
tunity from edch other as a result of this movement.)
If you fail to beat the target's Strength check, you move
5 feet straight back to where you were before you
moved into his square. If that square is occupied. you
fall prone in the square.

Overrun
You can attempt an overrun as an attack action
made during your move action. or as part of acharge.
{In general. you cannot make an attack action during
a move action; this is an exception.) In either case.
you don't get a 5-foot step before, during, or after the
overrun attempt. With an overrun, you attempt to
plow past or over your opponent (and move through
his area) as you move. You can only overrun an oppo-
nent who is one size category larger than you, the same
size, or smaller. You can make only one overrun attempt
per action.
First, you must move at least 10 feet in a straight
line into the target's square (provoking attacks of
opportunity normally).
Then the target chooses either to avoid you or to
block you. If he avoids you, you keep moving. (You
can always move through a square occupied by
someone who lets you by.) If he blocks you. make a
trip attack against him (see Trip, below). If you suc-
ceed in tripping your opponent. you can continue
your movement as normal.
t120MOOERN
If you fail and are tripped in turn, you fall prone in the If you fail the disarm attempt. the target may immedi-
target's square. If you fail but are not tripped. you have to ately react and attempt to disarm you with the same sort of
move 5 feet back the way you came. ending your movement opposed melee attack roll. His attempt .doe.s n~t provoke an
there. If that square is occupied, you fall prone in the square. attack of opportunity from you. If he fails his disarm, you do
not get a free disarm attempt against him.
Trip . . Ranged Weapons
You can try to trip an opponent. or otherwise knock him
down, as an unarmed melee attack. You can only trip an To disarm an opponent wielding a ranged weapon. you
make a melee attack or unarmed attack to strike the
opponent who is one size category larger than you, the
same size, or smaller. weapon in your opponent's hand (see Attack an Object
page 149). If the weapon is held in two hands, it gets a +2
ffia~ing a Trip Attacn bonus to its Defense. If your attack succeeds, the ranged
weapon falls to the ground or winds up in your hands (if
Make an unarmed melee touch attack against your target.
Doing this incurs an attack of opportunity from your target you made the attack unarmed). This kind of disarm
attempt provokes an attack of opportunity. but if you
as normal for unarmed attacks.
If your attack succeeds, make a Strength check oppo~ed
fail, the target does not get to make a disarm attempt
against you.
by the target's Dexterity check or Strength check (using
whichever ability score has the higher modifier). If you and
the target are different S1Zes, the large_r combar_ant_ gets a
Grabbing Objects
You can also use disarm to snatch away an object worn by a
bonus on the Strength check of +4 per difference msize cat-
egory. The target gets a +4 stability bonus on his check if he target (such as a necklace or a pair of goggles). Doing this
works the same as a disarm attempt (see above). except for
has more than two legs or is otherwise exceptionally stable.
If you win, you trip the target. If you lose, the target may the following.
Attack of Opportunity: If the target's attack of oppor-
immediately react and make a Strength check opposed by
your Dexterity check or Strength check to try to trip you. tunity inflicts any damage, your attempt to grab the object
automatically fails.
Being Tripped (Prone) . Modifiers: If the object Is well secured or otherwise dif-
ficult to grab from the target (such as a ring worn on a
A tripped character is prone (see Table 5-4: Defense Modi-
fiers). Standing up from a prone position is a move action. finger), the target gets a +4 bonus. On the other hand, if the
object is poorly secured or otherwise easy to snatch or cut
Tripping with aWeapon away (such as a purse casually slung over a shoulder). the
Some weapons, such as the chain and the whip, can be used attacker gets a +4 bonus. .
to make trip attacks. You don't incur an attack of opportu- Failed Attempts: Failing an attempt to grab an ob1ect
doesn't allow the target to attempt to disarm you.
nity when doing so. If you are tripped during your own trip
attempt, you can drop the weapon to avoid being tripped.
Grapple .
Disarm Grappling means wrestling and struggling hand-to-h~d. Its
As a melee attack, you may attempt to disarm your oppo- tricky to perform, but sometimes you want to pin. fo~s
nent. If you do so with a weapon, you knock the opponent's instead of kill Ing them, and sometimes you have no choice in
the matter. For a creature, grappling can mean trapping you in
weapon out of his hands and to the ground. If you a~e.mpt
the disarm while unarmed (a more dangerous propos1t1on}, a toothy maw or holding you down so it can chew you up.
you end up with the weapon in your hand. There are three stages to grappling: grabbing, holding. and
pinning.
If you're attempting to disarm the wielder of a melee
weapon, follow the steps outlined here. Disarming the
wielder of a ranged weapon 1s slightly different; see below.
Grabbing
- ' - - - - Step One: You provoke an attack of opportunity from Normally, a grab is just the first step to starting a grapple.
If you grab another character but fail to go on to hold him.
the target you are trying to disarm.
Step Two: You and the target make opposed attack rolls you don't actually start a grapple. However. sometimes all
you want to do is grab the target (you might want to grab
with your respective weapons. If the weapons are different
sizes, the combatant with the larger weapon gets a bonus a horse as it starts to flee, to swing yourself upon its back,
on the attack roll of +4 per difference in size category. If the for example).
target is using a weapon in two hands. he gets an additional
+4 bonus. Also, if the combatants are different sizes, the Holding . .
larger combatant gets a bonus on the attack roll of +4 per Once you've established a hold, you re involved 1n a grapple.
difference in size category. From a hold, you can attempt a number of actions, including
damaging your opponent or pinning him. You can't get a hold
Step Three: If you beat the target's attack roll, the target
on any creature more than two size categories larger than your-
is disarmed. If you attempted the disarm action unarmed,
you now have the weapon. If you were armed, the target's self. (However, such a creature can get a hold on you-so w~ile
weapon Is on the ground at the target's feet. you can't initiate a grapple with a creature more than two size
categories larger than you. you can still end up in one.)
Pinning
Getting your opponent in a pin 1s often the ultimate
goal of agrapple. A pinned character is held immobile.

Grapple Chec~s
When you're involved in a grapple, you'll need to make
opposed grapple checks against an opponent-often
repeatedly. A grapple check Is something like a melee
attack roll. Your attack bonus on a grapple check is:

Base attack bonus + Strength modifier •


grapple modifier

Grapple modifier
Acreature's size works in its favor when grappling, if
that creature is Large or larger in size. Conversely, acreature of
Small or smaller size is at a disadvantage because of its size
when grappling. Instead of using a creature's size modifier on
agrapple check (as you would do for amelee or ranged attack
roll), use the appropriate grapple modifier from Table S-11.

Starting a Grapple
To start a grapple, you first need to grab and hold your
target. Attempting to start a grapple 1s the equivalent of
making a melee attack. If you get multiple attacks in a
round. you can attempt to start a grapple multiple times
(at success ively lower base attack bonuses). Follow
these steps.
1. Attack of Opportunity: You provoke an attack of
opportunity from the target you are trying to grapple. If
the attack of opportunity deals you damage. you fail to
start the grapple. If the attack of opportunity misses or
otherwise fails to deal damage. proceed to step 2.
2. Grab: You make amelee touch attack to grab the
target. If you fail to hit the target. you fail to start the
grapple. If you succeed, proceed to step 3.
3. Hold: Make an opposed grapple check. (This is
a free action.) If you succeed, you have started the
grapple, and you deal damage to the target as if
with an unarmed strike.
If you lose. you fail to start the grapple. You auto-
matically lose an attempt to hold if the target is two or
more size categories larger than you are (but you can
still make an attempr to grab such a target, 1f that's all
you want to do).
4. Maintain the Grapple: To maintain the grapple for
later rounds, you must move into the target's square.

locked In a grapplf

Colossal (blue whale [90 ft. long]) +16


Gargantuan (gray whale [40 ft long]) (This movement is free and doesn't count as part of your
+12
Huge (elephantj
--- +8
round"s movement.) Moving. as normal. provokes attacks of
Large (lion) +4
opportunity from threatening enemies, but not from your
Medium-size (human) target. You and your target are now grappling.
+O
If you can't move into your target's square (because of
Small (German shepherd) -4
Tiny (housecat)
~~-----
intervening obstacles or for any other reason), you can't
-8
Diminutive (rat) -12 maintain the grapple and must immediately let go of the
Fine (horsefly) -16
target. To grapple again. you must begin at step 1.
d20MODERN
Dam~ge Your Opponent: Make an opposed grapple
Grappling Consequences check: 1f you succeed, you deal damage as with an un-
While you're grappling, your ability to attack others and armed strike.
defend yourself is limited. Pin: Make an opposed grapple check; if you succeed,
No Threatened Squares: You don't threaten any squares you hold your opponent immobile for l round. Your oppo-
while grappling. nent takes a -4 penalty to his Defense against all attacks
No Dexterity Bonus: You lose your Dexterity bonus to from other people (but not from you); however, he's not
Defense (if you have one) against opponents you aren·t considered helpless.
grappling. (You can still use it against opponents you are You can't use a weapon on a pinned character or
grappling.) attempt to damage or pin a second opponent while hold-
No Movement: You cannot move while held in agrapple. ing a pin on the first.
A pinned character can't take any action except to
1r You're Grappling attempt to escape from the pin.
When you are grappling {regardless of who started the Escape from Grapple: Make an opposed grapple
grapple), you can attempt any of several actions on your check. If you succeed, you can escape the grapple. If more
turn. Unless otherwise noted, each of these options is than one opponent Is grappling you, your grapple check
equivalent to an attack. (If you normally get more than one result has to beat all their check results to escape. {Oppo-
attack per attack action, you can attempt as many of these nents don't have to try to hold you if they don't want to.)
options as you have attacks available. using Alternatively. you can make an Escape Artist check
your successively lower attack bonus for opposed by your opponent's grapple check to escape from
each roll.) You are limited to these the grapple. This is an attack action that you may only
options only; you cannot take any attempt once per round, even if you get multiple attacks.
other actions. If you have not used your move action for the round,
you may do so after escaping the grapple.
Escape from Pin: Make an opposed grapple check. If
you succeed, you can escape from being pinned. (Oppo-
nents don't have to try to keep you pinned if they don't
want to.) You are still being grappled, however.
Alternatively, you can make an Escape Artist check
opposed by your opponent's grapple check to escape
from the pin. This is an attack action that you may only
attempt once per round, even If you get multiple
attacks.
Break Another's Pin: Make an opposed grapple
check; if you succeed, you can break the hold that an
opponent has over an ally.
Draw a Light Weapon: You can draw a light weap-
on as a move action.
Attack with a light Weapon: You can attack with
a light weapon while grappling (but not while pinned
or pinning). You can't attack with two weapons while
grappling.

If You're Pinned
When an opponent has pinned you, you are held
immobile (but not helpless) for 1 round. (You can't
attempt any other action.) On your turn, you can
attempt to escape from the pin. If you succeed, you're
still grappling.

Joining aGrapple
If your target Is already grappling someone else, you
can use an attack to start agrapple. as above, except
that the target doesn't get an attack of opportunity
against you, and your grab automatically succeeds.
You still have to make a successful opposed grapple
check and move In to be part of the grapple.
If multiple enemies are already involved in the
grapple. you pick one against whom to make the
opposed grapple check.

Arlflt butt makes a good d u!>


d20MODERN
multiple Grapplers Scale
Several combatants can be in a single grapple. Up to four Before beginning a scene in which you use these rules, you'll
combatants can grapple a single opponent in a given round. need to determine the appropriate scale for the encounter.
Creatures that are one size category smaller than you If the encounter involves both vehicles and characters on
count as one-half creature each: creatures that are one size foot (the heroes are attempting to foil a getaway at a bank
category larger than you count as two creatures; and crea- robbery, for example), use character scale. However. if the
tures two or more size categories larger than you count as scene involves only vehicles, and they're likely to move at
four creatures. much higher speeds than characters or creatures on foot.
When involved in a grapple with multiple opponents. you use chase scale.
choose one opponent to make an opposed check against. Character Scale: Character scale is identical to the stan-
The exception isan attempt to escape from the grapple: to dard movement scale: It's carried out on a grid 1n which each
escape. your grapple check must beat the check results of square equals 5 feet.
all opponents. In character scale, most vehicles are large enough to
occupy multiple squares on the map grid. How many
squares a vehicle occupies is specified in the vehicle's
UEHICLE mouEmEnT description.
When moving a vehicle. count the squares from the
eno com001 vehicle's rear. When turning. pivot the vehicle on the rear
If all you want from a vehicle is to get from point A to square toward which it ls turning (so acar makinga left turn
point B, then the vehicle you choose is largely a matter of pivots on the left rear square}. When firing weapons. count
personal style and finances. Skill checks are only required in squares from the location of the weapon.
extraordinary circumstances-driving long dist ances off- In character scale, more than one ground vehicle cannot
road. for example, or piloting a boat through a hurricane. occupy the same square.
However. If you're the sort who hears screaming tires in Chase Scale: A fast-moving vehicle can cross your
your sleep and dreams about extended car chases. this sec- entire gaming t able in a single round at character scale.
tion is for you. For that reason, when only vehicles (or perhaps vehicles
These rules are primarily focused on ground vehicles- and very fast-moving creatures) are involved, use chase
cars. trucks, and light military vehicles. The rules can be scale. In chase scale. each square of the grid represents
modified for boats, heavier armored vehicles, and aircraft. 50 feet.
For the most part however, they cover heroes and their In chase scale, most commonly encountered vehicles
antagonists in the most common sorts of vehicles they occupy only one square (Some especially large vehicles.
encounter. such as ships or jumbo 1ets. might occupy more than one
square.) More than one vehicle can occupy the same square.
Vehicles in the same square are considered to be 20 feet
Characters inUehicles apart for the purposes of determining range for attacks.
A character In a vehicle fills one of several possible roles.
which determines what the character can do.
Driver: The driver of the vehicle controls Its movement. UehicleSi2es
Most vehicles have only one position from where the Vehicles use the same size categories as characters and crea-
vehicle can be driven, so the person seated there is the tures, as shown on Table 5-12: Vehicle Sizes. The vehicle's
driver. Driving a vehicle is, at a minimum, a move action, size modifier applies to its initiative modifier, maneuver
which means that the driver may be able to do something modifier, and Defense. (The size modifier is already included
else with his attack action. There can be only one driver in in the vehicle statistics on Table 4-14: Vehicles. page 125.)
a vehicle at one time.
Copilot: Acopilot can help the driver by taking an aid
another action (see page 148}. The copilot must be seated in
....
Vehicle Size
.
a location where he can see the road and advise the driver Size · Modifier Examples
(in a car this generally means the front passenger seat). Colossal -8 Yacht. semi with trailer
Aiding the driver is a move action. leaving the copilot with Gargantuan ·4 Tank. limousine
an attack action each round to do something else. A vehicle Huge -2 Luxury car. SUV, armored car
can have only one copilot at a time. Large -1 Economy car. Harley
Gunner: Some vehicles, such as tanks. have built-in Medium-size +Q Racing bike, dirt bike
weapons. If such a weapon is controlled from a location
other than the driver's position, a character can man that
position and become the gunner. A vehicle can have as
PacingandPiring Rrcs
Unlike with characters, when dealing wrth vehicles. the vehicle's
many gunners as it has gunner positions.
facing (the direction it's pointing) is important. Facing indicates
Passenger: All other personnel aboard the vehicle are
the direction 1n which the vehicle is traveling (assuming It'snot
considered passengers. Passengers have no specific role in
moving in reverse}. It can also determine which weapons
the vehicle's operation, but may be able to fire weapons
aboard the vehicle can be brought to bear on a target.
from the vehicle or take other actions.
a20MODERN

A weapon built into a vehicle can by mounted to fire in vehicle, using the vehicle's initiative modifier. This is partic-
one of four directions-forward, aft (rear), right, or left-or ularly appropriate when characters are in separate vehicle5,
be built into a partial or full turret. A partial turret lets a since it allows everyone aboard the same vehicle to act
weapon fire into three adjacent fire arcs (such as forward, more or less simultaneously.
left, and right), while a full turret lets it fire in any direction.
For vehicles with weapons, a weapon's arc of fire is given in
the vehicle's description.
Uehicle Speed
Vehicle speed is expressed in five categories: stationary,
alley speed, street speed, highway speed. and all-out. Each
Getting Started of these speed categories represents a range of possible
Most vehicles can be entered with a a move action and movement (see Table 5-13: Vehicle Speeds and Modifiers}.
started with a second move action. From that moment Each round, a vehicle moves according to its current speed
they are ready to roll. An exception is noted in a vehicle's category.
description when it applies (for example, see the BMP-2,
page 126). Declaring Speed
At the beginning of his action, a driver must declare his
Initiative speed category for the round. The driver can choose to go
There are two options for determining initiative in vehicle one category faster or slower than the vehicle's speed in the
combat. First. you can use individual initiative just as in previous round For example, if the vehicle moved at street
normal combat, where each character rolls separately. This speed in the previous round, the driver can slow to alley
is probably the best method if most or all characters are speed or accelerate to highway speed. A stationary vehicle
- - - - - aboard the same vehicle, but it can result in a lot of delayed can change to alley speed in either forward or reverse. Most
or readied actions as passengers wait for drivers to perform vehicles cannot go faster than alley speed in reverse.
maneuvers. An alternative is to roll initiative for each Stationary: The vehicle is motionless.

!! • •I !~1~11 :
Speed Character Scale Chase Scale Defense Check/ Roll
Category Movement 1 Turn Number 2 Movement 1 Turn Number 2 Modifier Modifier
Stationary 1 0 0 ~o

Alley speed 1 20 1 1-2 +O +O


Street speed 21-50 2 3-5 +l -1
Highway speed )l 150 4 6-15 2 ~2 -2
All-out 151+ 8 16+ 2 +4 -4
1The number of squares a vehicle can move at this speed.
2 The number of squa1es avehicle must move ar this speed before making aturn.
l A~tatiOnal}' vchlde cannot move or maneuver.
d20~1'0DERN

Alley Speed: This speed is used for safely maneuvering a As shown on Table 5-13' Vehicle Speeds and Modifiers.
vehicle in tight spaces. such as alleys and parking garages. It when a vehicle travels at street speed or faster, it gains a
tops out at about the speed a typical person can run. bonus to Defense. However. that speed brings along with it
Street Speed: The vehicle is traveling at a moderate a penalty on all skill checks and attack rolls made by char-
speed. up to about 35 miles per hour. acters aboard the vehicle-including Drive checksto control
Highway Speed: The vehicle is moving at a typical high- the vehicle and attacks made from it.
way speed, from about 35 to 80 miles per hour.
All-Out: The vehicle is traveling extremely fast. more
than 80 miles per hour. Driving aUehicle
Driving a vehicle is a move action, taken by the vehicle's
mouing driver. During his move action. the driver moves the vehicle
On his action, the driver moves the vehicle a number of a number of squares that falls within its speed category.
squares that falls within the vehrcle's speed category. For The driver can attempt maneuvers to change the vehicle's
example. if the vehicle is moving at street speed. the course or speed. These maneuvers can be attempted at any
driver can move it as few as 21 squares or as many as 50 (at point along the vehicle's route. The driver can choose to
character scale), or as few as 3 or as many as 5 (at chase use his attack action to attempt additional maneuvers.
scale). The two kinds of vehicle movement are simple maneu-
vers and stunts
Unlike characters, a vehicle cannot double move. run. or
otherwise extend its movement (except by changing to a Simple Maneuvers: A simple maneuver. such as a 45-
higher speed category}. degree tur11. is easy to perform. Each is a free action and
Every vehicle has a top speed. included in its statistics on can be taken as many times as the driver likes while he
Table 4-14 Avehicle cannot move more squares than its top moves the vehicle However. simple maneuvers do cost
movement-so a vehicle that makes a lot of simple _ _ __;.._
speed. This means that some vehicles cannot move at all-
out speed. or even highway speed. maneuvers will not get as far as one going in a straight
Count squares for vehicles 1ust as you do for characters. line. Simple maneuvers do not require the driver to make
skill checks.
Vehicles can move diagonally; remember that when moving
Stunts: Stunts are difficult and sometimes daring maneu-
diagonally, every second square costs two squares' worth of
movement. Unlike with moving characters. a vehicle's facing vers that enable a driver to change his vehicle's speed or
is important: unless it changes direction. a vehicle always heading more radically than a simple maneuver allows. A
moves in the direction of its facing (or rn the opposite direc- stunt 1s a move action. It can be taken as part of a move
tion, if it's moving in reverse). action to control the vehicle, and a second stunt can be
attempted mlieu of the driver's attack action. Stunts always
The Effects of Speed require Drive checks.
A fast-moving vehicle is harder to hit than a stationary
one-but it's also harder to control. and to attack from.
d20MODERN
Avoid Huard: Vehicle combat rarely occurs on a per-
Simple maneuvers fectly flat. featureless plain. Rocks. trees. buildings, people.
During a vehicle's movement. the driver can perform any vehicles, wreckage, and other obstacles can get in the way.
one of the following maneuvers. They are illustrated in the When a vehicle tries to move through asquare occupied by
diagram below a hazard. the driver must succeed on a Drive check to avoid
45-Degree Turn: Any vehicle can make a simple 45-
the hazard and continue movmg.
degree turn as part of its movement. The vehicle must move Structures (such as build1n~. embankments, or other objects
forward at least a number of squares equal to its turn that fill an entire square) simply cannot be avoided. Also, if a
~umber (shown on Table 5-13: Vehicle Speeds and Modi- driver cannot make acheck (if he has used all his actions for the
fiers) before 1t can turn. Making a 45-degree turn costs l rou~d in performing other stunts), he automatically fails to
square of movement. avoid the hazard. In such cases, acollision occur>.
Ram: At character scale, a driver does not have to per· The DC to avoid a hazard varies with the nature of the
fo~m a .mane~ver to ram another vehicle-he only needs to hazard.
drive his vehicle Into the other vehicle's square, and a colli· On a failed check, the vehicle hib the obstacle. For cal·
slon occurs (see Collisions and Ramming, page 160). trops. this means the caltrops make an attack against the
/It chase ~cal<', however, more than one vehicle can vehicle (sec Caltrops, page 116}. An oil ~lick fo1ces t·he drive
occupy the snrne square and not collide-so ramming to make a Drive check (DC 1~) to retain control of the
another vehicle requires a simple maneuver. The driver vehicle (see L~sing Control, page 160). Failing to avoid an
moves his vehicle into the other vehicle's square and states ob1ecl results tn a collision with the object (see Collisions
that he is attempting to ram. Resolve the ram as a collision.
and Ramming, page 160).
except that the driver of the target vehicle can make a
Renex save (DC 15) to reduce the damage to both vehicles Hazard DC
by half. Caltrop~ 15
Sideslip: A driver nught wish to move to the side with·
out changing the veh1c.le\ facing. for instance to change
Oil 'lick s
ObjeC_ t _ __
lanes. This simple maneuver, called a s1desllp, allows a Small (t 1re, light debris) 5
vehicle to avoid obstacle\ or weave in and out of traffic Medium·size (crate)
---~-

10
without changing facing. Asidesllp moves a vehicle 1square Large (pile of wrrckage) 15
forward and 1square to the right or left. and costs 3squares Cannot be avoided
Structure
of movement
Bootleg Turn: By mdking abootleg turn,adriver can rad·
Stunts ically change dirr< 11011 without turning In a loop. I lowevE>r,
Stunts are maneuvers that require aDrive check to perform in so doing, the veltic lti romes to astop.
>utcessfully. Unsuccessful stunts often re5ult in the vehicle Before a vehicle cdn make a bootleg turn, it must move
ending up someplace other than where the driver in a straigh1 line at lea~l a number of squares equal to its
intcndrd. When this happens, the vehicle collides with any t~m number {see Table 5- 13). To make a bootleg tum,
ob]ect5 In its path Remember that the check/roll modifier simply change the vehicle's facing to the desired direction.
from Table 5-B: Vehicle Speeds and Modifiers affects all The vehicle end~ Its rnoverncnt in that location. at station·
Drive checks made by the driver and attack rolls made by
ary speed.
all occupants of the vehicle
d2oMODERN
The DC for a bootleg tum depends on the change in On a failed check. rhe vehicle fails to clear the gap. and
facing. instead falls into it (or collides with the far side) Deter-
On a failed check. instead of facing the desired direc- mine damage as for a collision (see Collisions and Ram-
tion. the vehicle only changes facing by 45 degrees. Make ming. page 160}.
a Drive check to retain control against a DC equal to the
DC for the bootleg turn attempted (see Losing Control. Gap Width DC
page 160}. 1-3 ft. (ditch} 15
4~8 ft. (culvert) 20
Facing Change DC 8-15 ft. (creek. small ravine) 25
45 degrees 16-25 ft (narrow road. small pond) 35
90 degrees 10 26-40 ft. (wide road, small river} 45
135 degrees 15
180 degrees 20 Vehicle Speed Category DC Modifier
------
Alley speed +10
Dash: With a dash stunt. a driver can increase the Street speed +S
vehicle's speed by one category (This increase is in addi- Highway speed +O
tion to any speed change made at the beginning of his All-out -5
action: if he increased speed at that time. he can acceler-
ate a total of two categories in the same round.) The Ashallow gap 0to 3feet deep) is equivalent to a Medium-
vehicle's total movement for the round cannot exceed the size ob1ect: the vehicle may be able to avoid taking collision
maximum number of squares for its new speed category. damage from the failed 1ump by treating the far side as a
(The squares it has already mov~ before attempting the hazard and then continue moving (see Avoid Hazard, above).
dash count against this total.) A moderately deep gap (4 to 10 feet deep) 1s equivalent
The DC for a dash ts 15. to a Huge objecr. The vehicle can only drive out of the gap
On a failed check. the vehicle does not change speed if the walls are not too steep
categories. Adeeper gap 01 feet or deeper) 1s equivalent to a Colos-
Hard Brake: With a hard brake stunt. a driver can reduce sal object. The vehicle can only drive out of the gap if the
the vehicle's speed by up to two categories. (This is in addi- walls are not too steep.
tion to any speed change made at the beginning of his If the gap is filled with water (such as in a creek or pond).
action; If he reduced speed at that time, he can drop a total the vehicle takes only half damage from the collision with
of three categories in the same round.) The vehicle's move- the ground. However. if the water is too deep or the bottom
ment for the round ends as soon as it has moved the mini- is too soft (GM's discretion), the vehicle might not be able
mum number of squares for its new speed category. (If it to move
has already moved that far before attempting the hard Sideswipe: During a vehicles movement, a driver can
brake. it ends its movement immediately.) attempt to sideswipe a vehicle or other target. either to
The DC for a hard brake is 15 deal damage without fully ramming it or to cause another
On a failed check, the vehicle does not change spe~ driver to lose control of his vehicle.
categories. Make a Drive check (DC 15) to retain control At character scale, a vehicle must be side by side with its
(see Losing Control. page 160). target (that is, occupying the square or squares directly to
Hard Turn: Ahard turn allows a vehicle to make a tum its side) and moving in the same direction. Attempting a
in a short distance without losing speed. sideswipe costs 1square of movement.
A hard turn functions like a 4S-degree tum simple At chase scale. the vehicle must be m the same square as
maneuver, except that the vehicle only needs to move for- its target and moving in the same direction. There is no
ward a number of souares equal to half its turn number movement cost
(round~ down). If the stunt is successful. both vehicles take damage as if
The DC for a hard tum is 15. they had collided (see Collisions and Ramming, page 160),
On a failed check, the vehicle continues to move for- except that the collision multiplier is /,, and the driver of - - - - ·
ward a number of squares equal to its turn number the target vehicle can make a Reflex save (DC 15) to reduce
before turning, just as with a simple 45-degree turn. Make the damage to both vehicles by half of that result. The
a Drive check (DC 15) to retain control (see Losing Control. driver of the sideswiped vehicle must succeed at a Drive
page 160). check (DC 15) at the beginning of his next action or lose con-
Jump: Adriver can attempt to jump her vehicle across trol of the vehicle.
a gap in her path, such as a ditch or a culvert. The DC for a sideswipe is 15. It's modified by the relative
To make a jump, the vehicle must move in a straight lme size and speed of the target.
a number of squares equal to its turn number (see Table
5-13). If the vehicle doesn't have enough movement left to Target Condition DC Modifier
------
clear the gap, it must complete the jump at the start of its Each size catego~ larger -5
next turn. Eisc:h '>ize category smaller •5
The DC for a jump depends on the width of the gap. Each speed category of difference -2
modified by the vehicle's speed category.
d20MODERN
For example. say you are driving a Huge truck at highway For example, a Large car going highway speed runsInto a
speed. and you wish to sideswipe a Large car that's going Huge truck going alley speed. The highest speed is the cars
alley speed. The target is one size category smaller. and your highway speed; the smallest size is the Large car. Therefore,
speed is two speed categories different. You have a total the damage is 8d8.
modifier of +l (+5 for size. - 4 for speed). Once you have the base damage. determine the collision's
On a failed check, both vehicles take damage as though damage multiplier based on how the colliding vehicle struck
the sideswipe attempt was a success. However. the other the other vehicle or object. (For vehicles moving In reverse,
driver does not need to make a check to retain control. consider the back end to be the vehicle's "front" for deter·
mining the collision multiplier.) Consult Table 5-15: Collision
Direction for a multiplier.
Driver Options Once the damage has been determined, apply it to both
In simple language, here's what you, as a vehicle driver.
vehicles (or objects, or, for that matter, creatures) involved
can do in a single round:
in the collision. Both vehicles reduce their speed by two
Choose Your Speed: You may increase or decrease
speed categories. If the colliding vehicle moved the mini-
your vehicle's speed category by one (or keep it the
mum number of squares for its new speed category before
same).
the collision, it ends its movement immediately. If not, it
Optional Attack Action: If you want, you can use
pushes t he other vehicle or object aside, if possible, and
your attack action before you move the vehicle. If you
continues until it has moved the minimum number of
do so, however. you will be limited to a single stunt
squares for its new speed category.
during movement.
Movement: Move the vehicle any number of
squares within the vehicles speed category. Along
the way, perform any number of simple maneuvers
A stationary object
(llm1ted only by their movement cost). You may also
A moving vehicle. strikinghe.ill-on or
attempt a single stunt as part of the movement (or
two, if you didn't take your attack action before
45 degrees from head-on x2
Amoving vehicle. striking perpendicular xl
moving).
A moving vehicle, st riking from the rear or
Optional Attack Action: If you did not take an
artack action before moving, and you performed one
45 degrees from the rear x '/1
or fewer stunts, you have an attack action !eh.
Avehicle being sideswiped (see page 159) x 1~
1

The driver of the vehicle that caused the collision must


immed iately make a Drive check (DC 15) or lose control of
Collisions andRamming the vehicle (see Losing Control below). The driver of the
A collision occurs when a vehide strikes another vehicle or
other vehicle rnust succee.d on a Drive check (DC 15) at the
a solid object. Generally, when a vehicle collides with a
beginning of her next action or lose control of her vehicle.
creature or other moving vehide, the target can attempt a
Reflex save (DC 15) to reduce the damage by half.
Damage to UehicleOccupants
When a vehicle takes damage from a collision. its occupants
Resoluing Collisions may take damage as well. The base amount of damage
The base damage dealt by a vehicle collision depends on
depends on the cover offered by the vehicle.
the speed and size of the objects Involved. Use the highest
speed and the smallest size of the two colliding objects and Cover Damage
refer to Table 5-14: Collision Damage.
None Same as damage taken by vehicle
One-quarter One-half damage taken by vehicle
One·half One·quarter damage taken by vehicle
_,,_____ Alley speed Three-quarters None
or more
Street speed
Highway speed
Each of t he occupants may make a Reflex save (DC 15) to
All-out
take half damage.
Smallest Object or Cttat.ure Size Number of Dice
Colossal 20 Losin9Control
Gargantuan -----~~~­ 16 A coll ision or a failed stunt can cause a driver to lose con-
Huge 12 trol of his vehicle. In these cases, the driver must make a
Large 8 Drive check ro retain control of the vehicle. If this check is
Medium-siie 4 successful, the driver maintains control of the vehicle. If it
Small 2 fails, the vehicle goes into a spin. If It fails by 10 or more,
Tiny l the vehicle rolls. Remember that the check/roll modifier
Smaller than Tiny 0 from Table 5- 13: Vehicle Speeds and Modifiers applies to
all Drive checks.
An out-of-control vehicle may strike an object or other You can use Bluff to make a pursuer think you're going a
vehicle. When that happens. a collision occurs (see Colli- different direction from what you intend. Just before
sions and Ramming. above). making a turn onto an off·ramp or side street, make a Bluff
Spin: The vehicle skids. spinning wildly check opposed by the pursuer's Sense Motive check. If you
At character scale, the vehicle moves in its current direc- are successful, the pursuer takes a -5 penalty on any Drive
tion a number of squares equal to the turn number for its check needed to make the turn to follow you. If the other
speed. then ends its movement. Once it stops, roll ld8 to driver can make the turn using only simple maneuvers and
determine its new facing: I, no change; 2. right 45 degrees; 3, does not have to make a Drive check, your Bluff attempt
right 90 degrees; 4. right 135 degrees; S. 180 degrees; 6, left has no effect.
135 degrees; 7. left 90 degrees; 8. left 45 degrees. Reorient
the vehicle accordingly.
At chase scale. the vehicle moves l square and ends its
Pightin9from Uehicles
The following rules provide a further framework for combat
movement. Roll to determine its new facing as indicated
above. involving vehicles.
Roll: The vehlclc tumbles, taking damage.
At character scale, the vehicle rolls In a straight line in
Uehicle Combat Actions
its current direction for a number of squares equal to the Actions during vehicle combat are handled the same way
as actions during personal combat. In general, a character
turn number for its speed, then ends its movement. At the
end of the vehicle's roll, reonent the vehicle perpendicu- can take two move actions. one move action and one
attack action, or one full-round action in a round. Free
lar to its original direction of travel (determine left or right
randomly). actions can be performed normally, in conjunction with
another action.
At chase scale. the vehicle rolls one square before stop-
ping and reorienting. Free Actions: Communicating orders and ducking
At either scale.a vehicle takes damage equal to 2d6 x the down behind a door are examples of free actions. Char-
turn number for Its speed. The vehicle's occupants take acters can perform as many free actions as the GM per-
mits in a single round.
damage equal to 2d4 x the turn number for its speed (Reflex
save. DC 15, for half damage). Move Actions: Changing position within a vehicle is
usually a move action, especially if you have to trade
places with another character. If your movement is short
Hide and Seeh and unobstructed (for example, sliding from the left-
When being pursued, you can attempt a Hide check to lose hand side to the right-hand side of the back seat of acar,
the pursuer in heavy traffic, or a Bluff check to misdirect when no one else is in the back with you), you can do it
him before turning onto an off-ramp or a side street. as the equivalent of a 5-foot step. Otherwise, it requires
To make a Hide check, use the normal rules for hiding a move action.
(see the Hide skill description. page 63). The normal size Attack Actions: Anyone aboard a vehicle can make an
modifiers apply, but because you·re hiding among other attack with apersonal weapon, and drivers and gunners can
vehicles, most of which are size Large or Huge, you gain make attacks with any vehicle-mounted weapons con-
a +8 bonus on the check. This use of the Hide skill can trolled from their positions.
only be attempted in fairly heavy traffic; in lighter traffic, Full-Round Actions: Since the driver must use a move
your GM might not allow it or might apply a penalty to action to control the vehicle, he can't take a full-round
the check. action unless he starts it in one round and completes it

Fighting from a vehicle sometimes provides that e


l~W.IJH1i1RaVi1i1m1:t.],ji(j
on his next tum (see Start/Complete Full-Round Action.
page 137).
Untrained -4 -2
Crew Quality Normal •2 +O
Rather than force you to create, or remember, statistics for Skilled +~ +2
everyone aboard a vehicle, vehicle statistics include a gen- Expert +8 +4
eral "crew quality" descriptor. This indicates a typical crew's Ace +12 +8/+3
aptitude with the vehicle's systems.
Table 5 16: Vehicle Crew Quality shows the five levels of
crew quality for GM-controlled vehicle crews, along with
the appropriate check modifier. Use the check modifier for Civilian Aircraft
all skill checks related to the operation of the vehicle Bell Jet Ranger 2 (Skilled •4) +O +O
(including Drive and Repair checks). Use the attack bonus for Bell Model 212 2 (Skilled +4) +Q +O
all attack rolls performed by the crew. For quick reference, Cessna 172 Skyhawk I (Normal •2) -2 -2
Table 5-17: Crewed Vehicles shows the typical crew quality, Learjet Model 45 2(Skilled +4) +O +O
and the crew's total initiative and maneuver modifiers, for
the vehicles covered in this book. Civilian Cars
This by no means restricts you from creating unique Acura 3.2 TL 1(Normal +.2) +0 +)
vehicles where the crew's statistics are included, or from Aston-Martin Vanquish l (Normal +2) +0 +2
using GM characters' abilities when they drive or attack BMWM3 l {Normal +2) +O +3
from vehicles. It's merely a shortcut allowing you to save Chevrolet Cavalier l(Normal •2) +1 +l
time if you don't have particular GM characters behind Chevrolet Corvette 1(Normal •2) +O +2
the wheel. Dodge Neon 1(Normal •21 +1 +1
Ford Crown Victoria I (Normal •2) +O +1
Attach Options Jaguar XJS l (Normal +2) +O +1
Firing a vehicle's weapon requires an attack action and uses Lamborghini Diablo 1(Normal ..2) •O +3
the driver's or gunner's ranged attack modifier. Mercedes ESS AMG 1(Normal +2) +O +2
A driver wlth Sor more ranks in the Drive skill gains a +2 Volkswagen Jetta l (Normal t2) +O +2
synergy bonus when firing vehicle-mounted weapons while
driving. Civilian Motorcycles
Some military vehicles are equipped with fire-control Ducat! 998R 1(Normal +2) +2 +5
computers. These systems grant equipment bonuses on Harley Davidson FLSTF 1(Normal •2) •l •3
attack rolls with the vehicle-mounted weapons to which Yamaha YZ250F 1(Normal •2) •2 +4
they apply.
Driving Defensively: Just as in melee combat, one can Civilian Trucks
fight defensively while driving a vehicle. which grants a +2 AM General Hummer 1(Normal f 2) •O +O
dodge bonus to the vehicle's Defense and applies a -4 Chevrolet Suburban 1(Normal +2) +0 +O
penalty on attack rolls made by occupants of the vehicle. Dodge Caravan 1(Normal f 2) •O •O
Total Defense: A driver can choose the total defense. Ford Escape XLT 1(Normal •2) •O +O
action which grants a +4 dodge bonus to Defense but does Ford F-150 XL 1(Normal +2) •O +O
not allow the driver to attack (gunners or passengers take a Toyota Tacoma Xtracab 1{Normal •2) •O +O
-8 penalty on attack rolls). These modifiers last until the
driver"s next round of actions Civilian Water Vehicles
Full Attack Action: Adnver cannot normally make a full Bayhner 1802 Capri 1(Normal •2) +O +O
attack, since controlling the vehicle requires amove action. Fairlme Targa 30 1(Normal •2) -2 -2
Gunners or passengers, however, can take full attack Sea-Doo XP 1 {Normal •2) •1 +3
actions, since they don't have to use a move action (except,
perhaps, to change positions in the vehicle). In general, Other Vehicles
taking a full attack action isuseful only if a character has a Armored truck 2 (Skilled +4) +2 +2
base attack bonus high enough lo get multiple attacks. A Honda TRX400FW 1(Normal +2) +1 +3
passenger can make multiple attacks with his own weapon Limousine 1(Skilled +4) +0 +O
(shooting a pistol out the window, for example). A gunner Moving truck 1(Normal •2) -2 -2
can make multiple attacks with one or more weapons con- NABI Model 40LFW 1(Skilled +4) +0 •O
trolled from his position.
Military Vehicles
Targeting Occupants BMP-2 3(Skilled +4} +2 +2
An attack made against a vehicle uses the vehicle's Defense, MJA2 Abrams 4 (Skilled +4) +0 +0
modified by its speed category, Attackers can choose M2A2 Bradley 3(Skilled +4) +0 +O
instead to target specific vehicle occupants, such as the Ml13Al Gavin 2{Skilled +4) +2
driver or a passenger. UH-60 Black Hawk l {Skilled +4) +O
d2oMODERN
An attack against a vehicle occupant is made like any
other attack. Remember, however, that a character in a Windows and Windshields
vehicle gains bonuses to Defense from both the veliicle's When people start shooting at cars, the first things to
speed and any cover it provides. go are usuatty the windows. Car windows can be tar-
geted deliberately, or they can be damaged when an
Couer attack targeted at an individual in the vehicle must
When you fire from a vehicle, objects or other vehicles in the pass through an intact window (which happens when
way can provide cover for your target (see Cover, page 144). shooting at someone through the w1ndsh1eld).
Automotive windows and windshields have hard·
ness 3 and 2 hit points. Damage taken by windows
Damaging Uehicles . counts against the total hit points of the vehicle.
All vehicles have hit points. which are roughly equiva- Targeting a Window: For most vehicles. the front
lent to a character's hit points. Like most inanimate and rear windscreens have a Defense of 10, while the
objects, vehicles also have hardness. Whenever a vehicle side windows have a Defense of 12. The window's
takes damage, subtract the vehicle's hardness from the Defense is modified by the speed of the vehicle.
damage dealt. Targeting a Passenger through a Window: When
When a vehicle is reduced to 0 hit points, it is dis- an attack must pass through a window to hit a target,
abled. Although It might be repairable, it ceases func- it damages the window before damaging the target. If
tioning. A vehicle that is disabled while moving drops the attack Is successful, roll damage as normal. Apply
one speed category each round until it comes to a stop. the damage to the window. If the window takes its futt
The driver cannot attempt any maneuvers except a 45- hit points worth of damage, it shatters and falls away.
degree turn. Apply any remaining damage to the target. If the
Unlike characters, vehicles don't "die" when they reach attack is unsuccessful, neither the target nor the win·
- 10 hit points. Instead, a vehicle is destroyed when it loses dow takes damage.
Obviously. if the window is open, or ls already
destroyed, it takes no damage from the attack.
For example, a thug in a stolen car tries to run
Tahin9 out the Tires J down Yoriko. She stands her ground. pulling her
Sometimes ifs necessary to stop a car without Glock 17 and taking aim at the driver as the car
destroying 1t or killing the occupants. Generally, the charges toward her. She makes her attack roll and hits
best way to do that is to take out its tires. Avehicle the thug, dealing 9 points of damage. The ftrst 5
with no tires can still operate. but it's very hard to points destroy the windshield (3 to get through Its
control. hardness, 2 to break the glass). The thug is dealt the
For most vehicles. tires have 2 hit points. Some remaining 4 points of damage.
heavy wheeled vehicles (such as an armored truck)
travel on puncture-resistant tires that have hardness 3
and 5 hit points. Damage taken by tires counts against hit points equal to twice its full normal total. (For exam-
the total hit points of the vehicle. Atire is flat when ple, a Dodge Neon with 30 hit points is destroyed when its
it is reduced to 0 hit points. current hit points reach -30.) Adestroyed vehicle cannot
Each flat tire on a wheeled vehicle imposes a -4 be repaired.
penalty on Drive checks. If the vehicle has four or Energy Attacks: Vehicles are treated as objects when
fewer tires, the driver must make a Drive check(DC 15) subjected to energy attacks. For example, fire attacks deal
to retain control each time one or more of its tires go half damage to objects. including vehicles (see Energy
flat. Avehicle with more than half its tires destroyed Attacks. page 150).
can travel no faster than street speed. Exploding Vehicles: If the attack that disables a vehicle
Shooting Tires: Acharacter can attempt to shoot deals damage equal to half its full normal hit points or
a car's tires. Atire has a Defense of 10. This figure is more. the vehicle explodes after ld6 rounds. This explosion - - - -
modified by the speed of the vehicle and perhaps by deals 10d6 points of damage to everyone within the vehicle
cover (a tire being shot at from behind or in front of (Reflex save, DC 20, for half damage), and half that much to
the vehicle usually gains three-quarters cover). everyone and everything within 30 feet of the explosion
Caltrops and Obstacles: See the avoid hazard (Reflex save. DC 15. for half damage).
stunt for rules on caltrops and obstacles. If a driver
avoids a set of caltrops, the vehicle's tires are not Repairing Oama9e
damaged. If not. the caltrops make an attack against Repairing damage to a vehicle takes a full hour of work, a
each tire that passes through the square. mechanical tool kit. and a garage or some other suitable
Spike Strips: More reliable than caltrops. spike facility. (Without the tool kit, you take a -4 penalty on your
strips function identically, except that the strip cannot Repair check.) At the end of the hour. make a Repair check
be avoided If a vehicle passes over it. A spike strip (DC 20). Success restores 2d6 hit points. If damage remains.
deals 2 points of damage to each tire that comes in you may continue to make repairs for as many hours as it
contact with 1t. takes to restore all of the vehicle's hit points.
Sooner or later. your character is going to
want to specialize, sending his or her heroic
career in a particular direction In addition to
multiclassing freely among the six basic classes
(Strong. Fast, Tough. Smart. Dedicated. and Charis-
matic). eventually your character will qualify to take
levels in an advanced class.
An advanced class represents a focus and a calling for
the experienced adventurer. It provides a specialization
and a range of power and ability to give a character that
something extra to set him or her apart.
Advanced classes allow a Gamemaster to create spe-
cific, exclusive roles as clasm e~pecially tied to his or her
campaign. These special roles offer abilities otherwise not
accessible to characters, as well as direction and purpose
tied to a specific concept. Acharacter with an advanced
class will be more specialized, and perhaps more power-
ful. than a hero who gains levels iii just the basic classes.
Still, the best characters combine levels of basic and
advanced classes to their ultimate advantage, selecting
the class at each level that will give them the class skills
and talents they need to develop further.
Although each advanced class naturally builds from a
certain basic class, every advanced class is available to all
characters who fulfill the prerequisites of the class,
regardless of what basic classes they have gained levels in.
The associations between basic classes and advanced
classes are summarized on the following table. The
advanced classes are presented in this chapter in the
order given below.

Basic Class' Advanced Class


Strong Soldier; Martial Artist
Russell Whitfield, Fast Gunslinger; Infiltrator
Soldier Tough Daredevil; Bodyguard
Smart Field Scientist; Techie
Dedicated Field Medic; Investigator
Charismatic Personality; Negotiator
1The given basic elm provides lhe fastt!st path to both of the asso-
ciated advanced d~!.e~, though not the only path.

m
The advanced classes that follow are suitable for any
modem setting. Chapter Nine Campaign Models features a
Requirements
To qualify to become a Soldier. a character must fulfill the
selection of advanced classes created specifically for the
following criteria,
campaigns outlined therein. Whether or not those ad-
Base Attack Bonus: +3.
vanced classes are available in your campaign is up to the
Gamemaster Skill: Knowledge (tactics) 3ranks.
The Gamemaster may add advanced classes specifically
Feat: Personal Firearms Proficiency.
suited to his or her campaign. Conversely, the GM can
decide that certain advanced classes aren't available in the Class Information
campaign. Check with your GM before selecting an The following Information pertains to the Soldier advanced
advanced class. class.

Qualifyingfor an Aduanced Class Hit Die


Advanced classes are like basic classes, except that they The Soldier gains ldlO hit points per level. The character's
have requirements that must be met before you can attain Constitution modifier applies.
lst level In the class. A character who quallfies can choose
an advanced class as an additional class as he or she gains
ActionPoin1s
levels, using the multlclass1ng rules. Some combination of The Soldier gains a number of action points equal to 6 •
base attack bonus, feats, and sklll ranks determines whether one-half his character level. rounded down, every time he
attains a new level in this class.
a character is clrg1blc to gain a level In an advanced class.
Sec Chapter One: Characters for details on multiclassing.
skill ranks, and advancing In level. Class S~ills
The Soldiers class ~kills are as follows.
According to th<! rules for level advancement (see page
Demolitions (Int), Drive (Dex). Intimidate (Cha). Jump {Str),
39). you must choose your n<'w class first. Then you gain
Knowledge (current events. history, popular culture, tactics)
new ab1lit1cs or features, such as an increased base attack
(Int). Listen (Wis). Navigate (Int). Profession (Wis). Read/
bonus or more skill points to spend It those new abilities
or features make you eligible for an advanced class. you Write Language (none). Speak Language (none). Spot (Wis), ----
Survival (Wis), Swim (Str).
can take your fir~t level in that elm the next time you
attain a new level. For example. If you obtain the number
of ranks you need in a particulJr skill upon reaching 4th
Skill Points at Each Level: 5 • Int modifier.
level. then you <dll select the advdnced elm thdt has that
prerequisite at Sth level. Or, If you obtain the required Class Peatures
base attack bonus upon reaching 3rd level. you can select rhe following features pertain to the Soldier advanced
the advanced class with 1hat prerequisite when you're class.
ready to rise to 4th level.
Additionally. the GM may ln\tall In-game requirements, Weapon Pocus
such as professional fees. special I raining. or membership in At lsl level. aSoldier gains the Weapon Focus class feature,
a specific group. providing the benefit of the real with the same name. The
Advanced classes are designed so that characters can Soldier chooses a specific weapon. such a> a Desert Eagle or
select them as early as 4th level with a little planning. ametal baton. You can choose unarmed >lrike or grapple as
though some characters may not be able to qualify for an the weapon. You must be proficient with the chosen
advanced class until later in their heroic careers. weapon.

SOLDIER
The Soldier 1s a trained warrior. as good with a gun as he is
You add +1 to all attack rolls you make using the selected
weapon.

WeaponSpeciali2ation
c
with a kn1fe or some other melee weapon. Some soldiers
come out of formal military programs or law enforcement
academies. Others acquire their skills on the field of battle.
At 2nd level. a Soldier gains weapon specialization with a
specific melee or ranged weapon that he also has applied
the Weapon Focus feat or class feature to. You get a +2
n
The Soldier might be adedicated idealist or aprofit-seeking bonus on damage rolls with the chosen weapon.
mercenary, a hired gun or a highly skilled adventurer. In all
cases, the Soldier learns how to defeat his enemies. to com- Bonus Peats
plete his missions, and ultimately. to survive. At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The
Select this advanced class if you want your character to bonus feat must be selected from the following list, and
be a well-rounded combat expert. It combines both melee the Soldier must meet all the prerequisites of the feat to
and ranged weapon expertise, preparing the Soldier for select it.
whatever situation comes his way. Advanced Firearms Proficiency, Archaic Weapons Profi-
The fastest path Into this advanced class is from the ciency, Armor Proficiency (light), Armor Proficiency
Strong hero basic class, though other paths are possible. (medium), Armor Proficiency (heavy), Brawl. Burst Fire,
Cleave, Combat Reflexes, Exotic Fireanns Proficiency, Exotic
! : • • I I ~
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +J -0 Weapon Focus +1 +O
2nd +1 +2 +2 +0 Weapon spec1alizat1on +1 +0
3rd +2 +2 +2 +l Bonus feat +2 +O
4th +3 +2 +2 +] Tactical aid +2 +Q
5th +3 +3 +3 Tl Improved critical +3 +1
6th +4 •3 +3 +2 Bonus feat +3 +l
7th +S +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Greater weapon specialization +4 +1
9th +6 +4 +4 +3 Bonus feat +S +2
10th +7 +S +S +3 Critical strike +S +2

Melee Weapon Proficiency. Far Shot Great Cleave. Im-


proved Brawl. Improved Knockout Punch. Knockout Punch, ffiABTIAL ARTIST
Power Attack. The Martial Artist is a student of one or more martial arts
disetplines. To the Martial Artist, these disciplines represent
Tactical Aid more than self-defense and combat expertise. The training
As a Soldier becomes more skilled. his leadership abilities includes a profound philosophy that teaches restraint and
increase. Starting at 4th level. a Soldier can use his knowl· humility. The Martial Artist works to master her mind as well
edge of tactics to direct his allies in combat. as her body. attuning both to work in harmony through the
As an attack action. the Soldier provides tactical aid to techniques she has learned. AMartial Artist might develop
any single ally {but not himself) within sight and voice range her combat skills and philosophy to aid her career as an
of his position. agent or a law enforcer, or she might become an independ-
As a full·round action, the Soldier provides tactical aid to ent operative whose entire person is a weapon No matter
all of his allies {including himself) within sight and voice what career she chooses to pursue. she possesses confi-
range of his position dence. commitment, and the means to get the job done.
This aid provides either a competence bonus on attack Select this advanced class if you want your character to
rolls or a dodge .bonus to Defense (Soldier's choice). This become a master of unarmed combat or rnelee fighting with
bonus is equal to the Soldier's Intelligence modifier (minimum exotic weapons.
+1), and it lasts for a number of rounds equal to one-half of The fastest path into this advanced class is from the
the Soldier's level in the advanced class. rounded down. Strong hero basic class. though other paths are possible.

Improved Crifical Requirements


ASoldier of 5th level or higher knows how to strike more
effectively and have a better chance of dealing significant To qualify to become a Martial Artist. a character must ful-
damage with the weapon he has applied weapon special- fill the following criteria.
Base Attack Bonus: +3.
ization to.
Skill: Jump 3 ranks.
For that weapon. your threat range increases by one. For
example. a Desert Eagle threatens a cntical hit on a20. With Feats: Combat Martial Arts, Defensive Martial Arts.
this talent applied to the Desert Eagle. the threat range
becomes 19-20. Class Information
The following information pertains to the Martial Artist
Improved Reaction advanced class.
At 7th level. a Soldier gains a +2 competence bonus on ini-
tiative checks. Hit Oie
The Martial Artist gains 1d8 hit points per level. The charac-
Greater Weapon Speciali2aflon ters Constitution modifier applies.
At 8th level. a Soldier gains greater weapon specialization
with the weapon he selected at 2nd level. This ability Action Points
increases the bonus on damage rolls to +4 when using the The Martial Artist gains a number of action points equal to
selected weapon. 6 + one-half her character level. rounded down, every time
she attains a new level in this class.
Critical StriRe
At 10th level. a Soldier gains the ability to automatically Class SRills
confirm a threat as a critical hit when attacking with the The Martial Artist's class skills are as follows.
weapon he has applied weapon specialization to. eliminat- Balance (Dex). Chmb (Str). Escape Artist (Dex). Hide (Dex).
ing the need to make a roll to confirm the critical hit Intimidate (Cha), Jump (Str). Knowledge (current events,
popular culture. theology and philosophy) (Int), Move
d2oMODERN
Silently (Dex). Perform (dance) (Cha). Profession
(Wis), Read/Write Language (none). Speak Lan-
guage (none). Spot (Wis). Tumble (Dex).

Skill Points at Each level: 3 + Int


modifier.

Class Features
The following features pertain to the Martial
Artist advanced class.

liuin9 Weapon
A Martial Artist Is a highly trained
unarmed fighter who receives
considerable advantages in un-
armed combat The Martial Artist
attacks with either fist interchange·
ably. or even with elbows. knees. and
feet. This means that the Martial Artist
may even make unarmed strikes when her hands
are full. and there Is no such thmg as an off-hand attack
for a Mamal Artist striking unarmed.
The Martial Art 1st also deals more damage with
her unarmed strikes. At 1st level. she deals ld6
points of damage with an unarmed strike. At
4th level. damage increases to 1d8. At 8th level. . - _ .
It Increases to ldlO.

Plying Kich
Starting at 2nd level. a Martial Artist can use a charge (see
page 137) to deliver adevastating flying kick to an opponent.
At the end of this charge, she adds her class level as abonus
to the damagP she deal\ with an undfrned strike.

Bonus Peats
At 3rd, 6th. and 9th level. thE' Martial Arti~t gets a bonus
feat. The bonus feat must be selecred from the following
list. and the Marllal Artist must mc<'t all the prerequisites of
the feat to scl<'ct it.
Acrobatic, Advanced Combat Martial Arts. Archaic Weap-
ons Proficiency, Combat Reflexes, Combat Throw. Elusive
Target. Exotic Melee Weapon Proficiency Improved Combat
Throw. Unbalance Opponent.

Isl tl +O +2 +O Living weapon ld6 tQ


2nd +2 ·O t} +O Flying kick +2 +O
3rd +3 +1 +3 +1 Bonus feat +2 +O
4th f4 tl +4 +1 Living weapon 1d8 •3 +0
5th +S +l +4 +l Iron fist (one at tack) •4 •l
6th +6 +2 .+S +2 Bonus feat +4 +l
7th +7 +2 +S +2 Flurry of blows +5 +1
8th +8 +2 +6 +l Living weapon ldlO +6 +]
9th +9 +3 +6 +3 Bonus feat +6 +2
10th +10 +3 +7 +3 Iron fist {all attacks) +7 +2
ct20MO
Iron Fist
At 5th level. a Martial Artist gains the ability to
spend 1 action point to increase the damage
she deals to a single opponent with a single
unarmed strike. You declare the use of the
action point after making a successful
unarmed strike. The result of the action
point roll is added to the damage roll
for that attack.
At 10th level. this ability improves.
The Martial Artist now adds the
result of the action point roll to all
successful attacks she makes
zj!l-:!~~iii;;~~ in a round.
Flurry of Blows
At 7th level, a Martial Artist gains the abil-
ity to strike with a flurry of blows at the
expense of accuracy. The Martial Artist must
be unarmored to use this talent, and she mu~t
make unarmed strikes to gain the benefit With a
flurry of blows, the Martial Artist may make one extra
attack in a round at her highest base attack bonus. This
attack and each other attack made in the round take a - 2
penalty. Using this ability 1s a full-round action.

GUOSLIOGEB
The Gunslinger knows everything there is to know about
handguns of all types. Whereas the Martial Artist develops
her body into a perfect weapon. the Gunslinger trains his
mind and body to work in concert with his handguns. His
pistols become an extension of him. The Gunslinger can be
a mercenary or a modern-day knight, defending the weak
and the innocent with a pair of blazing pistols instead of a
sword and shield.
Select this advanced class if you want your character to
excel with handguns or other ranged weapons.
The fastest path into this advanced class is from the
Fast hero basic class, though other paths are possible.

Requirements
To qualify to become a Gunslinger, a character must fulfill
the following criteria.
Base Attack Bonus: +2.
Skills: Sleight of Hand 6 ranks. Tumble 6 ranks.
Feat: Personal Firearms Proficiency.

Class Information
Adam Swift, The following information pertains to the Gunslinger
Gunslinger advanced class.

Hit Die
The Gunslinger gains ldlO hit points per
level. The character's Constitution modifier
applies.
d20MOOERN
Refion Points Oefensiue Position
The Gunslinger gains anumber of action points equal to 6 + Starting at 4th level, a Gunslinger gains the ability to use
one-half his character level. rounded down, every time he
attains a new level in this class.
cover to maximum advantage.
The Gunslinger gains an additional +2 cover bonus to
\
Defense and an additional +2 cover bonus on Reflex saves
Class S~ills whenever he has one·quarter, one-half. three-quarters. or
The Gunslinger's class skills are as follows. nine-tenths cover.
Bluff (Cha), Demolitions {Int), Drive (Dex), Escape Artist
(Dex), Gamble (Wis), Intimidate (Cha). Knowledge (current ~ightning Shot
events, popular culture, streetwise) (Int), Move Silently Starting at 5th level. a Gunslinger can make a flurry of
(Dex). Profession (Wis). Read/Write Language (none), Ride ranged attacks with a personal firearm at the expense of
(Dex}, Sleight of Hand (Dex), Speak Language (none), Spot accuracy. With a lightning shot, the Gunslinger may make
(Wis). Survival {Wis). Tumble (Dex). one extra ranged attack with a personal firearm in a round
at his highest base attack bonus. This attack and each
Skill Points at Each Level: 5+ Int modifier. other attack made In the round take a -2 penalty. Using
lightning shot is a full·round action. The Gunslinger can't
take more than a 5-foot step and use lightning shot in the
Class Peatures same round.
The following features pertain to the Gunslinger advanced
cl~.
Sharp-Shooting
At 7th level. aGunslinger gains the ability to score hits that
Close Combat Shnl others would miss due to the target's cover.
Al 1st lrvcl, a Gunslinger gains the ability to make a ranged
1r the Gunslinger uses a p<>r\onal firearm to attack a
attack with a Mrdium size or smaller firearm while in a
target. the cover bonus to the target's Defense for one-quar-
threatened area without provoking an attack of opportunity.
ter, one-half, three quarters. or nine tenths cover is reduced
by 2.
Weapon focus
At )nd level. a Gunslinger gains the Weapon Focus class fea-
ture, providing the> br.ncfit of th<' fc>at with the same name.
Greater Weapon rocus
At 8th level, aGun\linger receives a +1 competence bonus
The Gtm\lingC'r must choos<' a specific personal firearm.
on attack rolls made with the fire11rm selected for the
such as a Walther PPK or ,in M4 carbine.
Weapon Focus ability at 2nd level. Thi\ bonus stacks with
You add ;.J to all dttack rolls you make using the selected
the earlier bonus.
personal firearm.

Bonus feats Bullseye


At 10th level, a Gumlinger bernmes so adept at using the
At 3rd, 6th. and 9th l<•vC'I. the Gumllngcr gets a bonus feat.
firearm to which he has arplied Weapon Focus and Greater
The bonus feat mu~t be \elected from the following list, and
Weapon Focus that his attach with that firearm can deal
the Gunslinger must rnPl't cill lhc prerequisites of the feat to
extra damage. With a \Uc.cessful attack, before damage is
select It
rolled, he can spend I action point to deal +3d6 points of
Advanced Firearms Proficiency. Advanced Two-Weapon
damage.
Fighting, Burst Fire. Dead Aim. Double Tap. Far Shot,
Improved Two-Weapon Fighting, Preci~e Shot. Quick Draw,
Quick Reload. Shot on the Run. Skip Shot, Strafe, Two-
Weapon righting.

;_ : t I ~ t.: :
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +O +0 +1 +1 Close combat shot +1 +O
2nd +I +O +2 +2 Weapon focus +I +O
3rd ;.2 •1 +2 ;.2 Bonus feat +2 •1
4th +3 +l ..2 <t-1 Defensive position •2 +l
5th +3 +l +3 +3 Lightning shot +3 +1
6th +4 +2 4) +3 Bonus feat +3 ..2
7th +) +2 +4 +4 Sharp-shooting +4 +2
8th +6 +2 +4 +4 Greater weapon focus +4 +2
9th ;.6 +3 +4 +4 Bonus feat +S +3
10th +7 •3 +S +5 Bullseye ..5 +3
An Infiltrator can be acat burglar or aspy, or she
just may have all the skills necessary to accom-
plish missions for whatever agency pays her salary.
Select this advanced class if you want your
character to excel at roguish activity and
stealthy endeavors.
The fastest path into this advanced class is
from the Fast hero basic class, though other
paths arc possible.

Requirements
To qualify to become an Infiltrator, a character
must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Hide 6 ranks, Move Silently 6 ranks.

Class Information
The following Information pertains to the
lnfiltrator advanced class.

Hit Oie
••• • •ill.. The Infiltrator gains ld8 hit points per level. The
character's Constitution modifier applies.

Action Points
The Infiltrator gains a number of action points
equal to 6 • one-half her character level,
rounded down, every time she attains a new
level in this class.

Class Shills
The Infiltrator's class skills are as follows.
n Balance (Dex), Climb (Str), Disguise (Cha), Dis-
able Device (Int). Escape Artist (Dex), Hide
Yoriko Obato, (Dex), Investigate (Int), Jump (Str), Knowledge
Infiltrator (art, business, current events, popular culture, streetwise)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int), Sleight of Hand
IOflLIBHTOB (Dex), Speak Language (none), Tumble (Dex).
The Infiltrator can break into places others wouldn't dream
of, find what she's looking for, and get back out again while Skill Points at Each Level: 7 + Int modifier.
eluding or evading anyone who would try to stop her. The
Infiltrator is a master of stealth, breaking and entering. and Class Peatures
second-story work. She has connections to the underworld. The following features pertain to the Infiltrator advanced
or at least knows her way around the seedier parts of town. class.

~:
Class
... ~
Base Attack
~~
Fort
•:
Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
1st +O •O +2 +0 Sweep +1 +l
2nd •l +O +3 +O Improvised implements +2 +1
--~--
3rd •l ,____ •l +3 +1 Bonus feat +2 +l
4th +2 +1 +4 +l Improved evasion +3 +2
5th +2 +1 +4 +l Skill mastery +4 +2
6th +3 •2 +5 ~2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improvised weapon damage +S +3
8th +4 +2 +6 +2 Improved sweep +6 +3
9th •4 +3 +6 +3 Bonus feat +6 +3
10th +S ~--------
+3 +7 +3 Without a trace i} +4
~-----
d20MODERN
Sweep Improvised Weapon Damage
An Infiltrator knows how to size up an area and get the lay of At 7th level. an Infiltrator's attacks with improvised weapons
the land in a single sweep of her eyes that often isn't percep- deal more damage. She treats an improvised weapon as one
tible to those around her. This sweep provides a -4 circum- size category larger than it 1s for the purpose of determining
stance boous on Spot checks and covers an area out to 30 the damage rt deals.
feet away from the Infiltrator (but not behmd her~ The Infil-
trator can use this bonus at the start of an encounter to look Improved Sweep
for obvious enemies. alarms and surveillance devices, traps. At 8th level, an Infiltrator's ability to get the lay of the
escape routes. and any expensive objects that can easily be land improves. Now she not only spots potential perils
concealed and carried away if she so chooses. with a successful check. she can determine the relative
Anything not concealed can be sported in a sweep with strength of these dangers. A successful check relates the
a successful check (DC 10). The DC for concealed or less danger's strength compared to the Infiltrator: stronger
obvious threats is equal to their Hide check result. (higher level or Hit Dice). on par (same level or HD). or
weaker (lower level or HD).
Improvised Implements
The Infiltrator becomes an expert at using improvised weap- Without aTrace
ons and tools. Sometimes. a mission calls for the Infiltrator At 10th level. an Infiltrator becomes so good at what she
to enter a situation without a weapon. In such cases. she can does that she leaves almost no trace behind when she uses
turn ordinary objects into lethal weapons. Achair. a vase. a any of the following skills: Balance, Climb, Disable Device,
heavy book. a broken bottle. a full can of beer-these and Escape Artist, Hide. Move Silently, and Sleight of Hand.
other ordinary objects can become weapons in the Infiltra- Those using Investigate. Listen, Search. or Spot to detect the
tor's hands. Infiltrators act1v1ty take a - 4 penalty.
At 2nd level an Infiltrator no longer takes a -4 penalcy
when wielding an improvised weapon (see page l!W~ Also.
the Infiltrator is able to make do without proper equipment OABEDEUIL
in certain circumstances: She no longer takes a -4 penalty The fearless Daredevil risks life and limb to perform death- - - - - -
when using the Climb and Disable Device skills without the defying acts. When you need a stunt person, an extreme
proper tools. sports enthusiast. or someone with the know·how to stage
a dangerous-looking spectacle or to succeed at a stunt that
Bonus feats no one else in their nght mind would even attempt, then
At 3rd, 6th, and 9th level. the Infiltrator gets a bonus feat. call on the Daredevil The Daredevil can perform physical
The bonus feat must be selected from the following list. and stunts and vehicle stunts. understands the magic of movie-
the Infiltrator must meet all the prerequisites of the feat to making, and 1s tough enough to take on a dangerous stunt.
select it succeed at the stunt-and survive.
Acrobatic, Alertness. Armor Proficiency (light), Ath- Select this advanced class 1f you want your character to
letic. Attentive. Brawl. Cautious, Defensive Martial Arts, excel at risk-taking and understand how to push the limits
Dodge. Elusive Target. Meticulous, Mobility. Nimble. of possibility.
Renown. Run, Stealthy. The fastest path into this advanced class is from the
Tough hero basic class. though other paths are possible.
Improved Evasion
If an Infiltrator of 4th level or higher is exposed to any
effect that normally allows a character to attempt a Reflex
Requirements
To qualify to become a Daredevil, a character must fulfill
saving throw for half damage (such as getting caught in a
the following criteria
grenade blast). the Infiltrator suffers no damage if she makes
Base Attack Bonus: +2.
a successful saving throw and only half damage on a failed
Skills: Concentration 6 ranks. Drive 6 ranks.
save. Improved evasion can only be used when wearing light
Feat: Endurance
armor or no armor.
For an Infiltrator who does not have evasion (see oage 22
in the Fast hero class description), improved evasion counts Class Information
as evasion for the purpose of meeting the prerequisites on The following information pertains to the Daredevil
the Fast hero's defensive talent tree. advanced class

Skill mastery Hi1 Die


At 5th level. an Infiltrator selects a number of skills from her The Daredevil gains ldlO hit points per level. The character's
class list equal to 3+ her Intelligence modifier. When making Constitution modifier applies.
a check using one of these skills the Infiltrator may take 10
even if stress and distractions would normally prevent her Action Points
from doing so. She becomes so accomplished in the use of The Daredevil gains a number of action points equal to 6 +
these skills that she can use them reliably even under one-half her character level, rounded down. every time she
adverse conditions attains a new level in this class.
a20MODERN
Class S~ills
The Daredevil's da.ss skills are as follows.
Balance (Dex), Climb (Str), Concentration
{Con), Demolitions (Int), Drive {Dex), Escape
Artist (Dex), Intimidate (Cha), Jump {Str),
Knowledge (current events, popular culture)
(Int), Perform (act) (Cha), Pilot {Dex), Profession
(Wis), Read/Write Language {none). Ride{Dex},
Speak Language (none), Spot {Wis). Swim (Str},
Tumble (Dex).

Skill Points at Each Level: 5+ Int modifier.

Stephanie Lynch, Class Peatures


Daredevil ~~~ The following feat ures pertain to
the Daredevil advanced class.

fearless
;. Daredevil gains a +4 morale
bonus on Will save~ to resist fear
effects and on level checks to
oppose Intimidate checks.

• Bonus feats
At 3rd, 6th, and 9th level, the
Daredevil gets a bonus feat.
The bonus feat must be
selected fromthe following
list. and the Daredevil must
meet all the prerequisites
of the feat to select it.
Acrobatic, Armor Profi-
ciency (light), Armor Profi-
ciency {medium), Athletic, Brawl.
Cautious. Dodge. Force Stop. Im-
proved Brawl. Improved Damage Threshold.
Improved Knockout Punch, Knockout Punch.
Mobility, Nimble. Spring Attack. Streetfighting,
'Surface Vehicle Operation, Toughness, Vehicle
Dodge. Vehicle Experl.

lst •O +2 +O +O Fearless +] +O
2nd +l +3 +O +O Nip-up +2 +O
3rd +1 +3 +l +l Bonus feat +2 +l
4th +l +4 +1 -rl Action boost +3 +1
5th +2 t4 +l +l Adrenaline rush (one ability score) +4 +I
6th •3 +S +2 +2 Bonus feat +4 +2
7th +3 +S +2 +2 Delay damage +5 +2
8th +4 +6 +2 +2 Adrenaline rush (two ability scores} +6 +2
9th +4 +6 +3 +3 Bonus feat t6 +3
10th +5 •7 +3 +3 Damage threshold ~1 +3
d oMODERN
ActionBoost
This ability, gained at 4th level, allows a Daredevil to spend
2action points in a round You can spend 1action point, see
the result of the roll, and then decide to spend a second Morris "Moondog"
point, as long as you do so before the Gamemaster reveals Greenberg,
the result of your action. Bodyguard

Adrenaline Rush
At 5th level, a Daredevil can temporarily increase one of her
physical ability scores (Strength, Dexterity, or Constitution).
She spends 1action point and gets to increase the selected
ability score by ld4+1 points The increase lasts for a number
of rounds equal to her class level. At the end of the duration,
the Daredevil is fatigued lsee page 140) for ld4• l rounds.
At 8th level, a Daredevil can temporarily increase two of
her physical ability scores. At the end of the duration, the
Daredevil is fatigued for 1d6+2 rounds.

Delay Damage
Once per day, a Daredevil of 7th level or higher can delay
the damage dealt by a single attack or effect for a number
of rounds equal to her class level.

Damage Threshold
AlOth·level Daredevil increases her massive damage thresh
old (see page 141) by 3 points. lhis increase stacks with the
increase provided by the Improved Damage Threshold feat.
For example, a Daredevil with a current Constitution score
of 15 makes a Fortitude save against massive damage only
when ~he takes 18 or more points of damage from a single
attack. With the Improved Damage lhreshold feat a\ well.
her massive damage threshold would be 21 instead of 15.

BODYGUARD
The Bodyguard makes sccurlly his specialty. He knows
how to keep ~omeone ~afc tlnd how to provide personal
protec.tion to the utmost degree. The Bodyguard can be
more than a security specialist, however. He might be
part private detective. part hired muscle. He might serve
as a driver or other personal aide, in addition to being
ready at all limes to offer protection to the client he
watches out for. The Bodyguard has the ability to avoid
trouble. and when trouble can't be avoided, he can pro-
tect a client through a variety of other means.
Select this advanced class if you want your character
to excel at security and safekeeping, both from a tactical
perspective and through the use of whatever level of U
force is required.
The fastest path into this advanced class is
from the Tough hero basic class. though other
paths are possible.

Requirements
To qualify to become a Bodyguard, a character must
fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Concentrate 6 ranks. Intimidate 6 ranks.
Feat: Personal Firearms Proficiency.
1120MODERN
Class Information designate a single opponent during his act ion and receive
a +1 competence bonus on attacks against that oppo-
The following Information pertains to the Bodyguard
advanced class. nent. The Bodyguard can select a new opponent on any
action.
Hit Die At 8th level, the competence bonus increases to +2.
The Bodyguard gains 1d12 hit points per level. The charac- Bonus feats
ter's Constitution modifier applies.
At 3rd. 6th, and 9th level, the Bodyguard gets a bonus feat.
Action Points The bonus feat must be selected from the following list. and
the Bodyguard must meet all the prerequisites of the feat to
The Bodyguard gains a number of action points equal to 6 +
select it.
one-half his character level. rounded down. every time he
Advanced Firearms Proficiency. Armor Proficiency Oight),
attains a new level in this clas.s.
Armor Proficiency (medium), Attentive. Combat Expertise,
Class S~ills Combat Reflexes. Double Tap, Improved Brawl. Improved
Feint. Improved Knockout Punch, Knockout Punch, Precise
The Bodyguard's class skills are as follows.
Concentrate (Con), Disguise (Cha), Drive (Dex), Forgery Shot, Quick Draw, Quick Reload, Streetfighting. Vehicle
(Int), Gather Information (Cha), Intimidate (Cha), Knowledge Expert
(behavioral sciences, civics, current events. streetwise) (Int).
Listen (Wis), Profession (Wis), Read/Write Language (none),
Sudden Action
Search (Int), Sense Motive (Wis), Speak Language (none), Once per day, a Bodyguard of 4th level or higher can focus
his effort to burst into sudden action when the situation
Spot (Wis).
calls for it. He can change his place in the initiative order,
Skill Points at Each Level: 3 +Int modifier. moving higher In the count by a number less than or equal
to his class level, as he sees fit. He can declare the use of
this ability at the start of any round. before anyone else
·---- Class Peatures takes an action.
The following features pertain to the Bodyguard advanced
class lmproued Charge
When trouble occurs. a Bodyguard of 5th level or higher
Harm's Way can make a charge (see page 137) without having to move in
A Bodyguard may elect to place himself in the path of a straight line. All other charge rules apply. but the Body-
danger to protect asingle ally. Once per round, if the Body- guard can alter his direction when making a charge to avoid
guard is adjacent ro an ally who is targeted by a direct obstacles.
melet' or ranged attack (but not an area effect). t he Body-
guard ta115ubject himself to the attack in the ally's stead. If Defensiue Stri~e
the attack hib the Bodyguard, he takes damage normally. If At 7th level, a Bodyguard develops the ability to turn a
it misses, It also misses the ally. strong defense into a powerful offense. If an opponent
The Bodyguard must declare his intention to place him- makes a melee attack against the Bodyguard and misses
self In harm's way before the attack roll is made. He selects while he is using the total defense option, t he Bodyguard
his ally either prior to combat (in the case of protecting a can attack that opponent on his next turn (as an attack
specific clienr) or immediately after he makes his initiative action) with a +4 bonus on his attack roll. The Bodyguard
check. The Bodyguard can't change his ally for the duration gains no bonus against an opponent who doesn't attack him
of the combat. or against an opponent who makes a successful attack.

Combat Sense Blan~et Protection


This ability allows a Bodyguard of 2nd level or higher to At 10th level, a Bodyguard can use his expertise to provide

~! • • I :II ~:·
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst +O +1 +2 +0 Harm's way +1 +O
2nd +1 +2 +3 +O Combat sense •l l +O
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th ..3 +2 +4 +l Sudden action +2
Sth +3 +J +4 +l Improved charge +3
6th +4 +3 +5 +2 Bonus feat +3
7th +S +4 +S +2 Defensive strike ~4 +2
8th +6 +4 +6 +2 Combat sense +2 t4 +2
9th +6 +4 +6 •3 Bonus Feat ~s +3
10th +7 .-s +7 +3 Blanket protection +5 +3
N
protection for up to six allies (not including himself}. He
spends 1action point and takes a full round action to i~e
orders and directions Doing this provides the Bodyguard·s
allies with a +1 insight bonus to Defense for 3 rounds.

fIELO SCIEOIISI
The Field Scientist spends most of her time
away from the laboratory, performing hands-
on research and working in the field as an
expert on either a single topic or a multitude
of topics. An adventurous archaeologist
who's comfortable raiding dank tombs and
dodging ancient traps fits into this advanced
class. So does a hazmat specialist. an ocean-
ographer willing to dive into the water and
swim with the sharks, a meteorologist who
chases tornadoes, a military mission special-
ist with a scientific background. a crimi-
nal psychologist who profiles cnme
scenes, and a zoologist eager to hunt
crocodiles and handle poisonous reptiles
Select this advanced class if you want
your character to excel at scientific
theory and knowledge, with the ability to
apply it m the field to solve problems and
discover the truth of any situation.
The fastest path into this advanced class 1s
from the Smart hero basic class. though other
paths are possible.
Roberta Cain,
Field Scientist
Requirements
To qualify to become a Field Soent1st. a char-
acter must fulfill the following criteria.
Skills: 6 ranks In either Cra~ {chem-
ical) or Craft (electronic). plus 6
ranks in Knowledge {earth and life
sciences), Knowledge (physical
sciences), or Knowledge (tech·
nology), plus 6 ranks in Research. ,

Class Information
The following informa-
tion pertains to the
Field Scientist
advanced class.

Hit Die
The Field Scientist gains 1d8 hit
points per level. The character's Constitu-
tion modifier applies.

Rction Points
The Field Scientist gains a number of action points equal to
6 + one-half her character level. rounded down. every time
she attains a new level in this class

Class SRills
The Field Scientist's class skills are as follows.
u MOD RN
Computer Use (Int), Craft (chemical, electronic, mechan-
ical, pharmaceutical). Decipher Script (Int), Demolitions (Int),
Bonus Peats
At 3rd, 6th, and 9th level, the Field Scientist gets a bonus
Disable Device (Int). Drive (Dex). Investigate (Int), Knowledge
feat. The bonus feat must be selected from the following
(behavioral sciences. earth and life sciences, physical sci-
list, and the Field Scientist must meet all the prerequisites
ences, technology) (Int), Navigate (Jnt), Pilot (Dex), Profes-
of the feat to select it.
sion (Wis), Read/Write Language (none), Research (Int),
Archaic Weapons Proficiency, Attentive, Cautious,
Search (Int}, Speak Language (none).
Combat Expertise, Educated, Gearhead, Personal Firearms
Proficiency, Point Blank Shot. Renown, Studious.
Skill Points at Each Level: 7 + Int modifier.
Shill mastery
Class Features At 4th level, a Field Scientist selects a number of skills from
The following features pertain to the Field Scientist her class list equal to 3 + her Intelligence modifier. Whe.n
advanced class. making a skill check using one of the,se skills, the Field Sci-
I
\ entist may take lO·even if stress and distractions would nor-
Smart Oe[ense mally prevent her from doing so. She becomes so
Using her orainfas well as her dexterity, a Field Scientist accomplished in the use of these skills that she can use
applies her Intelligence bonus and her Dexterity bonus to them reliably even under adverse conditions.
her Defense. Any situation that would deny the Field Scien-
t ist her Dexterity bonus tD Defense also denies the Intelli- ffiinor Breahthrough
gence bonus. Upon q.ttaining 5th level, a Field Scientist receives credit for
a minor scientific breakthrough that earns her the recogni-
Scienfific Improvisation tion of her peers. The Field Scientist chooses one of the fol-
At 2nd level, a Field Scientist gains the ability to improvise lowing Knowledge skills: behavioral sciences, earth and life
solutions using common objects and her scientific know- sciences, physical sciences, or technology. When dealing

- 1I- ---
how. Thls ability lets her create objects in a dramatic situa- with others with at least 1rank in the same Knowledge skill,
tion quickly and cheaply, but that have a limited duration. the Field Scientist gains a +2 bonus on Reputation checks.
By spehding l action point and combining common This minor breakthrough also provides the Field Scientist
objects with a Craft check that corresponds to the function with a +3 Wealth bonus increase.
desired, the Field Scientist can build atool or device to deal
with any sit~ation. The DC for the Craft check is equal to 5 Smart Survival
+ the purchase DC of the object that most closely matches A Field Scientist of 7th level or higher has an uncanny knack
the desired function. So, to improvise a single-use weapon for survival that combines resourcefulness, intelligence, and
that deals the same damage at the same range as a Desert a degree of luck. By spending l acrion point, the Field Scien-
Eagle, the DC for the Craft (mechanical) check is 23 (5 +18). tist plays it smart and reduces the damage dealt by a single
Only objects that can normally be used more than once attack or effect by 5 points.
can be improvised. For example, a Field Scientist can't use
scientific improvisation to build an explosive, si11ce that's Smart lUeapon
normally an object that's usable only once. The field is a dangerous place, .and a Field Scientist learns
Electronic devices, special tools, wea.pons, mechanical that protecting herself is as important as research _and
devices. and more can be built with scientific improvisation. study. At 8th level, the Field Seientist selects one weapon
It takes a full-round action to make an object with scientific that she is proficient in and can use with one hand. With the
improvisation. The object, when put into use, lasts for a selected weapon. the Field Scientist can use her Intelligence
number of rounds equal to the Field Scientist's class level, or modifier instead of her Strength or Dexterity modifier on
until the end of the current encounter, before it breaks attack rolls.
down. It can't be repaired.

! : • • I ~
Class Base Attack Fort Ref Will · Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst +O +l +l +O Smart defense +O +O
·2Rd. +l +2 +-2 T.0.~ Seiep![fG rmprovts<(lUop. +l
3rd +l +2 +l Bo.nus feat +l +l
4th +2 +2 +1 ~ "%U m?-5fery +l •l
5th +2 +3 +3 +'I Minor breakthrough +2 +l
6th +3. "'3 *.3 " +2: '"'kon1,1sfeaf .+I +1
7th +3 +4 +4 +2 +2 +2
8th +4 ·;i,i( +3 +2
9th +4 +4 +4 +3 +3
10th +S +5· +5 +J': ·+},
major Breakthrough
At 10th level, a Field Scientist receives credit for adiscovery
in a particular field of study that earns her recognition
within the greater scientific community. Regardless of the
field of study. the Field Scientist gains a +2 bonus on Repu-
tation checks when dealing with individuals who have at
least 1rank in any of the following Knowledge skills: behav-
ioral sciences. earth and hfe sciences. physical sciences. or
technology. This bonus ~tacks with the bonus provided by
the minor breakthrough ability.
This major breakthrough also provides the Field Scientist
with a +3 Wealth bonus Increase.

IECHIE
The Techle combines natural genius with expert training to
become amaster of technology and technological devices.
Sometimes the Techle seems to bC' more comfortable
around machines than around people. but he knows how to
get those machines to perform
beyond their specifications. The
Techie might be a computer hard
ware expert dn engineer capable or
miraculous invent ions. or c1 top-notch
mechanic who can modify and ovC'rhaul
engines with the best of them to get that extra
ounce of power when It's needed most.
Select this advanced elm 1f you want your charac-
ter to be an expert with technological device), whether as
a specialist or a jack or all technologteal trc1des.
The fastest path into thi\ c1dvanced class is from the
Smart hero basic class, though other paths arc possible.

Requirements
fo qualify to become a rcch1e, a character must fulflll the
following criteria.
Skills: Computer Use 6 ranks, either Crart (electronic) 6
ranks or Craft (mechanical) 6 ranks, and Disable Device
6 ranks.

Class Information
The following information pertains to the
Techie advanced class.

Hit Die
The Techie gains ld6 hit points per level.
The character's Constitution modifier
applies.

Action Points
The Techie gains a number of action points
equal to 6 • one-half his character level.
rounded down, every time he attains a new
level in this class.

Class Shills
The Techie's class skills are as follows.
Computer Use (Int), Craft (electronic, mechanical) (Int), Brandon Cross,
Demolitions (Int), Disable Device (Int), Drive (Dex}. Knowl- Techie
r120MODERN
edge (behavioral sciences, earth and life sciences, physical the effect of the improvement lasts for a number of min-
sciences, popular culture, technology) (Int), Navigate (Int), utes equal to his Techie class level. beginning when the
Profession (Wis), Read/Write language (none), Repair (Int), object is first put into use. The Techie selects the single
Research (Int), Speak Language (none). Spot (Wis). improvement he wants to make prior to making the check.
After the duration of the effect ends. the machine reverts to
Skill Points at Each Level: 7+ Int modifier. its previous state and arepair chance percentile roll is made.
The result of this roll indicates whether the machine re-
quires repairs before it can be used again.
Class Peatures For example, Brandon, a 4th level Smart hero/5th-level
The following features pertain to the Techie advanced class.
Techie, wants to improve his pistol's damage by +l. He spends
1action point, then takes 1 hour to do the work. When the
Jury-Rig . . work is done, he makes aCraft (mechanical) check against DC
ATechie gains a+2 competence bonus on Repair skill checks
15, and the check succeeds. His pistol now has a+1 bonus on
made to attempt temporary or jury-rigged repairs. See the
damage rolls for 5 minutes beginning the next time he fires
Repair skill (page 70) for details on jury-rigging.
the weapon. When that time Is up, the pistol reverts to its
At 7th level. this competence bonus increases to +4.
previous state. Brandon now makes apercentile roll to see if
his pistol needs repairs. On a result of 26 or higher, the
EHtreme machine weapon works normally; on a result of 25 or lower, it is
If it has mechanical or electronic components, a Techie of
broken and can't be used again until it is repaired.
2nd level or higher can soup it up and amp it up to get max-
imum performance.
By spending 1 actton point and making either a Craft
Bonus reats
At 3rd, 6th, and 9th level. the Techie gets a bonus feat. The
(electronic) or Craft (mechanical) check (whiche~er isappro-
bonus feat must be selected from the following list, and
priate for the machine in q,uestion). the Tech1e can. tem-
the Techie must meet all the prerequisites of the feat to
porarily improve a machines performance-at the nsk of
select it.
causing the machine to need repairs later. The DC for ~he
Builder, Cautious, Combat Expertise, Educated, Gearhead,
- - - - - Craft check depends on the type of improvement being
Personal Firearms Proficiency, Point Blank Shot, Studious.
made, as shown on the table below.
Build Robot
w
Improvement Craft DC Repair Chance (d%)
ATechie of 4th level or higher can build remote-controlled
Ranged Weapons
robots that arc Tiny or Diminutive in size. These robots
+1 to damage 15 01-25
serve as the Techie's eyes. ears. or hands out to a predeter-

lfl +2 to damage
+3 to damage
+S ft to range increment
10
25
15
OHO
01-75
01-25
mined distance away from the character when the Techie
wants to use one of the following skills: Computer Use,

Ul +10 ft. to range increment


Electronic Devices
+1equipment bonus
25

15
01-50

01-25
Demolitions, Disable Device, Listen, Repair, or Spot.
The Techie must have at least l rank in the skill that he
wants to program into the robot. The Techie can only con-
trol one robot at a time. and only one of his robots can be
+2 equipment bonus 20 Ol-50
active at any time.
+3 equipment bonus 25 OH'S
Follow these steps to build a robot.
Vehicles
Wealth Check: The purchase DC for the components
+l on initiative checks 20 01-25
needed to construct a robot is based on the robot's size.
+1to maneuver 25 Ol-50
+2 to maneuver 30 01-75 Si1.e Purchase DC
Diminutive 18
The Techie performs the extreme modifications in l hour. He
Tiny 15
can't take 10 or take 20 on this check. If the check succeeds.

cta~s • : Bas; Attack' fort Ref Will Defense Reputation


Level Bonus Save Save Save Special Bonus Bonus
1st +O tO +O +2 Jury-r!_g +2 tl +O
2nd +1 +O +O +3 Extreme machine +1 +0
3rd +l +1 +l +3 Bonus feat •2 +l
4th +2 +1 +l +4 Build robot •2 +1
5th +2 +1 +l +4 Mastercraft •3 +1
6th +3 +2 +2 +5 Bonus feat t3 +2
7th +3 +2 +2 +5 Jury-rig +4 +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
9th ..4 +3 +3 +6 Bonus feat +5 +3

< 10th •5 +3 •3 +7 Mastercraft tS


- - -
+3
c120MODERN
Make the Wealth check to purchase and gather the nec- the Techie has in the skill. A Techte's robot can only contain
essary components prior to starting construction. programming for one skill. Make the Computer Use check to
Construct Frame: The robot's body determines its size. program the robot.
shape, locomotion. and hit points. The DC of the Craft The DC for the Computer Use check is 20. modified by
(mechanical) check is set by the robot's size and modified by the number of ranks the Techie wants to program into the
the form of locomotion selected. robot (+1 to the DC for each rank). It takes 1hour to program
the robot.
Size Craft DC For example, If the Techie wants to program his Tiny
Diminutive 15 robot with 4 ranks of the Disable Device skill, the DC Is 24.
Tiny 12 Reprogramming: A robot can be reprogrammed at any
time. Doing this requires 1hour of work and aComputer Use
Components DC Modifier check (DC 20 + the number of ranks programmed Into the
1 robot).
Frame Sllape ond Locomotion
Bipedal +4
Quadruped +3 mastercraft
Treads +2 Al 5th level. the Techie become~ adept at creating master-
Wheels +1 craft objects. He applies I he mastercraft ability to one of his
External Components 2 Craft skills (electronic or mechanical). From this point on, he
Manipulators 3 +3 can build rnastercraf l objects using that skill.
Audre/visual sensor +2 With Craft (electronic), the Techie can build electronic
Remote Ranae 1_ _ _ _ _ __ _ __ _ _ _ __ devices. With Craft (rnechanical), the Techie can build
Remote control link. 100 foct +1 mechanical devicC'S, including weapons.
Remote control link, 200 feet +3 On average, it takes twice as long to build a mastercraft
Remote control link 300 feet +S objecl as it does to build an ordinary object of the same
1Select only one of ti~ option~ In tlu~ c;ategoiy. type. The cost to build d maslercrafl object is equal to the
2 Select 011t• or rrlQfl' of the optl011~ 111 thi\ Cdtl>gOry. purchase DC for the components (see the appropriate Craft - - - -·
3 Necessary for J robot built to use .my ~kill c:'m'Pt listen or Spot. skill description) 1 the bonus provided by the mastercraft
Select a frame size and form. add manipulators and sensors feature. You can add the mastercraf t feature to an existing
as necessary, and choose a type of remote control link. Add ordinary obiect by making the Wealth check and then
all the modifiers to determine the check's DC. Make the making the Craft check as though you wer<.' <.onstructing the
Craft (mechanical) check to construct the robot's frame. object from scratch.
It takes a lechle 30 hours to construct aDiminutive robot In add1t1on lo the WNllh check, the Techic must also pay
frame or 12 hours to construct aTiny robot frame. acost in experience point~ equal to iS x his Techie level x
For example. if you want to build a Tiny robot with the bonus provided by the rnasterrnft feature. The XP must
treads, manipulators, an audio/visual sensor. and a be paid before making the Craft che<.k. If the expenditure of
remote rnntrol link with a range ot 100 feet, the DC for these XP would drop the Techie to below the minimum
the skill chC'ck is 20 (ll + 2 + 3 + 2 + I) and the task takes needed for his current level, then the XP can't be paid and
12 hour~. the Techie can't use his mastercraft ability until he gains
A Diminutive robot can be 6 to 12 inches long or tall and enough additional XP to remain at his current level after the
weighs about 1pound. ATiny robot can be 13 to 24 inches expenditure is made.

m
long or tall and weighs up to 3 pounds. Statistics for these When successfully completed, a mastercraft object pr<r
robots can be found on page 256. vides a +I bonu~ to tts quality compared to an ordinary
Construct the Electronics: The next step is to build the object of the same type. All weapons and armor. and certain
internal electronics for the robot and install them in the other types of equipment. such as computers and electronic
frame. The DC is based on the size of the robot and modi- devices, can be constructed as mastercraft objects
fied by the number of compooents that need to be wired
c
At 8th level. the Techie can add the mastercraft ability to
together. For a Diminutive robot, the DC is 20. For a Tiny another Craft skill. or he can improve his ability in the skill
robot, the DC is 15. Add +l to the DC for each external com- he selected at Sth level. so that his mastercraft objects pro-
ponent and +2 for the remote link. Make the Craft (elec- vide a +2 bonus.
tronic) check. At 10th level, the Techie adds another +I bonus to his
It takes a Techie 12 hours to wire a Diminutive robot or 6 mastercraft ability. If he focuses his ability on one Craft skill.
hours to wire aTiny robot. his mastercraft objects now provide a +3bonus. If he already
For example, wiring the electronics for the Tiny robot has the ability for both Craft skills. he chooses which one to
described above requires acheck against DC 19 after 6 hours improve to a +2 bonus.
of work. The Craft DC for a ma~tercraft object ls the same as for a
Program the Robot: The Techie programs the robot as normal object of the same type, as described in the Craft
the final step. Decide how many ranks of the appropriate skill, with the following modification: For a t 1object, add +3
skill to program into the robot. up to the number of ranks to the Craft DC; for a +2 object, add +5 to the Craft DC; and
for a +3 object, add +10 to the Craft DC.
d20MODERN
flELD mEDIC
The Field Medic brings medical care to
the patient, wherever the patient hap-
pens to be. On the field of battle. at a
disaster area, or in the wilderness far
from the nearest hospital. the Field
Medic treats injuries and diseases, tends
wounds, and even performs compli-
cated surgery to save lives and ease suf-
fering. As a member of a team, the Field
Medic Is indispensable. He has the
talent and the skill to provide excellent
health care in even the most trying of
circumstances. With a medical kit, a surgery
0
kit. and a little time. the Field Medic can often
perform the Impossible-or he'll at least do
0 his best when no other help is nearby.
Select this advanced class if you want your
0 character to excel at medical skills and the
healing arts.
The fas test path Into this advanced class is
from the Dedicated hero basic class. though
0 other paths are possible.
0
Requirements
To qualify to become a Field Medic, a
0 character must fulfill the following
criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
0
Feat: Surgery.

Class Information
The following information pertains to the Field
Medic advanced class.

Hit Oie
The Field Medic gains ld8 hit points per level. The
character's Constitution modifier applies.

Action Points
The Field Medic gains a number of action points
equal to 6 + one-half his character level, rounded
down, every time he attains a new level in this
class.

Class S~ills
The Field Medic's class skills are as follows.
Computer Use (Int), Concentrate (Con), Craft (phar-

p
Elliot Klein, maceutical) (Int), Diplomacy (Cha). Drive (Dex), Knowl-
Field Medic edge (behavioral sciences, current events, earth and
life sciences, popular culture, technology) (Int},
Listen (Wis). Pilot (Dex), Profession (Wis),
Read/Write Language (none), Research (Int),
Speak Language (none). Spot (Wis), Treat
Injury (Wis).
n20MODERN
~: , • • I ~ I a

I B Att k Fort Ref Will Defense Reputation


C ass ase ac · Bonus Bonus
Level Bonus Save Save Save Special
1st +O +2 ~o +] Medical speci.~at.::;.
ist;....•-c.-1_ _ __
t1 +l
2nd +1 +3 +0 +2 Expert 11€aler -~-~--......-:~---::--­
3rd +1 +3 •1 +2 Bonus feat +2 +l
4th +2 +4 •I +2 Medical mastery +2 +2
5th •2 +4 +I .3 Medial specialist •2:....___ _ _ _+3 ~- +2
6th +3 t5 +2 ..3 Bonus feat +3 +2
7th +3 +5 +2 +4 Minor medical miracle +4 +3
8th +4 +6 •2 +4 Medical specialist +3 +4 +3
9th +4 +6 +3 +4 Bonus feat +5 +3
10th +5 +7 +3 --=----~-
+5 M_edical mir.1cl_
e _ __ +S +4

Skill Points at Each level: 5 + Int modifier. If the Field Medic fails the skill check or the patient fails
the save. the dead character can't be saved.
Class features medical miracle
The following features pertain to the Reid Medic advanced At lOrh level. a Field Medic can revive a character reduced
class. to -10 hit points or lower. If the Field Medic is able to
administer aid within 3 minutes of the character's death, he
medical Specialist can make a Treat Injury check. The DC for this check is 40,
The Field Medic receives a competence bonus on Treat and the Field MedlC can't take 10 or take 20. If the check
Injury checks. At 1st level. the bonus 1s +1. It increases to +1 succeeds. the dead character can make a Fortitude save {DC
at 5th level. and to +3 at 8th level.
20) to stabilize and be restored to 1d6 hit points. . .
If the Field Medic fails the skill check or the patient fails
EHpert Healer the Fortitude save. the dead character can't be restored.
At 2nd level and higher. the Field Medic's ability to
restore hit points with a medical kit or surgery kit and a
successful use of the Treat Injury skill improves. In addi-
tion to the normal hit point recovery rate (ld4 for a med-
IOUESTIGAIOR
The Investigator might be an intrepid reporter or a pho'.o-
ical kit. ld6 per patient's character level for surgery). the joumalist. She might be a private investigator, or a detective
Field Medic restores 1 hit point for every level he has in with a law enforcement agency. The Investigator uses
this advanced class. wisdom and deduction, as well as a lot of hard work. to get
to rhe solution of whatever mystery comes before he1. One
Bonus reats Investigator might prefer to expend brain power and intu-
At 3rd, 6th, and 9th level. the Field Medic gets a bonus feat. ition instead of muscle on the case at hand. while another
The bonus feat must be selected from the following list. won't mind wading into trouble or engaging in a firefight
and the Field Medic must meet all the prerequisites of the while solving a crime.
feat to select it. Select this advanced class if you want your character to
Annor Proficiency (light). Armor Profioency (medium). excel at investigation and deductive reasoning.
Cautious, Defensive Martial Arts. Dodge. Educated. Im- The fastest path into this advanced class is from the Ded-
proved Initiative Medical Expert. Personal Firearms Profi- icated hero basic class. though other paths are possible.
ciency. Surface Vehicle Operation. Vehicle Expert.

medical mastery Requirements


When making a Treat ln1ury skill check. a Field Medic of 4th To qualify to become an Investigator. a character must ful-
level or higher may take 10 even 1f stress and distractions fill the following critena
would normally prevent him from doing so. He becomes so Base Attack Bonus: +2
accomplished 1n the use of this skill that he can use it reli- Skills: Investigate 6 ranks, listen 6 ranks, Sense Motive
ably even under adverse conditions 6 ranks.

ffiinor medical ffiiracle Class Information


At 7th level or higher, a Field Medic can save a character The following information pertains to the Investigator
reduced to -10 hit points or lower. If the Field Medic is able advanced class.
to administer aid within 3 rounds of the character's death.
he can make a Treat Injury check. The DC for this check is 30.
and the Fleld Medic can't take 10 or take 20. If the check
Hit Die
The Investigator gains ld6 hit points per level. The charac-
succeeds, the dead character can make a Fortitude save ter·s Constitution modifier applies.
(DC 15) to stabilize and be restored to 0 hit points.
Action Points
The Investigator gains a number of action
points equal to 6 + one-half her character
level, rounded down, every time she attains a
new level in this class.

Class SRills
The Investigator's class skills are as follows.
Bluff (Cha), Computer Use (Int), Disable
Device (Dex), Drive (Dex). Forgery (Int),
Gather Information (Cha). Intimidate (Cha),
Investigate {Int), Knowledge (behavioral sci-
ences, civics, current events, streetwise) (Int},
Listen (Wis), Profession (Wis). Read/Write
Language (none), Research (Int), Search
(Int), Sense Motive (Wis), Speak Language
(none), Spot (Wl~).

Skill Points at Each level: 5 + Int


modifier.

Class Peatures
The following features pertain to the Investi-
gator advanced class

Profile
An Investigator knows how to create a profile
of acriminal. By making aGather Information
check {DC 15) when talking to witnesses of a
crime. the Investigator compiles a rough
mental picture of the suspect. This mental
picture provides a physical description,
including distinguishing markings and visible
mannerisms. Success makes the profile accu-
rate. at least concerning a particular suspect
as seen by witnesses. (For this Gather Infor-
mation check. no money changes hands.)
The Investigator can expand the profile
by making an Investigate check {DC 15)
involving the crime scene or other evi-
dence linked to the suspect. If successful. the
Investigator combines eyewitness accounts with forensic
evidence to develop a profrle of the suspect's method of
lily Parrish,
operation. This provides a +2 circumstance bonus on any
Investigator
skill checks made to uncover additional evidence or

~: 1 I • tl ! I~
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
1st +0 +O +l +l Profile +I +l
2nd +1 +O +2 +2 Contact. low-level •1 +1
3rd •2 +1 +2 +l Bonus feat •2 +1
4th +3 +l +l +2 Nonlethal force •2 +2
5th •3 +1 +3 +3 Contact, mid-level •3 +2
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +S +2 +4 +4 Discern lie +4 +3
8th +6 +2 +4 . +4 Contact high-level +4 +3
9th +6 +3 +4 +4 Bonus feat 15 +3
10th +7 +3 +5 +5 Sixth sense •S 4
d2oMODERN
otherwise locate and capture the suspect-the Investiga- facial expressions and interpreting body language. The
tor develops a sense of what the suspect is after and Investigator must be able to see and hear {but not neces-
where he or she might strike next. sarily understand) the individual under scrutiny.
With a successful Sense Motive check opposed by the
Contact subject's Bluff check result or against DC 10 (whichever is
An Investigator of 2nd level or higher cultivates associates greater), the Investigator can tell whether the subject is
and informants. Each time the Investigator gains a contact. deliberately and knowingly speaking a lie. This ability
the GM should develop a ~upporting character to represent doesn't reveal the truth, uncover unintentional inaccuracies.
the contact. The player can suggest the type of contact his or necessarily reveal omissions in information.
or her character wants to gain, but the contact must be an
ordinary character, not a heroic character. SiHth Sense
Contacts include informants, black marketeers. crime lab At 10th level. an Investigator becomes so attuned at solving
workers, reporters, street people. store clerks, taxi drivers, mysteries that she finds a way to put two and two together
and others who can provide limited aid and information and rarely misses a clue. Whenever the Investigator spends
pertaining to the Investigator's cases. l action point to improve the result of a skill check made
Acontact will not accompany an Investigator on missions using certain skills (see below), the Investigator gets to add
or risk his or her life. A contact can, however, provide infor- an additional ld6 to the result. So, If a 4th-level Dedicated
mation or render a service (make a specific skill check on hero/10th-level Investigator, for example, normally rolls 3d6
your behalf). when she spends 1action point when making the appropri-
At 2nd level. the Investigator gains a[ow-level contact, at ate skill check, she now rolls 4d6.
5th level a mid-level contact, and at 8th level a high-level The skills that sixth sense applies to are Gather Informa-
contact. tion. Investigate, Listen, Research, Search, and Spot.
The Investigator can't call on the same contact more
than once 1n a week. and when she does call on a contact.
compensation may be required for the assistance he or she PEBSODBLIIY
renders. In general, a professional associate won't be com-
pensated monetarily, but instead will consider that the
The Personality is in the public's eye by day, while working
for Department-7 (or the agency or organization of your ----:
Investigator owes him or her a favor. The GM character will choosing) by night. A movie star or television talk show
call on a favor in return when the opportunity arises. Con- host a high-profile community leader or politician, a world-
tacts with underworld or street connections usually famous novelist or self-help guru- all these and more fit
demand monetary compensation for the services they into the Personality advanced class. The Personality is rec-
render. and experts in the use of skills normally want to be ognizable, has some amount of fame and a following, and
paid for the services they provide. often has the reputation and wealth (or illusion thereof) to
For underworld or street contacts, this expense is repre- go along with the spotlight. A Personality might simply be
sented by a Wealth check against a purchase DC of lO for famous because of who she is. or she may have earned her
the low-level contact. 15 for the mid-level contact, or 20 for status by what she's done. She could be an entertainer. a
the high-level contact. For skilled experts, the purchase DC
Is 10 + the ranks the expert has in the appropriate skill. See
Chapter Eight: Friends and Foes for sample contacts.

Bonus Peats
celebrity, adilettante, apolitician, or the bored offspring of
one of these public personalities. The trick is that the Per-
sonality uses her fame to advance her other career-as an
agent or operative in Department-7 or some other covert
organization.
zn
At 3rd, 6th, and 9th level. the Investigator gets a bonus feat. Select this advanced class 1f you want your character
The bonus feat must be selected from the following list, and to make the most of her Charisma and Charisma-based
the Investigator must meet atl the prerequisites of the feat skills.
to select it. The fastest path into this advanced class 1s from the
Advanced Firearms Proficiency, Armor Proficiency Charismatic hero basic class. though other paths are
(light), Armor Proficiency (medium), Brawl, Defensive Mar- possible.
tial Arts, Dodge, Double Tap. Educated, Knockout Punch,
Personal Firearms Proficiency, Point Blank Shot.
Requirements
nonlethal force To qualify to become a Personality. a character must fulfill
the following criteria.
At 4th level, an Investigator becomes adept at using non-
lethal force to subdue an opponent. From this point on, she
Skills: Diplomacy 6 ranks, Perform (select one) 6 ranks.
Feat: Renown.
can deal nonlethal damage with a weapon that normally
deals lethal damage (if she so chooses) without taking the
normal -4 penalty on the attack rot!. Class Information
The following information pertains to the Personality
Discern Lie advanced class.
At 7th level, an Investigator develops the ability to gauge
whether another character is telling the truth by reading
0
Hit Die
The Personality gains ld6 hit points per level. The character's
Constitution modifier applies.

Rction Points
The Personality gains a number of action points equal to 6
+ one-hatf her character level. rounded down, every time
she attains a new level in this class.

Class Skills
The Personality's class skills are as follows.
Bluff (Cha), Craft (visual arts) (Int), Craft (writing) {Int),
Diplomacy (Cha). Knowledge (art, behavioral sciences,
business, civics, current events, popular culture) (Int),
Perform (act, dance, sing, stand-up) (Cha), Profession (Wis).
Read/Write Language (none), Speak Language (none).

Skill Points at Each Level: 5 + Int modifier.

Class Features
The following features pertain to the Personality
advanced class.

Unlimited Recess
APersonality. because of who she is and who knows
her. has a chance to gain access to places that other
people would be denied. When others would nor·
malty make a Diplomacy check or Bluff check to
smooth-talk or trick their way into a private party
or invitation-only event. the Personality adds a
bonus equal to her Personality level.
When a Personality buys a ticket to a show
or for transportation, she can make a Diplo·
macy check to get that ticket upgraded. So, a
ticket to a show becomes a backstage pass, a
ticket to a sporting event becomes a field pass,
a hotel room becomes a suite, or an economy
ticket for an airplane becomes a first-class ticket. DCs are
given below.

Upgrade Diplomacy DC
Seat at sporting event to field pass 10
Hotel room to suite 15
Concert or theater ticket to backstage pass 20
Economy transportation to ftr~t-class 25

Bonus Class S~ill


A Personality knows a little something about topics that
seem unrelated to her public life. At 2nd and again at 7th
level, the Personality designates one cross-class skill as
a class skill. Once designated, the skill is considered a
class skill every time the character adds a new level of
Personality.

Bonus Peats
At 3rd, 6th, and 9th level, the Personality gets a bonus feat.
The bonus feat must be selected from the following list, and
the Personality must meet all the prerequisites of the feat
to select it.
rJ2o~AODERN
~:
Class
.. ·~·~!
Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +O Unlimited access •O +2
2nd +l +2 +2 +O Bonus class skill +1 •2
3rd +1 +2 +2 •l Bonus feat +1 +2
4th +2 +2 +2 +l Royalty +1 t3
5th +2 ,3 •3 +l Winning smile +2 +3
6th +3 +3 +3 +2 Bonus feat +2 •3
7th +3 +4 +4 +2 Bonus class skill +? +4
8th +4 +4 +4 +2 Royalty .. 3 +4
9th +4 +4 +4 +3 Bonus feat +3 +4
10th +5 +5 +5 +3 Compelling performance +3 +5

Alertness. Animal Affinity. Combat Expertise. Confident. The target makes a Will saving throw. The DC is 10 + Per-
Creative, Deceptive. Defensive Martial Arts. Educated. sonality's class level t Personality's Charisma bonus. If the
Trustworthy. target succeeds at the saving throw, he or she 1s immune to
the compulsion of this perfomiance. If the target fails, he or
Royalty she reacts to the emotion as described below.
At 4th and 8th level. a Personality's act1v1ties in the public Despair: The target takes a -2 morale penalty on saving
eye generate extra income. This income provides a Wealth throws. attack rolls. ability checks. skill checks. and weapon
bonus increase of +4. damage rolls
Hope: The target gains a +2 morale bonus on saving
lllinning Smile throws. attack rolls, ability checks. skill checks, and weapon
At 5th level. a Personality develops such a force of personal damage rolls.
magnetism that she can convince a slngle target to regard Rage: The target gains a +2 morale bonus to Strength and - - - -
her as a trusted friend. (If the target Is currently being Constitution, a +1 morale bonus on Will saves. and a - 1
threatened or attacked by the Personality or her allies. this penalty to Defense. In a dramatic situation, the target is
ability won't work.) compelled to fight, regardless of the danger.
The targel makes a Will saving throw to avoid being per-
~ua ded by the Personallty's words and actions. The DC is 10
+Personality's class level +Personality's Charisma bonus. D&GOIIOIOB 0?:
1

This ability doesn't enable the Personality to control The Negotiator finds a way to mediate the most violent
the target. but the target perceives the Personality's disputes. haggle the best business deal. and reach a com-
words and actions in the most favorable way. The Person- promise with the most dangerous criminals. When a
)i
ality can try to give the target orders. but she must win an hostage situation takes center stage, the Negotiator is
opposed Charisma check to convince the target to per- there to offer calm guidance and direct things to a peace-
form any actions he wouldn't normally undertake. The ful conclusion. Got a jumper on a window ledge? Call the
target never obeys suicidal or obviously harmful orders, Negotiator. Need someone to close a big contract? Call the
and any act by rhe Personality or her allies that threatens Negotiator. And when the talking ends and the situation
the target breaks the mood and clears the target's head. remains volatile, the Negotiator knows how to mix it up
Otherwise. a target remains won over for 1 minute per and close the deal-in whatever manner 1s necessary.
Personality level. Select this advanced class if you want your character to
After the duration expires. the GM determines the reac- excel at bargaining. making deals. and talking his way into
tion and attitude of the target based on what the Personal- and out of trouble.
ity compelled the target to do. The fastest path into this advanced class 1s from the
Charismatic hero basic class, though other paths are
Compelling Performance possible.
Al 10th level. a Personality's force of personal magnetism
increases to the point that she can arouse a single emotion Requirements
of her choice-despair, hope, or rage- in a target. To use
To qualify to become a Negotiator. a character must fulfi ll
this ability, the Personality must spend l action point. The
emotion she arouses affects one target (a GM character) the following criteria.
Skills: Bluff 6 ranks. Diplomacy 6 ranks.
within 15 feet of the Personality (or within 15 feet of a tel-
Feat: Alertness.
evision. radio. or telephone that broadcasts her perform-
ance). The performance-which can be a speech, a
commentary, a recital. or other type of emotional per- Class Information
formance-requires a full-round action, and its effects on The following Information pertains to the Negotiator
the target last for ld4+1 rounds. advanced class.
d?oMODERN
The Negotiator gains ld8 hit points per level. The charac-
ter's Constitution modifier applies.

The Negotiator gains a number of action points equal to 6 +


one-half his character level. rounded down, every time he
attains a new level in this class.

Class SRills
The Negotiator's class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha),
Drive (Dex), Gamble (Wis), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge (behav-
ioral sciences. business, civics, current events, popular cul-
ture, streetwise) (Int), Profession (Wis), Read/Write
language (none), Sense Motive (Wis), Speak language
(none}, Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.

Class Peatures
All of the following are features of the Negotiator
advanced class.

Conceal motive
ANegotiator is a skillful liar. He gets to add a bonus
equal to his Negotiator level
whenever he opposes a Sense
Motive check.

React first
Starting at 2nd level. a Negotiator gains
the ability to react first when trying to make
a deal or mediate a settlement. The Negotia-
tor must make contact and speak to the partici·
pants prior to the start of combat. If he does this,
he gains a free readied action that allows him to
make either a move or attack action if either side in
the negotiation {other than the Negotiator) decides
to start hostilities. The Negotiator gets to act before
any initiative checks are made, in effect giving him
the benefit of surprise (see page 133).

Bonus feats
At 3rd. 6th. and 9th level. the Negotiator gets
a bonus feat. The bonus feat must be
selected from the following list, and the
Negotiator must meet all the prerequisites
of the feat to select It.
Advanced Firearms Proficiency. Armor Pro-
ficiency (light), Armor Proficiency (medium).
Attentive, Confident, Dead Aim, Deceptive, Edu-
cated, Far Shot, Iron Will, Personal Firearms Profi-
ciency, Trustworthy.

Tai~ Rown
A Negotiator of 4th level or higher can use a
calming tone and quick thinking to talk his way
out of trouble. Either prior to the start of hos-
d20MODERN
.:.: • • ~ I :. ·~
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st •O +l +0 +2 Conceal motive +O +1
2nd +] •2 +O +3 React first +J +l
3rd +2 +2 +J t3 Bonus feat +l +1
4th +3 +2 •I +4 Talk down one opponent +l +2
5th +3 +3 t] +4 No sweat +2 +2
6th +4 •3 ·2 +S Bonus feat •2 +2
7th +5 +4 +2 •5 Talk down several opponents +2 +3
8th +6 ..4 +2 +6 Sow distrust +3 +3
9th +6 +4 +3 +6 Bonus feat +3 +3
10th •1 +5 +3 +7 Talk down all opponents +3 +4

tilities or during combat, the Negotiator can talk down a actions to worsen the target's attitude toward a designated
single opponent within 15 feet of his position or otherwise character. When the target's attitude drops to hostile, he
able to hear his voice (if the Negotiator is speaking through attacks the designated character.
a bullhorn. for instance). The target must be able to under- A successful Will save doesn't restore previous attitude
stand the Negotiator. That opponent immediately stops shifts, but it does render the target immune for 24 hours to
fighting and reverts to an indifferent attitude regarding the further attempts by the Negotiator to sow distrust.
Negotiator and the situation in general. Any ho.stile action The Negotiator can't use this talent on his allies.
by the Negotiator or by one of the Negotiator's allies
directed at the opponent allows the opponent to act as he
sees fit
To initiate this talent. the Negotiator must spend a full-
round action talking to his opponent. The opponent makes
a Will saving throw. The DC is equal to 10 + Negotiator's
class level • Negotiator's Charisma bonus. If the save fails,
the opponent stops fighting. If the save succeeds. the oppo-
nent continues as normal.
At 7th level. a Negotiator can talk down a number of
opponents equal to his Charisma bonus within 15 feet of his
position or within15 feet of a television, radio, or telephone
broadcasting his message.
At 10th level. the range extends to 30 feet and covers all
opponents who can hear and under\tand his voice.

no Sweat
Starting at 5th level, whenever a Negotiator 5pends 1action
point to improve the result of a die roll, he rolls an addi-
tional ld6. He can then select the highest die roll to add to
his d20 roll.

Sow Ois1rust
ANegotiator of 8th level or higher can turn one character
against another by sowing seeds of distrust. The Negotiator
must spend a full-round action and know the name of the
character he is attempting to persuade as well as the name
of the character toward whom the target's distrust will be
directed. The target must be able to hear and understand
the Negotiator.
The target makes a Will save. The DC is equal to 10 +
Negotiator's class level • Negotiator's Charisma bonus. If the
target fails the save. his attitude toward the other desig·
nated character worsens by one step: helpful turns to
friendly, friendly to indifferent. indifferent to unfriendly,
unfriendly to hostile (see the Diplomacy skill. page 56). The
target makes a Will save whenever the Negotiator uses this
talent against him. As long as the target continues to fail the
( o"'~ ' ""'• ••
Will save. the Negotiator can continue taking full-round Investigating a crime scene
Gamemastering involves wr itlng, planning, acting, refereeing,
arbitrating, and facilitating. When you're the Gamemaster, you're
the guiding force of the game. If the game is fun, it will be to
your credit. If it isn't, you'll need to make adjustments accord-
ingly. But don't worry running a d20 MoorRN game is reward-
ing and a lot of fun

PURPOSE Of THE GAffiE


Let's be clear about what the d20 MODFRN Role-
p/ayins Gome is. It Is a game of cinematic action, a
vehicle for all types of modern fantasy. Action
involves drama and conflict, my~tery and adven-
ture. It engages the heroes in activity, including
combat, ~kill challenges, roleplaying encounters,
and more combat. It\ a game of dice rolling, statis-
tics. imaginatio11, and problem solving, all set against
a contemporary bac.kdrop. It's action-oriented
group storytelling wi1h a random element.
It's a game about heroes. That's how the
classes and game mechanics are designed.
Once your character moves to center stage
and the campaign begins. he or she slides
from the ordinary to the heroic Heroic
characters are larger than life and able to
accomplish things we ordinaries can only
dream about. Heroes go adventuring. they
gain experience and improve, they go up
against terrible odds-and, most of the
time. they ultimately succeed.
Some might say that the dlO System
isn't realistic. They're right. It isn't. It's heroic,
designed to help adjudicate larger-than-life adventures. in the case
of d20 MODERN, those adventures model action movies. Why
should a Smart hero's base attack bonus, for example, improve as
he goes up ln level? Because he goes up in level by participat-
ing in adventures, and adventures almost always involve
combat of some sort. Let's face it, very few scientists leave
their labs and go out of their way to battle villains and save
t\) {oro-~.
the world from movie-worthy disasters. A 6th-level Field
Heroe$ need downtime t~: After ~wn exciting adventure,
they take In the latest thriller lit the cineplu
d2oMODERN
Scientist. on the other hand, is an active, heroic character Do your best to please the group. If you have a bunch of
who explores ancient tombs, mixes 1t up with enemy agents, techno-thriller addicts, don't skimp on the clever planning.
and uses scientific theory to save the day. If you have a collection of action-movie fans, blow things
The purpose of the game-of any game- is to provide fun up real good.
and entertainment for all involved. The d20 MODERN brand When in doubt, move things along. If you think you might
of fun is exciting. action packed, often explosive, and be finished with ascene, you probably are. Don't get bogged
always engaging. With that in mind, read on. down in details or rules, and don't multiply scenes mean·
inglessly. It's seldom necessary to play out shopping trips for
more ammo and low-light film, or describe every hour of
THE BOLE Of THE GAmEmASTEB researching a library or website, or tactically map out rest
The Gamemaster is storyteller and referee, creator of ter- periods-unless that's when the enemy agents attack.
rible threats against humanity, secret master of the villain-
ous, criminal, and insane, and hidden protector of the brave. Setting up aScene
The GM's responsibilities include five important tasks. Consider each scene a kind of adventure in miniature. Each
Craft a Story: First and foremost, a game session is a scene contains some bit of the essence of the story. either
story. It should make sense and hang together, complete as a problem, an opportunity. or a demion point. These
with a beginning, a middle. and an ending. Of course, problems, opportunities, and decision points are collec-
after you set the adventure in motion, the players help tively referred to as encounters. Dealing with the surly
provide what happens in the middle and how the con- guard who won't let you pass is an encounter: so is a con-
clusion plays out. versation with someone who wants to give you information;
Set the Mood: The mood of an action-adventure story and so is deciding what to do when the bridge in front of
might be different, depending on the adventure. It might be you collapses as you're trying to get away from a rampaging
fast and furious, or full of slow-building suspense. It might forest fire. For more about the different kinds of encounters
be a techno·thnller or even have elements of horror. a scene can contain, see Rewards and Behavior, page 202.
Excite the Players: Action adventure stories are intense. There should always be a reason each scene 1s part of the
exhilarating, and ultimately exciting. Conveying these feel- greater story. To make the scene work, give the players
ings is a crucial part of the GM's task. If you have properly immediate input and let them find as much of that essence
set the mood, the players should cooperate with you to as they can. You won't lead them to it by holding their
keep the tension high and the stories exciting. hands. but you shouldn't hide 1t from them for so long that
Create the World: The GM develops the campaign they become frustrated, lose interest, or get confused
world. either using one that we provide or creating some- enough to derail the larger story by chasing red herrings.
thing completely new. This campaign provides the backdrop
for each adventure and story that unfolds. In the moment
Adjudicate the Game: Finally, the GM rolls the dice. "What do we see?" This question traditionally begins a new
decides to add a thug or two to keep the heroes in danger. scene: the players want information. If you have done your
and actually referees the use of the rules contained in this job right, they're desperate for it. Set up the scene beginning
book. The players must be able to count on you to run the with the immediate overview. "The room seems small. You
game fairly and in everyone's best interests. can't see anyone in it in the dim light filterlng through the
dirt-smudged windows, and there's a hole in the floor·
Storytelling boards." Let the players ask their next questions. Don't slow
The rules of storytelling are the same as the rules for any the game with an abundance of details right away.
other art form. Don't bore your audience. tell them what After the first flurry of descriptions. make sure you
you want to tell them. add razzle-dazzle. and always engage their senses Mention the humming of insects in the
leave them wanting more. As the GM. It's your responsi- still air. Describe the stench of stagnant sewage coming up
bility to transform the printed words (or scrawled notes) from the hole in the floor Evoke the creaks and groans of
of an adventure into a dramatic collaboration between the old house. Pay attention to smells and sounds-they
make a moment ~eem more real, and more involving, than
you and your players, one that keeps everyone coming
back for more. visual descriptions alone. Find a telling detail that will
allow each player to fully imagine the surroundings. For
Pacing instance, mentioning the chirping of birds and the distant
The pace of the game determines how much time you ring of a bicycle bell summons up a panoply of suburban
spend on agiven activity or action taken by the heroes. Dif· imagery without describing every picket fence and neatly
trimmed lawn.
ferent players enjoy different activities. and hence often
enjoy different paces. Some like to meticulously map out
the assault on a terrorist compound, while others prefer to
Shine aLittle Light
kick in the door and charge in with pistols blazing. Some ideally, the players' questions will reveal the essence of the
roleplay every conversation with a GM character, while scene to them: "Are there bloodstains on the floor?" "Does
others can't wait to shove the plot along. Some tentatively it look like someone was tied up in this house?" The
feel their way along every foot of hallway. while others take answers to some questions can be guaranteed to keep
everyone busy:
the stairs two at a time In pitch darkness.
d2uMODERN
Q: "Is there anything down in that hole?" together and avoid boring half the players while you deal
A: "You see only still. dark water. covering the floor with the rest.
about 10 feet below you. There are ropes tied around
some ancient pipes down there. Perhaps this is where montages
the Suburban Killer kept hss victims. but the place Some adventures need a fairly lengthy setup. A rescue
appears deserted at the moment." operation Into a distant land doesn't really get going until
the heroes reach the site. Rather than saying. "You take off
If the players seem to need a little help, try setting them up from the airfield, land in a friendly country. take a helicop-
for the questions: "The warped floorboards seem sticky as ter through the desert, and get to the area;· try presenting a
you walk on them.'' "There's some kind of little box holding more impressionistic montage of experiences. Describe the
up the table leg, near that coil of rope.'' "You hear a splash hurried packing of gear into the C-130. the quick switch from
from the hole in the floor." Calling for Listen, Spot, or Search the plane to the helicopter, the suspicious expressions of
checks is another good way to feed clues to the players. the local people, encounters with a militia or mercenary
Eventually, you'll want to spotlight the clue or conflict that group, and maybe even trouble with the chopper before
sets up the next scene, if it wasn't the primary element of they reach their ultimate destination. By presenting the
the scene already, elapsed time as a montage, not only do you draw the play-
ers into the story. you can build suspense or foreshadow
move Along themes or plot points.
Once the players are almost done capturing the scene's
essence, start nudging them toward the next one. Don't let Teasers
the story run out of energy. Every scene should seem to At the beginning of some TV action-adventure episodes.
have a little more juice left in it when you leave it. some poor character dies horribly, graphically, and-best of
Some scenes move naturally into the next with no help all-dramatically. You might consider beginning an adven-
from you at all. If ascene is an action scene, the heroes may ture with a teaser, telling the story of whatever event serves
pursue the bank robbers into the next scene anyway; if it's as the background to the upcoming adventure. Remind
an investigation scene, they may follow the scent them- your players that their heroes won't be able to act on any
selves. They may have an idea that excites them: a plan to "out of game" information revealed during the teaser.
defeat the villain, astrategy for uncovering the mole at the
agency, or whatever. If they're interested and excited and
going somewhere, get out in front and lead them there,
Ending theSession
Whenever possible, end the session either with a question
- - ' - -- - even if-especially if-it's not where you thought the scene
would lead. If they're seriously off track, let them lose a or a bang. When you and the players break up the game for
the night. they should be excited about what just happened,
little momentum before you start applying the brakes-or
and they should want to resume play soon. This helps keep
add a few clues or threats to subtly put them back on the
the game's continuity between sessions. making the players
path you have prepared.
eager to get into character next session and cooperate to
rebuild the atmosphere of the story. Finishing the session
CinematicTechniques with a combat scene, a revelation that changes everything,
You can easily compare roleplaying games to movies. The or a juicy mystery to solve is the easiest way to get that kind
two art forms share the same imperatives of drama. conflict, of response.
storytelling, and action Some of the same techniques direc- This may require you to compress some scenes and
tors use in movies to create suspense or advance the story expand others to reach the se)Sion's unatural" climax at the
can come in handy for d20 MODERN Gamemasters. end of game play for the night. Ideally, you'll be compress-
ing the dull, talky scenes and expanding the taut, suspense-
Cut-Aways ful ones anyway. This cliffhanger can make your game seem
If your players spltl the party-sending one group of char- more exciting even If you don't quite hit the mark for the
acters to scout the serial killer's house while the rest ask ending.
questions in town- their decision can be fatal to dramatic With that in mind, consider the perfect session ender a
tension. Even if the characters have all gone to the house, mark to shoot for. but not a "must have"-don't railroad
one group may check upstairs while the others poke around players or rush through the adventure for the sake of agood
the basement. By using cut-aways. the GM can run both final scene. A great ending to a lousy story isn't worth it.
scenes simultaneously. spending an action or two upstairs Take some time after the ending to talk to your players
and then cutting away to the basement to follow the party about the game or, better yet. listen to them discuss it. Find
there. This can make searching the house very suspenseful out what they liked, what they didn't like, what they were
and dramatic. especially if one (or both) of the groups runs mystified by, and what they can't help chewing over. Listen
into some kind of obstacle. Cut away from the basement closely to what they're considering for next session. Use this
after the door to a small area of the lower level swings shut to adjust your pacing, and even the story of this and future
and traps the group within. Both groups will be in suspense adventures. so that next session. you can restore the atmos-
as you describe the upstairs bedrooms to the oblivious phere of the game.
heroes two floors up. Although cut-aways can be confusing
to new players, It can help tie separated parts of the story
,on MODERN
ormoSPHEBE Of course. not every villain the characters face has to be
cool. Minor opponents and lackeys of maJOr villains are
Theres a reason that we call the mood and feel of agame its often weak. cowardly, and even outright stupid (They may
"atmosphere"-it's hard to grasp, invisible, and often taken still be dangerous-in large numbers. even weak opponents
for granted. But without it. the game is dead. Some things can seriously threaten agroup of heroes.)
add atmosphere. while others detract from it. Emphasizing
the first class of things and minimizing the second is the key ffietagameConsiderations
to developing a mood from the moment you pick up the Although most of your attention should be on the story and
dice. clear your throat. and say, "When last we left our theaction within the game, the world outside the gamecan
intrepid heroes, you were standing in the still. humid air affect all these things. So can your attitude or actions when
outside the Banner house, getting ready to enter the place revealing the story to the players.
and look for signs of the serial killer...." Setting: In general. a good roleplaying session doesn't
flourish in brightly lit rooms with cartoons on TV, noisy
Building Atmosphere computer games going in the background, and lots of dis-
Two levels exist that must be considered when creating the tracting toys. In general, play with just enough light to see
atmosphere for your d20 MODERN game. The first is the in- the character sheets, dice, and rules. Don't encourage TV
game level; things immediately related to or occurring shows or computer games during the session; you're there
within the story and the adventure itself. Many published to game. Keep all distractions to a minimum.
adventures provide amodicum of support for In-game con· T o help build the atmosphere. yoo may want to provide
siderations. The metagame level-the atmosphere outside handouts for players: floor plans of the old warehouse. copies
the story, between you and your players wherever you're of the missing millionaire's will. or newspaper articles about a
physically sitting down to play-is almost always up to you. series of murders. If you're a deft hand with desktop publish-
ing, try recreating a newspaper font, or if you feel like exper-
In-Game Considerations imenting with coffee stains and fountain pens. draft that old
Much of the work of building atmosphere is done by the letter on "antique" parchment. Picture magazines can provide
adventure you have bought or designed. It likely involves G M character photos or images of faraway locations.
suspicious GM characters, unique locations, evil villains, Style: All the handouts in the world won't save you if you
and some kind of epic plot. However, a few "generic'' present a dull game. Use your tone of voice to set the
atmosphere-building themes work well to establish and mood. Keep it low and urgent, almost whispering, for the
emphasize an action-adventure sensibility. Look them suspenseful search through the old house, then turn loud
over, and identify any tricks you may wish to use while and panicked when the serial killer attacks. If asudden gun· _ _ _....,...._,
running the adventure. or themes to add if they aren't pro· shot interrupts a tense stakeout, announce it by slamming
vided already. your palm on the table and saying, "A bullet shatters your
First, you have to realize that d20 MODERN isn't designed windshield- what do you do now?" Keep the players
to replicate reality-It's a game of cinematic action. Those involved, interested, and reacting instinctively.
who write action-adventure movies and novels don't worry
.
'

too much about scientific accuracy. and neither should you.


Anything is possible. as long asIt makes for agood story and
SIHLE Of PLA~
the special effects look cool. The GM provides the adventure and the world. The players
Here are some tips to help you incorporate the key ele- and the GM work together to make the game unfold. How·
ments of cinematic action into an adventure. ever, it's your responsibility to guide how the game is
Plenty of Action: In an action-adventure story, obvi- played. Here are some examples of styles of play.
ously, there's a lot of action. This includes combat chases.
and dramatic conflict. Events happen fast and furiously, and Shoot 'emAll
they usually involve a lot more reaction than planning. So The heroes kick clown the door. fight the thugs. and rescue the
the Gamemaster should never let the heroes stand around hostages. This style of play is very straightforward and action-
quietly for too long- that's not 111 the spirit of the genre. oriented. Very little time is spent on developing personas for
Opportunities for Combat: Every adventure should theheroes. engaging in roleplaying while interacting with GM
have at least one combat scene, plus the potential for sev· characters, or mentioning situations other than what's going
eral more. Combat Is action. and it's usually more exciting on in the adventure. If you're running this type of game. do
for characters to shoot their way out of trouble than to talk whatever it takes to get the heroes back into the action as
an enemy Into surrendering although the latter can be fun quickly aspossible. Motivations depend on the setup but may
as a change of pace. include money, fame. or a burning desire to clean up the city.
So be prepared. Every scene you present may erupt into
combat. and that's okay.
Cool Villains: In most cases, the heroes are good guys
Deep-Immersion Storytelling
and the villains are exceptionally evil. But they're also cool! This style of gaming is deep and complex. The focusisn't on
Nothing makes an adventure more memorable than anasty, combat, but on talking. developing in-depth personas, and
evil. powerful. and driven villain who threatens the heroes character interaction. Whole gaming sessions may pass
and opposes them at every turn. without a single die being rolled.
game with aserious tone. How seriously you take the game
serves as an example for the players Joking around can be
Troy prefers the "shoot first, fun, but it can also detract from the action and drama. Keep
ult questions later• approach the in-game action serious (although the occasional digres-
sion can be a fun change of pace).
Multiple Heroes: How many characters do you want
each player to control? In general. it'sbest to keep it to one
hero per player. However, If you have fewer than four play-
ers, you might allow someone to run an extra character to
bring the party size up to four.
Interaction Style: Do you describe the action in third
person or first person, and which way do you want your
players to respond? This determines the voice of your game.
In third-person style. you describe the action as
though you are the narrator of a book, and your players
answer Jn kind.
GM: A police officer approaches you. He asks why
you're standing around In front of the Third City Bank.
Player: My character smiles Innocently. He says that
we're waiting for the uptown bus, then asks if any-
things wrong.
In first-person style, you speak as the GM characters and
the players speak as their heroes.
GM. 'Good evening, lady and gentlemen. So why.
might I ask. are you four fine citizens hanging out m
front of the Third City Bank well after business hoursr
Player. "Hello, officer. Isn't this where we catch the
bus that runs uptown?"
Either method works fine. Some GMs and players like to
vary their approach depending on the situation. Just use the
style that best suits you and your group.

ADJUDICATE THE GAffiE


When everyone gathers around the table to play the game,
the Gamemaster is in charge. That doesn't mean that you can
tell people what to do outside the boundaries of the game.
but it does mean 1hat you're the final arbiter of the rules
In this style of game. most characters should be as com-
within the game. Good players always recogniz.e that you
plex and richly detailed as the heroes-although the focus
have the ultimate authority over the game mechanics, even
should be on motivation and personality, not game statis-
superseding the rulebook. Good GMs know not to change or
tics. Expect digressions about what each player wants his or
overturn an existing rule without agood, logical justification.
her hero to do. and why. Adventures deal mostly with nego-
This means that you need to know the rules. You're not
tiations. political maneuverings, and hero-GM character
required to memonze the rulebook. but you should have a
interaction. Players may even talk about the "story" they're
dear understanding of what's in the book so that when asit-
collectively creating.
uation comes up that requires a ruling, you know where to
reference the proper rule 1n the book.
Something in Between Situations can arise that aren't explicitly covered by the
Most campaigns should fall between these two extremes. rules. In such a situation, it's the GM who needs to provide
There should be plenty of action. but there should also be guidance as to how it should be resolved. When you come
a story line and interaction between heroes and GM char- upon a situation that doesn't seem to be covered by the
acters. Players develop their heroes, but they're eager to get rules, consider the following:
into fights as well. The "in between" style provides a nice Try to extrapolate from similar situations that are cov-
mixture of roleplaylng encounters and combat encounters. ered in the rules.
Heroes can interact with GM characters through diplomacy, If you have to make up a house rule, stick with it for the
negotiation, combat, or conversation. rest of your campaign. Consistency is good for the players
and the game.
If you come upon an apparent contradiction in the rules,
other Style Considerations choose a direction and stick with it for the rest of your
You should consider a few other style-related issues.
campaign.
.Serious or Humorous: We recommend that you play the
r---------:!!~~!"""""' .............................~il
The 6ffi'sBest friend Table Rules
One important tool you have at your disposal is an informal One thing that helps everyone to all get along is to
rule that we call the GM's best friend Favorable conditions establish a set of rules that govern what happens
provide a +2circumstance bonus to any d20 roll. while unfa- around the table.
vorable conditions provide a -2 penalty. You'll be surprised The following are some "table rules" you'll need to
how often this simple rule prevents or solves problems. deal with eventually. It's best to come up with the
Most of the time, favorable and unfavorable conditions answers before you start a regular campaign. You can
arise because of special situations that aren't (and can't be) establish these yourself. or you can work them out
specifically covered by rules. with your players.
For example: When he's not out saving the city. Troy Bel- No-Show Players: Sometimes a regular player can't
larosa plays guitar at a number of popular downtown night- show up for a game session. The GM and the group are
clubs. When he hears that a new drug has hit the meets, he faced with the question of what to do with his or her
decides to root out its source. Using his familiar face and nat- character. There are several possibilities.
ural charm, he makes a Gather Information check to uncover Someone else runs that hero for the session (and
the name of the drug's local supplier. Normally. the DC for thus runs two heroes at once). This is easiest on you,
the skill check would be 25, since the Information Troy wants but sometimes the fill in player resents the task, or
is protected. However, because Troy belongs to the local in- the replaced player is unhappy with what happens to
crowd and has pleased the audience with past performances. the hero in his or her absence.
the GM decides to reduce the skill check DC to 23 (or give You run the hero, doing your best to make the deci-
Troy a •2 bonus on his Gather Information check). sions that you think the player would make. This might
You can apply additional modifiers as needed. For exam- actually be the best solution. but don't do it if running
ple, if Troy decides to wring information out of nightclub a hero and running the game at the same time is too
patrons using veiled threats and little discretion. the GM much for you and hurts the whole session.
might apply a -2 penalty to his Gather Information check or The hero. like the player, cant be present for this
increase the skill check DC by 2 Multiple favorable or unfa- adventure. This only works in certain in-game situa-
vorable conditions add up to give the check a total modifier tions. but 1f it makes sense for the character to be
and the DC a final result. absent. that's a handy way to take the hero out of the
action for a game session Ideally, the reason for the
Changing the Rules hero's absence is one that allows him or her to jump
Every rule you see in this book was written for a reason. back in with a minimum of fuss when the player returns.
That doesn't mean that you can't change them for your If a character needs a reason to bow out of a mis-
own game. Perhaps your players don't like the way initiative sion. any real-world excuse will do, such as a family
is determined, or you find that the rules for learning new emergency. business trip, or social obligation.
feats are too limiting. Rules that you change for your own Dice Conventions: When someone makes a roll and
game are called "house rules." Given the creativity of the die lands on the floor. do you reroll it or use the die
gamers. almost every campaign develops its own house as it lies? What do you do with a die that lands against
rules in time. a book and is cocked? Are players required to make all
The ability to use the mechanics as you wish is para- die rolls where the GM can see them? There are no right
mount to the way roleplaying games work. Still. changing or wrong answers to these questions. but deciding your
the way the game does something shouldn't be taken group's methods ahead of time avoids arguments later. 1
Rules Discussions: It's probably best if players don't
lightly. You should always try to picture the implications
before you make the change. question your rulings or established rules. propose new
Consider the following questions when you change a hoose rules, or conduct d1scuss1ons on other aspects of
rule. the game (aside from what's immediately at hand) dur-
l I ing the game itself. Such matters are best addressed at
Why am I changing this?
Am I clear on how the rule I'm going to change really the beginning or end of the session
works? Jokes and Off-Topic Discussions:There are always
Have Iconsidered why the rule exists as it does? funny things to be said, movie quotes. good gossip,
How will the change impact other rules or situations? and other conversations that crop up during the game.
Will the change favor one class. skill feat. etc.. more than Decide for yourself and with your group how much is
the others? too much. Remember that this 1s a game and people
Often, players want to help redesign rules. This can be are there to have fun, yet at the same time keep the
focus on the action of the heroes so the whole ses-
important. since the game exists for the en1oyment of all its
participants. and creative players can often find ways to sion doesn't pass m idle talk. i
1

fine-tune a rule. Be receptive to players· concerns about


mechanics. At the same time. however be wary of players work in their favor. but the reality is that if there were no
who want to change the rules just for their own benefit. The challenges for the players, the game would quickly grow
game system is flexible. but it's also meant to be a balanced dull. Resist the temptation to change the rules just to
game. Players may express a desire to have the rules always please your players.
d2uMODERN
Additions to the Same attack? Will it be very easy or extremely difficult? These
As GM, you get to make up your own stuff. Adding new ele- sorts of questions and analyses allow you to judge oppo-
ments to the game can be a really entertaining and reward- nents, encounters, and adventures to determine whether
ing experience. they are appropriate for your group.
On the downside, an addition to the game can spoil game Keep an up-to-date record of all the heroes, their abilities,
balance. Maintaining balance is an important GM responsi- hit points, Defense, and other statistics. One way to do this
bility. Most unbalancing factors are actually hasty or ill-con- is to require the players to give you new copies of their char-
sidered GM creations. acter sheets whenever they change significantly. This is help-
One way to judge whether a new skill, feat, or other ful to you for balancing encounters and monitoring resource
option is balanced is to ask. "If Iadd this to the game, is it depletion during play. It's also very handy if a player can't
so good that everyone will want to take it?" At the same make it to a session, enabling you to simply hand the sheet
time. ask, "Is this so limited that no one will be inter- to whoever is running the hero for that session.
ested?" Keep in mind that It's easier and more temptingto The Players' likes and Dislikes: Some groups hate polit-
create something that's too good rather than not good ical intrigue and avoid it, preferring to charge into action
enough. Be careful. instead. Other groups are more likely to run from a serious
combat challenge. If you're aware of what entices the group,
you're able to judge whether they will like and partake in a
ffietagame ThinRing particular encounter or adventure.
"I figure that there's a lever on the other side of the room What's Going on in the Campaign?: It's important to
that turns off the noxious gas emitters," a player says to the always know what the heroes are doing and a little about
others. "because the GM would never create a trap that we their plans. If the heroes want to leave the city and head to
couldn't deactivate somehow." That's meta.game thinking. the suburbs to find an old acquaintance, you need to keep
Any time the players base hero actions on logic that that in mind when preparing that session's adventure and
depends on the fact that they're playing a game, they're planning ahead for future sessions.
-metagaming." This activity should always be discouraged, Keep a record of everything thats going on in the game.
because it detracts from real roleplaying and spoils the sus- Atimeline can help you keep track of when events hap-
pension of disbelief. pened in relation to each other (especially handy for moni-
Surprise your players by foiling this mode of thinking. toring the activities of recurring villains). Above all, make
Maybe there is a lever on the other side of the room- but it sure you have a good grasp of characters' names (particu-
might be malfunctioning. Keep your players on their toes, larly ones you're forced to make up in the middle of the
.-- - - - don't let them second guess you, and tell them to think in game). so that a contact's name doesn't change from session
terms of the game world. to session. And, of course, you should remember what the
heroes have accomplished, where they have been, enemies
Knowingthe Heroes they have made, and so on.
One advantage that you as Gamemaster always have over a
writer designing an adventure is that you know the heroes Knowing Your materials
in your game. You know what they're likely to do. what You're running the game. so you have to know everything.
their capabilities are, and what's going on in your campaign Well, maybe not everything, but enough to keep things
right now. That's why. even when you use a published moving. If you know the heroes want to assault a desert
adventure. you'll want to work to ensure it fits into your base, it's helpful to do research In advance. You could look
campaign properly. into how desert travel affects their movement. what it's like
A good GM always knows the following information to be in the desert (possibly through some research into an
about the heroes in his or her game. encyclopedia or travel book), and other considerations
The Heroes' Basic Statistics: This information includes (water needs, survival gear. and so on}.
class and level as well as hit points, saving throw bonuses, You want to prepare as much as you can for the adven-
attack bonuses. and special abilities. You should be able to ture ahead of time. Figure out what happens when. decide
look al an opponent's hit points, Defense, and special attacks on the layout of the area (both the large-scale landscape
and defenses, and then 1udge whether an encounter is a fitting and individual encounter areas}. determine what the heroes
challenge. Compare, for example. the opponents Defense face if they go to a parllcular area. how characters the
with the attack bonuses of the heroes in the group. When you heroes meet will react. and the events that are likely to
figure average rolls, can the heroes hit their opponents? happen (such as a conversation or a fight).
Examine the attack bonus of the opponent. Look at the When you're running a published adventure, this prepara·
damage it can deal. When you compare this with the tion often amounts to reading the material carefully and
Defense and hit points of the heroes. will the opponent be making notes where you need them.
able to hit or seriously damage them? If the opponent's If you design your own adventure, your preparation
attack bonus added to a typical d20 roll hits the hero's requires more time. This preparation might include any or all
Defense. and the average damage dealt is more than the of the following elements:
hero's total hit points. the opponent will kill the hero. When Maps of the area. both large scale and for specific
you look at the saving throw DCs of the opponent's special encounters. These can be sketchy or detailed, as long as
attacks, are the heroes likely to successfully resist the they serve your needs.
A key to each map detailing encounters. opponents, and Such minor details are not inconsequential enough to
notes on the environment (what the heroes see and hear). ignore or forget. Don't only describe the important things.
Statistics and notes on GM characters. including poten- or the players will quickly catch on. The very act of your
tial reactions. describingsomething can give them clues to its importance.
Page numbers for rules you might need to refer to. Throw in a few trifling details here and there for flavor. as
Notes on the plot of the adventure. well as to keep them guessing.
Not every adventure requires reams of notes to play. The Don't prompt their actions. Don't say, "Do you look in the
needs vary from adventure to adventure and even from GM to alcove?" At most, say, "Where do you look?" Prompting can
GM. Not every GM likes to prepare detailed notes ahead of give away too much.
time. Some have more fun If they just "wing it" And sometimes
a GM would like to be better prepared, but there just isn't
time. Find the style of Gamemastering that suits you best.
ReFerencing Rules
Try to look at the rules as little as possible during a game.
Although the rules are there to help you. paging through the
Knowing the Rules book can slow things down. Look something up when nec-
If you know that the vehiclecombat rules will be needed to essary (and mark things you'll need to refer to again with a
play out the upcoming battle, review those rules before bookmark), but recall a rule from memory when you can.
playing. When lesser-known rules come into play in the Even if you're not exactly correct in your recollection, the
course of an adventure, it slows things down if you have to game keeps moving.
read them in the middle of agame. l ooking over commonly
used rules-such as descriptions of skills or the basic
combat rules-before a game session Is always agood idea.
Asking Questions
When a player has a rules question, you should be the Don't be afraid to stop and ask important questions. If the
one best able to answer it Mastery of the rules is one players seem bored, ask if they would like you to skip ahead
reason why the GM is sometimes called the referee. or pick up the pace. If you're unsure how they want to
handle a situation. ask.
And make sure you ask what their goals are, both short-
Setting the Stage term and long term. The answers to these questions help
It's worth stating again: Once the game starts, it's all up to you prepare adventures and encounters for next time.
you. The players are likely to take their cues from you on Remember that some players might want to keep their
how to act and react. If you handle the game seriously, heroes' goals asecret from other heroes in the group. so it's
they're more likely to take it seriously. sometimes best to ask the players individually. outside the _ _ _ __.,
play session or at least away from the table.
Recapping
In the middle of an ongoing campaign, recapping activity Tahing Breahs
from the previous se~sion at the start of anew session o~en When you finish up a lengthy combat or a tension-filled .•
helps establish the mood and reminds everyone what was scene, take a break. Particularly in long playing sessions,
going on. In most games. heroes continue what they're establish a few breaks for food, drinks, trips to the bath-
doing from day to day (or even hour to hour), but most play- room. or just a little time to relax. During this time. you can
ers (in the real world) have several days of real time between take your mind off things for a few minutes. or you can
game sessions. Some players might forget important details begin to prepare for the next encounter.
that will affect their decisions if they don't get reminders.
You should encourage the players to take their own
notes. and let them do the recap of events for you. You can Determining Outcomes
always correct them. but letting the players provide the You're the final arbiter of everything that happens in the
recap gives you achance to ftnd out what they think is going game. Period.
on in the adventure. Of course, you should keep your own
set of notes as well. Rolling Oice
Some die rolls can reveal too much. A hero who rolls to spot
security devices. and sees that she has rolled very poorly,
Describing knows that the information you give her as a result of the
Remember that while good description 1samust for informing roll is probably unreliable. rNope. No cameras down that
players, mood 1s as important as scene. Emotion is as impor- hall, so far as you can tell:) The game becomes much more
tant as sensory data. Tell the players how everything f€€ls. interesting when a hero trying to hide or move silently
When only one hero experiences something. take that doesn't know whether she's succeeded.
player aside and describe it to her. She might come back and In cases where the player shouldn't know a die roll
report in her own words what she saw. or she might decide result. make the roll yourself behind a screen or otherwise
to keep the information to herself for a while. Of course. it's out of sight.
okay to describe one hero's experience, particularly when it Consider making checks involving the following skills for
centers on minor details that can quickly be relayed to the a player where he or she can't see the result
other heroes. Bluff, Demolitions (particularly in setting explosives),
E
Diplomacy, Disable Device. Disguise. Hide. Investigate. heroes are always in danger Consciously or subconsciously,
Listen, Move Silently Search. and Spot. if they believe you'll never let bad things happen to their
heroes. they'll change the way they act With no element of
OCs. Oerense. and Sauing Throws risk. victory will seem less sweet. And if later something bad
Don't tell a player what he needs to roll to succeed. Don't does happen to a hero. the player may believe you're out to
tell him what all the modifiers are to the roll. Keeping track get him and become disenchanted with the game.
of all those things 1s your 1ob. When a player rolls the dice.
tell him whether he succeeds or falls. EndingThings
Doing this helps players focus on what their heroes are Try not to end a game session in the middle of an encounter.
doing, not on the numbers. It also hides the occasional GM Leaving everything hanging mthe midst of combat is a ter-
cheat (see below). rible way to end a session. It's difficult to keep track of things
such as initiative order and other round-by-round details
Gffi Cheating and Player Perceptions between sessions. The only exception to this is ending with
Terrible things can happen in the game because the dice just a cliffhanger. Acliffhanger ending is one in which things end
go awry. Everything might be going fine. when suddenly the just as some surprising tum of events occurs. The purpose is
players have a run of bad luck. Around later. half rhe heroes to keep players intrigued and exC1ted until the next session.
are down for the count and the other half almost certainly Acliffhanger ends a se~1on right before an encounter begins,
can't take on the opponents that remain If everyone dies. prior to initiative checks, and you pick up the action with ini-
the campaign might very well end then and there. and thats tiative checks 1n the next game session.
bad for everyone. Should you stand by and watch the Allow some time-a few minutes will do-at the end of
heroes get slaughtered? Or should you "cheat" and have the the se~1on to have everyone discuss what happened. listen
opponents run off. or fudge the die rolls so that the heroes to their reactions and learn more of what they like and don't
still miraculously win in the end? There are really two issues like. Reinforce what you thought were good decisions and
at hand smart actions on their part (unless such information gives too
Do you cheat? The answer. A GM really can't cheat much away for the adventure). Always end things positively.
You're the umpire. and what you say goes. As such. ifs cer- You may want to award experience points at the end of
tainly within your rights to sway things one way or another each session. or you might wait until the end of each ad-
to keep people happy or keep things running smoothly. Ifs venture. However. the standard approach is to give out
no fun losing a beloved hero because he fell down a flight experience points at the end of each adventure, so players
of stairs. Agood rule of thumb is that a hero shouldn't die whose heroes go up a level have time between adventures
,____ in a minor way by some fluke of the dice unless he or she
to choose new skills. feats. and so forth.
was doing something really stupid at the time.
However. you might not feel that it's right or even fun
unless you obey the same rules the players do. Sometimes Game Session ChecRlist
the heroes get lucky and kill an opponent you had planned l. Set up the play area. There should be comfortable
to have around for a long time. By the same token, some- places to sit, a flat surface to roll dice on, room for every-
times things go against the heroes and disaster befalls one. and room for your notes and rulebook.
them. Both the GM and players take the bad with the good. 2. Make sure the players arc familiar with their characters
That's a perfectly acceptable way to play. and if theres a and with the current situation.
default method of running a game. that's it. 3. Make sure at least one player takes notes. Supplement
Just as important an issue. however. is whether the play- those notes by iotting down things only the GM should know.
ers realize that you bend the rules. Even if you dee1de that 4. Describe the inrtial scene.
sometimes tt's okay to fudge a httle to let the heroes survive 5. Ask the players what their heroes do.
so the game can continue. don't let rhe players in on this 6. Run through all the events and encounters of this ses-
decision. It's important to the game that they believe the sion·s portion of the adventure. taking breaks as needed.
7. Bring things to a good stopping point or a suitable
cliffhanger.
Reality Level 8. End the session.
The d20 MODFRN Roleploymg Gome is designed for 9. Ask the players what they plan to do next time.
a heroic level of reality. You can adjust that level of 10. Award experience points This can also be done at the
reality if you want by changing the points used to buy beginning of the next session, or at the end of the current
ability scores (when using the point-buy character adventure.
creation method) and by increasing or decreasing the
massive damage threshold of the heroes.
HOW IO BUILD AO ADUEOIUAE
Level of Points Massive Damage An adventure-sometimes called a mission-is a collection
Reality Allowed Threshold of related encounters designed to fit together, creating a
Realistic 15 10 cogent storyline for the game. An adventure must promise a
Heroic ZS Current Con se-0re story. offer obstacles that challenge the heroes and provide
Super heroic 32 50 opportunities for each hero to shine, and deliver a threat.
t120MODERN
When building an adventure or encounter, try to think in ning a strategy. Sample assaults include taking on a violent
terms of heroic goals. What must the heroes achieve or cult at a well-fortified country retreat, the island base of a
accomplish? Aheroic goal usually begins with a descriptive terrorist cell leader, bank robbers barricaded in a roadside
verb that best defines the required action-capture, diner, a mob boss on a well guarded estate, and inmates who
defeat. discover. destroy. escape, find, negotiate, have taken over a prison.
obtain. protect. rescue, and survive are good examples.
Once you have a suitable verb, flesh out the details: Rescue Rescue
the hostage from the deserted warehouse. Capture the A rescue adventure revolves around re<overlng a pe1~011 01
plans for the enemy's newest weapon. Negotiate safe pas- object. There may be a ransom demand. The adventure often
sage aboard the smuggler's private jet. begins with someone asking for help. Sample rescues include
Every encounter should have a specific, attainable goal a celebrity kidnapped by an obsessive fan, a reporter missing
that heroes can achieve. Whether or not the heroes obtain in a foreign country. a child taken by a serial killer. a student
the goal will determine or affect their goals in subsequent brainwashed by a cult, stolen computer files that contain any
encounters. number of crucial details, a hijacked airplane or prototype
weapon. and the recovery of the stolen Despair diamond.
~inear Rduentures
Alinear adventure follows a single path and is usually easy to mystery
set up and understand. Something happens, then something Amystery revolves around solving a puule. It presents a situ·
else happens, and then the heroes move on to the next scene. ation that requires an explanation, and the story consists of
Alinear adventure has no complex twists or turns. It's straight- the heroes figuring out what that explanation is. It often starts
forward. compact. and structured. A flow chart for a linear out with the heroes being asked to solve the mystery and their
adventure has a single path, Therefore,you must come up with examination of the initial situation. Sample mysteries include
multiple methods for the heroes to move along the path. If a dead body in a tocked room.a relic stolen from a museum, a
the adventure relies on a single Search check to move forward, blackmail attempt, the destruction of a government building,
you must be ready with another solution should the heroes a coded message. normal people acting strangely, and the
fail the check. As long as you plan plenty of options to move apparent disappearance of a prominent person.
from one scene to the next. the players won't feel like you're
railroading them through the story. You should end up with an EHploration
exciting roller coaster ride that moves quickly and steadily so An exploration adventure is a journey into an unknown loca-
that the players never realize the plot had but a single track. tion. The adventure often begins with the heroes planning
and equipping for the exploration. Sample explorations - - - -··
include investigating an enemy base, exploring the ruins of
nonlinear Aduentures an ancient site. searching an abandoned subway station, and
Nonlinear adventures present a flow chart with multiple reconnoitering a terrorist fortress.
paths. allowing the GM and players to tell more of the story
collectively than in linear adventures, The heroes decide
which clues to pursue, which trails to follow.The promise of
story may not be as strong in this kind of adventure, as it
might unfold more through improvisation than planning. It's
up to the players to move the story forward, and this can
sometimes be frustrating. You set up the premise, the oppo-
nents. the villains' goals, the timeline. the main clues. and
the story elements that start off the adventure. and the way
all of these things tie together. Ideally, any reasonable
choices the players make lead them to more choices. until
they win or lose the adventure.

lllhafsthe Adventure About?


Ad20 MODERN adventure can be about almost anything. The
story needs to fit the campaign you've established, but
otherwise anything is fair game. In general, we can divide
adventure topics into four categories: assault, rescue, mys-
tery, and exploration. Many adventures address many or all
of these topics.

Assault
An assault adventure revolves around an exciting combat
mission. Anest of terrorists must be taken out. or a ware-
house full of criminals must be assaulted. The adventure
often begins with the heroes examining the target and plan-
friend-in-need or relative-in-danger approach, or just
ffiiHing Topics assumed your heroes already have a reason to work
An adventure can easily have elements of more than one
together. Don't be afraid to change things around so the
topic. For example, a mystery can lead to an exploration adventure has more appeal to your players.
that leads to an assault that leads to a rescue. The key is not
to get lost in the big picture You should examine your
adventure concept. identify the topics you're using, and
lnifial Challenges
The opening hook should ~uggest one or more steps for the
then ensure that each one 1s fleshed out enough to satisfy heroes to take. This section is where you work out what
you and your players.
those steps are so you can be prepared for your players to
take them.
Content First, what are the obvious questions? Imagine that you're
The content of an adventure is where you work out the a player presented with the opening hook. What would you
details of all the broad decisions we have discussed so far. In want to know?
fact, once you have the content prepared you're pretty This section of the story usually involves establishing the
much ready to go. very basic facts of the situation, and there's where you get
We can divide an adventure into seven sections: the six key questions: Who? What? When? Where? How?
• The opening hook, Why? The heroes should start the game by seeking the
• Motivation to continue, answers to these questions.
• Initial challenges, Many adventures begin with some sort of a crime scene.
• Further developments, Perhaps someone was murdered, or something was stolen.
• Pointers toward climax, You need to plan the details of the scene so the players can
• The climax. ask you questions and hunt for clues Is the scene indoors or
• And the aftermath. outside? Is there furniture or other objects? If it's outside.
has heavy ram destroyed the footprmts of the culprit? A
The Opening Hook map or floor plan is important
The opening hook is the Initial situation that gets the heroes Other adventures don't start with an obvious physical
involved-the first thing the heroes notice at the start of location and Instead begin with a social one. Perhaps some-
the first scene of the adventure. one has vanished. The heroes need to figure out what the
The opening hook should be exciting and intriguing, like person did in the hours or days before vanishing and talk to
the opening sequence in many action movies. Give it people who saw her in that time. That means you need to
· - - - - plenty of flair and style so that your players are jazzed know the victim's recent schedule, come up with names for
about the game. the people. and decide what they say when interviewed.
It's especially important in these initial challenges that
motivation to Continue you nail down the details in your notes. Later in the adven-
Even with an opening hook. the heroes need a reason to get ture, as the story picks up speed, the players are not as
involved. For an adventure to have any credibility- that is, demanding of nit-picky information. At the beginning,
for it to feel like 1t could really be happening- the heroes they're hungry for clues. With an ample supply. you can
need a motive. offer important and irrelevant ones side by side and give the
The characters your players choose to create should help players the challenge of sorting them out.
define this. If some or all of them are private investigators,
police detectives. or special agents with Department-7, Further Oeuelopments
that's an easy motivation. Once the heroes overcome the initial challenges. they'll
How do the heroes get involved? The simplest solution follow the important clues into the main part of th~ adven-
is for someone who has a relationship with a hero to ask ture. This is the section where they really start to learn what's
for help, even if it's a character who never existed before going on. Two important elements occur in this section that
this adventure. rarely happen earlier: small victories and sudden dangers.
Unfortunately, this technique gets old really quickly. This Small Victories: When a mystery leads to more myster-
is a good starting device, but if you run more than a couple ies, players can get frustrated They need to accomplish
of adventures like this, your players will start to groan. something along the way to feel like they're making real
Whenever possible. design your adventure with your progress. In this section of the adventure. build in a couple
group in mind. Are they out for justice? Amissing child or a of small, achievable challenges that the players can resolve.
terrible crime against an innocent person can spur them for- If someone is lying, offer a way to discover the lie. If some-
ward. Are they fighting terrorists? A terrorist plot against thing is missing, perhaps It can be found-because the vil-
the nation may draw them in. lain has already used it to get something else. Letting them
The key here is simply to pay attention. When players nail down a few certainties will help them get their bearings
design characters, they're giving you cues about what type for the challenges ahead.
of game they want to play. As you create your adventure. Sudden Dangers: All work and no play is no fun. Players
think about ways to motivate them. If you use a published like danger because it's exciting. Your adventure should have
adventure, this 1s especially important because the designer some opportunities for danger during this section. The vil-
doesn't know your group. She might have used the default lain could send one of his weaker minions to attack the
d20MODERN
heroes. They may have to make a dangerous climb up a
mountain. Perhaps they must infiltrate a corporate head·
Aftermath
When the heroes finish the climax. they're going to want to
quarters while undercover. Build in some danger opportuni-
know whether there ls a reward for resolving the situation.
ties such as this so your players don't get bored.
Do the heroes need to make any kind of report to someone,
Pointers Toward ClimaH or deliver some bad news? Do they need to rest and train. or
is there another m1ss1on waiting for their intervention?
Success should be rewarded. When the heroes have scored
small victories and faced sudden dangers. give them clues
that lead them to the climax. These details should come in W hat ma~es an Adventure EHciting?
fragments. They might learn a date, but not a place. They Creating a memorable adventure requires more than just an
might know that an innocent person is to be killed, but not interesting plot or a grand finish. Remember that in most
who it ls. cases. the heroes won't be able to see the behind-the-
Still. you have to give them enough to move them for- scenes machinations of the villain or the clever plot twists
ward. Identify the key elements that you don't want them that occur. While you want your adventures to feel like they
to know. save those for the climax itself. and then let them could come from a movie, you can't always rely on the same
find everything else. techniques that the moviemakers use. Here are a few tricks
These pointers should both drive the heroes forward and to help you keep your adventures memorable ancl exciting.
increase the tension. You're handing them the keys to the
final door. Make them sharp and painful to hold. Intriguing Interactions
Too often, players and Gamemasters see an adventure as
ClimaH little more than a string of firefights separated by "talking."
The climax Is where all the questions are: The heroes learn This shortchanges one of the most compelling parts of a
what the goal Is. or who the villain Is, or the fate of a char· roleplaying game: playing a role. In addition to creating
acter who disappeared earlier. At the same time that they're interesting characters. the GM must treat these characters
breaking down the door and charging in, they might also as more than just cardboard props to be interacted with and
have their eyes wide open with surprise at what they're then discarded
learning. In general, run a GM character just as a player would run a
The climax 1s also where the main combat usually occurs. hero-take whatever actions the character would take.
Plan this part of the adventure carefully. There should be assuming the action is possible. That's why it's important to
more than one way for the heroes to resolve the situation. determine a GM character's general outlook and traits ahead
Always provide alternative solutions to reward clever play. of time. so you know how to play the character properly.

No one Is n ft In
the big city
When a GM character interacts with heroes. the GM each round or fall down, and then use a move action to
determines the character's attitude {hostile, unfriendly, stand back up.
indifferent. friendly, helpful). A hero might try to influence
thisattitude with a Oiplomacy check (or a Charisma check if Captiuating Descriptions
the hero doesn't have any ranks of Diplomacy). Refer to the The players take all their cues from you. If you describe
Diplomacy skill description, page 56, for the skill check DC. something incompletely or poorly, the players have no
The GM should choose the attitude of GM characters chance of understanding what's going on In the game world.
based on circumstances. Most GMcharacters are indifferent While this is important all the t ime that you're running a
or, at worst, unfriendly. However. it doesn't take a roll, just game, it's crucial that you do It well during combats.
the right words and deeds. to turn someone more hostile. Your descriptions of each action that occurs, the loca-
Note also that a poor roll can make a GM character less tions of important objects and partlclpants, and the general
favorably inclined toward t he hero. In general. a hero cannot environment are crucial to the players' abilities to make
repeat attempts to influence someone. intelligent decisions for their heroes. ·1hus. you need to be
A GM character can use Diplomacy to influence another clear about everything. Allow the players to ask questions
GM character. Heroes, however. can never influence the and answer them as concisely as you can. Refer to each
attitudes of other heroes- the players always decide those, character they meet distinctly. If you call each character
"that guy," the players will never know what you mean. If a
Worthy Adversaries creature attacks, describe its bite or claws so the players
While it's all well and good for the heroes to mow through understand what the beast is doing.
a few ranks of thugs during an adventure. this type of When a character or hero moves. add background details.
encounter grows tiresome quickly. Be sure to include com- When a GM character uses an object. describe the object.
petent adversaries for the heroes to encounter. whether as Use combat actions to give the players information. such as
common enemies. archvillains, or even occasional foils. "He barrels toward you, but you notice that he's limping."
Chapter Eight: friends and Foes has details on how to run Further, your descriptions control the flow and flair the
such characters, but you also must make sure that the encounter has for the entire group. If you speak quickly and
adversaries stack up well to the heroes. intently, It lends intensity to the action. If your words seem
An easy mistake ls making an adversary too powc1ful. frantic, they will make the scene $eern frantic and desperate.
believing that tl 1c· heroes will have lt ''too easy'' unless rheir Sometimes it's hard to avoid simple description5. r'You
opponent is really tough. Not every opponent has to be a miss. He hits. You take 12 points of darnngc.") And some-
superhuman, however. An Intelligently played enemy can times that's okay. Giving long verbal descriptions c:an get
·- - - - often seem more powerful t han he appears 011 pape1. tedious; the game effects are the Important thing. H ow~'ver,
In the sa1M vein, notl1ing Is more di5<1ppointing than a cli- tl1a1·'s l'he exception. nol the rule. Most of the time, add at
mactic battle wilh a villain who turns out to have a glass least a little flavor to your descriptions. ("He ducks and
Jaw, If you know that your villain will face the heroes in shoots you, dealing 7 points of damage.")
combat. make ~ure he can stand up to them (or has plenty
of assistance from underlings). Pacing
Often, an action advent'Ure story has elements ot suspense. It
£Heiting Combats has to be fast-paced. The consequences of failure should have
One reason that many fights in action movies are so excit an immediate impact on the heroes. though they don't have to
ing is that they tf'nd to take place in interesting locations. save the world in every adventure. Watch your players. If they're
From a pitched battlf' on the roof of a skyscraper to a death excited and animated. you're pacing is good. If they're dozing,
duel interrupted by a speeding subway train, these elements restless, talking about topics outside the game, or cracking
adtl twists lo traditional combat scenes. jokes, speed things up. If they're confused and Interrupting you
While any combat can he exciting, you should occasion- with a lot of questions. then you may be going too fast
ally have the heroe~ face opponents in anontraditional set- If things get ~low, have someone come through the door
ting. A short list of suggestions appears below. with a gun. Let the vllldin~ react to heroes' actions. Villains
Pits, Chasms, Catwalks, and Ledges: Heroes can at- have informants and high-tech surveillance equipment ju ~t
tempt to push opponents over the edge or attempt to leap like the heroe!I. Strong villains plan for interference and have
from ledge to ledge. the resources available lo respond. Poor villains blindly
Fog: Fog provides one-half concealment (see page 145) follow a course of action even after heroes start blowing
for everyone invblved. the cover off their operations.
Factory Machinery; Heroes must succeed at a Reflex If heroes separate (and wit h all t he communications
save (DC 13) each round or take appropriate hazard damage technology at their disposal, they probably will), switch
(see page 206). back and forth bety.ieen groups often, using cliffhangers to
Steam Vents: One randomly determined hero must suc- spice things up and keep each group waiting for more.
ceed at a Reflex save (DC 15) or take appropriate hazard Don't let players stall and slow down events, If a player
damage (see page 206). starts hedging, impose atime limit on decisions. Remember.
Swamp or Marsh: Speed is halved, and dropped items though, that players often need more time because they
might become lost lack the full range of sensory input their heroes would actu-
Ice: Characters must succeed at a Dexterity check (DC 10) ally have.
Take breaks. Aroller coaster needs ups and downs, as well Chapter Eight: Friends and Foes provides plenty of
as moments when riders catch their breath. So does your generic GM characters for impromptu games, and for times
adventure. when your heroes take the adventure In a direction you
didn't expect.
Scale
Saving the world gets boring when you do it every game Handouts and Props
session. Start small. If running a government agent-style Handouts and props reinforce tone and genre. Use photo-
game, have the agents start out by running secondary and copied pictures (or scan them and alter them with your pre-
support missions to the side of the rnain mission. As time ferred software) to create GM character portraits. If you
goes on, the missions should involve threats to larger areas, have access to a personal computer. create dummy letter-
international travel. and the heroes becoming more central heads and stationery for vital hardcopy clues. Create maps
to the missions. and blueprints to hand to players. If a clue is on a CD, video-
If running a mean streets-type game, start with threats to tape. or floppy disc, give the players a blank to hold and
the local neighborhood, perhaps as tightly focused as the look at.
block on which one or more of the heroes live. As time goes
on, scale up the threats and plots to the city, state. region, Separating Heroesfrom Their Toys
and soon. Heroes tend to accumulate resources, whether GM charac-
ters or equipment, that let them leap directly to the con-
Setting clusion. That can be dangerous if your climactic scene
Setting is a powerful tool for enforcing genre and tone. assumes the heroes have gained experience and levels
Always choose an interesting setting for scenes (see the before getting that far. Know what resources the heroes
sidebar on the following page). Borrow from movies or tel- have access to. Identify those resources that could bypass
evision. If you're stumped for an idea. use a commonplace. your adventure, if any. Before denying those resources to
everyday setting and twist a detail or two. For instance. if the heroes, consider your goal in doing so. If you want them
the action is set in a mall, place the scene late at night when to have enough experience to face the climactic encounter,
no one is there and the lights are off. consider the following options.
Don't forget the weather. While modern technology can Play the villains smart Smart villains try to stop the
overcome some of it. weather serves both as part of the set- heroes from interferlng in their plans. Keep your eyes open
ting and a way of setting tone. during play for points where the heroes alert the villains.
The villains can then change their plans. or attempt to dis-
tract or eliminate the heroes. Identify resources used by the - - - -
Gm Tips and Trichs villains. For instance, computer-savvy villain~ leave watch-
Use diversions. Threaten innot.ent bystanders, start a fire, set dog programs lurking in various databases. When heroes run
off explosives. or start a fake gun battle around a corner. Split a search through one of those databases. the program traces
the heroes up. Set the heroes up. Have a GM character arrange
the heroes and alerts the vlllaln.
a meeting in a hotel room. Before the heroes arrive. the GM
Make the villains aggressive. A few extra encounters
character murders someone in that room (the victim should be
with goons provide experience points and keep the heroes
significant to the plot, even lf It's just the GM character"s ex- progressing.
lover) and then calls the cops just before the heroes arrive.
Let the villains be prepared. If you provide the villain with
Create the illusion that your heroes live in a world outside
a contingency plan in case of discovery. heroes must start
the adventures Start adventures by reading a few choice
their investigation from scratch, again providing additional
headlines (make them up. cull them from real news sources,
encounters and experience points.
or use a combination). GM characters remember debts the Characters in action-adventure stories are intelligent
heroes owe them, and bring them up at later meetings. lucid. and resourceful. If you find your heroes rely on their
GM characters shouldn't lie without good reason. but contacts to do their thinking for them. or on their equip-
given that reason they should lie and lie convincingly. It's ment to make thought unnecessary. you can shake them up
important that heroes eventually learn the reason for the by separating the heroes from their resources.
lie. For instance, a villain might have a gun to a GM charac- Rob them. In this high-crime world. it makes sense for the
ter's head at the exact time the heroes talk to her. When the heroes to occasionally be victims themselves. Rather than
villains are all dealt with, she can call to make sure the
pitting GM character thieves against the heroe~ directly,
heroes are all right. apologize. and explain. have the street punks steal their car, especially if the heroes
If heroes are careless, villains take advantage of them. Be
leave it on the street when it's full of equipment. Alterna-
careful to differentiate, however, between heroes and play-
tively, rob their houses. As a reminder to be self-reliant and
ers. This is a great opportunity for the stereotypical villain- to depend on their brains rather than their guns. this can be
ous monologue explaining how brilliant the villain is and more effective if used against one hero rather than against
how easy the heroes were to capture. l:ffecllvely. the villain
all of them.
shows them their mistakes and the heroes can learn from
Frame them. If the heroes have a reputation for interfer-
that. You might also have a more experienced GM character
ing with villainous plots, the villains remove the heroes by
the heroes know and trust remind them of the dangers framing them for a crime. This tactic is particularly effective
around them. If heroes persist In reckless behavior, a villain for campaign masterminds. or for recurring villainous organ·
might ransack their homes or ambush them in their cars.
d20MODERN
izations with axes to gr·nd. This type of action requires The Egyptian wing rn the Museum of Natural History. An
direct, deliberate action by a resourceful and smart villain. abandoned mannequin factory. Acrowded shopping mall on
Even if the heroes are already considered crrminals. you can Christmas E.ve. A compelling location reinforces the mood
use the frame job to isolate them from friends and family, of an encounter by presenting characters with details and
cutting off sources of information, healing, or supply. You potential hazards. If you want to stage a memorable
decide how heinous the false accusation should be. Accus- encounter for your heroes. try to spend as much time flesh-
ing a hero of shoplifting damages his reputation. Planting ing out the location as you do the supporting characters in
evidence that he murdered his best (GM character) friend the scene. When describing a location, think about all the
creates additional drama. Don't do this during an adventure things the characters can see, hear. and smell. Call attention
unless the emphasis of the adventure involves clearing the to ob1ects or props that are unusual or out of place, as well
heroes' names. If they could use public sources for healing props and decor that could serve as improvised weapons in
and supplies before, they need disguises now. a pinch. Ask yourself: Are there any furnishings or curious
centerpieces? Is the location well lit or dark? Does it have
security cameras? Is there a sprinkler system installed? Is it
LOCATIOOS crowded with people? Are there places for characters to
Adam and Roberta steal a scroll of raise dead from a glass hide and take cover?
case in the Egyptian exhibit Suddenly. two mummies Situations that unfold within a location can have as much
emerge from nearby sarcophagi and attack. knocking aside impact as the location itself. Crowded locations require
priceless statuary to reach the heroes' throats. Adam pins heroes to be careful about harming innocent bystanders.
one under its own sarcophagus while Roberta blasts the Noisy machinery might make it impossible for the heroes to
other with a nearby fire extinguisher hear bad guys sneaking up on them. Doors with security
Lily and Moondog play the roles of drug dealers to expose locks that prevent the heroes' quick escape can add yet
a corrupt politiC1an Both sides met>t 1n an abandoned man- another challenge to an already difficult encounter.
nequin factory, but the villains know the heroes aren't what
they seem. A trap is sprung. and a gunfight ensues. The man-
nequins provide everyone with ample cover, while the dark- REWARDS Ano BEHAUIOB
ness and cobwebs provide concealment. Encounters. either individually or strung together. reward
Elliot and Alexandra chase the notorious Santa Claus certain types of behavior whether you, as the GM, are con-
Killer into a crowded shopping mall. Before their eyes. he scious of it or not. Encounters that can or must be won by
transforms into a feral wolf. As crowds of people flee for killing opponents reward aggression and fighting prowess. If
·---~ their lives. Elliot draws his stun gun while Alexandra looks you set up your encounters like this, expect the heroes to
for a store that sells silverware. learn to use tactics to find the best way to kill the enemy
quickly. By contrast, encounte(s that can be won by diplo-
macy encourage the heroes to talk to everyone and every-
EHample Encounter Settings thing they meet Encounters that reward subterfuge and
An old fairground I sneaking encourage stealth. Encounters that reward bold-
An urban rooftop (with antennas and clotheslines) 1 ness speed up the game, while those that reward caution
A tour boat I slow it down.
A rubble-strewn lot between tenement buildings Always be aware of the sorts of actions you're rewarding
A large city library your players for taking. Reward. in this case. doesn't just
A large stadium, during or after a major event mean experience points and treasure. More generally. it
A movie theater means anything that consistently leads to success. An
A tank furm, with fuel tanks. pipes. and catwalks adveriture should contain encounters that reward different
Under a major highwa)' types of behavior This not only adds variety. but it tends to
A park inhabited by junkies. gangs. or other criminals please all the players. Not everyone prefers the same kind
Abandoned commuter train station of encounter. and even those with a favorite enjoy a change
An idle construction site of pace. Remember. then, that you can offer many different
An aircraft graveyard types of encounters. including all of the following.
An antenna farm. with satellite dishes and ladders Combat: Combat encounters place heroes on the offen-
An unmanned. automated factory sive or defensive. Most of the time, heroes are on the offen-
An oil refinery sive. invading villains' lairs and investigating new locations.
An offshore drilling rig A defensive encounter, in which the heroes must keep an
1
A trendy shopping area created by ~urban renewal" area, an object or a person safe from the enemy, can be a
A farmer's market nice change of pace.
A dark. empty parking garage Negotiation: A negotiation encounter involves less gun-
A consumer electronics convention play and more wordplay. Convincing supporting characters
An international airport to do what the heroes want them to is challenging for both
A train or bus yard players and GM-quick thinking and good roleplaying are
Rat-infested. dripping subway tunnels the keys here. Not every encounter needs a brawl or gun-
Dark sewer tunnels, knee-deep 1n filth fight to be exciting.
II
r120MO
Environmental: Inclement weather. earthquakes. land- matic hero along, occasionally include roleplaying encoun-
slides. trafAc 1ams. radiation, and fires are just some of the ters and interaction scenes. The advice to remember is
environmental conditions that can challenge even mid- to "Give everyone a chance to shine." All abilities available to
high-level heroes. heroes were designed to make the characters better. but an
Problem-Solving: Mysteries, puzzles. riddles, or any- ability that a character never gets to use is a waste.
thing that requires the players to use logic and reason to try
to overcome the challenge counts as a problem-solving
encounter.
Bad Structure
Try to avoid these pitfalls.
Judgment Calls: "Do we help the prisoner here in the
Leading the Heroes by the Nose: A bad adventure is
basement, even though it might be a trap?" Rather than
marked by mandates restricting hero actions or is based on
depending on logic, these encounters usually involve incli-
events that occur no matter what the heroes do. for exam-
nation and gut instinct.
ple, a plot that hinges on the heroes finding a mysterious
Investigation: This is a long·lerm sort of encounter
heirloom, only to havc> It stolen by GM characters, is dan-
involving some negotiation and some problem solving. An
gerous- if the pl ayer~ Invent agood way to protect the heir-
Investigation may be called for to solve a my~tery or to
loom, they won't like having it stolen anyway just because
learn something new.
that's what you planned beforehand. The players end up
feeling powerless and frustrated. No matter what, ~ll adven·
STRUCTURE tures should depend upon player choices. Players should
always feel as I hough what they choose to do matters.
An adventure always runs its course from the beginning to
Heroes as Spectators: In this type of bad adventure, GM
an ending. Some adventures are completed in an hour
characters accomplish all the lmponant tasks. There might
Others take months of playing sessions. Length is up to you.
be an interesting story going on, but It's going on around the
although it's smart to plan ahead and know about how
heroes, and they havC' very little to do with 1t. As much as
many sessions an adventure will last (and make sure that the
you might enjoy playing one of your GMcharacters, resist
current group of players can commit to that length). Here
the urge lo have hirn or her accomplhh everything instead
are some guidelines that you should keep in mind for
of letting the heroes do the work
structuring good adventures and avoiding bad ones.
Deus ex Machina: Simila1 to the "heroes as spectators"
problem is the potentldl pitfall of the deu~ ex mac/1ina. a
Good Structure term used to describe the ending lo tl story in which the action
Good adventures arc fun. That's an easy generalization. but 1s resolved by the lntervrnticm of an outside agency rather
it's also true. Whatever you and your players find fun adds than by the characters' own dctions. Don't put the heroes in - - - - ·
to your game. An adventure that everyone enjoy5 likely 5ituations in whic.h they can only survive through the inter·
includes these fcatllres: vention or others. Sornet11ncs il's lnt<•resting to be rescued. but
Choices: Every good adventure has at least a few crux using lhis sort of "escape hcltch" quickly gets frustrating.
points where the players need to rn<ike Important decisions. Preempting the Heroes' Abilities: It\ good to know the
What they decide should have significant Impact on what heroes' capabilities. but you should11'l d('slgn arlventures
happens next. Thls can be as simple as the players deciding that continually countermand 01 foil what they ran do. Use
not to go down the corridor lo the left (where the gang of the heroes' abllltles to allow them to hc1ve more interesting
assassins waits for them) and instead going to the right encounters-don't arbitrarily rule that their powers sud
(toward the hidden vault). or as complex as the heroes denly don't work.
deciding not to help the newspaper editor against the drug
lord (so that she ends up being murdered to prevent an edi·
toridl and <.tory identifying the drug lord).
The Plow of Information
Much of the structure of an adventure depends on what the
o;mcult Choices. On the topic of choices with conse-
heroes know and when. If they know that there's a big
quence. the cho1ct-s should sometimes be difficult ones to
ambush waiting for them at the bottom of the mineshaft,
make Going after one villain instead of another. determin·
they will conserve lhe1r ~trength for that encounter. When
ing the lesser of two evils. and choosing one option over
they leclrn the identity of the traitor. they will probably act
another for the greater good all involve difficult choices.
on this information 1mmed1ately. If they learn too late that
Different Sorts of Encounters: Agood adventure should
their actions will cause the cavern complex to collapse. they
provide a number of different expedences-attack, defense.
won·t be able to keep it from happening.
problem-solving. roleplay1ng. and investigation. Make sure
Don't give away the whole plot in one go. but do give the
you vary the types of encounters the adventure provides.
players some new bit of knowledge every so often. For
Exciting Events: Like the pacing of astory, agood adven-
example, if the Umbra Cartel is the secret master behind the
ture should have rising and falling tension-and an exciting
dock-region riots, slowly reveal clues to that fact. Informa-
climax is always agood I hlng. Make sure to pace things well.
tion gained while fighting the Waterfront Gang leads the
Start slowly and have the action build. A climactic
heroes to the Sewer Rats street thieves, which In turn gar-
encounter always makes for a good ending.
ners them clues that take them to Anton Reese's drug ring.
Encounters that Make Use of Hero Abilities: If the
Only among Reese's men do the heroes encounter informa-
group's Smart hero is a computer wizard, incorporate Com-
tion that leads them to understand that the Umbra Cartel is
puter Use checks into the adventure. When there's aCharis·
involved. And thus the final encounter with those Umbra lars and is equal to or greater than that value. For example.
Cartel leaders 1s made all the more dramatic. an item that costs $19 has a purchase DC or 4. while an item
In some s1tuat1ons, the heroes know everything they that costs $21 has a purchase DC of S.
need to know before the adventure begins. That's okay.
Occasionally, there i~ no mystery. Sometimes. however. a
surprise that the heroes never could have seen coming Wealth and Action Points by Leuel
makes it all the more interesting. Both the -no surprises" Sometimes you 1ust want to know what kind of Wealth bonus
and the "unexpected twist" structures work well. so long as a 7th-level character should have, or how many action points
you avoid overusing either. a 12th-level hero might have accumulated. Table 7-2 provides
an average for a character's current Wealth bonus. For action
points. consider that a heroic character has a number of action
SEIIlnG PURCHASE DCs points equal to half his or her character level.
Purchase DCs are listed for every item in the equipment sec-
tion. If you want to add additional equ1prnentto your game. Wealth Bonuses for Aduenturing Gains
and you have a rough idea of what the item costs in dollars. Sometimes your heroes will come upon cash or other mate-
set the purchase DC based on Table 7-1: Purchase DCs. Use rial gains through their adventures. Perhaps they end up
the "Item Cost" row that is closest to the item's value in do!- with a suitcase full of twenties after they break up a drug
deal. Maybe they find a chest brimming with gold coins and
.:.: • ~ .~ I jewels after defeating a trans-dimensional wizard. Maybe a
Item Purchase Item Purchase v.ealthy employer pays them a hefty sum for rescuing her
Cost DC Cost DC daughter from terrorists.
$5 2 $15,000 27 Any time you put a monetary reward into an adventure.
$12 3 $20.000 28 you need to give 1t a Wealth bonus. In general. the Wealth
$20 4 $27.500 29 bonus should be based upon the Encounter Level (see page
$30 5 535.000 30 205) of the encounter during which the reward was gained.
$40 6 SS0,000 31 In modern adventures, not every antagonist has a safe
$55 7 $65.000 32 under his desk. and the monetary reward-if there is one-
$70 8 $90.000 33 often comes at the end of a long series of encounters (or
$90 9 $120,000 34 the very end of the adventure. if it's the payment for a suc-
S120 IO $150.000 35 cessful mission). In such cases, it's fine to generate the
$150 11 $200.000 36 Wealth bonus based upon an entire series of encounters.
$200 12 $275,000 37 Compute an Encounter Level for the reward using the CRs
$275 n $350,000 38 from all of the associated encounters, then divide the total
$350 14 $500.000 39 in half. Consult Table 7-3: Wealth Bonus Adventure Reward.
$500 15 $650.000 40
$650 16 $900.000 41 .:.: " :a • :•~ :.• ~ : : - ~~·
$900 17 $1.200.000 42 Encounter Wealth Encounter Wealth
$1.200 18 $1.500.000 43 level Bonus level Bonus
$1.500 19 52.000.000 44 1 +4 11 +14
$2.000 20 52.750.000 45 2 +S 12 +15
$2,750 21 $3.500.000 46 3 +6 13 +16
$3,)00 22 SS.000.000 47 4 +7 14 +17
55.000 b S6.SOO,ooo 48 5 +8 15 +18
$6,500 24 $9.000.000 49 6 +9 16 +19
$9,000 25 SU.000,000 50 7 •10 17 +20
$12.000 26 8 • 11 18 +21

~:
Character
. .:.
Wealth
.:•~:
Character Wealth
9
10
+12
..13
19
20
+22
+23

AWBBDIOG EHPEBIEOCE pomrs


Level Bonus Level Bonus
1st +7 11th "Tll
2nd •S 12th •Jl Experience points measure a hero's accomplishments. They
3rd +6 13th ...12 allow a hero to gain levels. and therefore become more
4th •7 14th +l2 powerful.
5th +8 15th TB The Gamemaster awards each hero experience points
6th +8 16th +l} (XP) at the conclusion of each adventure This represents the
7th t9 17th -14 fact that the heroes have learned from their adventure, and
8th ,9 18th +14 (usually) have time to reflect on their experiences and train
9th +10 19th ...15 in their skills. Aside from monetary gains and equipment
10th +10 20th ~16 they may reahze (which are rewards of a different sort. and
d2oMODERN
may not always occur). experience points are the only
reward characters should receive for their accomplish-
ments-if you find 1t tempting to hand out action points as
rewards. for instance, resist that temptation.
The amount of XP awarded 1s based on the number of
encounter goals achieved and the average level of the
heroes who participated. as detailed below.
On average, four short adventures. two medium adven-
tures, or a single long adventure should provide sufficient
XP to advance a group of four heroes one level.

Encounter Goals
For purposes of the d20 MoocrlN Roleplaying Game. an
encounter is defined as an obstacle (whether It be an oppo-
nent. several opponents. or a hazard) that prevents the
heroes from achieving a specific goal Important lo the
adventure. An obstacle can be overcome through smart
rolcplaying. combat. or skill use. Persuading a crazed cult
leader to surrender might require heroes to enter difficult
and perhaps life·threatcning negotiations. white capturing a
crime lord might require heroes to f1ght their way past a
squad of thugs or 1nnttrare the crime lord's headquarters
without setting off the security system.
Heroes receive experience points for overcoming obstacles
that stand in the way of achieving the goals of the adventure.
Gauging encounters to the heroes' power level requires a fair
amount of GM intuition. which becomes simpler as you
become more familiar with your players and their heroes.
After a few adventures, you should have relatively little diffi-
culty in estimating appropriate encounters for your adv~n­
tures. Also, feel tree to adjust experience awards depending
on how easily the heroes achieve an encounter goal.

Encounter Levels
Every encounter 1s rated with an Encounter Level (EL) that
indicates how challenging the encounter is expected to
be. In generdl, an enrnuntcr with an EL equal to the average
character level of rhe heroes Is moderately challenging- For the most basic sort of encounter-Oghtlng a single
difflcult or dangerous enough to make the heroes pay opponent-you can usually skip some of these steps. See
dttention, but probably not llfe·threatening if they're rea- the sidebar.

s:
sonably careful. An EL two or three points higher than the
heroes' average level is a much more dangerous affair-the
sort of encounter that often makes up the climax of an
ELs for Simple Encounters
In many cases you can skip the bulk of the steps out-
exciting adventure. On the orher hand. minor encounters
lined here. In particular. if the heroes are facing asingle
throughout the adventure might have Els two or three
points lower than the heroes average character level . .An
entire adventure contains encounters of many Els. ranging
enemy-a character or creature-in a normal combat.
determining the EL 1s easy Simply use the opponent's
)>
~
CR. For creatures. the CR is listed in the creature stat
from simple to extremely challenging.
block. For characters. the CR is equal to the character
In addition to lnd1cat1ng the level of challenge in encoun-
level (for GM characters with heroic class levels). is
ters. Els are also used to determine the amount of experi-
equal to the character level minus I (for ordinary GM
ence characters get for succeeding in those encounters.
characters of 2nd level or higher), or is simply '/, (for
1st-level ordinary GM characters).
m
Determining Cncounter Levels
Determining the level of an encounter involves four steps:
determining the Challenge Ratings (CR} of the individual
Individual ChallengeRatings
The first step in determining the EL of an encounter is to cal-
:c
-
opponents or hazards that make up the encounter: calcu-
lating an overall Challenge Rating from those individual CRs;
considering the threat level of the encounter; and consider-
culate the Challenge Rating for each foe or o~stacle involved.
Often, theres only one-a single creature to destroy, oppo·
z
ing the encounter circumstances.
nent to deal with, or obstacle to overcome. Sometimes, how·

m
d20
ever. there are multiple foes-three mercenaries attacking the
heroes, for example. or a fight with a deadly ninja oo a dan-
gerously swaying rope bridge (both the ninja and the bridge ld6 (3.5 average} ld6/mmute 1
are dangers to the heroes). In these cases. you need to deter- 2d6 (7 average) 1d6/5 rounds 2
mine the CR for each opponent or hazard. 3d6 (10.S average) ld6/2 rounds 3
This process assumes that the obstacles are all encoun- 4d6 (14 average) 1d6/round 4
tered as part of the same event-that is, the opponents all 5d6 (17.5 average) 2d6/round 5
attack at the same time. If these obstacles aren't encoun- 6d6 (21 average) 3d6/round 6
tered at the same time (for instance, If the heroes must first each addilional d6 each add'l d6/round +1
cross the dangerous rope bridge before meeting the ninja).
they should be separated into two encounters. For Critical Skill Checks: Some encounters don't involve
Count only the individual opponents or hazards that are any real threat to the heroes, but instead hinge only on skill
important to the encounter. If the heroes enter a seedy bar checks When an encounter requires a skill check. but isn't
to ask the bartender a few que)tions, only the bartender's opposed by an enemy or creature, the DC of the check
CR should be included 1n the encounter EL Don't include determines its CR. See Table 7- 5: CRs for Skill Checks.
the CRs of all the other patrons if they won't participate in
the events of the encounter.
For a Single Creature: Use the CR listed for the creature.
If the creature has heroic class levels (see Chapter Eight: Less than JS 0
Friends and Foes for examples), add its character levels to its JS 19 1
CR. If it has ordinary class levels. add those levels and sub- 20- 24 2
tract 1. (This has already been done for the creatures listed 25-29 3
in this book.) 30-34 4
For a Single Character: A 1st level ordinary character 35-39 s
has a CR of 1/ . For an ordinary character of 2nd level or 40• 6
higher, the character's CR is equal to his character level
minus 1. For an ordinary character with levels in a heroic Not every skill check has a CR; in fact, most don't. Assign a
class, the character's CR is equal to his level. CR to a skill check only if success on the check is essential to
For a Hazard:The term "hazard" can apply to various types the encounter goal. 1r the encounter involves opening a locked
of obstacles. Ahazard might be a ticking time bomb, a raging vault, the DC for the Disable Device check should be part of
- - - - snowstorm. or a deep gorge with sharp rocks at the bottom. the EL for the encounter. But the heroe.!. might make other skill
A hazard's CR depends on the total damage it can deal, as checks during the encounter, such as a Usten check to hear if
noted on Table 7- 4: Hazard CRs. The heroes must be faced anyone is coming. These ancillary checks shouldn't contribute
with a real threat of taking that damage, but the encounter to the EL of the encounter. Only the main skill check or checks
doesn't have to mandate it For example. a bomb that will required to meet the encounter objectives need a CR.
explode during the encounter IS a hazard- even if the Also, if the check i£ opposed, or is used against an enemy
heroes have a chance to disarm 1t and thus avoid taking any or creature, don't give it a CR or include it in calculating the
damage at all. encounter EL. The enemy or creature's CR already accounts
The personal equipment of an opponem doesn't count as for any check made against it.
a hazard. For example, a hand grenade wielded by a merce-
nary isn't a hazard-it's simply a weapon used by that oppo- Total Challenge Rating
nent. On the other hand. a booby trap consisting of a hand Once you've figured out the CRs for all of the characters.
grenade attached to a trip wire might be considered a hazard creatures, hazards. and critical skill checks the heroes face.
Two damage listings are shown oo Table 7-4. The first list- the next step ts to determine the total Challenge Rating for
ing 1s for hazards that deal one-time damage (such as explo- the encounter.
sives). The second is for hazards that deal damage over a If All Have the Same CR: Modify the CR by the amount
period of time (such as exposure to extreme weather). The shown on Table 7- 6: CR Adjustment. For example. if the
second listing assumes that the heroes are potentially exposed heroes face four creatures of CR 5, the total CR 1s 9.
to the hazard for at least two of the time intervals Iisted
(otherwise use the CR for one-time damage). Hazards that deal
less than ld6 points of damage per minute probably shouldn't
be treated as hazards, but simply as environmental conditions.
lfttrlni:1ijAjiilfill;itt®'l
2 t2
.fo.IM 1

You may have to estimate the CR for a hazard based on 3 t3~~--'


the damages shown on Table 7-4. For example. if a hazard 4 +4
deals 3d10 points of damage (average of 16.5), you might 5 +S
estimate its damage as being similar to 5d6 (average of 17.5). 6 or more •6
making it a CR Shazard.
If the hazard doesn't allow a saving throw, increase its CR If the Obstacles Have Different CRs: Average the CRs
by +l. Also. if the hazard is magical in nature (such as a mag· of the opponents (round down), then modify the total by
1cal trap), increase its CR by +1. the amount shown on Table 7-6. For instance, if the heroes
d2oMODERN
face one opponent of CR 8 and two of CR 5. the total CR is adventure-decide on the encounters threat level based
9. (The average of 8 and 5and 5 is 6. which you modify by +3 only on how 1t will unfold
because the heroes face a total of three foes.)
Encounter Circumstances
Encounfer Threat Level The final step is to consider the circumstances. Dealing with
The next step is to modify the total CR according to the a single gunman in a stand up fight on the steps of a bank is
nature of the heroes' expected interaction with the pretty normal and straightforward. Dealing with a gunman
encounter. Apowerful crime lord with a gang of henchmen who takes potshots at the heroes from the window of a
might be an EL 11 encounter if the heroes are expected to building, then stealthily moves to a new location before the
overcome them in a fight. But the same encounter might be heroes can get to him, is another matter.
far less challenging if the heroes merely need to ask the crime Adjust the EL of the encounter according to the degree of
lord a question or two-questions he doesn't mind answering. advantage the opposition has (or the heroes have). If the
Choose the encounter's threat level. Then modify the opposition has a distinct advantage. increase the EL by /1 of
total Challenge Rating as indicated on Table 7-6. its value. If the opposition is at a distinct disadvantage,
decrease it by 1/i of its value. (Always round down to the
nearest whole number. even if that's 0.)
Make this adjustment only when the enemy has a note-
High threat None worthy advantage built into the scenario. (Or vice versa,
Low threat Xl when the antagonists are at a distinct disadvantage.) Never
No threat x ;. grant this adjustment just because you play the bad guys
intelligently or the dice fall your way. Aterrorist who's smart
High Threat: The encounter puts the heroes in real and enough to dive behind cover when the heroes start shoot-
immediate danger This might mean fighting and killing an ing at him, or who attempts to get around behind them to
enemy. fighting and subduing an enemy, chasing off an catch them in a crossfire, doesn't necessarily have a distinct
enemy, disarming a bomb, getting past a hazard that deals advantage. Likewise, antagonists who do well because the
damage. or any number of other dangers. If the encounter heroes have a run of bad luck (or lack common sense) don't
includes any hazard or foe that seeks to deal damage to the have a particular advantage. either.
heroes. 1t is a high-threat encounter.
Sometimes heroes use their social skills and other forms EL tHamples
of prowess to avoid a fight. They might talk a hostile gang Example 1: The heroes' investigation takes them into a
leader into letting them pass, rather than fighting their way network of abandoned storm drains. There, they encounter a - - - -
through. They may manage to sneak past an enemy guard. Huge crocodile (CR 4). It's alone (so you don't have to
That's fine-in fact. most of the time it's admirable. If a fight account for multiple creatures), it will attack the heroes on
is likely, however, treat the encounter as high-threat. sight (so there's no adjustment for the encounter threat
Low Threat: The encounter puts the heroes in danger. but level). and it has no special advantage. The encounter is EL 4.
their most likely course of action will avoid actual violence. Example l: The heroes want to question a witness to a
Perhaps they need to gel answers out of a hostile witness. or recent murder, but she's been traumatized by the event and
get into a private club past a bouncer who won't let them in. won't easily cooperate with strangers.
In these cases. the heroes will probably rely on their skills The witness is a lst·level Smart ordinary character; that
and wits to overcome the obstacle. rather than brute force. makes her CR /1. It's a no-threat encounter. no matter what the
Sometimes scenes like these devolve into combat-the heroes do, she woo't attack or attempt to hurt them. That
heroes grow frustrated with an uncooperative GM charac· adjusts the CR by 1/4, to a total of CR /, Finally, she has no spe-
ter, or some miscommunication results in an attack. Modern cial advantage. 11, rounds down to 0. The encounter is EL 0.
adventuring is rarely predictable. and these things happen. Example 3: The adventure's clues lead the heroes to the
Even so, if the most reasonable way for the heroes to suc- compound of a wealthy and mysterious suspect, and they
cessfully approach an encounter doesn't involve violence, want to infiltrate the place You decide that a fence
consider It a low-threat encounter. equipped with motion detectors surrounds the grounds,
No Threat: The encounter presents no physical danger at and two bodyguards and four guard dogs patrol the interior.
all to the heroes: the worst immediate outcome is simply that The first step is to determine the individual CRs of the
the encounter goals aren't met. Perhaps the heroes need to obstacles the heroes face: the motion detectors, the body-
hack a computer network or bypass a security system to get guards. and the dogs. The bodyguards are 3rd-level Strong
into a corporate lab. If they fail, they won't be able to ordinary characters; that makes them CR 2 foes. The guard
advance the story-but there's no immediate physical danger. dogs are CR l. You determine that disabling the motion
Often. bad results ln such encounters lead to much more detectors can be accomplished with a Disable Device check
dangerous encounters later. Failing to successfully shut (DC 20). That's a critical skill check with a CR of 2. (The
down the security system might lead to a dangerous heroes will probably also have to make Hide and Move
encounter with guards later on The threat levels of those Silently checks opposed by the guards and the dogs. as well
later encounters apply to their Els, not to the EL of the as a Spot check to notice the motion detectors, but those
encounter that caused them. Don't treat an encounter as are ancillary checks, or are already accounted for in the indi-
high-threat because of possible consequences later in the viduals' CRs.)
The next step is to determine the total CR The average for center of the foundry, in an area occasionally blasted by
all seven dangers (three at CR 2and four at CR l) is CR 1. Because powerful gouts of flame.
there are seven of them, you adjust that by +6 to CR 7. The cult leader is a 5th level Charismatic hero, so his CR
This is a low·threat encounter. There's danger involved, is 5. The bodyguards are 4th level Fast heroes. each CR 4.
especially if things go badly, but the best and most likely You determine that the foundry flames. which erupt ran-
course of action is to sneak in and avoid open combat. You domly, deal 4d6 points of damage (a Reflex save is allowed}.
adjust the total CR by x Ii. dropping it to CR 3. so they're a CR 4 hazard.
Rnally, the adversaries have no special advantage. They are The average for all four dangers 1s CR 4. Because there are
simply patrolling the grounds, looking for signs of trouble. four of them, you adjust that by +4 to CR 8.
The encounter is EL 3. This is definitely a high-threat encounter, so there's no
Example 4: The climactic scene of your adventure fea - adjustment for encounter form (see Table 7-7).
tures a showdown between the heroes and an evil cult Finally. you decide that although the bodyguards lurk in
leader. Through the adventure. the heroes have tracked the the shadows. waiting to catch the heroes by surprise, once
cult leader to his hideout 1n a huge foundry. they act they'll come out for a straight·up fight. They aren't
The cult leader and his two bodyguards are inside. When getting any special advantage, so there's no adjustment for
the heroes approach, the cult leader plans to escape encounter circumstances.
through the foundry. The final battle takes place in the The encounter is EL 8.

!: : .•:~··~:..:a:•
Party Encounter level
level 1 2 3 4 5 6 7 8 9 10
1st- 3rd 450 650 900 1,275 1.800 2.550 3.600 5.100 7.200 10,200
4th 425 600 850 1,200 1.700 2.400 3,400 4.800 6.800 9,600
5th 375 525 750 1.050 1.500 2.100 3,000 4,200 6.000 8,400
6th 325 450 625 900 1.250 1,800 2.500 3.600 5.000 7,200
7th 275 375 525 750 1,050 1,500 2,100 3,000 4.200 6,000
8th 225 300 425 600 850 1.200 1,700 2.400 3.400 4,800
9th 250 350 475 675 950 1.350 1.900 2,700 3.800
10th 275 375 525 750 1,050 1.500 2.100 3.000
llth 300 425 600 825 1,175 1.650 2.350
12th 32S 450 650 900 1.275 1.800
13th 350 500 JOO 975 1.375
14th 375 525 750 1.050
15th ~~~~~~~~~~~~~~~~~~~~~
400 550 800
16th ·~~~~~~~~~~-
425 600
17th 450
18th
19th
20th

Party Encounter level


level 11 12 13 14 15 16 17 18 19 20
1st - 3rd
4th 13.600
5th 12,000 16.800
6th 10.000 14.400 20,000
7th 8,400 12.000 16.800 24.000
8th 6,800 9.600 B.600 19.200 27,200
9th 5.400 7.600 10.800 15,200 21,600 30.400
10th 4.200 6.000 8.400 12.000 16.800 24,000 33.600
nth 3.300 4.700 6.600 9.400 13,200 18.800 26.400 37.600
12th 2,550 3,600 5.100 7100 10,200 14.400 20.400 28,800 40,800
13th 1,950 2.750 3,900 5.500 7.800 11,000 15,600 22,000 31,200 44,000
14th 1,500 2.100 3,000 4,200 6,000 8,400 12,000 16.800 24,000 33,600
15th 1.125 1.600 2.250 3.200 4.500 6,400 9,000 12.800 18,000 25,600
16th 850 1.200 1.700 2,400 3,400 4,800 6.800 9.600 13,600 19,200
17th 650 900 1,275 1,800 2.550 3,600 5,100 7,200 10,200 14,400
18th 475 675 950 1,350 1,900 2.700 3.800 5.400 7.600 10,800
19th 500 700 1,000 1.425 2,000 2,850 4.000 5,700 8.000
20th 525 750 1,050 l,SOO 2.100 3.000 4.200 6,000
d2oMODERN
Consistency Is often the key to providing a campaign
How much of aReward? world. When the heroes go back to the city for supplies, they
An encounter's EL determines how many experience points should encounter some of the same characters they met
(XP) the characters get for successfully completing the before. Soon, they'll learn the name of the waitress at the
encounter. In general, "successful completion" means that diner where they hang out-and she'll remember them as
the heroes accomplish the encounter goals. (Sometimes. the well. Once you've achieved this level of consistency, the occa-
goal of an encounter is simply to survive.) sional change keeps the world vibrant and alive. If the heroes
Table 7-8: Experience Point Awards shows recommended come back to load up on ammunition. have them discover
experience awards for encounters of Els 1to 20. To find the that the man who ran the sporting goods store has retired,
recommended experience award for an encounter, cross- and his nephew now runs the family business. That sort of
reference the average level of the heroes with the EL of the change-one that has nothing to do with the heroes directly.
encounter. Divide the experience award by the number of but which they'll notice-makes the players feel as though
heroes to determine each hero's experience award. Only they're adventuring in a living world as real as themselves.
characters who took part in the encounter gain experience.
For example, a group of five Sth-level heroes successfully
completes an EL 6 encounter. For 5th-level characters. an.EL CreateaConfeHf
6 encounter is worth 2,100 XP. Divided among the five Before any other campaign-building task. you should dec1d.e
heroes, that's 420 XP each. the context m which the players can place (and play) their
Table 7-8 does not indicate XP for creatures that indi- heroes. While this context doesn't have to be obvi-ousto the
vidually have a Challenge Rating eight higher or lower than players at the beginning of the campaign (and Indeed can
the heroes' level. Either the creatures present no challenge changeas play goes on), it greatly helps the Gamemaster In
to the heroes, or they are considerably more powerful than designing adventures and encounter goals for the game.
the heroes. Of course, this context will vary dramatically based on
Weak creatures that individually have aChallenge Rating the world 1n which you set your campaign. A plotline appro-
eight lower than the heroes' level are usually worth no XP priate to heroes of SHADOW CHASERS might well be out of
unless encountered in large numbers, in which case the GM place in the world of AG£.NTS OF PSI, for example.
may assign a fair XP award based on the encounte~·s ~i~i­
culty. Heroes should not be fighting creatures that 1~d1v1d­ Campaign Starter
ually have a Challenge Rating eight higher than their level: After you determine the type of campaign you're creating.
if this occurs. the GM may use his or her best judgment to you need to figure out how you're going to bring the heroes
determine a fair XP award for the encounter. together and keep them together from adv~nt~re t? - - - - -
adventure. Departrnent-7 is a great tool for this. since 1t
HOW IO BUILD ACRIDPAIGO provides a structure, organization, and purpose for your
heroes. If you decide not to use Department-7 or some
The term "campaign" refers to the ongoing game created by other official agency, you need to work with the players to
the Gamemastcr, alinked set of adventures or m1ss1ons that determine why they are adventuring and what makes the~
follow the escapades of a group of heroes. A campaign risk life and limb from one mission to the next. Are they m
might have a single ongoing storyline or several shorter it for the money? Are they motivated by justice or revenge?
plots. In a campaign, we follow the adventures of a central This may be determined by the type of campaign you've
group of heroes- agroup that changes slightly over timeas designed (such as the heroes being awa:e of supernat~ral
individual heroes come and go-who generally work elements in the SHADOW CHASERS campaign), or you might
together to accomplish their goals. . . have to work it out to fit your campaign and the players'
Building a good campaign is more than just stringing expectations. Think of your first adventure as the pilot of a
together a bunch of adventures, though The guidelines TV series-it's the episode that introduces the heroes and
below should help you create a rich campaign that is fun for sets the stage for the episodes to follow. The origin story,
both the players and the GM. if you will.

Provide the World Incorporate lnterestin9 Gm Characters


You create your own campaign world. You can base 1t on the It's your job to portray everyone in the world who isn't one
real world or one of our campaign models (see Chapter of the heroes. These people are all your characters. running
Nine), or you can make up something completely different. the gamut from the feisty shopkeeper who sold the. heroes
It's your campaign. so you decide. their van to the foul crime lord out to control the city.
The campaign setting is more than just a b~ckdrop for Most people go about their own lives. oblivious t~ the
adventures. The setting is everything In the fictional world actions of the heroes and the events around them. Ordinary
except for lhe heroes and the adventure plot. A well- people whom they meet won't notice them as being differ-
designed and well-run campaign world seems to unfold ent from anyone else unless the heroes do something to
around the heroes. so that they feel a part of something. draw attention. In short, the rest of the world doesn't know
instead of apart from it. Though powerful and importan~, the heroes are, In fact. heroes. It either treats them no dif-
the heroes should seem to be residents of a world that 1s ferently from anyone else, gives them no specic1 I ?reaks (or
ultimately larger than they are. special penalties). or gives them no special attention what-
a2(1MODERN
soever. The heroes have to rely on their own actions. If they don't deny the heroes the satisfaction of eventually having
are wise and kind, they make friends and gamer respect. If the opportunity to defeat her.
they are foolish or unruly. they make enemies and earn the Use all available options to foil the heroes.. If it's possible
enmity of all. for a villain In your campaign to have arogue agent on the
As you wn your campaign, you need to portray all sorts payroH. don't overlook the option. The basic idea to keep in
of characters. Use the following tips for creating and con- mind isthat for every ability the heroes might have, a villain
trolling interesting characters. can counter it with the right resource or abiIity.
Once the heroes have confronted the villain and foiled his
Uillains and Opponents plans, it can be hard for him to get away. Heroes are notori-
Villains and opponents provide an outlet for play that is unique ous for dogging the heels of a villain who tries to escape. Use
to being a GM. Running the foes of the heroes is one of your misdirect ion, disguises, secret passages, escape routes. and
main tasks, and one of themost fun responsibilities. When cre- swarms of underlings to aid in the vill.ain's escape.
ating opponents for the heroes, keep the following in mind. Put the heroes in a moral dilemma. Are they willing to
Flesh enemies out. Give a fair amount of thought toward attack the villafn if her ttroops are prepared. on her com-
why enemies are doing what they do, why they are where mand, to slay Innocent victims they've captured?
they are. and how they interact with all things around them. Don't fight on the heroes' terms. A smart villain fights the
If you think of them as just bad guys for the heroes to heroe.sonly when he has to and only when he's prepared (and
defeat. so will your players. preferably when the heroes are weakened or unprepared).
Bad guys don't have to be stupid. Make the enemies as
smart as they realty would be-no more. no less. Allies
Evil is evil. Don't hesitate to make the villains truly evil. Most allies provide assistance to t he heroes in the form of
Betrayal, devious lies, and hideous acts all make them more information or resources. These allies may be friends, rela-
rewarding to defeat. tives, school churns, former coworkers, or anyone the
Not all opponents are evil. Sometimes good-meaning heroe-s have met during their adventures. The Gamemaster
characters might oppose whatever the heroes :are doing, should plan such characters in as much detail as necessary
since not all good people agree on everything. Sometimes for the campaign. At the very least. a name and personality
it's interesting to face an opponent whom you don't want to should be included in the GM's notes. Allies. will have atti-
(or just can't) attack outright. tudes of friendly or helpful toward the heroes.
Some tips for well-played villains: On rare occasions, heroes may have allies who will join
Don't have the villain confront the heroes herself unless them on their missions. This extra resource is most useful
,- •.- - -- you have to. Eventually, they wHI want to take the fight to when the group of heroes issmall or doesn't have the requi-
her, but she should use underlings, employees. bodyguards, site skills for an adventure. Either the Gamemaster or one of
and other lackeys to fight for her whenever possible. But the players can run this type of GM character. Be careful not
to overuse them, because you don't want the players (and
their heroes) to become reliant on them.

Aimart villain gets the becst help money can buy


Animals
Animals and other low-intelligence creatures comprise a
special category of GM characters. They don't act like intel-
ligent creatures. Instead, they're driven by instinct and need.
Hunger and fear, for example. motivate animals. They are
occasionally curious, but arc usually looking for food. When
setting up encounters with animals and low-intelligence
creatures, remember to develop some sort of ecology. An
intelligent, organizing force often helps to explain the pres-
ence of creatures In amounts or locations that their natural
inclinations can't explain.
Animals and low intelligence creatures want to eat, be
safe, and protect their young. They're not thrilled about
competltion for food. but only the most belligerent
dttack for a reason other than that.

Build on Campaign Events


Once you've finished setting up the campaign, don't
think your work is done Without a living, reactive
environment, even thl' most exciting context will
become ~tci le Usr what's come before and prepare for
what's ~till c.omir1g. Th.it\ what makes a campaign different
from c1 ~Nie\ of unrelated r.1dventure!>. Some strategies for
building 011 tlw pc1s1 include using recurring characters,
h.iving the her~s form relatiomhips beyond the immediate
adventure, c.hang111g what the heroes know. preparing the
heroes for the future, and forE>shadowing coming events.
Overused recurring character~ can make events seem
artiflclal. but when you rt:use existing characters judiciously.
it not only lend~ redlism, but dlso reminds heroes of their
own past, reaffirming their place in the campaign.
The heroes may make friends with a local bartender and
visit him every time they are in town, just to hear another of
his jokes. Such relationships flesh out a campaign. Alexandra calls In i favor
You can use this relationship to throw a wrinkle into an
adventure Suppose the heroes' archenemy pulls off a bank favors
robbery and notices that one of the patrons ls the afore- Charismatic heroes Cdn use their Influence and contacts to
mentioned bartender, who is widely known to be a good call in favers. The chaiacter must make a favor check (ld20
fnend of the heroes. ~ause of this relationship. the bad i the characters favor bonus) and compare the result to the

guy takes the bartender hostage, figuring he can keep the favor's DC, whic.h lhe GM must determine based on the sit·
heroes at bay by threatening to kill the man. This strategy uation and the threat of danger to the one being
works as a powerful motivator when used in moderation- approached for the favor. Some guidelines for determining
but don't overdo it. or the heroes will never grow attached the DC of a favor check are given below
ro anyone for fear of putting that person in danger.
If you know that later in the campaign you want to have Favor Examples DC
an order of cultists rise up from secrecy and begin hunting Easy Booking passage on a friend's Jet 10
Department·? agents. foreshadow that event Have the Asking for a small loan (up to half
heroes hear rumors about the cult. or even see evidence of your current Wealth bonu~)
it on an unrelated adventure It will make the later adven- Problematic Convincing a driver to throw a race 15
ture much more meaningful. Threading information into Asking for a moderate loan (up to
early adventures while hinting at future events helps weave equal your current Wealth bonus)
a campaign into a whole. Difficult Convincing a police officer to 20
release a suspected criminal
Asking for a substantial loan
fAU OBS HOD CODIACIS (up to twice your current Wealth bonus)
Some characters have access to a special resource in the
form of a person they can call on in times of need. A con-
tact is an individual who has the power to assist the char-
Contacts
The purpose of a contact is to provide information. expert
acter in some way, usually through favors owed.
skills, or the occasional loan. Contacts differ from followers
d2oMODERN
or allies in that they are less inclined to risk their lives or In general. we recommend that you encourage your
their prosperity for a hero. heroes to use lethal force only when necessary. No matter
As the GM, you must decide how much assistance a con- who they are or who they work for. they should never
tact can and will provide. In general, the more wealthy, pow- casually brandish their weapons in public, and they should
erful. and important the contact, the less inclined he or she is never be allowed to get away with harming innocent civil-
to deal directly with the hero. ians or law enforcement agents who might run into them
Circumstances will arise when a hero is unable to reach a as part of their normal duties.
contact or call in a favor. The GM must adjudicate these sit- In the movies, such actions often lead to formal repri-
uations as they arise. mands, a loud dressing-down, a suspension, or even jail
time. Use any and all of these approaches if you need to,
Information Contacts but busting your heroes should be a last resort (unless
An information contact can discover things the heroes nor- you have a coot adventure in mind that requires the
mally couldn't find out. You can use this contact as amouth- heroes serve some time in jail). Most of these might
piece when you need to pass information lo the heroes result in a temporary penalty to Reputation bonuses, too,
during an adventure. Other times, a player might think of at least until they clenr 1heir names or repair their tar-
asking acontact for help when the adventure seems to stall. nished reputations.
Examples of information contacts include bartenders, In the United States. law enforcers must read a suspect
thugs, con artists, law enforcers, ex cons. reporters, enter- his Miranda rights. These righ1 s are: ''You have the right to
tainers. computer hackers, merchants, politicians. taxi driv- remain silent. If you give up thl\ nght, what you say may be
ers. and various types of street people. taken down and used in evidence against you in a court of
law. You have the right to have an attorney present during
€Hpert Contacts questioning. If you cannot afford an attorney, one will be
Expert contacts have skill\ or abilities that the heroes don't provided for you. Do you understand these rights?"
have. Usually. ahero brings asituation to acontact's attention
and asks the contact to address rt For example, a mechanic
who can repair a damaged cngin<' at reduced cost would be
Gffi Character Oemographics
In generdl, the vast majority of characters that the heroes
invaluable to agroup with its own helicopter or airplane.
interact with will be ordinary characters with, at most. a few
l:.xamples of expert contacts include doctors, engineers,
levels in a basic class. Hero characters are rare, characters
diplomats. hi\loricin\, fPnce\, mechanics, scholars, scientists,
with advanced classes rarer still. With perhaps 5% (at most)
politicians, and bounty hunter~.
of any population having levels in a heroic class. Characters
gain levels by adventuring, and most people 1ust don't reg
Resource Contacts uldrly take part in adventures. What follows provides guide-
A rE'source contacl can provide heroes with equipment, per·
lines for deter mining the highest character level for ordinary
sonnel, or tran\portdt1011. Similcirly. a resource contact might

z have subordinates or connections whose services a hero


net>d\. Obviously, the contact might be annoyed if the hero
is careless or indiscreet with the resource she has been given.
Examples or resource contacts include bureaucrats. cor-
and heroic GM characters in a given location. fhese are not
absolutes; If your adventure calls for it. you can increase or
decrease the character levels accordingly, but these make
good guidelines. Whether or not your players' heroes can
gain the notice or assistance of the highest-level character
porate executives, crime lords, government officials. politi-
depends on the nature of the campaign and the reputation
cians, and military personnel.
and resources the heroes command.

THE illODEBll WORLD Communitv


Si1e
Ordlnarv Hero
Characters Characters
Any campaign set In the modern era must take into account
Rural (less than 2.000) 2 4
factors that rarely come up In. say. a medieval fantasy set·
Small town (2.000+) 3 6
ting. A few of these considerations are discussed below. ~~~~~~~-

Large town (lO.ooo~) -~--~4~-- 8


Small city (50,000+) 6 12
Law and the Heroes Large city ~00.000+) 8 16
Modern society, at least In developed countries, tends to Metropolis (1.000.000+) 10
~~~~~~~~~~
20
frown upon violent behavior, the use of weapons and
deadly force. and dealing in illegal and restricted materials.
You need to balance this with the cinematic nature of your
Resources
Sometimes tbe heroes need assistance. They might require
campaign. wherein violence must often be met with vio-
the use of equipment only available at aspecific location, or
lence to win the day. In the real world, even members of
they might require the skills and expertise of an institution.
local and federal police must undergo investigation and
or both. There is a cost to using a resource, either time or
review whenever they use their service weapons. In the real
money or both. The table below shows some typical
world. vigilante justice results in as much jail time- or
resources the heroes might need in an adventure. with the
more-for the vigilante as for the criminal. In your game,
you're going to need to decide how much reality is good, skill use benefit provided If the heroes make use of the spe·
cialized equipment personally (as a bonus to their skill
and how much gets In the way.
d2oMODERN
checks) or if they rely on the personnel available through provides a -4 penalty on saves against heat but grants a +4
the resource (as askill modifier for the personnel), as well as equipment bonus on saves against cold. A character who
how much time it takes to utilize the resource's personnel. succeeds at a Survival check (DC 15) gains a "'4 competence
These are guidelines; you can certainly have a poorly bonus on the save (see the Survival skill, page 74).
equipped privately operated crime lab and a rural hospital Searing heat or bitter cold (desert or arctic conditions)
with a highly skilled medical staff. for example. forces a character to make a Fortitude save every 10 min-
utes. Failure means that the character loses ld6 hit points.
Resource Hero Skill Resource Time Appropriate clothing and successful use of the Survival skill
Check Bonus Skill Mod can modify the save. as noted above.
Crime lab
Local +") t4 12 hours
State +4 +8 24 hours
Catching on Pire
National 1'12 Heroes exposed to open flames might find their clothes.
+4 48 hours
hair, or equipment on fire. Heroes at risk of catching fire are
Corporate +12 24 hours
allowed a Reflex saving throw (DC 15) to avoid this fate. If a
Private +8 12 hours
Library hero's clothes or hair catch fire, he takes ld6 points of
+l
damage immediately. In each subsequent round, the burning
Rural +4 2hours
hero must make another Reflex saving throw. Failure means
Town +2 •6 6 hours
City he takes anotner ld6 points of damage that round. Success
~4 +12 12 hours
means that the fire has gone out. (That is, once he succeeds
College +2 +8 8 hours
at his saving throw, he's no longer on fire.)
University +4 +10 16 hours
A hero on fire may automatically extinguish the flames by
Hospital
jumping into enough water to douse himself. If no body of
Rural +2 +4 as skill
water is at hand, rolling on the ground or smothering the
Town +3 •6 as skill
+4 fire with blankets or the like permits the hero another save
City +8 as skill
with a +4 bonus.
Metropolis +4 +12 as skill

The Environment Starvation and Thirst


Sometimes heroes might find themselves without food
Heroes spend a lot of time in the most dismal, dangerous,
and water. In normal climates, heroes need at least '11
and generally unpleasant places imaginable. If the villains
and creatures encountered don't klll the heroes. the envi- gallon of fluids and about / . pound of deceot food per - - - - - - - -
day to avoid the threat of starvation. In very hot climates,
ronment might. This section details hazards the heroes face
from the physical world around them. heroes need two or three times as much water to avoid
dehydration.
Oarhness and Ligh1 A character can go without water for one day plus a
number of hours equal to his or her Constitution score.
It's a rare mission that doesn't end up In the dark some-
After this, the character must make a Constitution check
where, and heroes need a way to see. See Table 7-9: Light
each hour (DC 10, +l for each previous check) or take ld6
Sources for the radius that a light source illuminates and
how long it lasts. points of damage.
A character can go without food for three days, in grow-
ing discomfort. After this. the character must make a Con-
stitution check each day (DC 10, +1 for each previous check)
or sustain ld6 points of damage.
Candle Sfeet 12 hours
Torch 20 feet 2 hours Damage from thirst or starvation cannot be recovered
until the hero gets water or food, as needed. Even magical
Halogen lantern 40 feet 24 hours
or psionic effects that restore hit points cannot heal this
Flashlight 20 feet• 6 hours
*Creates d beam 30 feet long and 5 foel high. damage.

Heat and Cold Suffocation and Drowning


Prolonged exposure to hot or cold temperatures can wear A character in an airless environment (underwater. vacuum}
down ahero, and heatstroke or hypothermia can prove deadly. can hold her breath for a number of rounds equal to her
Heat and cold deal damage that cannot be recovered Constitution score. After this period of time. the character
until the character counteracts or escapes the inclement must make a Constitution check (DC 10) every round to con-
temperature. As soon as the character suffers any damage tinue holding her breath. Each round, the DC of the Consti-

z-
from heat or cold, he ls considered fatigued (see the Char- tution check increases by 1.
acter Condition Summary sidebar). When the character fails one of these Constitution checks,
A character not properly equipped to counteract the she begins to suffocate or drown. In the next round, she falls
heat or cold must attempt a Fortitude saving throw each unconscious with 0 hit points. In the following round, she
hour (DC 15, •l for each previous check). Failure means that drops to-1 hit points and ls dying. In the third round after fail-
the character loses 1d4 hit points. Heavy clothing or armor ing the check, she dies of suffocation or drowning.
d2ofv'\OOERN
is pinned under the fallen object. A pinned character cannot
Smohe move but is not helpless. The character can make aStrength
Characters breathing heavy smoke or similar toxic gases check to lift the object off himself or an Escape Artist check
must make a Const1tut1on check (DC 10, +1 for each previous (DC 20) to get out from underneath The GM can modify the
check) each round or spend that round choking and cough- DCs for these checks based on the circumstances. (A Huge
ing. Characters who choke for 2consecutive rounds take ld6 but relatively light object might be easier to lift, for exam-
points of damage. ple. or acharacter might find herself trapped under an object
Smoke also obscures vision, g1v1ng one-half concealment that has openings or gaps that allow one to wriggle free.)
(20% miss chance) to characters within it.
:a: I l~ri~ :1~ :a ~ 1:
Strangulation Initial Reflex Strength
When a character 1s strangled by an instrument {such as a Object Size Examples Damage Save DC Check DC
noose) or an attacker, use thP rules below. 0 n/a n/a
Fine Penny
A character can 5trangle or choke a target of the same Paperweight 1 0 n/a
Diminutive
size Lalegory or one siLe c.ategory larger or smaller. (For Wrench ld3 s n/a
Tiny
example, a Medium ~1Le dwac.ter can strangle a Small, Vase ld4 10 s
Small
Medium-~ize or LcJrge tcirget.) The strangling attempt incurs 10
Medium-size Briercase ld6 15
dll dllatk or opporl11nity
large Garbage can 2d6 20 20
To begin the choke, the al t.irker must succeed at cm Oil barrel 4d6 2S 30
Huge
opposed grapple check (see Grapple, page 152). If the Gargantuan Piano 8d6 30 40
grapple succeeds. the attacker can choose to deal normal Colossc1l Vehicle 10d6 3S 50
unarmed damage as well .is choke the target. The target can
hold his breath for a number of rounds equal to hi~ Consti-
tution score After thi~ period of tune, the target must make Poison
a Const1tut1on check (DC 10, ti for each previous check) When a character tdkes damage from an at tack with a poi-
every round to continue holding his hreath The target soned weelpon, touches an item smeared with contact
begins to suffocate on a failed chec.k (see Suffocation and poison, comume~ cl po1so110U\ substance. inhale<; a poison
Drowning, on the previous page). ous gas, or is othNwisc poisoned. he mu~t mcJke d Fortitude
If at any time the target break~ free or slips free of the saving throw. Ir he fail\, he takes thl' poison·~ initial damage
grapple. the stranglehold is broken (although any damage (usually ability damage). Lven If he suc.ceeds. he typically
that was dealt remains). Note that a grappled target who is faces secondary damage 1 minute later. Thi~ !>econdary
·- - - - not pinned c.an 11\e hi\ attack c1ctio11 to strangle hi\ attacker. damage also requires d Fo1 titudc saving throw to avoid.
Poisons are described 011 Tabll' 2 5; Poi\ons. )orne liberty
has been taken with the dfects of real-world poi~on'" Abil
Palling ity damage is used to represent common reactions such as
/\ charactrr takes ld6 points of damage for every 10 feet of brain damage burning pain. chills. diarrhea. dimness, fever,
a fall. to a maximum of 20d6 points. H the character suc- impaired vision, jaundi(e, muscle spasms. respiratory failure,
ceeds on a RcflC!x saving throw (DC 10. +1 for each to feet and vomiting. I his is in keeping with the idea of cinematic
fallen), this damage 1s halved. If the saving throw fails. full action and not necessarily trying to model the real world.
damage is applied. Po1sono11s liq111d\ are u\ually administered through injec-
/\ character can make a Tumble check {DC 15) to treat a tiOn or by application to a weapon. Poisonous gase~ must be
fall as If It were 10 feet shorter when determining the inhaled to be effective. Poisonous solid~ are usually
damage and Reflex saving throw DC required by the fall. ingested with food or drink.

railing Objects Perils or Using Poison


Just as characters take damage when they fall. so too do A character has a 5% chance (roll of 1 on ld20) to expose
they take damage when hit by falling objects. Objects that himself to a poison whenever he applies it to a weapon or
fall upon characters (or creatures or vehicles) deal damage otherwise readies 1t for use. Add1t1onally, a character who
based on their size and the distance fallen. as noted on rolls a 1on an attack roll with apoi\oned weapon must suc-
Table 7- 10: Damage from Falling Ob1ects. ceed at aReflex saving throw (DC IS) or accidentally poison
Ob,ects deal the initial damage given in Table 7-10 if they himself with the weapon.
fall 10 feet or less. An object deals an additional 1d6 points
of damage for every 10 foot increment it falls beyond the Poison Immunity
first (to a maximum of 20d6 points of damage). Objects of Creatures with natural poison attacks are immune to their
Fine size are too small to deal damage, regardless of the dis- own poison. Nonliving creatures (such as constructs and
tance fallen. undead) and creatures without metabolisms (such as ele-
A surce~sful Reflex save indicates that the target takes mentals). if they exist in your campaign. are Immune to
half damage The size of the falling object determines the poison. Oozes and certain kinds of creatures are immune to
save DC. poison, as detailed in their descriptions in Chapter Eight:
If the save fails by 10 or more, and the object is at least Friends and Foes. though It ls conceivable that a special
three size categories larger than the character. the character poison could be synthesized specifically to harm them.
u oMODERN
Anthrax Inhaled/Injury DC 16 ld2 days 1Con ld4 Con*
Small pox Inhaled/Contact DC 15 2d4 days 1Strand 1 Con 1d2 Strand 1d2 Con
Pneumonia Inhaled DC 12 ld4 days 1Str ld3 Str and ld3 Con
Hantavirus Injury DC 14 l day ld2 Str 1d2 Str' and ld2 Con*
Necrotizing faciitis Contact DC 13 ld6 days 1Con ld3 Con"
West Nile virus Injury DC 12 ld4 days 1Dex and 1Con ld2 Dex and ld2 Con*
Salmonellosis Ingested DC 13 l day 1 Str and 1Dex 1Str and ld3 Dex
*If damage is sustained, make a second saving throw to avoid l point being permanently drained (instead of damaged).

Initial Damage: The damage the victim takes after the


Oisease incubation period.
When a character 1s exposed to a treatable disease, he must
make an immediate Fortitude saving throw. The victim must Secondary Damage: The amount of damage the hero
takes one day after taking initial damage. if he fails asecond
make this roll when he comes Into contact with an infectious
carrier, touches an item smeared with diseased matter, con· saving throw. This damage is taken each day the saving
throw fails.
sumes food or drink tainted with a disease, or suffers
damage from a contaminated attack. If he succeeds, the dis·
ease has no effect on him-his immune system fights off the Acid
infection. If he fails the save, he takes damage after an incu- Corrosive acids deal damage each round of exposure. The
bation period; once per day thereafter, he must succeed at a amount of damage varies depending on the acid's strength,
Fortitude saving throw to avoid secondary damage. Two suc- as noted on Table 7-12.
cessful saving throws in a row Indicate that he ha~ fought off

l"1lnltj~q,.511,,1,,fat1N
the disease and recovers. taking no more damage.
The characteristics of some treatable diseases are sum-
marized on Table 7-11. M~ ~ ~ro
Type: The disease's method of delivery-ingested, in- Potent 2d6 2d10
haled, or via an injury-and the DC needed to save. Some Concentrated 3d6 3d10
injury diseases can be transmitted by a wound as small as an 'Damage per round of t>Xposure.
insect bite. Most diseases that are inhaled can also be in-
gested (and vice versa). Acid damage from an attack reduces hit points. A character
Incubation Period: The amount of time before initial fully immersed in acid takes potentially more damage per
damage takes effect (if the victim fails his Fortitude save). round of exposure than a character splashed with acid.
The fumes from most acids are inhaled poisons. Those
who come within Sfeet of a large body of acid must make
Ability Score ~oss aFortitude save (DC 15) or take 1point of temporary Consti-
Some attacks and effects cause ability score loss tution damage. A second save must succeed 1 minute later
instead of hit point damage. For example, poisons and to avoid taking another ld4 points of Constitution damage.
diseases deal ability score damage that is temporary
and can be regained through rest or the application of
the Treat Injury skill. In some cases, the damage is so
Electricity
Electricity courses through an urban sprawl like blood
severe that the ability score loss is a permanent drain.
through veins. powering the great metropolis day and night.
A score of 0 in any ability other than Constitution
means that the character is helpless (cannot move or Electrical hazards come in many forms. Including stun guns.
downed power lines,and electric security fences. Table 7-13
take actions).
gives damage values for various electrical hazards based on
Constitution: A Constitution score of 0 means that
the character is dead. relative voltage A character can make a Fortitude saving
If a character's Constitution score drops. he loses l throw to reduce the damage by half. If that character is not
grounded or is otherwise Insulated from the current. a suc-
hit point per level for every point by which his
cessful save indicates that no damage is suffered.
Constitution modifier drops. For example, a 7th-level
Tough hero fails a Fortitude save against adeadly poi-
son, causing his Constitution score to drop from 16 to
13. His Constitution modifier falls from +3 to +l, so he
Jolt Car battery. stun gun ld3 10
loses 14 hit points (2 per level). Aminute later, the poi·
Low voltage Fuse box. electrical 2d6 15
son deals another 8 points of temporary Constitution
socket
damage, dropping his score to Sand his modifier from
Medium voltage Industrial transformer. 4d6 15
+1to -3. He loses another 28 hit points-for a total of
electric fence
42 hit points lost because of an overall 6-point drop in
his Constitution modifier. High voltage Power line, elect1 ic 8d6 20
11 chair, lightning
Terrorbls hiji1tk a \ky~craper on Christmas
Day. DC'mom rl11d s l r~·e l gangs runamokin
the ba<.k <1 lley~ and hidden temples of
Li 11le China. Humans use modern
Wedponry to wage war agains1 a
plague of huge, fire breathing drag
ons. Regardless of the campaign's
bcKkdrop, GMs need opponents to
challenge the heroes, allies to aid
the heroes, ctnd VdftOUS anonymous
"bit players" to fill minor roles in a
scene orten at a moment's notice.
This chc1pter provides pregenerated
creatures and characters for GMs. It also
includes tools to help GMs create interest-
ing new creatures to fit the spe<:ial needs
of their campaigns.

THE
CREATURE
FACTORY
The starting point for designing
a new creature is deciding what
kind of creature you want. The
rules in this section will allow you to design creatures
of varying sizes and types: an enormous dinosaur that
destroys or devours everything in Its path, a monstrous
Venus nytrap that craves human blood. a crocodile-headed man that prowls
the sewers, or whatever else you can imagine. Establishing a basic concept can
help you develop a description of the creature you want to make.
Once you have an idea in mind for what you're making. decide on the creature's size
and type. An enormous dinosaur qualifies as a Huge, Gargantuan. or Colossal animal.
Roxanne and Moondog guard each other's back
Amonstrous flytrap might be a large plant. Amutant crocodile-man classifies as a
Medium-size monstrous humanoid. Use Tables 8-3 throogh 8-17 to determine appro-
priate Hit Dice. physical ability scores, and damage for a creature of a given size and
type. Use Table 8-2 to determine the creature's saving throws and base attackbonus.
Assign skills, feats, and other characteristics based on the creature's type.
.. . . .. .. . ..
Modifier to
Typical Defense and Grapple Modifier to Typical
Size Attack Rolls Modifier Hide Checks Dimension 1 Weight 1 Fighting Space Reach
Colossal -8 +16 -16 64 ft or more 250.000 lb. or more 30 ft. by 30 ft. 15 ft.
Gargantuan -4 •12 -11 32 ft. - 64 ft 32.000 lb - 250.000 lb. 20 ft. by 20 ft J5 ft.
Huge -2 +8 -8 16 ft - 32 ft. 4,000 lb. - 32.000 lb. 15 ft. by 15 ft. 10 ft.
large -1 ..4 -4 8ft.-16ft 500 lb - 4.000 lb. 10 ft by 10 ft. JO ft.
Medium-size •O •O +O 4ft.-8ft. 60 lb. - 500 lb. 5 ft. by 5 ft. 5 ft.
Small +1 -4 ·4 2 ft. - 4 ft 8 lb. 60 lb. 5 ft. by 5 ft. 5 ft.
Tiny •2 -8 +8 --- l ft. - 2 ft. _ _ 1
_ lb. - 8 lb. ~-2- '/ ft by 2 /1 ft. 0 ft.
Diminutive +4 · 12 +12 bin. - l ft. /1 lb -11 b
-~-
l ft. by 1ft. 0 ft
Fine +8 -16 +16 6 in. or less /1 lb. or less 6 in. by 6 in. 0 ft.
1 Bipeds height. quadruped's bodv length {nose to base of tail)
2 Assumes that the creature 1s roughly as dense as a regular ammat Acrearure made of stone will weigh considerably more. A gaseous creature
will weigh much less

chapter concludes with a broad selection of sample crea·


ffiagic and Psionics tures magical. mechanical. and mundane.
Some of the creatures described in this chapter are magical
in nature or have pslornc ab1lit1es. Full details about magic
spells and psionic powers are presented mChapter Ten: FX
Challenge Rating (CR)
Abilities. Descriptions of the advanced classes that use Acreature's Challenge Rating provides a rough measure of the
spells and psiorncs (Mage. Acolyte. Telepath. Battle Mindj creature's toughness ma combat situation. As a rule of thumb,
are provided in Chapter Nine: Campaign Models. four heroes of a level equal to the creature's Challenge Rating
should exhaust roughly one-quarter of their resources (hit
points. ammunition. and so forth) battling rt. But situations
HOW TO REAO A may arise where a creature's Challenge Rating does not accu-
rately reflect the difficulty of the challenge (for example. a
CREATURE DESCBIPTIOD team of goblins holed up in a bank with hostages).
Each creature is organized in the same general format. as
described in the following text Much of the information on Shrn
a creature is condensed mto a creature stat1st1cs block. the Acreature falls into one of nine 512.e categories. The size cat·
contents of which are explained below. This section of the egories are briefly described in Table 8-1: Creature Sizes.

!: : ::. : ! ~~·=~~·~a.=·~
Creature's Good Save Poor Save Base Attack Base Attack Base Attack
Hit Dice Bonus Bonus Bonus (A) Bonus (B) Bonus (C)
1or less +2 ..0 +O +l +0
l •3 .n +l +l +0
3 +3 il ,z +3 +1
4 +4 +l ..3 +4 •1
5 +4 +l -3 +5 +2
6 •5 -t1 -t4' -6/+J •2
7 +S +2 ..5 •7/+2 •3
6 +6 •2 +6/+l -8 ·3 +4
9 +6 +3 ..-6/•l +9/+4 •4
10 +7 ..3 +7/+2 +10/+5 +5
11
l2
•7
·8 .
+3
.;
...4
~8/-J

+9/+4
+11/+6/+l
..J2/•7/•2
+5
+6/+1
13 •8 T9/T4 •13/+8/+3 +6/+1
14 •9 +4 +10/+S •14/+9/•4 +7/·2
15 +9 +5 •ll/•6/+1 +15/+10/+S +7/+2
16 •JO +5 +Jl/+7/+2 il6/• ]l/.+6/+1 +8/•3
17 +10 +5 •il/+7/-.2 +17/•12/+7/+2 +8/+3
18 •11 +6 +13/...8/+3 +18/•H/•8/+3 +9/+4
19 +JJ +6 T14/T9;..4 Tl9/+14/+9/+4 +9/+4
20 •l/ ·6 •l5/+10/•S •10/+IS/ •10/•~ ·10/+5
Base Attack Bonus (A): Use this column for aberrations anl-nais. constn.octs. elementals. giants, humanoids. oozes. plant~. and vermin.
Base Attack Bonus (B): Use this column for dr3gons. magica Dea:>ts. monstrOtJs humanoids. and outsiders.
Base Attack Bonus (C): Use this column for fey and unoead.
d2oMODERN

Colossal 42- 43 10-11 28-29 32d8 2d6 4d8 2d8 4d6


Gargantuan 34- 35 10-11 24-25 16d8 1da 4d0: 2d6 ids
Huge 26-27 10-11 20-21 8d8 ld6 2d8 2d4 2d6
Large 18-19 12-13 16-17 2d8 ld4 2d6 ld6 ld8
Medium-size 10-11 14-15 12-13 ld8 ld3 2d4 ld4 ld6
Small 6-7 16-17 10-11 1
,/,1 d8 kl2 ld6 ld3 ld4
Tiny 2-3 18-19 10-lT 1
/ . d8 l ld4 ld2 ld3
Diminutive 1 20-2] 10-11 /R d8 Td3 l ld2
Fine 22-23 10-11 1/1• d8 ld2 1

Each size category includes a size modifier that applies to ficiency or Simple Weapons Proficiency. They are proficient
the creature's Defense and attack rolls; a modifier that with their nat ural weapons and any weapon mentioned in
applies to grapple checks; and a modifier that applies to their entries. Aberrations noted for wearing armor gain the
Hide checks. These modifiers have been figured into t he sta- Armor Proficiency bonus feat for whatever type of armor
tistics for the creatures described in this section. they are accustomed to wearing (light, medium, heavy), as
well as all llghter types.
Darkvision (Ex): Most aberrations have darkvision with a
Type range of 60 feet.
A creature1s type determines many of its characteristics and
abilities: physical ability scores, Hit Die type, base attack
bonus. saving throw bonuses, skill points, feats, and special
Animal
An animal is a nonhumanold creature, usually a vertebrate
qualities. Mental ability scores {Intelligence, Wisdom, and
with no magical abilities and no innate capacity for language
Charisma) can vary widely among creatures of atype; unless
or culture. See Table 8-4: Animals for physical ability scores.
a type description specifies a particular score for one of
recommended minimum.Hit Dice, and damage based on size.
these abilities, assign these values as you deem appropriate.
Hit Die: d8.
A creature belongs to one of the fifteen types described
Base Attack Bonus: i;. of total Hit Dice (see Table 8-2:
below. Asingle creature cannot have more than one type.
Creature Saves and Base Attack Bonuses}.
Table 8- 2: Creature Saves and Base Attack Bonuses pro·
Good Saving Throws: Fortitude and Reflex (some ani·
vldes the modifiers to a creature's saving throws and attack
mals have different good saves).
rolls based on its type and Hit Dice.
Skill Points: 10-'IS.
Feats: None.
Aberration
An aberration has a bizarre anatomy, strange abilities, an
Animalsshare the following additional traits,
,-
: - -- alien mindset, or any combination of the three. See Table
Weapon and Armor Proficiency: Animals are proficient
8-3: Aberrations for physical ability scores, recommended
with their natural weapons only. They are not proficient
minimum Hit Dice, and damage based on size.
with armor.
Hit Die: d8.
Ability Scores: Animals have Intelligence scores ofl ot2
Base Attack Bonus: 1/ . of total Hit Dice (see Table 8- 2:
(predatory animals tend to have Intelligence scores of 2).
Creature Saves and Base Attack Bonuses).
No creature with an Intelligence score of 3 or higher can be
Good Saving Throws: Will.
an animal.
Skill Points: 2 x Int score, plus 2 points per Hit Dice
Low-Light Vision {Ex): Most animalshave low-light vision.
beyond 1HD.
Feats: lht· modifier (minimum +O), plus 1 feat per 4 Hit
Dice beyond 1HD.
Construct
A construct is an animated object or artificially constructed
creature. See Table 8- 5: Constructs for physical ability scores1
Aberrations share t he following additional traits.
recommended minimum Hit Dice, and damage based on size.
Weapon and Armor Proficiency: Aberrations receive
Hit Die: dlO.
one of the following as a bonus feat: Archaic Weapons Pro-

10-11 28-29 4d6 4d6


Gargantuan 10-11 24-:zs 2d8 2d8
Huge 10- 11 20- 21 2d6 2d6
Large 11-13 16-17 ld8 1d8
Medium-size 14-15 12-13 ld6 ld6
Small 16-17 10-11 1,da
1
1Cl4 ld4
Ti~ 18-19 10-11 1/, d8 1d3 ld3
Diminutive 20-11 10-11 1
A d8 102 1d2
1
Fine 22-23 10- 11 / 6 d8
0
1 l
d20MODERN
Colossal 44-47 6-7 32d10 120 4d6 2d6 2d8 4d6
Gargantuan 36-39 6-~ 16dl0 80 2d8 ld8 2d6 2d8
Huge 28-31 6-7 8d10 40 2d6 ld6 2d4 2d6
Large 20-23 8-9 2dl0 20 ld8 ld4 1d6 ld8
Medium-size 12-IS 10-11 ldlO 10 ld6 ld3 ld4 ld6
Small 8-ll 12-13 dlO s ld4 ld2 1d3 1d4
Tiny 4-7 14-15 1dl0 ld3 1 ld2 ld3
Diminutive 2-S 16-17 dlO 1d2 l ld2
Fine l 18-19 • dlO 1 1

Base Attack Bonus: 1. of total Hit Dice (see Table 8-2: Skill Points: 6 • Int modifier per Hit Dice beyond 1 HD.
Creature Saves and Base Attack Bonuses). feats: 1. plus 1feat per 4 Hit Dice beyond 1HD.
Good Saving Throws: None.
Skill Points: None. Dragons share the following additional traits.
Feats: None. Weapon and Armor Proficiency: Dragons are proficient
with their natural weapons only. They are not proficient
Constructs share the following additional traits. with armor.
Weapon and Armor Proficiency: Constructs are profi- Darkvision (Ex): Most dragons have dari<vision with a
cient with their natural weapons only. They are not profi- range of 60 feet.
cient with armor. Immunities: Dragons are immune to sleep, hold. and
Ability Scores: Constructs have no Constitution score paralysis effects.
and usually no Intelligence score.
Extra Hit Points: Constructs gain extra hit points accord- Elemental
ing to size. as shown on Table 8-S: Constructs. An elemental 1s a being composed of one of the four classi-
Darkvision (Ex): Most constructs have darkv1s1on with a cal elements· air earth. fire, or water See Table 8-7: Ele-
range of 60 feet. mentals for physKal ability scores, recommended minimum
Immunities: Constructs are immune to mind-influencing Hit Dice. and damage based on size.
effects and to poison. sleep, paralysis. stum1ng. disease, necro- Hit Die: d8.
mancy effects. and any effect that requires a Fortitude save Base Attack Bonus: of total Hit Dice (see Table 8-2:
unless the effect also works on objects or 1s harmless. They are Creature Saves and Base Anack Bonuses).
not subject to critical hits. nonlethal damage. ability damage. Good Saving Throws: Vanes by element Fortitude
abilrty drain. energy drain or the effects of massive damage. (earth. water) or Reflex (air. foe).
Repairable: Constructs cannot heal damage on their own Skill Points: 2 x Int score plus 2 points per Hit Dice
but can be repaired using the Repair skill Asuccessful Repair beyond l HD ---"""'--
check (DC 30) heals ldlO points of damage to a construct. and feats: Int modifier (minimum 0), plus l feat per 4 Hit Dice
each check represents 1hour of work. Aconstruct reduced to beyondl HD.
0 hit points is immediately destroyed and cannot be repaired.
Special: Constructs cannot be raised from the dead. Elementals share the following additional traits.
Weapon and Armor Proficiency: Elementals are profi-
Dragon cient with their natural weapons only. They are not profi-
Adragon Is a replllian creature. usually winged. with magical cient with armor.
or unusual abilities. See Table 8-6 for physical ability scores. Darlcvision (Ex): Mosr elementals have darkvis1on with a
recommended minimum Hit Dice. and damage based on size. range of 60 feet
Hit Die: d12. Immunities; Elementals are immune to poison. sleep.
Base Attack Bonus: Total Hit Dice (see Table 8-2 Crea- paralysis and stunning. They are not subject to critical hits.
ture Saves and Base Attack Bonuses) flanking. or the effects of massive damage.
Good Saving Throws: Fortitude Reflex. Will. Special: Elementals cannot be raised from the dead

Colossal 46-47 6 7 30-31 38d12


Garg;mt1Jan 38-19 6-7 26-27 17d12
Huge 30-31 6-7 22-23 19dl2
large 22· 23 8-9 Ul-19 lO<lll
Medium-size 14 15 10-11 IHS 7dl2
Small 10-11 12-13 12-13 4dl2
Tiny 6-7 14-15 12-13 3dl2
Diminutive 4-5 16-17 12-13 ldll
Fine 4-5 18-19 12-13 1. d12
J10MODERN

Colossal 44-45 6-7 18-29 32d8


Gargantuan 36-37 6-7 ~-25 16d8
Huge 28-29 6-7 20-21 8d8
Large 20-21 8-9 16-17 4d8
Mediurn·size 12- 13 10-11 12-13 2d8
Small 8-9 12-13 10-11 ld8
1
Tiny 6-7 14-15 10-11 /2 dB
Dlrnlnutlve 4-5 16-17 10-11 /1 d8
Fine 4- 5 18-19 io-n /e d8

Base Attack Bonus: i;,, of total Hit Dice (see Table 8- 2:


Pey
A fey is a creature with supernatura I ab·1· · and connec-
11t1es
Creature Saves and Base Attack Bonuses).
Good Saving Throws: Fortitude.
tio11s to nature or some other force or place. Fey are usually
Skill Points: 6 + Int modifier (minimum i·l), plus 2 points
human shaped. See Table 8- 8: Fey for physical ability sco~es.
per Hit Dice beyond 11 ID.
recommended minimum Hit Dice, and damage based on size.
Feats: 1. plus l feat per 4 Hit Dice beyond 1HD.
Hit Die: d6.
Base Attack Bonus: 1/ of total Hit Dice {see Table 8-2:
Giants share the following additional traits.
Creature Saves and Base Attack Bonuses).
Sire: Giants must be Large or larger.
Good Saving Throws: Will.
Weapon and Armor Proficiency: Giants receive ~ither
Skill Points: 3 x Int score, plus 2 points per Hit Dice
Archaic Weapons Proficiency or Simple Weapons Proficiency
beyond l llD. . as a bonus feat. I hey are proficient with their natural weap-
Feats: l 1 Int modifier (minimum 0), plus l feat per 4 Hit
ons and any weapon mentioned in their entries. Gian~s
Dice beyond 1HD.
noted for wearing armor gain the bonus feat Armor Prof1·
ciency with whatever type of armor they are accustomed to
Fey .~ hare the following dddilional trails. . .
wearing (light. medium, heavy), as well as all lighter types.
Weapon and Armor Proficiency: A fey receives e1l'her
Low-Light Vision (Ex): Most giants have low-light vision.
Archaic Weapons Proficiency or Simple Weapons Prof1·
ciency as a bonus feal. Fey are proficient wil~1 any weap~n
mentioned in th(iir entries. Fey noted for wearing <:irmor gain
Humanoid
A humanoid usually has two arms. two legs, and one head,
the bonus feat Armor Proficiency with whatever type of
or a humanllke torso, arms, and head. A humanoid has few
armor lhey are acc.ustomed to wearing (light, medi1Jm,
or no supernatural or extraordinary abilities. See Table 8~10:
heavy). as well as all lighter types. Humanoids For physical ability scores, recommended mini-
Low·Light Vision (Ex): Most fey have low light vision.
mum Hit Diec. and damage based on size.
Hit Die: d8.
Giant Base Attack Bonus: 11. of total Hit Dice (see Table 8-2:
Agiant ls a humanoid creature of Large size or large'.. Giants
Creature Saves and Base Attack Bonuses).
are known for their great strength. See Table 8-9: Giants for
Good Saving Throws: Choose one (usually Reflex).
physical ability scores. recommended minimum Hit Dice,
Skill Points: 6 • Int modifier, plusl point per Hit Dice
and damage based on size.
beyond 1HD.
Hit Die:d8.
Feats: l, plus l feat per 4 Hit Dice beyond 1 HD.

Colossal 42-43 8-9 26-27 32d6


Gargantuan 34-35 8-9 r>~tJ 16d6
Huge 26-27 8-9 18-19 8d6
Large 18-19 10- 11 14-15 ?.d6
Medium·size 10-11 12- 13 10- 11 ld6
Small 6-7 l~ - 1 6 8-9 'Ii d6
Tiny 2-3 16- 17 8-9 1
/.1 d6
Diminutive l 18-19 8-9 !s d6
1
Fine 1 20-21 8-9 /16 d6

Colossal 46- 47
Gargantuan 38-39 24-27_ __
Huge 30-31 20-13
Lar_ge 22-23 16-19
cPoMODERN

Medium-size 10-15 10-13 10-ll ldB ld3 1d4 ld4 1d6


Small 6-11 12-15 8-9 I dB 1d2 ld3 ld3 ld4
Tiny 2-7 14-17 B-9 /,dB 1 ld2 ld2 ld3
Diminutive 1 16 19 8-9 I, dB 1 1 ld2
1
Fine 1 18 21 B-9 /16 d8 1
1 Unarmed attacks qualify as slam attacks that deal nonlethal damage.

Humanoids share the following additional traits. proficient with their natural weapons only. They are not
Siie: Humanoids must be Medium-size or smaller. proficient with armor.
Weapon and Armor Proficiency: Humanoids with more Keen Sight (Ex): Magical beasts have darkvision with a
than 1Hit Die (such as gnolls and troglodytes) receive one bonus range of 60 feet and low-light vision (unless noted other·
feat selected from the following list Archaic Weapons Profi- wise).
ciency. Armor Proficiency (light), or Simple Weapons Proficiency.
Keen Sight (Ex}: Humanoids accustomed to living under- monstrous Humanoid
ground may have darkvision with a range of 60 feet, low A monstrous humanoid is a humanoid creature with mon
light vision, or both (as noted in their entries}. strous or animalistic features. A monstrous humanoid often
possesses supernatural abilities as well. See Table 8-12:
magical Beast Monstrous Humanoids for physical ability scores, recom·
A magical beast is similar to an animal but can have an Intel mended minimum Hit Dice, and damage based on size
ligcncc score higher than 2. A l'Tldgrcal beast might possess Hit Die:d8.
supernatural or extraordindry abilities. or it might be bizarre Base Attack Bonus: Total Hit Dice (see Table 8-2: Crea·
in appearance and habits Sec Table 8 11: Magical Beasts for lure Saves and Base Attack Bonuses)
physical ability scores, recommended minimum Hit Dice, Good Saving Throws: Reflex. Will
and damage based on size. Skill Points: 2 x Int score, plu~ 2 points per Ilit Dice
Hit Die: dlO. beyond 11ID.
Base Attack Bonus: Tolal Hit Dice (see Table 8-2: Crea- Feats: l + lnl modifier (minimum 0), plus 1feat per 4 Hit
lure Saves rind Base N tack Bonum). Dice beyond 1HD.
Good Saving Throws: rortitude, Reflex.
Skill Points: ) x Int score, plus I point per f lit Dice Monstrous humanoids share the following additional traits.
beyond 1HD, or 10-15 points 1f Int score Is 1or 2. Weapon and Armor Proficiency: Morn.trou~ humdnoids
Feats: l + Int niodifier (minimum 0), plu~ 1feat per 4 Hit receive either Archaic Weapons Proficiency or Simple
Diec beyond 1HD. Weapons Proficiency as a bonus feat. They are proficient
with their natural attacks and any weapon mentioned in
Magical beasts share the following additional traits. their entries. Monstrous humanoids noted for wearing - - - -
Weapon and Armor Proficiency: Magical beasts are armor gain the bonus feat Armor Proficiency with whatever

Colossal 42-43 10 II 28-29 32d10 4d6 2d8 4d6


Gargantuan 34-35 10 11 2il-25 16d10 2d8 2d6 2d8
Huge 26-27 10-11 20-21 8dl0 2d6 2d4 2d6
Larg"' 8-19 12-13 6-17 2d10 ld4 ld8 ld6 ld8
Medium-size 10-11 14-IS 12-13 ldlO ld3 ld6 ld4 ld6
Small 6-7 16-17 10-11 I dlO ld2 ld4 1d3 ld4
Tiny 23 18-19 10-11 I dlO 1 ld3 ld2 ld3
Diminutive 1 ]0-21 10-11 'I, d10 ld2 1 ld2
1
Fine 1 22-23 10- 11 /11 dlO 1 l

Colossal 8-9 4d6


Gargantuan 8-9 2d8
H<fr,Y M-21 8-9 ~.'9 2t:Af
Large 18· 19 10 11 14-15 ldB
Medium-size 10-11 12-13 10-11 ld6
1
Small 6-7 14-1~ 8-9 /,d8 1d4
Tiny 2-3 16-17 8-9 !~dB ld3
Diminutive 1 18-19 8-9 1, dB- 1d2
Fine 1 20-21 8-9 '/, d8 1
d20MODERN

44 45 67 26-29 40 4d6 4d6 ld6


Gargantuan 36 37 6-7 22-25 30 2d8 2d8 1d8
Huge 28 29 67 18-21 20 2d6 2d6 ld6
Large 20- 21 8-9 14-17 15 1d8 ld8 1d4
Medium-siL£' 12 13 10 11 10 13 10 1d6 ld6 ld3
Small 89 12-B 8-9 s 1d4 1d4 ld2
Ti'D' 4-5 14 15 8- 9 'I• dlO ld3 ld3 l
Diminutive 23 16 17 89 1
A dlO ld2 ld2
Fine 2-3 18 19 89 /,dJO I l

type of armor they are accu~tomed to wearing (light, Hit Die: d8.
medium. heavy). as well as all lighter types. Base Attack Bonus: Total Hit Dice (see Table 8-2: Crea-
Darkvision (Ex): Most monstrous humanoids have dark- ture Saves and Base Attack Bonuses).
vision with a range of 60 feet. Good Saving Throws: Fortitude, Reflex. Will.
Skill Points: 8 • Int modifier per Hit Dice beyond l HD.
Oo2e Feats: 1. plus 1feat per 4 Hit Dice beyond I HD.
An oow is an amorphou~ 01 mutc1blc creature. See Table
8 13: Oom for phy~ical ability scores. recommended mini- Outsiders share the following additional traits.
mum IIii Dice. and damage based on ~ize. Weapon and Armor Proficiency: Outsiders receive either
Hit Die: dlO. Archaic Weapons Proficiency or Simple Weapons Proficiency
Base Attack Bonus: /.of total Hit Dice (see Table 8- 2: as a bonus ledt. Thry arr profir1ent with their natural weap-
Creature Save\ and Ba\e Attack Bonuses). ons and any weapon mentioned in their entries. Outsiders
Good Saving Throws: None. noted for wearing ,11mer gain the bonus feat Armor Profi
Skill Points: None. ciency wilh wh,1tcvl'r type of armor they are accustomed to
Feats: None. wearing (light. medium. heavy). dS well as all lighter types.
Darkvision (Ex): Most outsiders have darkvision with a
Ocues share tlu• fallowing ddd1tional trails. range of 60 feet.
Weapon and Armor Proficiency: Oozes are proficient Special: Outsiders cannot be raised from the dead.
with their natural wec1pons only, but not with armor.
Ability Scores: Ootes have no Intelligence score. Plant
Extra Hit Points: An 001e has no natural armor rating but A plant is a vegetable m.!i1lure. See Table 8 15: Plants for
is dlffirnll to kill becauw of it~ prolopla\mic body. It gains physical ability scores, rccornmenci<.>cl rninirnum Hit Dice.
extra hit points (in cJddiUon to those from ils Hit Dice and and damilge based on SI/£'.
- - - - - - Constitution ~core) according 10 size, as shown on Table 8- 13. Hit Die: d8.
Immunities: Ooze~ are Immune to mind-affecting Base Attack Bonus: 1/1 of tolal 1llt Dice (see Table 8-2:
effects, poison. sleep. paralysl~. stunning, gaze attacks, Creature Saves and Bast> Attack Bonuses).
visual effects, illusions, and other atldck forms that rely on Good Saving Throws: rOrt itude.
sight. Oozes are not \llbject to critical hits, flanking, or the Skill Points: None.
effects of massive damage Feats: None
Blindsight (Ex): Most oom have blindsight with a range
of 60 feet. Plants share the following additional traits.
Weapon and Armor Proficiency: Plants arP proficient
Outsider with their natural weapons only. fhey are not proficient
An outsider Is a nonelernental creature originating from with armor.
some other dimension. reality, or plane. See Table 8-14: Immunities: Plant~ are immune to sleep. paralysis, stun-
Outsiders for physical ability scores. recommended mini- ning, and mind-affecting effect~. They are not subject to
mum Hit Dice. and damage based on size. critical hits or the effects of massive dc1mage.

44 47 6- 7 28- 29 32d8 4d6 4d6 2d8 ld6


Gargantuan 36-39 6-7 24-1) l6d8 2d8 2d8 2d6 Jd8
Huge 28 31 6-7 20- 21 8d8 2d6 2d6 2d4 ld6
Large 20-23 8-9 16- 17 2d8 ldB ld8 ld6 ld4
Mcdium-siLC 12 15 10- 11 12- 13 ld8 ld6 ld6 ld4 ld3
Small 8-11 12-13 10-ll /1 d8 ld4 Jd4 ld3 ld2
Tiny 4-7 14-15 10-11 '/, dB 1d3 ld3 1d2
Diminutive 23 16-17 10- 11 '/sd8 ld2 ld2 1
Fine 2-3 18-19 10-11 1
/~ d8 l 1
d20MODERN
Colossal 44- 45 6-7 28-29 32d8 4d6 2d6 2d8 4d6
Gargantuan 36- 37 6-7 24-25 16d8 2d8 1d8 2d6 2d8
Huge 28 29 6- 7 20-21 4d8 2d6 ld6 2d4 2d6
Luge 20 21 8-9 16-17 2d8 1d8 ld4 1d6 ld8
Medium ·size 12 l3 JO 11 12-B Jd8 1d6 1d3 ld4 1d6
Small 89 12-13 10-11 d8 ld4 ld2 1d3 Jd4
Tiny 4- 5 14 IS 10-11 '/,d8 1d3 1 ld2 1d3
Diminutive 23 16 17 10 11 1
/ d8 1d2 I ldZ
Fine 23 18 19 10-ll 1
Ad8 1 I

low-Light Vision (Ex): Most plants with visual sensory Ability Scores: An undead has no Constitution score. It
organs have low-light vision. uses its Charisma modifier for Concentration checks.
Blindsight (Ex): Mosl plants wi1hou1 visual sensory Darkvision (Ex): Most undead have darkvislon with a
organs have blmdsight with a range or 60 feet range of 60 feet.
Immunities: Undead are Immune to poison. sleep, paral-
Undead ysis. stunning, disease, necromantic effects, and mind-affect-
An urxlead is a once-livmg creature animated by spiritual or ing effects. They are not subject to critical hits, nonlethal
supernatural forces. See Table 8-16 for physical ability scores. damage, ability damage. ability drain, energy drain. or effects
recommended minimum Hit Dice. and damage based on size. of massive damage, or any efff'ct requiring a fortitude save
Hit Die: d12. unless the effect also works on ob1ects or 1s harmless.
Base Attack Bonus: I of total Hit Dtee (see Table 8-2: Healing: Undead cannot heal damage on their own if
Creature Saves and Base Attack Bonuses). they have no Intelligence score. Undead can be healed with
Good Saving Throws: Will. negative energy (such as an Inflict llght wounds spell).
Skill Points: 3 x Int score, plus 2 points per Hit Dice Most undead are destroyed immediatl-'ly if reduced to 0 hit
beyond l I ID. points or less.
Feats: I + Int modifier. plus l feat per 4 HD beyond I HD. Special: Undead cannot be raised from the dead.

Undcad share the follow1ng additional traits. Uermin


Weapon and Armor Proficiency: Undead receive either This type includes insects, drachnids. other arthropods.
Archaic Weapons Proficiency or Simple Weapons Proficiency worms. and similar invertebrates. See Table 8 17: Vermin for
as a bonus feat. An undedd Is proficient with its natural physical ability scores, recommended minimum Hit Dice,
weapons and any weapon mentioned in its entry. Undead and damage based on size
noted for wearing armor gain the bonus feat Armor Profi- Hit Die: dB.
ciency with whatever type of armor they are accustomed to Base Attack Bonus: 1/ 4 of total Hit Dice (see Table 8-2: ---~.....,
wearing (light, medium. heavy), as well as all lighter types. Creature Saves and Base Attack Bonuses).

ll
Gargantuan
Huge
Large
44 45
36 37
28 29
20 21
6- 7
6-7
67
89
-
m
Medium size
Small
12 13
8-9
10-11
12 13
z
c
Tiny 4-5 14- 15
Diminutive 23 16 17
Fine 2- 3 18 19 '/... dl2

42-43 6-7 26-27


Ul
Gargantuan 34 35 67 22-23
Huge 26-27 6-7 18-19
Large 18 19 8-9 14-15
Medium-size 10- 11 10-11 10- 11
Small 6-7 12-13 8-9 1
/1d8
Tiny 2-3 14-15 8-9 'I• d8
Diminutive l 16-17 8-9 'h. d8
Fine l 18- 19 8- 9 1
/,. d8
a20MOOERN
Good Saving Throws: Fortitude. Burrow: The creature can tunnel through dirt. but not
Skill Points: 10-15 through rock unless the descriptive text says otherwise.
Feats: None Creatures cannot run while burrowing.
Climb: A creature with a climb speed has the Climb skill
Vermin share the following additional traits. at no cost and gains a +8 species bonus on Climb checks.
Weapon and Armor Proficiency: Vermin are proficient The creature must make a Climb check to climb any wall or
with their natural weapons only. They are not proficient slope with a DC greater than O. but it always can chooseto
with armor. take 10, even if rushed or threatened while climbing. The
Ability Scores: Vermin have no Intelligence score. creature climbs at the given speed while climbing. If it
Potent Venom: Medium-!>ize or larger poisonous vermin attempts an accelerated climb (see page 50), it moves at
get a bonus to the Sdve DC of their poison based on their double the given climb speed (or its normal land speed.
size. as follows: Medium size +2, Large +4, Huge +6, Gargan- whichever is less) and makes a single Climb check at a -5
tuan +8, Colossal +10. penalty. Creatures cannot use the run action while climbing.
Darkvision (Ex): Most vermin with visual sensory organs The creature retains its Dexterity bonus to Defense (if any)
have darkv1sion wllh a range of 60 feel. while climbing, and opponent~ get no special bonus 011 their
Blindsight (Ex): Most vermin without visual sensory attack rolls against the climbing creature.
organs have blindslght with a range of 60 feet. Fly: The creature can Oy at lhe given speed if carrying no
Immunities: Vermin are Immune to mind-affecting effects. more than a medium load (see page 121). All fly speeds
Resistance to Massive Damage (h): Vermin gain a +5 include a parenthetical note indicating maneuverability:
species bonus on Fortitude saves to negate the effects of Perfect: The creature can perform almost any aerial
ma~lve damage. maneuver it wishes.
Good: The creature is agile in the arr, but cannot change
direction as readily as one with perfect maneuverabilrty.
Hit Dice (HO) and Hit Points (hp) Average· The creature can fly a~ adroitly as a small bird
Acreature\ type and site determine It~ Hit Dice. Acreature's
Poor. The creature fires as well as a very large bird.
Hit Dice is equivalent to its level for determining how vari
Clumsy: The creature can barely Oy dt all.
ous rXabi11lies (such as magrc and psionlcs; see Chapter Ten:
Creatures that fly can make dive attach. A dive attack
rx Abililles) affect the creature, its rate of natural healing. works just like acharge (see page 13/). but the diving creature
and its maximum ranks in a skill.
must move a minimum of 30 feet. It can m.ike only claw
Acrearurc's Hit Dice and Constitution modifier determine
attacks, but these deal double damage. Creature~ can use the
its hit points. A creature's entry give~ the creature's average
run action while flying. provided they fly In astraight line.
hit points.
Swim: A creature with a swim ~peed can move through
water at the given speed without making Swim checks. It
massiue Oamage Threshold (mas) gains a ~a species bonus on any Swim che(..k to perform
When a creature takes damage rrom asingle attack equal to some special action or avoid a hazard. The creature always
· - - - - or greater than its current Constilut1on, it must suc.c:eed on a can choose to take 10, even If distracted or endangered
Fortitude save (DC I~) or immediately drop 10-l hil points. when swimming. Creatures can use the run action while
If the damage would reduce the creature to -1 hit points or swimming, provided they swim in a straight line.
fewer anyway, the massive damage threshold does not apply,
and the creature docs not need to make aFortitude save.
Constructs. elementals. ooies. plants. and undead ignore
Oefense
Acreature's Defense Includes a parenthetical mention of the
the effects of massive damage and do not have massive
modifiers contributing to it (usually size, Dexterity, and nat-
damage thresholds. Vermin gain a ~s species bonus on their
ural armor). The creature's "touch" Defense {discounting nat-
Fortitude saves to avoid falling to -1 hit points.
ural armor and other armor modifiers) and "flat-footed"
Defense (discounting Dexterity bonus and class bonus. if
lnitiatiue (lnit) any) are provided as well .
The creature's modifier on Initiative checks is usually equal
to its Dexterity modifier, although the Improved Initiative
feat provides an additional •4 bonus.
Base Attac~ Bonus (BAB)
A creature's base attack bonus docs not include any modi-
fiers. It is u~ed to calculate a credture's grapple modifier as
Speed (Spd) well as the maximum bonus on damage rolls for a creature
Acreature's tactical speed on land is the amount of distance using the Power At tack feat. A creature's base attack bonus
it can cover in one move action. If the creature wears armor is derived by cross referencing the creature's Hit Dice and

w that reduces its speed, this foct is given along with a paren- type on Table 8-2: Creature Saves and Base Attack Bonuses.

-0: thetical note indicating the armor type; the creature's base
unarmored speed follows.
If the creature has other modes of movement, these are
given after the main entry. Unless noted otherwise. modes
of movement are natural (not magical).
Grapplemodifier (Grap)
Whenever acreature makes an opposed grapple check. apply
this modifier to its d20 roll. The total modifier on grapple
checks is determined as follows: base attack bonus+ Strength
modifier • grapple modifier. T~e grapple modifiers for crea- its Strength bonus if it 1s the creature's sole attack or if the
tures of various sizes are given tn Table 8-l: Creature Sizes. creature is wielding a two-handed melee weapon)
The remaining weapons are secondary attacks and take a
Primary Attac~ (Rtk) -5 penalty on attack rolls. Creatures with the Multiattack
feat (see Feats. below) take only a -2 penalty on secondary
If a creature moves more than 5 feet in the same round it
attacks, it makes only a single attack using its primary attacks. Secondary attacks add only one half the creature's
attack bonus. This bonus includes modifications for size and Strength bonus to the damage.
Strength (for rnelee attacks) or Dexterity (for ranged Creatures that do not normally carry ranged weapons (a
attacks). A creature with the Weapon Finesse feat can use its flesh golem. for example} are still give~ a ranged att~ck
Dexterity modifier on its primary attack. The damage and bonus for situations in which they might be throwing
primary weapon type are noted in parentheses. objects at a target.
A creature's primary attack damage includes its full
Strength modifier 0.S times its Strength bonus if it is the fighting Space (fS}
creature's sole attack). Fighting space approximates the amount of space a creatur.e
Use the creature's primary attack bonus whenever the needs to move and fight effedively. and how much space 1t
creature makes an attack of opportumty. occupies on a grid of 5-foot·by-5-foot squares Table 8-l:
Creatures can attack with natural weapons. manufactured Creature Sizes gives the fighting space for creatures of any
weapons. or sometimes both given size. although variations and exceptions are possible.
For example, a Colossal creature normally has a 30·foot-by-
natural Weapons . 30-foot fighting space. but some Colossal creatures can
Natural weapons include teeth. claws. horns and the Uke. occupy even larger fighting spaces
The number of attacks along with the weapon (2 claws. for
example}, attack bonus. and form of attack (melee or
ranged) are provided in a creature's entry ~nless noted Reach
otherwise, natural weapons threaten cntteal tuts on a natu- A creature's reach is the distance at which it can strike targets
ral attack roll of 20. with irs natural weapons without needing to adjust its posi-
If any attacks also cause some special effect other than tion on the grid. A creature using its natural weapons threat-
damage (poison, disease. energy drain, paralysis, and so ens all squares within its reach. When measuring diagonally,
forth), that information Is given along with the damage. every second square counts as two squares. Table 8-1: Crea-
Unless noted otherwise, creature~ deal double damage on ture Sizes provides the typical reach for creatures of any
critical hits. given size. The GM may adjust the values in the table by -5
Natural weapons have types JUSt as other weapons do. feet or +S feet for creatures that have less than normal or
The most common types are summarized below. greater than normal reach. For example. a Large creature typ-
Bite: The creature attacks with it~ mouth. dealing pierc- ically has a reach of 10 feet. but a displacer beast (a La~ge
ing damage. creature) has a reach of 5 feet with its bite and 15 feet with
its tentacles ---~
Claw or Rake: The creature rips with a sharp appendage.
dealing slashing damage. Unlike the wielder of a reach weapon such as a spear. a
Gore: The creature spears the opponent with an antler. creature with greater than normal reach (more than 5 feet)
horn, or similar appendage. dealing piercing damage. can still strike creatures next ro it. Acreature with greater
Slap or Stam: The creature batters opponents with an than normal reach usually gets an attack of opportunity
appendage dealing bludgeonmg damage against you 1fyou approach it. because you enter a square ~t
Sting: The creature stabs with a stinger. dealing piercing threatens before you can attack it (This does not apply 1f
fOU take a 5-foot step.) Large or larger creature~ with reach
damage. Stings are usually poisoned.
\•,eapons can strike targets out to double ·heir reach but
manufactured Weapons cant stnke at targets within their normal reach or less.
Creatures that use swords. batons. cleavers. firearms. and Acreature with a 0-foot reach must move into the fight-
the like follow the same rules as characters. including those ing space of its target to attack it. provoking an attack of
for multiple attacks and two-weapon fighting penalties. opportunity from the target as the creature enters the
target's fighting space and threatened area. Also, creatures
with O·foot reach do not threaten the squares around them.
Pull Attach (full Rth)
Acreature that takes no more than a S foot step during its
turn can make a fu ll attack using all of its natural weapons. Special Qualities (SO)
Acreature's full attack includes both its primary attack and Many creatures have unusual abilities. which can inclu~e
its secondary attacks (if any). special attack forms. resistance or vulnerab1hty to certain
The primary attack bonus includes modifications for size types of damage and enhanced senm. among others.
A special quality can be extraordinary (Ex). spell-like (Sp).
and Strength (for melee attacks) or Dexteuty (for rang~
attacks). Acreature with the Weapon Finesse feat ~an~ rrs or supernatural (Su).
Dexterity modifier on melee attacks A creatures pnmary Extraordinary: Extraordinary abilities are nonmagical and
attack damage includes its full Strength modifier (l.S times are not subject to anything that disrupts magic. Using an
extraordinary ability is a free action unless noted otherwise.
u2ofVlODERr
Spell-Like: Spell-likeabilities are magical and work just like Breath Weapon (Su): A breath weapon attack usually
spells, though they have no verbal, somatic, material, focus, or causes damage and is often based on some type of energy
XP components. They are subject to spell resistance. (such as fire). It allows a Reflex save for half damage with a DC
Spell-like abilities usually have a limit on the number of equal to 10 +1/ 7 breathing creature's HD + breathing creature's
times they can be used. Aspell-like ability that can be used Constitution modifier (the exact DC is given in the creature's
''at will" has no use limit. Using a spell-like ability is an Species Traits). Acreature is immune to its own breath weapon
attack action unless noted otherwise, and doing so while and those of others of its kind unless noted otherwise.
threatened provokes attacks of opportunity. A spell-like Constrict (Ex): The creature crushes the opponent. deal-
ability can be disrupted just as a spell can be. ing bludgeoning damage, after making a successful grapple
For creatures with spell-like abilities, a designated caster check. The amount of damage is given in the creature's
level serves to define how difficult it is to dispel their spell- entry. If the creature also has the improved grab ability (see
like effects and to define any level-dependent variable the below), it deals constriction damage in addition to damage
abilities might have. The creature's caster level never affects dealt by the weapon used to grab.
which spell-like abilities the creature has: sometimes the Damage Reduction (Su): The creature ignores damage
given caster level is lower than the level a spe\lcasting char- from most weapons and natural attacks. Wounds heal im-
acter would need to cast tHe spell of the same name. mediately, or the weapon bounces off harmlessly (in either
The saving throw (if any) for a spell-like.ability is 10 +the case, the opponent knows the attack was ineffective). The
level of the spell the ability resembles or duplicates + the creature takes normal damage from energy attacks (even
creature's Charisma modifier. nonmagical ones), spells. spell-like abilities. and supernatu-
Supernatural: Supernatural abilities are magical but are not ral abilities. A magic weapon or a creature with its own
subject to spell resistance. Using a supernatural ability is an damage reduction can sometimes damage the creature nor-
attack action unless noted otherwise. Supernatural abilities mally. as noted below.
may have a use limit or be usable at wilt, just like spelt-like abil- The entry indicates the amount of damage ignored (usu-
ities. However, supernatural abilities do not provoke attacks of ally 5 to 25 points) and the type of weapon that negates .the
opportunity and never require Concentration checks. ability. For example, the werewolf's damage reduction is
"15/ silver." Each time a foe hits a werewolf with a weapon,
Common Special Qualities the damage dealt by that attack is reduced by 15 points (to a
Common special qualities include the following. minimum of 0). However, a silver weapon deals full damage.
Ability Score Reduction (Su): Some attacks reduce an Any weapon more powerful than the type listed in the
opponent's score in one or more abilities. This loss can be note also negates the ability. A weapon With an enhance-
permanent or temporary ment bonus due to magic is considered more powerful than
Permanen t Ability Drain: This effect permanently any weapon that does not have such a bonus. For example,
reduces a living opponent's ability score when the creature a werewolf [damage reduction 15/silver) takes normal
hits with a melee attack. The creature's descriptive text damage from weapons with +l or better magital bonuses,
gives the ability and the amount drained. If an attack that but not from nonmagical weapons made from material
- , , - - -...- causes permanent ability drain scores a critical hit, it drains other than silver, and not from keen weapons or weapons
twice the given amount (if the damage is expressed as a die with other special magical properties,
range, roll two dice). A draining creature heals 5 points of For purposes of harming other creatures with damage
damage (10 on a critical hit) whenever it drains an ability reduction. a creature's natural weapons count as the type
1
score no matter how many points it drains. If the amount of that ignores its own innate damage reduction. However.
healing is more than the damage the creature has taken, it damage reduction from spells, such as stoneskin does net
1

gains any excess as temporary hit points. confer this ability. The amount of damage reduction is irrel-
Some ability drain attacks allow a Fortitude save with a DC evant. For example, a gargoyle (damage reduction 15/+l)
oflO +1/i draining creature's HD+ draining creature's Charisma deals full damage to a werewolf, as if the gargoyle's attack
modifier (the exact DC is given in the creature's descriptive were made with a +l weapon.
text}. If no saving throw is mentioned. none is allowed. Darkvision (Ex): The creature can see in total darkness,
Temporary Ability Damage: This attack damages an out to the specified range (usually 60 feet). Dark.vision is
opponent's ability score. The creature's descriptive text black-and-white only, but is otherwise like normal light.
gives the ability and the amount of damage. If an attack that Energy Drain (Su): This attack saps a livlng opponent's
causes ability damage scores a critical hit, it deals twice the vital energy. With each successful melee attack. the creature
given amount (if the damage is expressed as a die range, roll bestows one or more negative levels. If an attack that
two dice). Temporary ability damage returns at the rate of l includes an energy drain scores a critical hit, it drains double
point per day. the given amount. For each negative level inflicted on an
Blindsight (Ex): Using nonvisual senses, such as sensitiv· opponent, the draining creature heals Spoints of damage. If
ity to vibrations. scent, acute hearing, or echolocation. the the amount of healing is more than the damage the creature
creature maneuvers and fights as well as a sighted creature. has taken, it gains any excess as temporary hit points that
Invisibility and darkness are irrelevant. The ability's range is remain for a maximum of l hour.
specified in the creature's descriptive text. The creature usu- For each negative level, the opponent takes a -1 penalty
ally does not need to make Spot or Listen checks to notice on all skill checks and ability checks, attack rolls, and saving
creatures within range of its blindsightability. throws, and loses one effective level or Hit Die (whenever
0
level is used 1n a die roll or calculation). AMage. Acolyte. or prevents sight. The creature with the gaze attack gains total
other character with spellcast1ng ability loses the ability to concealment against the opponent.
cast one spell of the highest level she can cast (player's A creature with a gaze dttack can actively gaze as an
choice); this loss persists until the negative level is removed. attack ad1on by choosing a target within range. Thal oppo-
Negative levels remain until 24 hours have passed or until nent must attempt a saving throw but can try to avoid the
removed with a spell such as restoration. If a negative level gaze as described above. Thus, a target may need to save
is not removed before 24 hours have passed, the afflicted against a creature's gaze twice during the same round: once
opponent must attempt a Fortitude save with a DC of 10 + / , before the target's action and once during the creature's turn.
draining creature's HD +draining creature's Charisma modifier A creature is immune to its own gaze attack unless
(the exact DC 1s given In the creature's Species Traits). On a otherwise noted.
success. the negative level goes away with no harm to the Improved Grab (Ex): If the creature hits with a melee
creature. On a failure, the negative level goes away. but the weapon (usually a claw or bite attack), It deals normal
creature's level is reduced by one. Aseparate saving throw is damage and attempts to start a grapple as a free action,
required for each negative level. Acreature that loses all of doing so without provoking attacks of opportunity. No ini-
its levels or Hit Dice dies and, depending on the source of the tial touch attack is required. Unless otherwise stated,
energy drain, might rise as an undead creature of some kind. improved grab works only against opponents at least one
Fast Healing (Ex): The creature regains hit points at an size category smaller than the creature. ASmall or smaller
exceptionally fast rate, usually 1 or more hit points per creature using improved grab does not apply its grapple
round. (For example, a vampire has fast healing 5, meaning modifier to its grapple check.
that 1t regains 5 hp of damage per round.) Fast healing stops The creature has the option to conduct the grapple nor-
working when a creature Is reduced to -10 hp or fewer. mally. or simply use the part of its body it used in the
Except as noted here. fast healing works just like natural improved grab to hold the opponent If it chooses to do the
healing (see page 142). latter, it takes a -20 penalty on grapple checks but is not
Fast healing doesn't provide any benefit against attack considered grappled itself; the creature does not lose its
forms that don't deal hit point damage (such as poison). Fast Dexterity bonus to Defense. still threatens an area, and can
healing also doesn't restore hit points lost to starvation. use its remaining attacks against other opponents.
thirst or suffocation. and 1t doesn't allow a creature to Asuccessful hold does not deal additional damage unless
regrow or reattach severed body parts. the creature also has the constrict ability (see above}. If the
Fear Aura (Su): Afear aura either operates continuously creature does not constrict. each successful grapple check it
or can be used at will. In either case. it's a free action. This makes during successive rounds automatically deals the
ability can freeze an opponent (such as a mummy's despair) damage given for the attack that established the hold.
or function like the fear spell. Other effects are possible. When a creature gets a hold after an improved grab
Negating the fear effect requires a successful Will save with attack. it pulls the opponent into its space. This act does
a DC equal to 10 + Ii fearsome creature's HD + fearsome not provoke attacks of opporturnty. The creature Is nol con-
creature's Charisma modifier (the exact DC is given in the sidered grappled while it holds the opponent. so it still
creature's descriptive text). threatens ad1acent squares and retains its Dexterity bonus. ft - - - - -
Gaze (Su): A gaze attack takes effect when opponents can even move, provided it can drag the opponent's weight.
took at the creature's eyes. The attack can have almost any Low-Light Vision (Ex): Acreature with low-light vision
sort of effect petrification. death. charm. and so on. The can see twice as far as normal in poor lightning conditions.
typical range Is 30 feet. but check the creature's entry for The creature can still distinguish colors. even in dim lighting.
details. The type of saving throw for a gaze attack varies. but Poison {Ex): Poison attacks deal initial damage. such as
it is usually a Wilt or Fortitude save. The DC Is equal to 10 + temporary ability damage (see above) or some other effect,
'/, gazing creatures HD+ gazing creature's Charisma modifier to the opponent on a failed Fortitude save Unless otherwise
(the exact DC is given in the creature's Species Traits). Asuc- noted. another saving throw is required 1minute later (regard-
cessful saving throw negates the effect. less of the first save's result) to avoid secondary damage.
Each opponent within range of the gaze attack must The Fortitude save against poison has a DC equal to 10 +
attempt a saving throw each round at the beginning of his or /: poisoning creature's HD + poisoning creature's Constitu-
her turn. Opponents can avoid the saving throw by averting tion modifier (the exact DC is given in the creature's Species
their eyes or by using a barrier to sight. Traits). A successful save negates the damage.
Averting One's Eyes: The opponent avoids looking at Power Resistance (Ex): Acreature with power resistance
the creature's face and instead looks at its body, watching its can avoid the effects of psionic powers that directly affect
shadow, tracking it in a reflective surface, or the like. Each it. To determine whether a spell or spell-like ability works,
round. the opponent has a 50% chance to not need to make the psionic power rnanifester must make a level check
a saving throw against the gaze attack. The creature with the (ld20 +rnanifesters level). If the result equals or exceeds the
gaz:e attack, however. gains one-half concealment against creature's power resistance. the power works normally.
that opponent. although the creature is still allowed a saving throw.
Barrier to Sight: An opponent that cannot see the crea- Psionics (Sp): Psionlcs refers to abilities the creature
ture at alt cannot be affected by its gaze attack. This can be generates with the power of its mind. Most psionic abilities
accomplished by turning one's back on the creature, shut- can be used at will and have no use limit. See Chapter Ten:
ting one's eyes. or wearing a blindfold or head covering that FX abilities for more on psionics.
a20MODERN
Regeneration (Ex):This ability makes the creature imper- dependingon the strength of the quarry's odor, the number
vious to ITl()St types of damage. Any damage dealt to the of creatures being tracked, and the age of the trail. For each
creature that falls below its massive damage threshold hour that the trail is cold, the DC increases by 2. The ability
doesn't reduce its hit points. unless that damage is of a type otherwise follows the rules for the Track feat (see page 88}.
it is specifically vulnerable to, as mentioned in the creature's Creatures tracking by scent ignore the effects of surface
description. (The troll, for example, is vulnerable to acid and conditions and poor visibility.
fire damage.) Massive damage that doesn't match the crea- Spell Resistance (Ex}: Acreature with spell resistance
ture's vulnerability reduces its hit points. but such damage can avoid the effects of spells and spell-like abilities that
automatically heals at a fixed rate, as detailed in the creature's directly affect it. To determine whether a speLI or spell-like
ciescription. When the creature takes massive damage from ability works, the spellcaster must make a level check(ld20
an attack type it isn't vulnerable to, a failed save renders it + caster level). If the result equals or exceeds the creature's
dazed for 1round (instead of reducing it to - 1hit points). spell resistance, the spell works normally, although the
Damage the creature is vulnerable to deals damage with creature is still allowed a saving throw.
every successful attack. Such damage can't be regenerated, Spells (Sp): Some creatures can cast arcane spells or
and massive damage from such an attack follows the hormal divine spells just as Acolytes, Mages, and other spellcasters
massive damage rules {see page 141). (and can activate magic items accordingly). Tl1ese creatures
For example, firing a Desert Eagle at a troll won't even are subject to the same speltcasting rules as characters.
cause it to blink unless you deal massive damage in a single Spellcasting creatures are not members of an advanced
attack. For the troll (which has a Constitution of 23), that class unless their entries say so, and they do not gain any
means dealing 23 or more points of damage in a single attack, class features. For example, a c;reature that casts arcane spells
and ym/11 need a critical hit to do that. In the next round, the as a Mage cannot acquire a fam iliar. A creature with access to
troll is dazed but begins to regenerate the damage, healing 5 divine spells must prepare them in the normal manner.
hit points. If you hit the troll with a thermite grenade, which Swallow Whole (Ex}: If the creature begins its turn with
deals fire damage, the damage would not be regenerated. an opponent held in its mouth {see improved grab, above).
Regeneration doesn't provide any benefit against attack it can attempt a new grapple check (as though attempting
forms that don't deal hit point damage (such as poison}. to pin t he opponent). If it succeeds, it swallows its oppo-
Regeneration also doesn't restore hit points lost to starva· nent arid deals bite damage. Unless noted otherwise, the
tion, thirst, or suffocation. opponent can be up to one size category smaller than the
Regeherating creatures can regrow and reattach severed swallowing creature.
body parts. Severed parts that aren't reattached wither and Being swallowed has various consequences dependingon
die norma!Cy. Regeneration continues to work no matter the creature. but a swallowed opponent is considered grap-
how low the creature's hit points drop, restoring lost hit pled, while the creature is not. Aswallowed opponent can
points from any damage other than from attackforms the try to ·Cut its way free with any light piercing or slashing
creature is specially vulnerable to. weapon (the amount of cutting damage requir·ed to get free
Resistance to Energy (Ex}: The creature ignores some is noted in the creature's descriptive text), or it can just try
damage of the given energy type (acid, cold, electricity, fire, to escape the grapple. If the swallowed opponent chooses
or sonic/concussion) each time the creature is subjected to the latter course. success puts it back in the creature's
such damage. The entry indicates the amount and type of mouth, where it may be bitten or swallowed again.
damage ignored. For example. a fiend with electricity resist- Trample (Ex): As an attack action during its turn each
ance 10 ignores the first 10 points of damage dealt by an round. the creature can run over an opponent at least one
electricity attack. size category smaller than itself, entering the opponent's
Scent (Ex): This ability allows the creature to detect fighting space to do so. The trample deals bludgeoning
approaching enemies, sniff out hidden foes, and track by damage, and the creature's descriptive text lists the amount
sense of smell. Creatures with the scent ability can identify Trampled opponents can attempt attacks of opportunity,
familiar odors just as humans do familiar sights. but these incur a - 4 penalty. If they do not make attacks of
The creature can detect opponents within 30 feet by opportunity, trampled opponents can attempt Reflex saves
sense of smell. If the opponent is upwind, the range for half damage. The save DC equals 10 + 1/ 1trampling crea-
increases to 60 feet if downwind, it drops to 15 feet. Strong ture's h!D +trampling creature's Strength modifier (the exact
scents, such as smoke or rotting garbage, can be detected at DC is given in the creature's descriptive text}.
twice the ranges noted above. Overpowering scents, such as Turn Resistance {Ex): The creature (usually undead)
troglodyte stench. can be detected at triple normal range. resists attempts by divine spelkasters to turn it (see Turn or
When a creature detects a scent. the exact location is not Rebuke Undead, page 324). When resolving a turn or rebuke
revealed-only its presence somewhere within range. The attempt, add the given bonus to the creature's Hit Dice total.
creature can take a move or attack action to note the direc-
tion of the scent. If it moves within 5feet of the source. the Allegiances (AL)
creature can pinpoint that source.
This entry lists the creature's most likely allegiances. in order
A creatu re with the scent ability can follow tracks by
frommost important to least important. Fantastic creatures
smell, making a Wisdomcheck to find or follow a track. The
often have allegiances to a moral or ethical philosophy as
typical DC for a fresh trail is 10 (no matter what kind of sur-
well as allegiances to masters. groups. organizations, owners,
face holds the scent). This DC increases or decreases
or creators. See Allegiances, page 37, for more information.
dioMODERN
Saves (SU) simple instincts or programmed instructions. It is immune to
Acreatures Fortitude. Reflex, and Will saving throw modi- all mind affecting effects and automatteally fails lntelli·
fiers take into account the creature's type. ability score gence checks
Wisdom; Any creature that can perceive its environment
mod1f1ers, feats, and any special qualf ties.
in any fashion has at least 1point of Wisdom. Anything with
no Wisdom score Is an object, not a creature. Anything
Action Points (AP) without a Wisdomscore also has no Charisma score.
Creatures have no action points. However, creatures can Chansma: Any creature capable of tellfng the-difference
gain action points by taking levels in a heroic character between itself and things that are not itself has at least l
class. [very time a creature picks up a heroic class level, it point of Charisma. Anything with no Charisma score Is an
gains a number of action points equal to 5 .- one-half its object. not a creature. Anything without a Charisma score
heroic character level (not counting the creature's starting also has no Wisdom score.
Hit DICe). Like most heroic characters, however, creatures
with heroic class levels will have spent a certain number of
action points in the course of their "heroic" careers. S~ills
Assume that a creature has a number of action points This section lists alphabetically all the creature's skills by
remaining equal to one-half of its heroic class leveh. For name along with skill modifiers that include ad1ustments for
example, a creature with three levels ofTough hero and two ability scores and any bonuses from reals or species abilities
levels of Smart hero has 2action points. (unless otherwise noted in the descriptive text}. All listed
skills were purchased as class skills unless the creature
acquires a character class (see Advancement. below).
Reputation (Rep) Automatic Languages: Some creatures read. write, or
Acrcaturc has a Reputation bonus of .-Q but may increase speak unique languages that heroes don't know anything
the bonus by taking levels in a character class. about. The GM determines whether a hero Is capable of
learning one of th~e unique languages and the method by
Abilities which that language can be learned
Creatures have the same six ability scores as characters:Strength
(Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), feats
Wisdom (Wis), Charisma (Cha). ExceptIons are noted below. This section lim alphabetically all the creature's foats.
Strength: Quadrupeds can c.my heavier loads than Most creatures use the same feats that are available to
bipedal characters. See Carrying Capt1city. page 171. characters. but some have access to the Mulliattack rcat
Intelligence: Acreature can speak all the lc1nguages men (described below).
tloncd In its descriptive text. Any creature with an Intelli-
gence score of 3or higher understarl<h at least one language. ffiultiattac~
Nonabilities: Some creatures lack certain ability scores. The creature is adept at using all its natural weapons at once.
These creature's do not have an ability !>Core of 0-they lack Prerequisite: Three or more natural weapons. - - - -·
the ability altogether. The modifier for a nonability 1s .-o. Benefit: The creature's secondary attacks with natural
OthP.r effects of nonabilit1es are as follows. weapons take only a -2 penalty.
StrPngtlt: Any creature that can physically manipulate Normal: Without this feat. the creature's secondary nat-
othP.r obj0c.I~ has at lea.st 1 point of Strength. A creature ural attacks take a -5 penalty.
with no Strength score can't exert force, usually because it
has no physical body or because it is 1rnrnobile.The creature
automatically fails Strength checks If the creature can Advancement
attack. it applies its Dexterity modifier to its base attack The GM can improve a creature by increasing Its Hit Dice
bonus instead of a Strength mod1fier
Dextenty Any creature that can move has at least 1
point of Dexterity. A creature with no Dexterity score can't
The Advancement entry indicates the increased Hit Dice
{and often size) of the creature or indicates that the creature
can advance by character class. z
I~
move. If 1t can act (such as by ca>tlng spells), the creature
applies its Intelligence modifier instead of its Dexterity Increasing Hit Dice
modifier to initiative checks. The creature fails all Reflex As a creature gains Ilit Dice, many of its game statistics change.
saves and Dexterity checks. Sixe: Adding Hit Dice to a creature can also increase its
Constitution: Any living creature has at least I point of
size. An increase in size affects a creature's Defense, attack
Constitution.Acreature with no Constitution has no body or rolls, and grapple checks. as shown on Table 8-1: Creature
no metabolism It rs immune to any effect that requires a For- Sizes, as well as physical ability scores and damage, as
titude save unless the effect works on ob1ects or is harmless. shown on Tables 8- 3through 8-17 (see also Type. page 218).
The creature 1s also immune to ability damage, ability drain. Defense: An increase in size affects a creature's Defense,
and energy drain. and it always fails Constitution checks. as shown on Table 8-1: Creature Sizes An Increase in size
Intelligence: Any creature that can think. learn. or might also improve a creatures natural armor bonus to
remember has at least l point of Intelligence. A creature Defense, as shown on Table 8-18: Adjustments to Physical
with no Intelligence score is an automaton. operating on Abilities and Natural Armor. Note that a natural armor
bonus stacks with an equipment bonus from armor.
U'1
Fine Diminutive -2
Diminutive Tiny +z -2
Tiny Small +4 -2
Small Medium-size +4 -1 +2
Medium-size Large +8 -2 ~4 f2
Large Huge +8 -2 t4 +3
Huge Gargantuan +8 f4 ~4
Gargantuan Colossal +8 +4 •S
1 Repeat tht' adjust!N'nt if the creaturt' moves up more than one size category. For example, a creature that advances from Small to Large gains
•12 Strength. -4 Dexterity. •6 Constitution. and a•2 natural armor bonus to Defense.

Attack Bonus: Table 8 2: Creature Saves and Base Attack acter level equals its Hit Dice plus the number of character
Bonuses shows how a creature's base attack bonus improves class levels it has. Creatures with 1or fewer Hit Dice count
as it gains Hit Dice. A change in the creature's size also mod- only their character class levels.
ifies its attack rolls, as shown on Table 8-1: Creature Sizes. Sii:e: Adding character classes to a creature never affects
Both values must be counted when recalculating a creature's its size.
attack bonus. Skills: Creatures that take levels of a character class do not
Grapple Modifier: An increase in size affects a creature's gain as many skill points as a human character of the same
grapple modifier. as shown on Table 8-l: Creature Sizes. class. Creatures get 4 fewer skill points at 1st level than a
Damage: An increase in size also increases the amount of human character and 1fewer skill point each level thereafter;
damage a creature deals with its natural weapons, as shown see Table 8 20: Skill Points per Class level for Nonhumans.
on Tables 8-3 through 8 17.
Saving Throws: Table 8-2: Creature Saves and Base At- TABLE 8-20:
tack Bonuses shows how a creature's saving throw bonuses
improve as it gains Hit Dice.
Ability Scores: An increase rn size affects a creature's Strong 2 + Int modifier
Strength, Dexterity, and Comtitution, as shown on Table Fast 4 + Int modifier
8-18: Adjustments to Physical Abilities and Natural Armor. Tough 2 + lnl modifier
Skills and Feats: As shown on Table 8-19: Bonus Skill Srnart 8 • Int modifier
Points and Feats by Creature Type, a creature may gain addi- Dedicated 4 • Int modifier
tional skill points and feats depending on its type. Charismatic 6 + Int modifier

Acquiring aCharacter Class Advanced Class Skill Points per Level


-~--- A creature that acquires a character class follows the rules Soldier 4 • Int modifier
for multlclass characters (see page 40). The creature's char- Martial Artist 2 + Int modifier
Gunslinger 4 • int modifier
TABLE 8- 19: BONUS SKILL POINTS Infiltrator 6 • Int modifier
Daredevil 4 • Int modifier
Bodyguard 2 + lnt modifier
Aberration +2 per extra HD +l per 4 extra HD Field Scientist 6 + Int modifier
Animal Tech1e 6 + Int modifier
Construct Field Medic 4 + Int modifier
Dragon 6 + Int modifier +1per4 extra HD Investigator 4 • Int modifier
per extra HD Personality 4 • Int modifier
Elemental •2 per extra HD +l per 4 extra HD Negotiator 4 +-
--- Int modifier
Fey •2 per extra HD +l per 4 extra HD
Giant •2 per extra HD +l per 4 extra HD Campaign·Specific
Humanoid •1per extra HD +l per 4 extra HD Advanced Class 1 Skill Points per Level
Magical beast +1 per extra HD' +l per 4 extra HD Mage 6 + Int modifier
Monstrous Acolyte 4 + Int modifier
humanoid +2 per extra HD +1per4 extra HD Shadow Slayer 2 + Int modifier
Ooze Occultist 4 ~ Int modifier
Outsider 8 • Int modifier +l per 4 extra HD Telepath ______ 4 + Int modifier

- Plant
Undead
Vermin
per extra HD

+2 per extra HD +1 per 4 extra HD

1 Magical beasts with an Intelligence of 1 or 2 gain no bonus 5kill5 as


they advance.
Battle Mind 2 + Int modifier
1Humanoids with l or fewer Hit Dice advance as human characters do.
At 1st level, multiply the number of skill points per level by 4.
2 See Chapter Nine: Campaign Models for more lnfo1matlon on these
advanced da~e~.
120MODERN
Feats: Creatures with l or fewer Hit Dice that acquire Ultrasonic noise forces the bat to rely on its weak vision.
character class levels advance as human characters do. but which has a maximum range of 5 feet
they gain only one bonus feat at 1st level instead of two. Skill Bonuses: Bats receive a +4 species bonus on Listen
and Spot checks. These bonuses are lost if the bat's blind-
TalentsandAbilities sight is negated.
Creatures that advance by character class gain special tal-
ents and abilities, which are noted here. Bat: CR 1/10: Diminutive animal; HD ·1~ dB; hp 1; Mas 10:
lnit +2; Spd 5 ft., fly 40 ft. (good); Defense 16, touch 16, flat-
footed 14 (+4 size, +2 Dex); BAB +O; Grap -17: Atk none: Full
EHAIDPLE CREATURES Atk none: FS l ft. by 1 ft.; Reach 0 ft.: SQ blindsight 30 ft.;
AL none; SV Fort +2, Ref +4, Will +2: AP O: Rep +0; Str 1,
The creatures described in this section include mundane
Dex 15, Con 10, Int 2. Wis 14; Cha 4.
animals as well as fantastic creatures such as medusas, mon-
Skills: Listen +9, Move Silently +6, Spot +9.
strous spiders, trolls, and zombies. The fantastic creatures
Feats: None.
are intended for campaigns that allow FX abilities, including
Advancement: None.
AGENTS OF PSI, SHAOOW (HMER.5, and URBAN ARCANA (see Chap·
ter Nine: Campaign Models).
Each entry includes aphysical demiption of the creature, Bear
a summary of its nature and common tactics, and sugges- These massive carnivores weigh more than 1.800 pounds
tions for how it might integrate into modem society or, in and stand nearly 12 feet tall when they rear up on their hind
the case of a fantastic creature. burrow its way into the typ· legs. They are bad-tempered and territorial. These bear sta-
1cal human's subconscious tistics can be used for almost any big bear, including the
Some creatures are presented as "templates." A template brown bear and the North American grizzly
can be acquired or inherited. Acquired templates, such as
the vampire template. can be applied to acreature anytime. Species Traits
Inherited templates, such as the replacement template. Bears have the following traits.
assume the creature was bom with the template. . Improved Grab (Ex): To use this ability, the bear must hit
A creature's description often includes statistics for both with a claw attack. See page 127 for more information.
the standard breed and an "improved" version that has Scent {Ex): This ability allows abear to detect approach-
levels in one or more heroic classes. ing enemies, sniff out hidden foes, and track by sense of
smell. See page 228 for more information.
Rpe Bear: CR 4; Large animal; HD 6d8•24; hp 51; Mas 19; lnit •l:
Apes are powerful omnivores that resemble gorillas but are far
more aggressive; they kill and eat anything they can catch. An Spd 40 ft.; Defense 15, touch 10, flat-footed 14 (-1 size.
+1 Dex, +S natural); BAB +4; Grap +16; Atk ~11 melee (ld8+8,
adult ape stands roughly 8 feet tall and weighs 600 pounds.
claw); Full Atk +11 melee (ld8+8, 2 claws), +6 melee (2d8+4 ---~
Species Traits bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Improved grab. low-
light vision, scent; AL none; SV Fort +9, Ref i6, Will +3; APO:
Scent (Ex): This ability allowsan ape to detect approach-
Rep +O; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6.
ing enemies, sniff out hidden foes. ond track by sense of
smell. See page 228 for more information. Skills: Climb +18, Listen +6, Spot •6.
Feats: None.
Advancement: 7-10 HD (Large).
Ape: CR 2; Large animal: HD 4d8+8; hp 26; Mas 14; lnit +2;
Spd 30 ft .. climb 30 ft.; Defense 14. touch 11. flat-footed 12 (-1
size. +2 Dex. t3 natural): BAB ..3; Grap +12; Atk +7 rnelee Bugbear
(ld6+5, claw): Full Atk •7melee (1d6t5. 2claws) and +2 melee Bugbears are larger. stronger, and more combative relatives
(ld6+2. bite), or +4 ranged: rs 10 ft. by 10 ft.. Reach 10 ft.: SQ of goblins. They survive by hunting and dominating smaller
low-light vision, scent: AL none, SV Fort +6, Ref +6, Will + 2; and weaker creatures
AP 0; Rep +0: Str 21. Dex 15. Con 14, Int 2, Wis 12, Cha 7. Bugbears are tall and muscular. Their flesh varies in color
Skills: Climb +18, Listen +6, Spot +6. from light yellow to yellow-brown. wrth thick, coarse hair rang-
Feats: None. ing from brown to brick red Their eyes are greenish·whrte with
Advancement: 5- 8 HD (Large). red pupils, and they have large, wedge-shaped ears. A bugbear
has long, sharp fangs. and its nose is blunt and snuffling.
Bat Bugbears have established themselves in the modern world
as leg-breakers, enforcers. and bodyguards for organizations
Bats are nocturnal ftytng mammals. The statistics presented
here describe small, Insectivorous bats. and individuals who appreciate their violent dispositions.
Bugbears often hide their savage features beneath heavy
Species Traits coats and slouch hats. To mundane viewers. they appear as

m
Blindsight (Ex): Bats can "see" by emitting high-fre· oversized, musclebound humans. In rural locations, they might
quency sounds, Inaudible to most other creatures, that spark reports of large vagrants, sasquatch. or werewolves.
Bugbear adults average 7 feet tall and 4SO pounds.
allow them to locate obiects and (features within 30 feet.

I.II
d2

Species Traits Feats: Alertness, Personal firearms Proficiency, Simple


Weapons Proficiency.
Scent (Ex): This ability allows the bugbear to detect
approaching enemies. sniff out hidden foes, and track by Possessions: Leather jacket. metal baton, Colt Python
sense of smell. See page 228 for more information. (.357 revolver), SO rounds of .357 ammunition, hip holster,
Skill Bonus: Bugbears receive a +4 species bonus on casual clothes.
Move Silently checks. Advancement: By character class.
Bonus Feat: Bugbears gain the bonus feat Simple Weap-
ons Proficiency. Bugbear Fast Hero 3: CR 5; Medium-size humanoid; HD
Automatic Language: Bugbears read, write, and speak 3d8+3 plus 3d8+3; hp 32; Mas 13; lnit +l; Spd 30 ft.; Defense 21,
Goblin. touch 15, flat-footed 20 (•1Dex, +4 class. +3 natural. +3under·
cover vest); BAB +4; Grap +6; Atk +6 melee (ld3+2, slam or
Bugbear: CR 2; Medium-size humanoid; HD 3d8+3; hp 16; ld6+2/19-20, metal baton}; Full Atk •6 melee (ld3+2. slam or
ld6+2/19-20, metal baton). or +S ranged (2d8, Mossberg); FS
Mas 13; lnit +1; Spd 30 ft.: Defense 15, touch 11, flat-footed 14
(+l Dex,+3 natural. +1leather1acket); BAB +2; Grap +4; Atk +4 sft. by 5 ft.; Reach 5 ft.: SQ darkvislon 60 ft.. scent; AL chaos,
evil; SV Fort +3, Ref +6, Will +2; AP l: Rep +l; Str 15, Dex 13,
rnelee (ld3+ 2, slam or ld6+2/19-20, metal baton}; Full Atk +4
Con 13, Int 10, Wis 10, Cha 9.
melee (ld3+2, slam or ld6+2/19-20, metal baton}, or +3
Skills: Climb +2*, Drive +3, Escape Artist +3*, Hide +S"'.
ranged {2d6, Colt Python}; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
darkvision 60 ft .. scent: AL chaos, evil; SV Fort +2, Ref +4, Knowledge (streetwise) +2, Listen +3, Move Silently +8*.
Read/Write Goblin, Speak Goblin, Spot+3. Tumble +3*.
Will +1; AP 0; Rep +O; Str JS, Dex 12. Con 13, Int 10, Wis 10.
Cha 9. *Includes the -2 armor penalty for wearing an under-
cover vest.
Skills: Climb +2. Hide +3. Listen +3, Move Silently +6
(includes species bonus). Read/Write Goblin, Speak Goblin. Feats: Alertness, Armor Proficiency (light). Personal Fire·
Spot +3. arms Proficiency. Point Blank Shot. Simple Weapons Profi-
ciency.
Talents (Fast Hero): Evasion, uncanny dodge 1.
Possessions: Undercover vest. metal baton, Mossberg
(12-gauge shotgun), 20 rounds of 12-gauge ammunition,
fatigues, fatigue 1acket, car opening kit, climbing gear.
Bugbear

Cat
The statistics given here describe a common housecat.

Species Traits
Skill Bonuses: Cats receive a +8 species bonus on
Balance checks and a +4 species bonus on Hide and
Move Silently checks. In areas of tall grass or heavy
undergrowth, the cat's Hide bonus rises to +8. Cats
use their Dexterity modifier for Climb checks.
Bonus Feats: A cat gains the bonus feats
Weapon Finesse (bite) and Weapon Finesse
(claw).

Cat: CR 1/.; Tiny animal: HD 1/1 d8; hp 2; Mas 10;


lnit +2; Spd 30 ft.; Defense 14. touch 14. flat-footed
12 (+2 size, +2 Dex); BAB +0; Grap -12; Atk +4 melee
(ld2-4. claw); Full Alk +4 melee (ldl-4, 2 claws), - 1
melee (ld3-4, bite): FS 2 1/i ft. by 2 /1 ft.: Reach 0 ft.; SQ
low-light vision; AL none or owner: SV Fort +2, Ref +4.
Will +l; AP O; Rep +0; Str 3. Dex 15. Con 10. Int 2, Wis 12,
Cha 7.
Skills: Balance +10, Climb +5, Hide +17 (+21 in tall grass or
heavy undergrowth), Jump +6, Listen +4, Move Silently +9,
Spot+4.
Feats: Weapon Finesse (bite}, Weapon Finesse (claw).
Advancement: None.

Crocodile
Aggressive aquatic predators. crocodiles average 11 to l2 f~et
long. They lie mostly submerged in rivers or marshes with
only their eyes and nostrils showing, waiting for prey to Species Traits
come within reach. Huge crocodile~ can be more than 20 Scent (Ex}: This ability allows a de1nonychus to detect
feet long and usually live in salt water. approaching enemies. sniff out hidden foes. and track by
sense of smell. See page 228 for more information.
Species Traits
Aquatic: Crocodiles can move in water without making Deinonychus: CR 3; Large animal: HD 4d8+12; hp 30; Mas 17:
Swim checks and cannot drown in water. lnit +2; Spd 60 ft.; Defense 16. touch 11. flat-footed 14 (-1 size.
Improved Grab (Ex): To use this ability, a crocodile must +2 Dex. +5 natural): BAB+3: Grap +11; Atk +6 melee !2d6+4,
hit an opponent of its S1Ze or smaller with its bite attack. If rake): Full Atk +6 melee !2d6+4, rake). +1 melee (1d312, 2fore-
it gets a hold. the crocodile grabs the opponent with its claws), +l melee (2d4+2. bite): FS 10 ft. by 10 ft.: Reach 10 ft.;
mouth and drags 1t Into deep water. attempting to pin it to SQ low-light vision, scent: AL none or pack: SV Fort +7,
the bottom. See page 227 for more information. Ref +6, Will +2; AP 0; Rep +O; Str 19, Dex 15, Con 17, Int 2,
Skill Bonus: Crocodiles gain a +12species bonus on Hide Wis 12, Cha 10.
checks when submerged. Skills: Hide +7. Jump• 13. Listen +ll. Spot +11, Survival +9.
Feats: None.
Medium-Site Crocodile: CR 2, Medium size animal: Advancement: 5-8 HD (Large).
HD 3d8•9: hp 22: Mas 17; lnlt +l; Spd 20 ft.. swim 30 ft.:
Defense 15, touch 11. flat footed 14 (•l Dex, +4 natural}:
BAB +2; Grap +6: Atk +6 melee (ld8+6, bite), or +6 melee Displacer Beast
(ld12+6, tail slap); Full Atk +6 melee (ld8+6, bite), or i6 melet! The displacer beast ts a savage and stealthy carnivore that
(ldl2+6. tail slap): FS 5 ft by S ft.: Reach 5 ft.: SQ aquatic, resembles a puma with six legs. glowing green eyes, and two
improved grab. low ltght vision: AL none: SV Fort +6. Ref +4, muscular tentacles growing from its shoulders. The ten-
Will +2' APO: Rep •O Str 19. Dex 12. Con 17. Int 2. Wis 12, tacles end in pads equipped with horny ridges. Adisplacer
Cha 2. beast has luxurious blue black fur and a long. feline body
Skills: Hide •l !+19 when submerged). Listen +5, Spot •5. and head.
Feats: None Displacer beasts attack opponents with their tentacles
Advancement: 4 5 HD (Medium-size); 6-7 HD (Large). and bite. Displacer beasts favor small game but will eat any·
thing they can catch. They regard all other creatures as prey
Huge Crocodile: CR 4: Huge anlmal: HD 7d8+28; hp 59; and tend to attack anything they meet. When spotted. they
Mas 19; lnit +1: Spd 20 ft .. swim 30 ft .. Defense 16, touch 9, are often mistaken for giant night black cats or mastiffs.
flat-footed 15 (-2 size. +1 Dex,+/ natural): BAS +5; Grap •21: Displacer beast adults average 10 feet long and 500 pounds.
Atk +11 mclee (2d8j ll. bite). or +11 melee (ld12+ 17. tail slap);
Full +ll melec (/d8•12. bite). or+ 11 melee (ldl2+12. tail slap); Species Traits
FS 15 ft. by 15 ft.: Reach 10 ft.: SQ aquatic. Improved grab, Displacement (Su): A light-bending effect continually
low light vision: AL none. SV Fort t9, Ref •6, Will +3; APO; surrounds a displacer beast, making It difficult to surmise
Rep •O: Str 27, Dex 12. Con 19. Int 1. Wis 12. Cha 2. the creature's true location Any rnclec or ranged attack - - -•
Skills: Hide +0 (+4 while submerged). Listen +5. Spot +5. directed at 1t has a 50% miss chance unless the attacker can
Feats: None. locate the beast by some means other than sight. A true
Advancement: 8-16 HD (Huge); 17· 321 ID (Gargantuan). seein8 effect allows the user to see the beast's position, but
see invisibility has no effect.
Keen Sight {Ex): Displacer beasts have darkv1sion with a
Oeinonychus range of 60 feet and low light vision.
This fast. carnivorous dinosaur Is sometimes called a Resistance to Ranged Attacks (Su): Adisplacer beast
velociraptor. Despite being 12 feet long, a deinonychus gains a+ 2 resistance bonus on ~aves against any ranged spell
stands only about 6 feet tall. Its tail extends straight out or ranged magical attack that specifically targets it (except
behind itself. held aloft by an intricate structure of bony for ranged touch attacks).
supports. thus allowing lh weight to be carried entirely Skill Bonus: A displacer beast receives a -+8 species
by the back legs. An adult specimen weighs about bonus on Hide checks. thanks to its displacement ability.
600 pounds.
A deinonychus 1s bright green, orange. red. or yellow Displacer Beast: CR 4: Large magical beast; HD 6dl0•18; hp
along its back and flanks, with a much lighter shade of 51; Mas 16; lnit +2: Spd 40 ft.; Defense 16, touch 11, flat· footed
the same color on its underside. The body has dark 14 (-1 size. +2 Dex. +5 natural): BAB •6; Grap +14: Atk +9 melee
stripes or spots. (1d6•4, tentacle); Full Atk +9 melee !ld6•4. 2 tentacles). +4
In combat, a delnonychus uses a terrible combination of melee (1d8+2, bite): FS 10 ft. by 10 ft.; Reach S ft. (btte), 15 ft.
speed. grasping forearms. large teeth, and hind legs with (tentacle): SQ displacement. keen sight, resistance to ranged
ripping talons. It hunts by running at prey, leaping, and attacks: AL evil. law: SVFort ~a. Ref •7, Will +3: APO; Rep +0;
raking with its rear talons as it claws and bites. The rakes Str 18, Dex 15. Con 16. Int 5, Wis 12. Cha 8
count as one attack. The creature has a relatively large Skills: Hide +12. Listen +3, Move Silently ~7. Spot +6.
brain for a dinosaur. and its pack hunts with cunning tactics. Feats: Alertness, Dodge.
When charging, 1t uses only its rake attack, dealing 2d6+6 Advancement: 7-9 HD (large); 10-18 HD (Huge).
points of damage.
d20MODERN
Advanced Displacer Beast: CR 7; Huge magical beast Scent (Ex): This ability allows a ferret to detect
HD lOdlO+SO; hp 105; Mas 20: lmt +1; Spd 40 ft.: Defense 17. approaching enemies. sniff out hidden foes. and track by
touch 9, flat-footed 15 H size. +l Dex, +8 natural): BAB +10; sense of smell. See page 228 for more information.
Grap +/I; Atk +16 melee (2d4+8. tentacle); Full Atk +16 Skill Bonuses: A ferret receives a +8 species bonus on
melee (2d4+8, 2 tentacles). • 14 melee (2d6+4, bite); FS 15 ft. Balance checks and a +4 species bonus on Move Silently
by 15 ft.: Reach 10 ft. (bite). 20 ft. (tentacles): SQ displace- checks. It uses its Dexterity modifier for Climb checks.
ment. keen sight, resistance to ranged attacks; AL evil, law; Bonus Feat: A ferret gains the bonus feat Weapon
SV Fort •12, Ref +8, Will •4: AP O: Rep +O: Str 26, Dex 13. Finesse (bite).
Con 20, Int S, Wis 12, Cha 8.
Skills: Hide +8, Listen +S, Move Silently +7, Spot +8. Ferret: CR /.; Tiny animal; HD 'Ii d8; hp 2; Mas 10; lnit +2;
Feats: Alertness. Dodge, Mult1attack. Spd 20 ft., climb 20 ft.: Defense 14, touch 14, flat-footed 12
{+2 size, +2 Dex); BAB +0; Grap -12; Atk +4 melee (ld3-4,
Dog bite); Full Atk +4 melee (ld3 4, bite); FS 2 1/1 ft. by 2 1/, ft.;
The statistics presented here describe both Small and Reach 0 ft.: SQ attach. low light vision, scent; AL none:
Medium-~i7e dogs. Small dogs Include terriers and wild
SV Fort +2. Ref +4, Will +1; AP 0; Rep tO; Str 3, Dex 15, Con 10,
canines such as coyotes. jackals. and African wild dogs. Int 2. Wis 12, Cha 5.
Medium size dogs include guard dogs and police dogs. Skills: Balance +10, Climb ~11. Hide• 13, Move Silently ~9.
Spot +4,
Species Traits Feats: Weapon Finesse (bite).
Scent (Ex): This ability allows a dog to detect approach- Advancement: None.
ing enemies, sniff out hidden foes, and track by sense of
smell. See Special Qualities for more information riend
Skill Bonus: Dogs gain a .. 2 species bonus on Jump Otherworldly beings of terrible power. fimd~ are physical
checks. Dogs also gain a •4 species bonus on Survival checks manifestations of evil and corruption that e~ist to inflicl
when 1rack1ng by scent pain. fuel hatred, or spread despair. They art' universally vio-
lent. greedy. and perverst>. Tht'ir greatest pleasure is Lo
Small Dog: CR /1, Small animal: HD ld8+2; hp 6: Mas 15: tempt mortals to become as depravl'CI as they are.
Init +3; Spd 40 ft.; Defense M. touch M. flat-footed ll (• 1size, Fiends appear in countless form~. c1lthough their physical
+3 Dex): BAB •O; Grap - 3: Atk +2 mdce (ld4t I. bite): Full characteristics often reflect some sin or other vile aspect.
Atk •2 melee (ld4+1. bite): FS S ft. by S ft.: Reach 5 ft.; SQ For instance. a ncnd of gluttony might take the form of a
~cent; AL none or owner: SV Fort +4, Ref+~. Will +l; APO: corpulent humanoid with an Insatiable appetite. while a
Rep +O; Str 13, Dex 17, Con IS, Int 2, Wis 12, Cha 6. fiend of decay might manifest as a black. ~kcletal creature
Skills: Jump +3. Listen +S, Spot +5, Survival +1 (+Swhen with a foul. rotting strnch.
tracking by scent), Swim-+), All fiends are outsiders. Use the Inforrnatlon about out-
Feats: None. siders (page 222) to create new fiends
Advancement: None.
Species Traits
Medium·Slte Dog: CR 1: Medium-size animal: HD 2d8+4; hp Fiends have the following traits.
13; Mas 15; lnit •2: Spd 40 ft.: Defense 13. touch 12, flaHooted Variable Size: Depending on their size, fiends gain a size
11 (+2 Dex, •l natural); BAB +I; Grap +3; Atk +3 melee Od6-13, bonus or penalty on attack rolls, a size bonus or penalty to
bite): Full Atk •3 melee (1d6+3. bite): FS 5 ft. by 5 ft.; Reach 5 Defense, and a size bonus or penalty on Hide checks and
ft.; SQ scent; AL none or owner; SV Fort +S, Ref +5, Will +1; grapple checks. See Table 8 1: Creature Sizes for attaclc and
AP 0; Rep •O; Str I~. Dex 15. Con 15, Int 2. Wis 12. Cha 6. Defense modifiers based on me. as well as for a fiend's typ-
Skills: Jump •4, Listen +5, Spot +5, Survival +l (+5 when ical fighting space and reach
tracking by scent). Swim •S. Natural Armor: A fiend has preternaturally tough skin
Feats: None. and gains a natural armor bonus to Defense The bonus
Advancement: None. depends on its size. and higher bonuses are allowable: Tiny
or smaller +2, Small ; 5, Medium-size +9. Large+14. Huge +16.
Perret Gargantuan •18, Colossal •10.
Ferrets are aggressive predators but usually confine them- Immunities (Ex): A fiend is immune to one or more spe-
selves to smaller prey. The statistics presented here can also cific types of energy or weapon damage. Roll on Table 8-21:
apply to weasels. Fiend Immunities. Resistances. and Damage Reduction.
Resistance to Energy (Ex): Afiend Is resistant to one or
Species Traits more specific types of energy damage. Roll on Table 8-21:
Attach (Ex): If a ferret hits with a bite attack, it uses its Fiend Immunities. Resistances. and Damage Reduction. See
powerful jawsto latch onto the opponent's body and auto- page 228 for more informat1on on resistance to energy.
matically deals bite damage each round it remains attached. Damage Reduction (Su}: Some fiends have damage
An attached ferret loses its Dexterity bonus to Defenseand reduction. Roll on Table 8- 21: l'iend Immunities. Resistances,
has a Defense ofl2. and Damage Reduction to determine whether a fiend has
damage reduction. If the campaign Includes few or no
lL
d2o M
magic weapons. the GM should consider allowing specific Fortitude save (DC 21) or become nauseated for as long as it
types of weapons to ignore a fiend's damage reduction or remainsin the affected area and for 1d4 rounds afterward. A
contrive some other special vulnerability (see Creature nauseated creature cannot attack. cast spells, use spell-like
Weaknesses, page 268. for suggestions). abilities. or do anything else requiring attention or concen·
Telepathy (Su): fiends with an Intelligence of 6 or higher tration. The only action a nauseated creature can take is a
can communicate telepathically with any creature within single move action per turn. Creatures that successfully save
100 feet that has a language. are unaffected and cannot be affected again by the same
Allegiances: All fiends have a primary allegiance to evil . festergog's stench for 24 hours.
Fiends may also have an allegiance to either chaos or law Immunities (Ex): A festergog Is immune to electricity
Bonus Feat: Fiends gain either Archaic Weapons Profi and poison.
ciency or Simple Weapons Profioency as a bonus feat Acid and Fire Resistance 20 (Ex): A festergog ignores
Automatic Languages: Fiends can speak Abyssal (the the first /0 points of damage from any attack that deals acid
language of demons) and a number of additional languages or fire damage
equal to their Intelligence bonus Fiends with an Intelligence Damage Reduction 10/ Slashing (Su): A festergog
of 8 or higher can also read and write these languages ignores the first 10 points of damage dealt by any nonslash·
Advancement: By character c.lass. ing weapon

Feslergog (Uomil Fiend) Rotlord (Carrion Piend)


The monstrous, IS foot-long festergog has the head and A rotlord looks like an 8 foot-tall. humanoid beetle with a
upper torso of a horribly obese. sexless humanoid with glistening blue black body, six chitinous legs, and two pin·
bulging blue veins and festering sores. Its lower torso resem- cered Fort>arms. Set into Its triilngular head arc four lidless
bles that of an enormous brown-black slug. The festergog's black eyes and a drooling maw filled with fangs. Arotlord
distended form exudes horrible. foul-smelling pus that typically re\icle~ atop a mound of corpscs-tht- remains of
Ciluses nausea and induces vom1t1ng. inortah it has slam. It devours only putrid flesh.

Festergog (vomit fiend): CR 9; Huge outsider: HD 12d8•60: Rotlord (carrion fiend): CR 4; Large outsider. HD !>d8+15:
hp 114. Mas 20; lnit -2: Spd 20 ft .. climb 20 ft: Defense 22. hp 37: Mas 17; lnit 1; Spd 20 ft: Defense 22. touch 8. flat-
ltiuc h 6, Ilat footrd 22 ( 2 size. - l Ocx +16 natural); footed 22 ( 1Wfl, I Ot-x. •14 n-itural); BAB 15; Grap •14: Atk •9
BAB •16; Ci1t1p 1 ~3; Atk •23 melce {ld6• IJ. slam): full Atk melee (ld6•/. p1n<Pr); full Alk •9111<•11'<' ~<l6•5. 2 pincers}. •I
•7Vt18/'13/•8 nelee (2d6•9. slam). or +lll+J/+ll-3 melee (kill•/ phi~ d1">t>~..e. bite); F<i 10 It. by 10 It., Reach Stt.
ranged: FS 15 tt by 15 ft.; Reach 10 ft ~O stench. immune to (bite). 10 ft. (pincer\); SQ di~ase, fast healing 3, immune to
electricity and poison, acid and fire resistance 20. damage bludgeoning dcunage and poison. cold and fire rcsi~tance 10.
reduction 10/ slashing. telepathy. darkvis1on 60 ft.: AL evil. telepathy, darkv1\1on 60 ft.; AL evil: SV Fort •7. Ref +3, Will +S:
chaos, SV Fort •15, Ref +8. Will •14; AP 0: Rep +0 Str 28. APO; Rep •O: Str 10. Dex 8, Con 17, Int 11, Wis 12, Cha12.
Dex 6, Con 20. Int 16, Wis lS, Cha 16. Skills: Climb +10. Hide +4, Knowledge (any one) +S,
Skills: Bluff +15, Climb • 29, Intimidate +15. Knowledge Listen i6, Move Silently +4, Read/Write Al>ys~al. Search •5, - - - --·
(any thrPe) •I~, I istcn •14. Read/Write Abyssal. Read/Write Speak Abyssal, Speak l alin, Spol 16 Surviv.:il +6.
1

Draconic, RPt1<l/Wrilc English, Read/Write Latin. Search +15, Feats: Multlattack. Simple Weapon\ Proficlency, Track.
St\fl~e Motiv<' 114, Speak Abyssal, Speak Druconic. Speak Eng- Disease (Ex): Any creature thal takes damage from arot-
li\h, Spr.ak L;itin. Spot •14. Survival +14. lord's bite musl ~U(ceed on a Fortit ude save (DC 15) or con·
Feats: Blind Fight, Frightful Presence. Iron Will. Power tract a horrible bul treatable wasting disease (incubation
Altack, Simpl<• Weapons Proficiency period I day; 1d4 temporary Constitution). A successful
Stench (E.x): A fesl ergog·s skin exudes a toxic, foul- Treat Injury check (DC 24) or a remove d1seasE' spell cures
srnelling pU\ Any creature wit h1n 10 feet must succeed on a the affliction

01 06 Acid damage None (do not roll again) 01-33


07-12 Cold damage 27-27 Acid resistance 10 34-4)
13-18 Sonic/concussion damage 28- 30 Acid resistance 20 46-57
19- 24 Electricity damage 31-36 Cold resistance 10 '.>8-63
25-30 Fire dam<1ge 37- 39 Cold resistance 20 64-72
31-36 Ballistic damage 40-45 Soniuconcussion resistance 10 73-81
37-42 Blu<lgeoning damage 46 48 Sonic/concussion resistance 20 82-84
43-48 P1l'r< ing damage 49-54 Electricity resistance 10 85-87
49-54 Sla!>hing damage 55-57 Electricity resistance 20 88-90 51•2
55-60 Poi~on damC1ge 58-63 Fire resistance 10 91-93 101•2
61-66 Radiation damage 64 66 Fire resistance 20 94-98 15/+2
67-100 Choose one. and roll again 67-100 Choose one, and roll again 99-100 20/+2
1Includes weapons made of a spefific material (s1lve1 or wood. for example) or weapons that dedl c1 ~ciftc type of damage (balli~fk bludgeon-
ing, piercing. or slashing).
a20MODERN
Animate Dead (Sp}: Once per day. as an attack action. a A flesh golem usually serves a creator or master. Some
rotlord can use animate dead (see page 339) a.s the spell might gain their independence following the death or
cast by a 5th-level Acolyte. betrayal of whomever they serve. Flesh golems are suffi-
Fast Healing l (Ex): A rotlord that devours a Small or ciently humanoid that they are often mistaken for big
Medium-size corpse gams the ability to heal damage at a humans or. more colorfully. "escapees from a Frankenstein
rate of 3 hit points per round Each devoured corpse pro- film festival."
vides the rotlord with 24 hours of fast healing. A rotlord can A typical flesh golem stands roughly 8 feet tall and
devour a Small corpse as a full-round action or a Medium- weighs 500 pounds.
size corpse in 2 rounds.
Immunities (Ex): A rotlord 1s immune to bludgeoning Species Traits
damage and poison. Construct: Flesh golems have the traits and immunities
Cold and Fire Resistance 10 (Ex): Arotlord ignores the common to constructs (see page 218).
first 10 points of damage from any attack that deals cold or Speed: Flesh golems are lumbering constructs that can't
fire damage. take run actions.
Berserk (Ex): When a flesh golem enters combat, there is
Shinhusher (Bladeriend) a cumulative 1% chance each round it will go berserk. An
A skinhusker resembles a frightfully gaunt. 9-foot-tall uncontrolled golem goes on a rampage, attacking the near-
human with red skin. Two slender. white horns protrude est living creature or smashing some object smaller than
from its elongated forehead. and each of its two anns ends itself if no creature is within reach, then moving on to
in a wicked. 3-foot-loog. serrated bone blade. Askinhusker spread more destruction. The golem's creator. if within 60
revels in combat and enjoys inflicting pain. feet. can try to regain control by speaking firmly and per-
suasively to the golem. which requires a successful Charisma
Skinhusker (blade fiend): CR 6. large outsider. HD 7d8+21: check (DC 19). Following such a successful check. it takes 1
hp 52: Mas 17; lrnt -1, Spd 30 ft: Defense 22. touch 8. flat- minute of rest by the golem to reset the golem's berserk
footed 22 (-1 size. -1 Dex. "'14 natural): BAB "'7; Grap ~16: chance to 0%.
Atk +11 melee (ld8+7/19-20. bone armblade): Full Atlc +11 Magic Immunity (Ex): A flesh golem is immune to all
melee ~d8+5/19-20. 2 bone armblades). or +5 ranged: FS spells. psiomc powers. spell like abilities. and supernatural
10 ft. by 10 ft: Reach 10 ft.; SQ improved critical (bone arm- effects. except as follows. Attacks that deal fire or cold
blade). immune to fire and poison. electricity resistance 20. damage slow it for 2d6 rounds. with no saving throw (see
damage reduction 10/+1, telepathy. darkvision 60 ft.: Al evil. the slow spell, page 356). Aslowed golem can take only
chaos: SV Fort +8. Ref •4, Will +7; AP 0: Rep +O: Str 21. Dex 8. one move or attack action each turn. Additionally, the
Con 17, Int 13, Wis 14. Cha 14. slowed golem takes a -2 penalty to Defense. melee attack
Skills: Intimidate• 11. Knowledge (any two) +10. Listen +ll, rolls. melee damage rolls. and Reflex saves. Any amount of
Read/Write Abyssal. Read/Write Latin, Search +10. Speak electricity damage dealt to the golem breaks the slow
Abyssal. Speak Latin. Spot +11, Survival •11. effect and cures 1 point of damage for each 3 points of
Feats: Cleave, Power Attack. Simple Weapons Proficiency. damage it would otherwise deal. The golem rolls no saving
Improved Critical (Ex): Askin husker threatens a critical throw against effects that deal electricity damage.
hit on a natural roll of 19 or 20. Damage Reduction 15/+1 (Su): In campaigns without
Death Explosion (Su): When a skinhusker is reduced to magic weapons. the GM can either disregard the golem's
-1 or fewer hit points. it explodes in a ball of flame. All crea- damage reduction or apply the damage reduction only to
tures in adjacent squares take 2d6 points of fire damage: a certain types of weapons (ballistic, bludgeoning. sonic/con-
successful Reflex save (DC 12) halves the damage. cussion. piercing. or stashing)
Immunities (Ex): A skmhusker 1s immune to fire and
poison Flesh Golem: CR 7; Large construct; HD 9dl0+20: hp 69:
Electricity Resistance 10 (Ex): A skinhusker ignores the Mas -; lnit -1: Spd 30 ft (can't run). Defense 18, touch 8.
first 20 points of damage from any attack that deals elec- flat-footed 18 (-1 size. -1 Dex. +10 natural): BAB +6; Grap .-JS;
and tricity damage. Atk +10 melee (2d8+5. slam); Full Atk +10 melee (2d8+S. 2
slams). or +4 ranged. FS 10 ft by 10 ft .. Reach 10 ft.; SQ con-
flesh Golem struct. bermk. magic immunity. damage reduction 15/+1; AL
Aflesh golem is a ghoulish collection of human body parts none or owner. SV Fort +3. Ref +2. Will +3: APO: Rep +0:
from numerous donors. stitched together into a single com- Str 11. Dex 9. Con-. Int-. Wis 11. Cha 1
Skills: None.
posite form and given animation by the 1mplantmg of an ele-
mental spirit. The golem's pallor 1s the slCkly green or yellow Feats: None
of partially decayed flesh, and its skin smells famtly of Advancement: 10-18 HD (Large): 19-27 HD (Huge).
freshly dug earth The golcm wears whatever clothing its cre-
Advanced Flesh Golem: CR 13; Huge construct:
ator desires, usually 1ust a ragged pa1r of trousers and an
HD 20d10+40; hp 150: Mas -; lrnt -2: Spd 30 ft. (can't run):
overcoat. It normally carries no possessions and no weapons.
Defense 19. touch 6. flat-footed 19 (-2 size. -2 Dex, +13 natu-
The golem cannot speak. although 1t can emit a hoarse
rumble or roar when needed. It walks and moves with a stiff- ral); BAB +15: Grap +32: Atk +ll melee (4d6+9, slam); Full
Atk +22 melee (4d6+9, 2slams). or +11 ranged: rs 15 ft. bylS ft.;
jointed gait. as though not mcomplete control of its body.
lL
Reach 15 ft.; SQ construct, berserk, magic immunity, damage Gargoyle Tough Hero l: CR 7; Medium-size humanoid
reduction 15/ • 1; AL none or owner: SV Fort +6, Ref +A, magical beast; HD 4d10+16 plus 3dl0+12 plus 3 (robust}; hp
Will +6; AP 0, Rep •0; Str 29, Dex 7, Con-, Int-, Wis 11, 69; Mas 18; !nit +2; Spd 45 ft .. fly 75 ft. (average}; Defense 18.
Cha 1. touch 14, flat-footed 16 (+2 Dex, +2 class. +4 natural); BAB +6;
Skills: None. Grap +6; Atk •8 melee (ld4, claw}: Full Atk +8 melee (ld4. 2
Feats: None. claws), +6 melee (ld6, bite). •6 rnelee (1d6, gore), or +8
ranged; SQ freeze. keen sight. damage reduction 15/+1; AL
chaos, evil; SV Fort +10, Ref +7, Will ...2: AP 1; Rep +1; Str 11.
Gargoyle Dex 15. Con 18, Int 6, Wis 11. Cha 7.
Gargoyles are vicious rlying predators that enjoy hunting
Skills: Hide •11 (•19 when concealed against worked stone),
and torturing weaker creatures. They appear as frightful,
Intimidate +1, Listen +4, Move Silently •4. Speak Terran. Spot +4.
seemingly inanimate winged stone statues and use this dis-
Feats: Multiattack, Power Attack. Simple Weapons Profi-
guise to surprise their foes. They require no food, water. or
ciency, Stealthy, Weapon rinesse (bite). Weapon Finesse
air. When not enjoying their favorite pastime. a gang of gar-
(claw), Weapon Finesse (gore).
goyles can be found wailing silently for prey or bragging
Talents (Tough Hero): Robust. stamina.
among them~elves. Gargoyles speak lhe local languages and
lerran, a language known to elemental creatures of earth
and stone. Gnoll
In combat. gargoyles either remain still, then suddenly Agnoll is a vicious humanoid creature with a hyenalike head
attack. or dive onto their prey. and greenish-gray skin covered with thtek brown, russet, or
Gargoyles dVerage ~ feet tall and weigh approximately brown·gray fur. Agnoll might be mistaken for a hulking biker.
300 pounds. while a pack of gnolls could be mistaken for a street gang, a
band of squatters. or even a pack of wolves. A gnoll's long,
Species Traits tapered muzzle often results 1n reports of werewolves as well.
Keen Sight (Ex): Gargoyles have darkvis1on with a range
of 60 feet and low-light vision.
freeze (Ex): A gargoyle can hold itself so still it appears
to be a statue. An observer must succeed on a Spot check
(DC. 20) to notice the r.arr,oyle 1s alive
Damage Reduction 15/ +1 (Su): In c.cu111><11gn' without
manic weapons. the C.,M e<m eltlwr d1,regdrcl the gdrgoyle\
damage reduction or apply the ddmage reduc.tion only to )
certain types of weapons (ballistic. bllldgeon1ng. sonic/con-
cussion, piercing. or slashing).
Skill Bonus: A gargoyle receives a •8 species bonu~ on
Hide checks when concealed against a background of
worked stone
Bonus Feats: Gargoyles receive the bonus feats Weapon
Finesse (bite), Wec1pon Finesse (claw). and Weapon Finesse
(gore).
Automatic Language: Gargoyles speak (but neither read
nor write) Terran

Gargoyle: CR 4: Medium-size magical beast HD 4dJO..J6: hp


38; Mas 18; lnlt +2: Spd 4) ft. fly 75 ft. (average); Defense 16.
touch 14, flat-footed 12 (+2 Dex. t4 natural): BAB +4: Grap
•4: Atk +6 metee (ld4, claw): Full Atk +6 melee (ld4
2 claws), +4 melee (ld6. bite), +4 melee (ld6.
gore}, or +6 ranged, FS 5 ft by 5 ft. Reach 5 ft.:
SQ freeze, keen sight. damage reduction
15/•1; AL chaos, evil; SV Fort +8, Ref +6. Will •
+1; APO; Rep tO; Str 11. Dex 14. Con 18, Int 6,
Wis 11, Cha 7.
Skills: Hide +9 (+17 when concealed·
against worked stone). Listen +4, Speak
Terran, Spot +4.
Feats: Multiattack. Weapon Finesse
(bite), Weapon Finesse (claw), Weapon
Finesse (gore).
Advancement: 5- 6 HD (Medium-size);
7-12 HD (large): or by character class.
Gnolls are nocturnal carnivores that tend to think with Skills: Climb +4. Jump +4, Listen +3, Read/Write Gnoll,
their stomachs. Their treacherous nature makes them poor Speak Gnoll. Spot +1 . .
allies and 1mtable minions. They disdain manual labor and do Feats: Combat Martial Arts, Personal Firearms Profioency.
not like bright light. though it causes them no physical harm. Power Attack. Simple Weapons Proficiency.
Gnolls like to attack when they have the advantage of Talent (Strong Hero): Melee smash.
numbers, using horde tactics and their great strength to over- Possessions: Metal baton. TEC-9 (9mm machine pistol).
whelm and take down their opponents. They show little dis- SO rounds of 9mm ammunition, fatigues. fatigue jacket
cipline when fighting unless they have astrong lea.d~r. Agnoll climbing gear
chief uses fear. intimidation. and strength to remain 1n power.
If a chief 1s killed the stronger members of the tribe vie for
control. sometimes fracturing the tribe into smaller packs
Goblin
that go their separate ways. Goblins are short, humanoid nuisances. Left unchecked,
Gnolls take slaves. and any encampment will have one their great numbers. rapid reproduction rate, an.d malig~ant
slave for every ten adults. 1f not more. Slaves double as dispositions enable them to overrun and despoil the neigh-
emergency provisions and suffer a high attrition rate borhoods they occupy.
because of the gnolls' appetites. Goblins have flat faces. broad noses, pointed ears, wide
Gnolls speak their own language and often learn another mouths. and small, sharp fangs. Their foreheads slope back,
(usually Goblin or the language of the street}. and their eyes are usually dull and glazed, varying in color
Adult gnolls stand 7 I· feet tall and weigh approximately from red to yellow. They walk upright, but their arms hang
300 pounds. down almost to their knees. Goblins' skin color ranges from
yellow through orange to a deep red; usually all members of
a single tribe are about the same color. They prefer dark
Species Traits .
Bonus Feat: Gnolls receive the bonus feat Simple Weap- clothing and have multiple body piercings and tattoos.
ons Proficiency. Normal people tend to view goblins as street hoodlums or
Automatic Language: Gnolls read. write, and speak Gnoll. bad-tempered little people.
Being bullied by bigger. stronger creatures has taught g~b­
lins to exploit what few advantages they have: overwhelming
Gnoll: CR 1; Medium-size humanoid; HD 2d8+2; hp 11; Mas 13;
lnit +O; Spd 30Ft;Defense11. touch 10, Aat-footed 11 (+1 nat- numbers and malicious ingenuity. The concept of a fair fight
ural); BAB +1: Grap +3: Atk +3 melee (ld3+2. unarmed or is meaningless in their society. They favor ambushes, dirty
ld6+2/19-20. metal baton); Full Atk +3 melee (ld3+2. un- tricks, hasty alliances with more powerful creatures. and any
armed or ld6+2/19-20. metal baton}. or +1 ranged (2d6, TEC- other edge they can conceive. Goblins are cowardly by
9); FS Sft by Sft.; Reach 5 ft.; SQ darkvision 60 ft.; AL chaos. nature and tend lO nee once a battle turns against them.
evil; SV Fort •4, Ref +0, Will +0: AP 0; Rep +0; Str 15. Dex 10, With proper supervision, they can implement reasonably
Con 13. Int 8. Wis 11. Cha 8. complex plans. They are often used as foot soldiers by larger
Skills: Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3. and more powerful creatures such as bugbears and ogres.
Feats: Personal Firearms Proficiency, Simple Weapons Goblins often thrive in areas that are largely abandoned:
Profic1enty. warehouses, abandoned buildings. old factories. and indus-
Possessions: Metal baton, TEC-9 (9mm machine pistol), trial parks after dark. They relish modern conveniences.
50 rounds of 9mm ammunition, fatigues, fatigue including electronics, vehicles. and firearms. Goblins quickly
jacket. embrace and use anything that makes a lot of noise and can
Advancement: By character class. be used against creatures larger t han themselves.
Goblins speak their own language. Goblins with an Intel-
Gnoll Strong Hero 2: CR 3; Medium-size ligence of 12 or higher also speak one or more local
humanoid: HD )d8+2 plus 2d8+2: hp 22; Mas 13; languages and often serve as diplomats and
lnit 1O: Spd 30 ft.; Defense 13, touch 10. flat- negotiators within their respective tribes.
footed 13 (•2 class, +1 natural); BAB •3: Grap +6; Given the species' simple greed, most goblin
Atk +6 melee (ld4•4, unarmed or ld6+4/19-20. negotiations amount to little more than "Give
metal baton}: Full Atk +6 me that."
melee (ld4~4. unarmed or A typical goblin
ld6•4/19-20 metal baton). adult stands 3 feet
or +3 ranged (2d6. TEC- tall and weighs 50
9}; FS S ft. by 5 ft.. Reach pounds.
S ft.; SQ darkvision 60
ft.: AL chaos. evil; SV
Fort •6. Ref +O,
Will +O; AP 1; Rep
+O: Str 16, Dex 10,
Con 13, Int 8,
Wis 11, Cha 8.
d20MODERN
Species Traits Herd Animal
Skill Bonus: Goblins gain a +4 species bonus on Move Herd animals include everything from bulls and cows to
Silently checks. bisons and water buffalo. Herd animals can be very aggres-
Bonus Feat: Goblins arc keenly aware of their surround- sive when protecting young and during the mating season,
ings and receive the bonus feat Alertness. but they generally prefer flight to fighting. A typical herd
Automatic Language: Goblins read, write, and speak Goblin. animal stands 5to 6 feet tall at the shoulder, measures 7 to
12 feet long, and weighs 1.500 to 2,400 pounds. A herd con-
Goblin: CR'/,; Small humanoid; HD 1d8; hp 4; Mas 11: lnit +1; sists of five or more creatures of the same kind.
Spd 30 ft.: Defense 13, touch 12, flat-footed 12 (+1 size, +l
Dex. +1 leather jacket): BAB +O; Grap -5; Atk +O melee Species Traits
(ld2-1. slam or ld4 1. knife); Full Atk +O rnetee (ld2-1. slam or Stampede (Ex): A frightened herd flees as a group in a
ld4-l. knife). or -2 ranged (2d6, Colt Python); FS 5ft. by 5ft.; random direction, but always away from the perceived
Reach S ft.: SQ darkv1s1on 60 ft.; AL evil, tribe; SV Fort +2, source of danger. It runs over anything of size Large or
Ref +l, Will iO; AP 0: Rep •0; Str 8. Dex 13, Con 11, Int 10. smaller that gets in its way, dealing ld12 points of damage
Wis 11, Cha 8. for every five animals in the herd. A successful Reflex save
Skills: Hide •6, Listen •3, Move Silently +4, Read/Write {DC 16) halves the damage.
Goblin. Speak Goblin. Spot +3.
feats: Alertness. Simple Weapons Proficiency. Herd Animal: CR 2; Large animal; HD !id8• 15; hp 37: Mas 16:
Possessions: Knif C', Colt Python (JS/ revolver), 25 rounds lnil +O: Spd 40 fl.; Defonse 13, touch 9, flat-footed 13 (-1 size,
of .357 ammunition, hip holster. basic walkie-talkie. +4 natural): BAB t 3; Grap •11; Atk ~6 melee (ld8+6, butt): Full
Advancement: By character class Atk +6 melee (ld8•6, butt): FS 10 ft. by 10 ft.: Reach Sft.; SQ
stampede: AL none; SV Fon '7. Ref •4. Will +1; APO; Rep +O:
Goblin Fast Hero 3: CR 3, Small humanoid, HD 3d8; hp 17; Str 18, Dex 10, Con 16, Int 2, Wis 11. Cha 4
Mas11, lnit •2: Spd 35 rt., Defense 18. touch 17, flat-footed 16 Skills: I isten •8. Spot 1S.
(+I size, +2 D('x, •4 elm. il leather iackcL); BAB +2: Grap -3: Feats: None
Atk +2 mclee (ld/ 1. slam or 1d6 1119-20, metal baton); Full Advancement: 6 7HD (Large).
Atk +2 melee (ldJ 1, ~l.irn or ld6 1/19 20, metal baton), or
+~ranged {ld8. De~e11 r.iglt>): FS Sfl. hy 5 ft.; Reach Sft.; SQ
darkvlsion 60 fl.; Al evil, lriht>; SY Fort •3, Ref +4, Will +I:
Horse
The statistl<.s prest>ntecl ht>rt• dt's~ rlbc smaller breeds of
AP I; Rep ti; Sir 8. IJPx 14, (on ll, lnl 10, Wis ll, Cha 8.
working horm such as quarter horses and Arabians as well
Skills: Hide +8, Knowledge (streetwise) +2, Listen +3,
as wild horses. A tight toad for a horse Is up to 230 pounds;
Move Siientiy •6, Redd/Write Goblin, Sleight of Hand •5,
a medium load, 231 460 pounds: a heavy load, 461-690
Speak Goblin, Spot +3. Tumble 15. pounds. A horse can drag 3,450 pounds.
Feats: Alertness. Dodge. Personal Firearms Proficiency,
A horse cannot fight while carrying a rider.
Simple Weapons Proficiency.
Talents (Fast Hero): (vasion. Increased speed.
Possessions: Metal baton. Desert Eagle {.50AE auto-
Species Traits
Scent (Ex): This ability allows a horse to detect
loader), 25 rounds of .50AE ammunition. windbreaker, con-
approaching enemies, sniff out hidden foes, and track by
cealed carry holster. ba~ic walkie-talkie.
sense of smell. See Special Qualities for more information.

Haw~ Horse: CR l; Large animal, HD 3d8i6: hp 19; Mas 15: lnit +1;
Hawks are birds of prey that measure l to 2 feet long, with Spd 60 ft.; Defense 13, touch 10, flat footed 12 (-1 size,
wingspans of 6 feet or less. ~1 Dex. +3 natural); BAB +2; Grap +7; Atk +2 melee (ld4+1,
hoof); Full Atk +2 melee (ld4+l, 2 hooves); FS 10 ft. by 10 ft.;
Species Traits Reach 5ft.; SQ scent, low-light vision, AL none or owner. SV
Skill Bonus: Hawks gain a +8 species bonus on Spot Fort +6, Ref +4, Will +2; APO; Rep +O; Str 13. Dex 13, Con 15,
checks in daylight Int 2. Wis 12, Cha 6.
Bonus Feat: Hawks gain the bonus feat Weapon Finesse Skills: Listen +6, Spot +6.
(claw). Feats: None.
Advancement: None
Hawk: CR l; Tiny animal; HD ld8; hp 4; Mas 10; lnit +3; Spd 10
ft., fly 60 ft. (average): Defense 17. touch 15, flat-footed 14 (+2
size, +3 Dex, +2 natural); BAB +0; Grap -10; Atk +S melee
lllithid
lllithids, also called mind flayers, are Insidious. diabolical,
(ld4-2, claw): Full Atk +5 melee (ld4-2, claw); FS 2 ·;,ft. by
and powerful. with the ability to bend oLhers to their wilt
2 /1 ft.; Reach 0 ft.; AL none or owner: SV Fort +2, Ref +5,
and shatter their enemies' minds.
Will ~2; APO: Rep +O: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
An illithid is a roughly humanoid creature with rubbery
Skills: Listen +6, Spot +6 (+14 In daylight). mauve flesh. The creature's head looks like afour-tentacled
Feats: Weapon Finesse (claw). octopus, made all the more horrible by a pair of bloated,
Advancement: None. white eyes. Its mouth, arevolting thing like a lamprey's maw,
d20

constantly dnps an orly slime when it is not siphoning out lllithids speak the local languages but prefer to commu-
the brains of living prey. nicate telepathically. They stand roughly 6 feet tall and
lllithids frequently ensconce themselves in large organi- weigh 200 pounds.
zations. using their powers of suggestion to assume posi-
tions of leadership or control lllithids prefer to work from Species Traits
a superior and advantageous position. like secret masters Mind Blast (Sp): This psionlc attack extends from the
operating from behind the curtain. A mind flayer would illithid in a 60-foot cone Anyone caught in this cone
rather use capable underlings to destroy a foe than under- must succeed on a Will save (DC 17) or be stunned for
take the task personally. 3d4 rounds.
lllithids are vain, Imperious. sadistic, and utterly self-serv- Psionics {Sp): An illithid can use the following psionic
ing. If an encounter turns against an 1llithid, it flees. caring powers at will. as though manifested by an 8th-level
nothing for the fate of its companions or servitors. In situa- Telepath (save DC 10 + Telepath's key ability modifier +
tions where multiple illithids are encountered, they may be power level): charm person. detect psionics. levitate. and
wo1king toward a common goal but remain secret rivals, suggestion.
each waiting for Its fellows to trip up and be destroyed. Improved Grab (Ex): To use this ability, the illithid must
lllithlds like to fight from a distance, using their psionic hit a Small to Large creature with Its tentacle attack. If it
abllltles (particularly their mind blast). If pressed into melee gets a hold. 1t attaches the tentacle to the opponent's head.
combat, a mind flayer lashes its enemies with the tentacles An illithld can grab a Huge or larger creature. but only if it
• ringing Its mouth. can somehow reach the foe's head.
After a successful grab. the illithid can try to attach its
remaining tentacles with a single grapple check. The oppo-
nent can escape with a single successful grapple check or
Escape Artist check. but the llllthid gets a +2 circum·
stance bonus for every tentacle that was attached at
the beginning of the opponent's turn. See
Improved Grab. page 227.
Extract (Ex): An lllith1d that begins its turn
with all four tentacles attached and makes a
successful grapple check automatically
extracts the opponent's brain, instantly
killing that creature. An illithid can extract
the brain of any Small to Large creature
that Is not a construct, elemental. ooze,
plant. or undead.
Spell Resistance (Ex): An illithid can
avoid the effects of spells and spell-like
abilities (including psionlcs) that directly
affect it. To determine whether a spell or
spell-like ability works. the spellcaster must
make a level check (ld20 + caster level)
against DC 25 If successful, the spell works
normally, although the illithid is still allowed a
saving throw.
Telepathy {Su): An illithid can communicate
telepathically with any creature within 100 feet that
has a language
Bonus Feat: lllith1ds receive the bonus feat Simple
Weapons Proficiency.
Automatic Languages: An illithid reads. writes. and
speaks any four languages.

lllithid: CR 8; Medium size aberration; HD 8d8+8; hp


44; Mas 12: lnit +6; Spd 30 ft.: Defense 15. touch 12, flat-
footed 13 (+2 Dex, .. 3 natural); BAB •6: Grap +7; Atk •8
melee (1d4+1. tentacle): Full Atk +8 melee (ld4+1, 4 ten-
tacles). or +8 ranged; FS 5 ft. by 5 ft.~ Reach 5 ft.; SQ mind
blast. psionic~. 1rnproved grab. extract. spell resistance
25, darkvision 60 ft .. telepathy; AL evil. law; SV Fort +3,
Ref ..4, Will +9; AP O; Rep +0; Str 12. Dex 14, Con 12, Int
19. Wis 17, Cha 17.
d20MODERN
Skills: Bluff +8, Concentration +12, Hide +8, Intimidate Improved Tracking (Ex}: Invisible stalkers are consum-
•10, Knowledge (any two) +9, Listen +10, Move Silently +7. mate trackers and make Spot checks instead of Survival
Read/Write English, Read/Write German, Read/Write checks to track a creature's passage.
Japanese, Read/Write Spanish, Speak English. Speak German. Automatic Language: Invisible stalkers speak (but nei-
Speak Japanese. Speak Spanish. Spot +JO. ther read nor write} Auran. They understand (but do not
Feats: Alertness, Combat Casting, Dodge, Improved Ini- speak. read, or write) two other languages.
tiative. Simple Weapons Proficiency. Weapon Finesse
(tentacle). Invisible Stalker. CR 7; Large elemental (air): HD 8d8+16:
Possessions: Business clothes. cell phone. notebook hp 52: Mas -: lnit +8; Spd 30 ft., Oy 30 ft. (perfect): Defense
computer with cellular modem. 17. touch 13. flat-footed 13 (-1 size. +4 Dex. +4 natural);
Advancement: By character class. BAB +6; Grap +14: Atk +10 melee (ld8+6. slam); Full Atk +10/
+S melee 0d8+6. slam). or +9 ranged; FS 10 ft. by 10 ft.; Reach
lllithid Dedicated Hero 2/Smart Hero 1: CR ll: Medium- 10 ft.; SQ elemental. natural invisibility, improved tracking.
size aberration; HD Bd8+8 plus 2d6+2 plus ld6+1; hp 57; Mas darkvision 60 ft.; AL none or master; SY Fort +4, Ref +10,
12: lnit +6; Spd 30 ft.: Defense 17, touch 14, flat-footed 15 (+2 Will +4; AP O; Rep +O; Str 18. Dex 19, Con 14. Int 14, Wis 15,
Dex, +2 class, +3 natural): BAB +7; Grap +8, Atk +10 melee Cha 11.
(1d4+1, tentacle); Full Atk +10 melee {ld4+1. 4 tentacles), or +9 Skills: Listen +11. Move Silently +15, Search +11, Spot +13.
ranged (2d6, Colt .45): FS 5 ft. by 5 ft.: Reach 5 ft.; SQ mind Feats: Combat Reflexes. Improved Initiative, Weapon
blast, psionics, improved grab, extract, spell resistance 25, Focus (slam).
darkvision 60 ft., telepathy: AL evil, law; SY Fort +5, Ref +4, Advancement: 9- 16 HD (Huge): 17-24 HD (Gargantuan).
Will +12; /IP l; Rep +2; Str 12. Dex 14, Con 12, Int 19. Wis 17,
Cha 17. Advanced Invisible Stalker: CR 11: Huge elemental (air);
Skills: Bluff +8, Computer Use +8, Concentration +12, HD 12d8+48: hp102: Mas-: lnit +7: Spd 30 ft .. fly 30 ft (perfect);
Craft (writing) +8, Hide •8, Investigate •8, Intimidate +10, Defense 18. touch 11. Oat-footed 15 (-2 size. +3 Dex. +7 natural);
Knowledge (business) +9, Knowledge (current events} +12, BAB +9: Grap +21: Atk +15 melee (2d6+12. slam); Full Atk +15/+10
Knowledge (technology) +9, listen +12, Move Silently +7, melee (2d6+12. slam). or +10 ranged. FS 15 ft. by 15 ft: Reach
Read/Write English. Read/Write German. Read/Write 10 ft.;SQ elemental. natural invisibility. improved tracking, dark-
Japanese. Read/Write Spanish. Research +8. Sense Mo- vision 60 ft; AL none or master. SV Fort +8, Ref +11, Will +6;
tive •7. Speak English. Speak German. Speak Japanese. Speak ~ ~~~ ~~~v~~~K~~~n
Spanish. Spot +12. Skills: Listen +13. Move Silently +17, Search +13. Spot +15.
Feats: Alertness. Combat Casting, Dodge. Improved Initia- Feats: Combat Reflexes. Dodge. Improved Initiative.
tive, Personal Firearms Proficiency, Simple Weapons Profi- Weapon Focus (slam).
ciency, Weapon Rnesse (tentacle). Weapon Focus (tentacle).
Talent (Dedicated Hero): Empathy.
Talent (Smart Hero): Lmguist.
Kobold
Possessions: Business clothes, cell phone, notebook Kobolds are short, cold-blooded. reptilian humanoids with ----~
cowardly and sadistic tendencies. Their scaly skin ranges
computer with cellular modem, Colt .45. 20 rounds of .45
ammunition. from dark rusty brown to black. They have doglike heads,
small light-colored horns, glowing red eyes, and ratlike
tails. Kobolds wear ragged clothing, favoring red and
Invisible Stalher orange, and speak with voices that sound like yapping dogs.
Invisible stalkers are morally and ethically ambivalent Normal people might mistake them for wild animals or
beings that manifest to serve the will of other beings. Their giant rats.
airy, amorphous forms are naturally invisible. making them Kobolds like to attack with overwhelming odds. If they
nearly impossible to see even when they attack. A see do not outnumber their opponents two to one. they usually
invisibility spell shows only the dim outline of a cloud. flee. They prefer to begin a fight with ranged weapons from
while atrue seeing spell revealsan 8-foot-diameter roiling hiding, closing only when they can see that their foeshave
cloud of vapor been weakened.
AA invisible stalker attacks with a sudden. intense vortex Whenever they can, kobolds set up ambushes and traps.
of wind that pounds a single target. An invisible stalker They aim to drive enemies into the traps. where other
reduced to -10 hit points or lower vanishes. leaving behind kobolds wait to catch them mcrossfires or drop poisonous
no trace of its presence. vermin onto them. They spend most of their time fortifying
the land around their lairs with traps and warning devices
Species Traits (such as spiked pits, tripwires attached to grenades. and
Invisible stalkers have the following traits other mechanical contraptions}.
' Elemental (Air): Invisible stalkers have the traits and Kobolds live in dark places. including sewers. subway tun-
immunities common to elementals (see page 219). nels. and empty tenements. They are good miners and can
Natural Invisibility {Su): An invisible stalker remains dig tunnels linking several underground lairs. They usually kill
invisible even when attacking. Creatures that correctly dis- prisoners for food but occasionally sell them as slaves to
cern the stalker's location despite being unable to see it creatures like gnolls. Their nasty habits and distrust of most
have a 50% miss chance on mclcc and ranged attacks. other beings mean that they have many enemies.
d2oMOOERN
Kobolds speak Draconic. An adult kobold stands 2 to 4 Kobold: CR 11 • Small humanoid: HD /1 d8; hp 2: Mas ll: !nit
feet tall and weighs 25 to 50 pounds. ..-l: Spd 30ft:Defense13, touch l2, flat-footed 12 (+l size, +l
Dex. +1 natural); BAB +O; Grap-6: Atk-1 melee {ld2-2. slam
Species Traits or 1d3-2. knife;. Full Atk -1 melee (1d2-2. slam or ld3-2,
Light Sensitivity (Ex): Kobolds take a -l penalty on knife). or -2 ranged (2d4. Pathfinder): FS 5 ft. by 5 ft.; Reach
attack rolls in sunlight or mbrightly ltt areas. 5 ft.; SQ darkvision 60 ft. light sensitivity; AL evil. law; SV
Skill Bonuses: Kobolds receive a +2 species bonus on Fort •O. Ref +l, Will +2; APO; Rep +O; Str 6, Dex 13, Con 11.
Craft (mechanical) and Search checks. Int 10. Wis 10. Cha 10.
Bonus Feat: Kobolds are keenly aware of their surround- Skills: Craft (mechanical) +2, Hlde +8, Listen +2, Move
ings and receive the bonus feat Alertness. Silently +4. Read/Write Draconk, Search +2, Speak Ora·
Automatic Language: Kobolds read. write. and speak conic, Spot +2.
Draconic. Feats: Alertness, Simple Weapons Proficiency.
Possessions: Knife. Pathfinder (.22 revolver}.
10 rounds of 22 ammunition.
Advancement By character class.

Kobold Smart Hero 4: CR 4; Small


humanoid; HD 4d6: hp 16; Mas 11: lnit +1;
Spd 30 ft.; Defense 15, touch 13. flat-footed
14 (+l size. +1 Dex. +1 class. +l natural. +1
leather jacket): BAB +2: Grap-4: Atk +1 melee
~d2-2. slam or 1d3 electricity plus paralysis,
stun gun): Full Atk +1 melee (ld2-2. slam or ld3
electncrty plus paralysis. stun gun). or +4 ranged (2d4,
Pathfnder). or +4 ranged (2d6, dynamite); FS Sft. by 5 ft.:
Reach S ft.: SQ darkvis1on 60 ft., light sensitivity: Al evil.
law; SV Fort +1, Ref+ 2. Will +4; AP 2: Rep +2: Str 6. Dex 13,
Con 11, Int 12. Wis 10, Cha 10.
Skills: Craft (electronic) +7, Craft (mechanical) +8,
Decipher Script +9. Demolitions +9. Disable Device +9,
Knowledge (streetwise) +7, Knowledge (tactics) +7,
listen +2. Read/Write Draconic. Read/Write English,
Repair +11, Research +9, Search +9. Speak Draconic,
Speak English. Spot ·2.
Feats: Alertness. Cautious. Personal Firearms Profi-
ciency Simple Weapons Proficiency. Studious.
Talents (Smut Hero~ Plan. savant (Repair).
Possessions: leather jacket, stun gun, Pathfinder
(.22 revolver). 20 rounds of .22 ammunition, 3 sticks of
dynamite. tool belt. lockpick set, basic electrical
toolkit. basic mechanical toolkit, demolitions kit.

ffiedusa
The medusa is a hateful, repulsive creature that pet-
rifies living beings with its gaze. It prizes art objects,
fine jewelry. and wealth, and its activities often
revolve around obtaining these items.
A medusa is indistinguishable from a normal
human at distances greater than 30 feet (or closer, if
its face is concealed). Once the creature ls clearly visi-
ble, its true nature becomes apparent. Its hideous face is
crowned with a mass of writhing. hissing snakes instead of
hair. and its eyes glow a deep. feral red. In contrast, its body
is perfectly proportioned and exceptionally attractive,
although scaly and earthen-colored The creature often
~~..... wears garments that enhance its body while hiding its
face behind a hood, mask. or veil
Amedusa tries to disguise its true nature until the
intended victim ts within range of its petrifying gaze. It
Kobold
uses normal weapons to attack those who avert their
d2oMODERN
eyes or survive its gaze. while tts poisonous snakes strike at Blank Shot. Simple Weapons Proficiency, Weapon Finesse
adjacent opponents. (snakes).
Medusas have taken to urban life well. becoming active in Talent (Charismatic Hero): Coordinate.
the criminal underworld They move among the human Pos.sessions: Knife. Glock 17 (9mm autoloader), 50 rounds
herd, taking that which they desire. of 9mm ammunition. concealed carry holster. firearms
Medusas speak two local languages and can be male or license. casual clothing. overcoat. cell phone. PDA (with
female. A male medusa averages 6 feet tall and weighs 190 addresses of various contacts and acquaintances), disguise kit.
pounds. Afemale medusa averages S feet. 6 inches tall and
weighs 160 pounds.
minotaur
Minotaurs are strong. fiercely territorial creatures. They are
Species Traits often found in sewers and other labyrinthine complexes.
Gaze {Su): Amedusa's gaze permanently turns to stone
including garden mazes and vast cornfields.
any creature within 30 feet that fails 1ts Fortitude save
(DC 15). See Special Qualities for more information on gaze
attacks. A break enchantment spell can remove the effea
of petrification. In a campaign where heroes have limited
access to spells. the GM can make the petrification a tern·
porary effect (lasting 1d6 hours).
Poison (Eit): Any creature bitten by the medusa·s snaky
hair must succeed on a Fortitude save (DC 14) or succumb
to the poison (initial damage 1d6 temporary Strength. sec-
ondary damage 2d6 temporary Strength).
Bonus Feat: Medusa~ receive the bonus feat Simple
Weapons Proficiency
Automatic languages: Medusas read. write. and speak
any two languages.

Medusa: CR 7. Medium size monstrous humanoid: HD


6d8+6; hp 33; Mas 12: ln1t •2: Spd 30 ft.; Defense 15. touch
12, flat-footed 13 (+2 Dex. <3 natural): BAB •6: Grap +6;
Atk +6/+1 melee (1d4. knife); Full Atk +6 melee (ld4.
knife), +3 melee (ld4 plus poison. snakes), or +9/+4
ranged (2d6. Glock 17); FS 5 ft. by 5 ft.: Reach 5 ft.; SA
darkvision 60 ft.. gaze, poison. AL Evil, law: SV Fort +3,
Ref+7, Wi II +6: APO; Rep +0: Str 10. Dex 15. Con 12, Int 12,
Wis 13, Cha 15.
Skills: Bluff+ll, Disguise +11, Move Silently •9, Read/
Write English. Read/Wnte Spanish Speak English. Speak
Spanish. Spot •10
Feats: Personal Firearms Proficiency. Point Blank Shot.
Simple Weapons Proficiency. Weapon Finesse (snakes).
Possessions: Knife Glock 17 (9mm autoloader). 50
rounds of 9mm ammunition concealed carry holster. fire-
arms license. casual clothing. overcoat.
Advancement By character class.

Medusa Charismatic Hero 2: CR 9: Medium-size mon-


strous humanoid: HD 6d8+6 plus 2d6•2: hp 42: Mas 11: lmt
+2; Spd 30 ft.; Defense 16. touch 13. flat footed 14(+2Dex. ~1
class. +3 natural), BAB +7; Grap +7· Atk +7/+2 melee ~d4.
knife}: Full Atk +7 melee (1d4, knife). +4 melee (1d4 plus
poison. snakes). or •10/ +5 ranged (2d6. Glock 17): FS 5 ft. by
5 ft.; Reach 5 ft.; SA darkvision 60 ft.. gaze. poison: AL Evil.
law: SV Fort +4, Ref +8, Will +6: AP I: Rep +2: Str 10. Dex 15.
Con 12, Int 12, Wis 13. Cha 16.
Skills: Bluff+15, Diplomacy +7, D1sgu1se +15, Gather Infer·
mation •7. Intimidate +7 Move Silently +9, Read/Write Eng·
lish, Read/Wnte Spanish. Speak Engltsh. Speak Spanish.
Spot +10.
Feats: Deceptive. Personal Firearms Proficiency. Point
d20MODERN
Aminotaur looks like a powerfully muscled human with Bonus Feat: A minotaur gains the bonus feat Archaic
the head of a bull and a thick hide covered 10 shaggy fur. Its Weapons Proficiency or Simple Weapons Proficiency.
dark eyes gleam with savage fury. Aminotaur could be mis- Automatic Language: Minotaurs speak (but neither read
taken for a burly street thug. a man wearing a horned nor write} Giant or one other language.
helmet, or a "street crazy:·
Aminotaur's natural cunning and feral instincts enable it Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp
to find its way easily through even the most confusing 39: Mas lS: lnit +0; Spd 30 ft.; Defense 14, touch 9. flat-footed
sewers and tunnel complexes-an ability it puts to great use 14 1-1 size. +5 natural), BAB +6: Grap +14: Atk +9 melee
in hunting. tormenting. and ultimately destroying those {2d6+6, Huge lead pipe); Full Atk +9/+4 melee (2d6+4, Huge
who cross its path. Minotaurs are often enlisted as lead pipe), .iA melee (ld8-+ 2, gore), or +9/+4 melee (ld4+4,
guardians, mercenaries, and brute muscle. slam), +4 melee (ld8• 2. gore). or +S ranged; FS 10 ft. by 10 ft.;
Minotaurs speak Giant or a local language. They typically Reach 10 ft: SQ charge 4d6+6, scent, natural cunning, dark-
stand 7 feet tall and weigh approximately 600 pounds. v1s1on 60 ft.: AL chaos, evil; SV Fort -+6, Ref t$, Will +5; AP 0:
Rep •0; Str 19, Dex 10. Con 15, Int 7, Wis 10. Cha 8.
Species Traits Skills: Intimidate •5. Jump +8. Listen +8, Search •6. Speak
Charge (Ex): A minotaur typically begins a battle by Giant. Spot +8.
charging at an opponent lowering its head to bring its Feats: Archaic Weapons Proficiency. Great Fortitude.
mighty horns into play. In add1t1on to the normal benefits Power Attack.
and hazards of a charge. the beast can make a single gorP. Possessions: Huge lead pipe (6 feet long, 4 inches thick).
attack that deals 4d6•6 points of damage Advancement By character class.
Scent (Ex): This ability allows the minotaur to detect
approaching enemies. sniff out hidden foes, and track by Minonur Strong Hero J: CR 7· Large monstrous humanoid:
sense of smell See Special Qualities for more mformauon. HD 6d8Tl2 plus 3d8•6; hp SS; Mas 15; lnit +O: Spd 30 ft.: Defense
Natural Cunning (Ex): Although minotaurs are not espe- 16. touch 11. flat-footed 16 ( 1size. +2 cl~. +5 naturalf. BAB +10;
cially intelligent. they possess innate cunning and logical Grap +18; Atlc +13 melee (3d6+9, charn saw): Full Atk +13/+8
reasoning ability. This prevents them from ever becoming melee (3d6+7, chain saw), +8 melee (ld8+4. gore), or +13/+8
lost. Further, they are never caught flat-footed. melee nd4+I slam). t8 melee nd8+4, gore). or +8 ranged: FS 10
Skill Bonuses: Minotaurs receive a +4 species bonus on ft. by 10 ft: Reach 10 ft.: SQ charge 4d6+7. scent. natural cun-
Search, Spot. and Listen checks. ning, darkvision 60 ft~ AL chaos, evil; SY Fort +8. Ref •6. Will +6:
AP 1; Rep •O: Str 20, Dex 10, Con 15, Int 7. Wis 10. Cha 8.
Skills: Intimidate +5, Jump +8. Knowledge (streetwise) +3,
Listen +8, Search +6, Speak English (or other local
language), Speak Giant. Spot +8.
Feats: Archaic Weapons Proficiency. Combat
Reflexes. Exotic Weapon Proficiency (chain saw). Great For-
titude. Power Attack. Simple Weapons Proficiency.
Talents (Strong Hero)· Melee smash. improved melee
smash.
Possessions: Chain saw. bloodstained smock.

ffion~ey
The sta1istics presented here can describe any arboreal
monkey that is no bigger than a housecat such as a colobu.s
or a capuchin.

Species Traits
Bonus Feat: Monkeys gain the bonus feat Weapon
Finesse {bite).

Monkey: CR /.; Tiny animal; HD ldB: hp 4; Mas 10;


lnit ..2; Spd 30 ft, climb 30 ft.: Defense 14. touch 14,
flat-footed 12 (•2 size, +7 Dex); BAB +0: Grap-12; Atk
+4 melee (ld3 4. bite); Full Atk +4 melee (ld3-4, bite);
Face/Reach 2 '/ ft. by 2 'Ii ft.: Reach 0 ft.: AL none or
owner; SV Fort +2. Ref •4, Will +1: APO; Rep +0; Str 3, Dex
15. Con 10. Int 2. Wis 12, Cha 5.
Skills: Balance +10. Climb •13. Hide •13. Listen +4.
Spot •4.
Feats: Weapon Finesse (bite).
Minot~ur
Advancement 2-3 HD (Small).
d;mMODERN
monstrous f lytrap Reach 15 ft; SQ plant. improved grab, swallow whole, blood
drain ld8+19. blindsight 60 ft.; AL none or owner: SV
Monstrous flytraps are giant cousins of the carnivorous
Fort •20, Ref +5, Will +9; AP 0: Rep +O; Str 36. Dex 7, Con 25,
Venus flytrap. These cunning plants can uproot themselves
Int 10, Wis 14. Cha 14.
to amble about. but they lose ld4 hit points every hour they
Skills: None.
remain uprooted. Amonstrous flytrap can stop the loss of
feats: None.
hit points by rooting itself in nourishing soil. The creature
also heals damage by consuming food.
Amonstrous flytrap has a bulbous. leafy "head" capable monstrous Spider
of swallowing a Med1um·size or smaller creature. It uses Monstrous spiders are aggressive predators that come in
the hollow teeth lining the inside of its mouth to drain two general types: hunters and web spinners. Hunters rove
every last drop of blood from its victim before spitting out about, while web spinners usually attempt to trap prey.
the husk.
Including its thick stalk and roots, the monstrous flytrap Species Traits
stands 16 feet tall and weighs 400 pounds. Monstrous spiders have the following traits.
Speed: Hunting spiders are speedier than their web-spin-
Species Traits ning counterparts. Increase the normal speed of hunting
Plant: Monstrous flytraps have the traits and immunities spiders by 10 feet. Climb speed remains unchanged.
common to plants (see page 222). Poison (Ex): A monstrous spider injects poison into its
Improved Grab (Ex): To use this ability. a monstrous fly- victim with a successful bite. The victim must succeed on a
trap must hit with its bite attack. If it gets a hold, it can Fortitude "lave or take the initial damage; a second Fortitude
attempt to swallow its opponent (see below), provided its save must be made l minute later to negate the poison's sec·
opponent 1s at least two size categories smaller than it. See ondary damage. The DC of the Fortitude saves and the
Improved Grab. page 227. effects vary depending on the monstrous spider's size, as
Swallow Whole (Ex): Amonstrous flytrap can swallow a shown on Table 8-22: Monstrous Spider Poison.
grabbed opponent two size categories smaller than it by
making a successful grapple check. The swallowed creature
can attack the flytrap from inside its mouth using claws or
a Small or Tiny slashing weapon. The flytrap does not
release its opponent until it is slain or its swallowed prey is Gargantu_a1_1_ _ _ _ _ __
completely drained of blood (that Is. dead) A monstrous Huge
flytrap's mouth can swallow only one opponent at a time Large
and cannot attack while it drains a creature's blood. Medium-size
Blood Drain (Ex): Acreature swallowed by a monstrous Small
flytrap takes ld6+13 points of damage every round due to Tiny
blood loss. For every 3 hlt points it drains, the monstrous
flytrap heals 1 hit point of damage. After draining its swal- Web (Ex): Monstrous spiders often wait in their webs or in
lowed prey to death. it expectorates the lifeless husk and trees, then lower themselves silently on silk strands and leap ....
seeks out Its next meal. onto prey passing beneath. Asingle strand is strong enough I I
Automatic Language: Monstrous flytraps raised from to support the spider and one creature of the same size.
1
seedlings can be taught to speak (but neither read nor write) Web-spinning spiders can cast a web eight times per dr,iy.
one language. Casting a web 1s a melee touch attack with a maximum
range of 50 feet and a range increment of 10 feet. and the
Monstrous Flytrap: CR 7; Huge plant: HD lld8+55; hp 104; web is effective against targets up to one size category
Mas-: lnlt -2: Spd 20 ft.: Defense 14. touch 6. flat-footed 14 larger than the spider. The web anchors the target In place,
(-2 size. -2 Dex. •8 natural): BAB +8; Grap +25; Atk +16 melee allowing no movement. An entangled creature can escape
(ld6+13, bite); Full Atk +16/+ll melee (ld6+13, bite}, or +5 with a successful Escape Artist check or burst 1t with a
ranged; FS 15 ft. by 15 ft.: Reach 10 ft.; SQ plant. improved Strength check. Both are attack actions whose DCs are given
grab. swallow whole, blood drain ld6+13, blindsight 60 ft; AL in Table 8-23: Monstrous Spider Webs.
none or owner: SV Fort +12. Ref+]. Will +5: AP 0: Rep +0; Web-spinning spiders often create sheets of sticky web-
Str 28. Dex 7. Con 21. Int 10, Wis 14. Cha 14. bing from 5 to 60 feet square. depending on the size of the
Skills: None spider. They usually position these sheets to snare flying
Feats: None creatures but can also try to trap prey on the ground.
Advancement: 12 16 HD (Huge); 17-32 HD (Gargantuan}: Approaching creatures must succeed on a Spot check (DC
33-48 HD (Colossal). 20) to notice a web: otherwise they stumble into it and
become trapped as though by a successful web attack.
Advanced Monstrous Flytrap: CR 12: Gargantuan plant: HD Attempts to escape or burst the webbing gain a -15 bonus if
22d8+154; hp 2S3; Mas -: lnit -2: Spd 20 ft.: Defense 16, the trapped creature has something to walk on or grab
touch 4. flat-footed 16 (-4 size, -2Dex,i12 natural}; BAB+l6; while pulling free. Each S·foot section has the hit points
Grap +41: Atk +25 melee ~d8+19. bite}; Full Atk •25/+20/+15/ listed on Table 8-23 and damage reduction 5/ftre.
+10 melee (ld8•19. bite), or +9 ranged: FS 20 ft. by 20 ft.; Amonstrous spider can move across its own sheet web at
d20MODER
its climb speed and can determine the exact location of any Skills: Climb +12. Hide +9, Jump +O (+6 for hunting spi-
creature touching the web. ders). Move Silently +9, Spot +12.
Feat: Weapon Finesse (bite)
Advancement: None.

Large Monstrous Spider: CR 2; Large vermin: HD 4d8+4:


hp 22; Mas 12: Init • 3; Spd 30 ft. (40 ft. for hunting spider),
14 climb 20 ft.; Defense 14, touch 12. flat-footed 11 (-1 size, +3
12 Dex, +2 natural); BAB +3; Grap +9; Atk +4 melee (ld8+3 plus
6 poison. bite); Full Atk +4 melee (ld8+3 plus poison, bite):
4 FS 10 ft. by 10 ft.; Reach 10 ft.: SQ poison, webs, darkvision
Tiny 2 60 ft.. Immune to mind-affecting attacks. resistance to mas-
sive damage: AL none; SV Fort +S. Ref +4, Will +l; AP O;
Resistance to Massive Damage: Monstrous spiders gain Rep +O; Str 15. Dex 17, Con 12. Int-, Wis 10. Cha 2.
a +5 species bonus on rort1tude saves to negate the effects Skills: Climb +14. Hide +S, Jump +2 (+8 for hunting spi-
of massive damage. ders), Move Silently +9, Spot +12.
Skill Bonuses: Monstrous spiders receive a +4 species Feats: None.
bonus on Hide and Move Silently checks and a +8 species Advancement: None.
bonus on Spot checks. Hunting spiders receive a •6 species
bonus on Jump checks Huge Monstrous Spider: CR 4; Huge vermin; HD 10d8•10:
Bonus Feat: Medium-size or smaller monstrous spiders hp 55: Mas 12: lnit +3: Spd 30 ft. (40 ft. for hunting spider).
gain the bonus feat Weapon Finesse (bite). climb 20 ft.: Defense 16. touch 11. flat-footed 13 (-2 size. +3
Dex, +S natural}; BAB +7; Grap +19; Atk +4 rnelee (2d6+6 plus
Tiny Monstrous Spider: CR'/,; Tiny vermin; HD /1 d8: hp 2; poison, bite); Full Atk +4 rnelee (2d6+6 plus poison, bite);
Mas10, lnit +3; Spd 20 ft. (30 ft. for hunting spider), climb 10 FS 15 ft. by 15 ft: Reach 10 ft.: SQ poison. webs. darkvision
ft., Defense 15, touch 15, flat-footed 12 (+2 size, +3 Dex): 60 ft.. immune to mind-affecting attacks. resistance to mas-
BAB +0; Grap-12: Atk +5 melee (ld3-4 plus poison, bite): Full sive damage; AL none; SY Fort +8. Ref +6, Will +3; AP O:
Atk +5 melee (1d3-4 plus poison. bite); FS 2 /, ft. by 2'/: ft.: Rep +O: Str 19, Dex 17. Con 12, Int-. Wis 10, Cha 2.
Reach 0 ft.: SQ poison, webs. darkvision 60 ft., immune to Skills: Climb +16, Hide +1, Jump +4 (+10 for hunting spi-
mind-tlffecting attacks. resistance to massive damage: AL ders). Move Silently +9. Spot +12.
none; SV Fort +2, Ref +3, Will +O: AP 0: Rep +O: Str 3. Dex 17. Feats: None.
Con 10, Int-, Wis 10, Cha 2. Advancement: None.
Skills: Climb +8, Hide +17, Jump - 4 (+2 for hunting spi-
ders), Move Silently +9, Spot +12. Gargantuan Monstrous Spider: CR 7: Gargantuan vermin:
Feat: Weapon Finesse (bite). HD24d8+24: hp 132: Mas 12: lnit +3; Spd 30 ft. (40 Ft. for hunt·
Advancement: None. ing spider), climb 20 ft.; Defense 18. touch 9. flat-footed 15
(-4 size, +3 Dex, ~9 natural): BAB• 18; Grap •36; Atk +20 melee
Small Monstrous Spider: CR 1/1; Small vermin; HD ld8: (2d8+9 plus poison, bite): Full Atk •20 melee (2d8+9 plus
hp 4: Mas 10; lnit +3; Spd 20 ft. (30 ft for hunting spider). poison. bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ poison, webs.
climb 10 ft.; Defense 13. touch 13. flat-footed 11 (+I size. +3 darkvision 60 ft, immune to mind-affecting attacks, resist·
Dex); BAB +O: Grap -6: Atk +4 melee (ld4-2 plus poison. ance to massive damage; AL none; SV Fort +15, Ref +ll, Will
bite): Full Atk •4 melee (ld4-2 plus poison. bite): FS 5 ft. by ~~~~~~n~~~~~~~~~2
5ft.: Reach 5 h.: SQ poison, webs. darkvision 60 ft., immune Skills: Climb +18. Hide -3, Jump +6 (+12 for hunting spi-
to mind-affecting attacks. resistance to massive damage; AL ders). Move Silently +9, Spot +12.
none: SV Fort •2. Ref +3. Will +O: AP 0: Rep •O; Str 7. Dex 17, Feats: None.
Con 10. Int - . Wis 10 Cha 2. Advancement: None.
Skills: Climb +JO, Hide +13. Jump -2 (+4 for hunting spi-
ders). Move Silently +9, Spot •12. Colossal Monstrous Spider: CR 10: Colossal vermin; HO
Feats: Weapon Finesse (bite). 48d8+48; hp 264; Mas 12; irnt +3, Spd 30 ft. (40 ft. for hunting
Advancement: None. spider), climb 20 ft.; Defense 20. touch 5, flat-footed 17 (-8
size, +3 Dex, +15 natural); BAB +36: Grap +60; Atk +36 rnelee
Medium-size Monstrous Spider: CR 1; Medium-size (4d6+l2 plus poison, bite); Full Atk +36 rnelee (4d6+12 plus
vermin; HD 2d8+2; hp 11; Mas 12: lnit +3; Spd 30 ft. (40 ft. for poison, bite); FS 30 ft. by 30 ft; Reach 15 ft.; SQ poison, webs,
hunting spider). climb 20 ft.; Defense 14. touch 13, flat- darkvision 60 ft.. immune to mind-affecting attacks, resistance
footed ll (+3 Dex. +1 natural): BAB +l; Grap +1: Atk +4 melee to massive damage: AL none; SY Fort +27. Ref +19. Will +16; AP
(ld6 plus poison. bite): Full Atk +4 melee (ld6 plus poison, 0; Rep +O; Str 27, Dex 17, Con 12, Int -. Wis 10. Cha 2.
bite); FS S ft. by 5 ft.: Reach 5ft.: SQ poison, webs. darkvision Skills: Climb +20, Hide -7, Jump +8 (+14 for hunting spi-
60 ft .. immune to mind-affecting attacks. resistance to mas- ders), Move Silently ~9, Spot +12
sive damage: AL none: SV Fort +4, Ref +3, Will +O; AP O; Feats: None.
Rep +O; Str 11. Dex 17, Con 12. Int -, Wis 10. Cha 2. Advancement: None.
d2oMODERN
extensive facilities for developing and training moreaus
moreau scattered across the country. However, moreaus have
Moreaus are animal-human hybrids. created by grafting
the same rights under United States law as humans do,
specific sequences ot animal DNA to human DNA. To date,
and that makes the country a popular destination for
all successful hybrids are mammals. Reports of strange crea-
those seeking asylum. Of course, the Immigration and
tures glimpsed in wilderness areas. or of bizarre corpses
Naturalization Service {INS) and rBI assume all moreaus
washing ashore. may be the results of unsuccessful attempts
immigrating to the United States are current or former
to create reptilian or amphibian hybrids.
spies. and treat them accordingly.
Government laboratories sterilize their moreaus, but
Skills: Moreaus get 4 fewer skill points than human char-
there are reports that some sterilizations were botched and
acters at 1st level and 1fewer skill point than human char-
moreaus are now reproducing on their own. Only time will
acters each level thereafter. Use Table 8-20: Skill Points per
tell whether the offspring resemble their parents.
Class Level for Nonhumans to deter mine how many skill
Geneticists built three "degrees" of moreau: covert. mod-
points a moreau receives.
erate, and overt
Feats: Amoreau character gets one bonus feat at lst level
Covert moreaus appear human until they demonstrate
(humans get two bonus feats at 1st level). .
superior strength, agility. endurance. or senses. Some
Height and Weight: Use Table 8- 24 to determine a
nations tattoo their coverts with discrete identifying marks
moreau character's height and weight. or choose the char-
easily covered by hair or clothing. Others prefer to imbed
microchips, just like veterinarians imbed microchips in dogs 1
1
• , c..•• ; •• 1
.:I.. •
and cats. All arc Medium·size and have low-light vision. •• • Bas: • Height B~se Weight
Modert moreaus are all bipedal and can pass as human Species 1 Height Modifier Weight Modifier
if they wear hoods or hats and keep to the shadows (-10
Bat
penalty on Disguise checks to pass for human). Some appear
Moderate 4 ft.. 6 in. +2d6 In 80 lb. x (2d4) lb.
to be accident victims or suffering from birth defects rather
Overt 4 ft. +2d6 in. 70 lb. x (2d4) lb.
than members of a separate species. They generally have
Bear
abundant body hair. but lack true pelts. All are Medium-size
and possess low-light vision.
Moderate 5 ft .. 2 in. +2dl2 m. 130 lb x {2d8) lb.
Overt 6 ft . 10 in. +4d8 in. 200 lb. x(2d8) lb.
Overt moreaus are clearly nonhuman. Their size and
Canine
body shapes vary widely. and they grow pelts rather than
Moderate 4 ft . 10 In. +ldlO In. 100 lb. x (2d4) lb.
normal human hair. They find human clothing uncomfort-
Overt 4 ft., 6 in +ldlO in. 90 lb. x (2d4J lb.
able and prefer to work without it. Their pronounced muz-
Dolphin
zles heavily accent their speaking voices. but they can speak
Moderate 4 ft .. 10 in. +/.dlO in. 130 lb. x (2d4) lb.
human languages easily. Overt moreaus have opposable
Overt 5 ft., 2 in. +-2d10 In. 170 lb. x (2d4) lb.
thumbs and can use most human equipment without mod-
Feline
ification. They possess many of the cranial features of their
Moderate 4 ft.. 10 in. +ldlO in. 100 lb. x (2d4) lb.
animal ancestors, including whiskers. enlarged ears. and
Overt 4 ft.. 6 in. +ldiO in. 90 lb. x (2d4) lb.
teeth. Overt moreaus can pass for human only if they wear
Rat
bulky clothing under very dark conditions (-20 penal~y on
Moderate 4 ft.. S in. +2d6 1n. 85 lb. x(ld6) lb.
Disguise checks to pass for human). Most travel as easily on
all fours as they walk upright
Overt 4 ft. +-2d6 in. 75 lb. x {2d4) lb.
I Covt'!rt moreaus have heights and welghn as humans.
ffioreau Characters ~: : l:JI! ~ !
Moreaus can be powerful characters. but they have weak- - - - Starting Ages
nesm Smart opponents take advantage of such flaws. Species Adulthood Additional Years
Even if the GM allows moreau characters. some facets of
Bat 14 +ld4
the campaign might make players uncomfortable or unwill-
Bear 14 •ld6
ing to play moreau heroes.
Canine 14 +ld4
• Most humans view moreaus with fear. Moreaus are sub-
Dolphin 17 +1d6
ject to prejudice and racial violence all over the world.
Feline 14 +ld4
• The initial attitude of animals toward moreaus is never
Rat 12
better than unfriendly. Moreaus take a -4 penalty on
all Charisma checks to improve an animal's attitude. S ecies Middle Age 1 Old i Venerable 1 Max Age
• Governments regard their moreaus as property. not as
Bat 30 48 66 +1dl0
people. They are valuable as long as they accomplish
Bear 30 48 66 +IdJO
the tasks set before them Ultimately, all moreaus are
Canine 30 48 66 +ld12
expendable.
Dolphin 25 53 71 +ld6
• Most moreaus who escape government control try to
Feline 30 48 66 +ldll
reach the United States. The United States categorical-
Rat 25 42 ~9 +ld6
ly deniE>s that it experiments with moreaus. claiming 1 - I to Str. Di>x, and Con:•1to Int. Wis. and Cha
that all moreaus working for the United States govern- 2 -2 lo Str. Dex, and Con. •1 to Int. WI~. and Cha
ment are Immigrants In fact. the United States has l -3 to Str. D<.>x, and Con. +I to Int. Wi~. and Cha
d7oMODERN
acter's height and weight from the indicated ranges. The Ability Scores: Bat moreaus have the following species
dice roll given in the Height Modifier column determines modifiers to ability scores:
the character's extra height beyond the base height. The Covert: -2 Int. +2 Wis.
same number multiplied by the dice roll given in rhe Weight Moderate: +2 Dex, - 2 Con. - 2 Int. +2 Wis.
Modifier column determines the character's extra weight Overt: +2 Dex. -2 Con, -4 Int. +4 Wis.
beyond the base weight. Covert moreaus have normal
human heights and weights. Moderate Bat Moreau Dedicated Hero 1: CR 1: Medium-
Age: To determine the appropriate starting age for size humanoid: HD ld6: hp 6: Mas 11; lnit +3; Spd 30 ft.;
moreau heroes, refer to Table 8- 25: Moreau Age. When a Defense 16. touch 14, flat-footed 13 (+3 Dex. +1 class. +2 light
character reaches venerable age, the GM secretly rolls the undercover shirt): BAB +O; Grap +O; Atk +0 melee
bonus indicated by the Max Age column and adds that to (ld4/19-20, knife); Full Atk +0 melee (ld4/19-20, knife), or
the number from the Venerable column. The GM records +3 ranged (2d8. Desert Eagle); FS 5 ft. by 5 ft.: Reach 5 ft.: SQ
the result, which the player does not know. When the char- light sensitivity, blindsight 120 ft., skill emphasis (Survival);
acter reaches her personal maximum age. she dies of old AL government or any other: SV Fort +1. Ref+ 3, Will +4; APO;
age at some time during the following year. as determined Rep +1; Str 10, Dex 16, Con 11, Int 10. Wis 17, Cha 8.
by the GM. Occupation: Military (bonus class skills: Hide and Move
Silently).
Bat ffioreau Species Traifs Skills: Hide +5, listen •6, Move Silently +S, Read/Write
Bat rnoreaus are ablend of human and brown bat. They tend Language (any one), Speak Language (any one). Spot +6, Sur-
to be small, quiet people with high-pitched voices. Because vival +9, Treat Injury +6.
of their unique ability to hear ultra high frequency sounds Feats: Armor Proficiency (light). Personal Firearms Profi-
they can echolocate and are quite comfortable in darkness. ciency. Simple Weapons Proficiency.
As a result, they are heavily used as scouts by unconven- Talent (Dedicated Hero): Skill emphasis (Survival).
tional warfare units. Originally developed in North America. Possessions: Light undercover shirt, Desert Eagle (.SOAE
bat moreaus quickly appeared in forces all over the world. autoloader), 30 rounds of .SOAE ammunition. knife, casual
Bat moreaus have the blindsight ability out to a 120-foot clothing. overcoat, medical kit. sunglasses. firearms license.
range, but suffer light blindness. concealed carry holster.
Overt bat rnoreaus have large, triangular ears set high on
their heads. Many have pronounced webbing between their Bear moreau Species Traits
elongated fingers, and a few have vestigial flaps of skin Bear moreaus are a blend of human and bear (in North
reaching from their ankles to their wrists. Their noses lack America, the grizzly bear). They tend to be slow but
the cartilage and prominent arch of human noses. extraordinarily powerful. They are most often used as shock
Light Sensitivity (Ex): Bat moreaus are blinded by sun- troops. Reports of overt bear moreaus acting as riot police
light, flashlights, fluorescent lights, halogen lamps. and other in the People's Republic of China remain unconfirmed.
sources of bright illumination. They can counter the blind-
_..;.____ ness and see normally by wearing dark-tinted sunglasses or
tinted visors,or they can rely on their
blindsight ability.

Moreaus
Overt bears have small. triangular ears set high on their Covert Canine Moreau Tough Hero 1: CR 1; Medium-size
skulls and sharp. nonretractable claws that serve well as humanoid; HD ld10+3; hp 13: Mas 17; lnit +2; Spd JO ft.;
weapons. Defense 13, touch 13, flat-footed 11 (+2 Dex. +1 class); BAB +O;
Variable Size: Covert and moderate bear moreaus are Grap +1: Atk +2 melce (1d6+l nonlethal, unarmed strike). or +2
Medium-s1Le. Coverts and moderates have a 5-foot-by-5- melee (ld4+1, pistol whip): Full Atk +2 melee {ld6+1 nonlethal,
foot fighting spac.e and a S foot reach. unarmed strike). or•2 melee (ld4+1. pistol whip), or +2 ranged
Overl bear moreaus are Large. An overt has a 10-foot-by- (2d6, Colt M191J), or +2 ranged (4d6, fragmentation grenade);
10-foot fighting space and a 10 foot reach. FS 5 ft. by 5 ft.: Reach 5 ft.; SQ scent. low-light vision; AL gov-
Claws (Ex): Ov<>rt bear moreaus have pronounced. nonre- ernment or any other: SV Fort +4, Ref •2, Will +0; AP 0;
tractable claws that function as natural weapons. Each claw Rep +O; Str 13. Dex 14, Con 17. Int 10, Wis 10, Cha 8.
deals ld6 points of slashing damage (plus the moreau's Occupation: Military (bonus class skills: Hide and Move
Strength modifier) and threatens a critical hit on anatural 20. Silently).
Poor Vision (Ex): Bear moreaus have bad eyesight. They Skills: Drive +4, Hide +3, Knowledge (any one) +2. Move
take a 2 penalty on Spot checks and take a -4 penalty on Silently f 3. Read/Write Language (any one). Speak Language
range attacks for each range increment (instead of the (any one), Spot -11, Sur vi val f1.
normal -2 penalty). Feats: Brawl. Personal Firearms Proficiency, Simple Weap-
Ability Scores: Bear moreaus have the following species ons Proficiency.
modifiers to ability Kores: Talent (Tough Hero): Remain conscious.
Coverr: ~ 2 Str, 2 Dex. Possessions: Coll Ml911 (.4~ autoloader), 50 rounds of .45
Moderate· +2 Str, -2 Dex, •2 Con, - 2Int. ammunition, 2 fragmentation grenades. casual clothing,
Overr· •4 Sir. - 4 Dt>x, •2 Con. 2 Int. latigue 1acket. firearms license. concealed carry holster, pro-
fessional walkie·talk1e, tactical map
Covert Bear Moreau Strong Hero 1: CR 1; Medium size
humanoid; I ID ld8 f 7: hp 10 Mas 14, lmt •O Spd 30 ft.: Dolphin ffioreau Species Traits
Defen~e 14, 1ouC'h 10, Oat footed 14 (+1 class, ~3 undercover Dolphin moreaus are a blend of human and common dol
vest); BAB •l. Grap •4: Atk •4 melee (Jd6•3/19- 20, metal phin. Their physical power combined with a high intelli·
baton): I ull Atk +4 melet> (1d6+3/l9-20. metal baton). or +2 gence frightens humans and most othN moreau~. Dolphins
ranged (ld6. HK Ml'~); I~ ~ ft by ~ ft.: Reach 5 ft.: SQ poor are most often found 111111Krn1vt•111ro11nl wc11fdri> 11nil\. par
vision: AL governmenl or any other: ~VI ort +3. Ref •O. Will t1cularly tho~e with morilllm.i rni\\ion' \II( h t1\ th!' U11ilt>d
+O; APO; l{ep f0; ~tr I/, Oex 10. lon M. Int 8. Wis 10. Cha 13. States Navy SCAL~.
Occupation: Military (bonus class skills: Drive and Overt dolphin morcc1u~ hc1vc dr~trnctive ~k111 patterns,
Navigate). with a dark blue or black b,1ck, a white front, and golden
Skills: Climb +3*, Knowledge (any one) •l. Read/Wnte stripes down their arms, ribs, and legs. They have pro
Language (dny one), Spec1k language (any one). nounced webbing between their fingers. Overt dolphins
*Includes-) armor check penalty for undercover vest. have tiny external ears. Unlike other overt moreaus. overt
Feats: Armor Proficiency (light), Personrll Firearms Profi- dolphins tend lo be hairless. - - -- -
ciency. Simple Weapons Proficiency Hold Breath {Ex): A dolphin moreau can remain sub-
Talent (Strong Hero): Extreme effort merged for a number of minutes equal to its Constitution
Possessions: Undercover vest, HK MPS (9mm subma· score before needing to surface for ah.
chine gun). SO rounds of 9mm ammunition. metal baton. Blindsight (Ex): Overt dolphin moreaus have blindsight
casual clothing. coat. night· v1s1on goggles, restricted fire- with a range of 60 feet on land or water.
arms license. concealed carry holster. Ability Scores: Dolphin moreaus have the followlng
species modifiers to ability scores:
Canine ffioreau Species Traits Covert· +2 lnt. -2 Wis
Canine moreaus are ablend of human and hound. They tend Moderate· •2 Str. -2 Dex, t2 lnl.-2 Wis
to be lithe and well muscled with narrow, elongated skulls. Overt· +2 Str -2 Dex. +4 Int, -4 Wis.
These moreaus are mosl common in North America and the
Russian Federation but also are used extensively by Central Overt Dolphin Moreau Smart Hero 1: CR 1: Medium·size
Asian nations. Most nations use canines mmilitary and para- humanoid: HD ld6+2: hp 8; Mas 15; Intl +O, Spd 30 ft.: Defense
military roles. and many serve as snipers. 13. touch 10. flat-footed 13 (+3undercover vest): BAB +O: Grap
An overt canine moreau generally has the physical traits +0; Atk +O melee (1d4. pistol whip); full Atk +O melee 0d4.
of its canine component. pistol whip). or +O ranged (2d6. SITES M9): FS 5 n. by 5 ft.;
Scent (Ex): Canine moreaus can detect approaching ene- Reach Sft.: SQ hold breath. low-light vision, blindsight 60 ft.:
mies. sniff out hidden foes. and track by sense of smell. See ALgovernment or any other; SV Fort +2, Ref •O, Will +0; APO;
Special Qualities for more information. Rep +l; Str 10, Dex 11. Con 15, Int 18. Wis 8, Cha 10.
Ability Scores: Canine moreaus have the following Occupation: Military (bonus class skills: Drive and Swim).
species modifiers to ability scores: Skills: Computer Use +8, Demolitions +8, Disable Device
Covert: +2 Con, -2 Int. +S, Drive +3, Investigate +8, Knowledge (any two) +4, Read/
Moderate: +2 Con,-2 Int. +2 Wis. -2 Cha. Write Language (any five). Repair +8, Research +8, Search +5.
Overt: +4 Con. -4 Int, +2 Wis, -2 Cha. Speak Language (any five), Swim +3.

Ul
0
Feats: Armor Proficiency (light), Personal Firearms Profi- Ability Scores: Feline moreaus have the following
ciency. Simple Weapons Proficiency. species modifiers to ability scores:
Talent (Smart Hero): Exploit weakness. Covert -2 Int. +2 Cha.
Possessions: Undercover vest. SITES M9 (9mm auto- Moderate· +2 Dex, -2 Con, -2 lnt, +2 Cha.
loader) with laser sight. SO rounds of 9mrn ammunition, 3 Overt: +2 Dex. -2 Con. 4 Int. +4 Cha.
slabs of C4/Semtex with timed detonators. casual clothing.
overcoat. firearms license, concealed carry holster. profes- Moderate Feline Moreau Charismatic Hero 1: CR l;
sional walkie-talkie, PDA, cell phone. Medium-size humanoid; HD ld6; hp 6: Mas 12; lnit +2; Spd 30
ft.; Defense 12. touch 12. flat-footed lO (+2 Dex); BAB +O;
Pelineffioreau Species Traits Grap -1; Atk-1 melee (ld4- 1. pistol whip): full Atk-l melee
Feline moreaus are a blend of human and panther or leop- (1d4-1, pistol whip), or +3 ranged (2d6, Glock 17); FS 5 ft. by
ard. They tend to be agile and quick, and many humans find Sft.: Reach Sft.: SQ low-light vision; AL government or any
them attractive. As such. they are most commonly used by other; SV Fort +1, Ref +3, Will +O; APO: Rep +2; Str 8. Dex 15,
intelligence agencies. and their human side may be of any Con 10, Int 12. Wis 10. Cha 17.
ethnicity. They generally possess a commanding. regal bear- Occupation: Miiitary (bonus class skills: Drive and Hide).
ing and don't appreciate being reminded of deficiencies in Skills: Bluff +7, Diplomacy +7, Disguise +7, Drive +6.
their intelligence. First seen in the People's Republic of Hide +6. Intimidate +7. Gather Information +7, Read/ Write
China. they are also found in the service of the Japanese and Language (any two). Speak Language (any two).
Indian governments. All possess retractable claws that func- Feats: Personal Firearms Proficiency. Pornt Blank Shot.
tion as natural weapons (1d4/20. slashing). Simple Weapons Proficiency.
Overt feline moreaus have yellow. buff. or gray fur. pat- Talent (Charismatic Hero): Charm.
terned with black spots and rrngs. A few have the excessive Possessions: Glock 17 (9mm autoloader). SO rounds of
pigmentation of the black leopard. but close inspection 9mm ammunition. casual clothing. windbreaker. firearms
reveals the typical pattern. They have tails. license. concealed carry holster, cell phone. disposable
Claws (Ex): Overt fel1ne moreaus have retractable claws camera. disguise kit.
that function as natural weapons. Each claw deals ld4 points
of slashing damage (plus the moreau's Strength modifier)
and threatens a critical hit
on a natural 20.
M Ol'OU5
d2oMODERN
Rat moreau Species Traits Mummies attack intruders without pause or mercy. They
Rat moreaus are a blend of human and brown rat. Govern- rarely attempt to communicate with their enemies and
ments that make extensive use of rat moreaus keep breed- never retreat. They stand between 5 and 6 feet tall and
ing stock under heavy guard and make intense use of the weigh between 100 to 300 pounds.
rapid breeding cycle of the rat. This makes rat moreaus. a
quick, cheap source of troops. They are most common in
Species Traits
Undead: Mummies have the traits and immunities
Third World nations where they serve in military and espi-
onage capacities. common to undead {see page 223).
Despair (Su): At the mere sight of a mummy, the viewer
Overt rat moreaus have sleek fur except on their hands,
feet, and tails. Their fur may have any color or pattern found must succeed on a Will save {DC 15) or be paralyzed with
fear for ld4 rounds. Whether or not the save is successful.
in rats but is commonly brown with white on the chest and
abdomen. They have black eyes and small, triangular ears that creature cannot be affected again by that mummy's
despair ability for one day.
high on their heads.
Ability Scores: Rat moreaus have the following species Mummy Rot (Su): Amummy's touch carries a horrible
modifiers to ability scores: rotting disease (Fort save DC 20 negates; incubation period
Covert. - 2Str, +2 Dex. 1 day; damage ld6 temporary Constitution). The GM may
Moderate: - 2Str, •2 Dex. +2 Int, -2 Cha.
Overt· - 4 Str, •4 Dex, +2 Int, - 2 Cha

Overt Rat Moreau Fast Hero 1: CR 1; Medium-sire human-


oid; HD ld8+1; hp 9, Mas 13; lnit +4: Spd 30 ft.; Defense 19,
touch 17, flat-footed 15 (•4 Dex, +3 class. •2 light undercover
shirt); BAB +Q; Grap +0; Atk +0 melee nd4/l9-20. knife); Full
Atk +O melee (1d4/19- 20, knife), or +4 ranged (2d6, Beretta
93R), or +4 ranged (special. pepper spray}. or •4 ranged (4d6,
fragmentation grenade): FS 5 ft. by Sft., Reach 5ft.; SQ low-
light vision: AL government or any other. SV Fort +l, Ref +5,
Will +O. AP O; Rep +O, Str 10. Dex 19, Con 13. Int 14, Wis 10.
Cha6.
Occupation: Military (bonus class skills: Knowledge[tac-
tics] and Survival).
Skills: Craft (mechanical) +S, Drive +7, Hide +7, Knowledge
(tactics) +5, Move Silently •7, Read/Write Language (any
two), Sleight of Hand +7, Speak Language (any two), Sur-
vival +3, Tumble +7.
Feats: Armor Proficiency (light), Personal Firearms Profi-
ciency, Simple Weapons Proficiency.
Talent (Charismatic Hero): Evasion.
Possessions: Light undercover shirt. Beretta 93R {9mm
machine pistol), 50 rounds of 9mm ammunition. pepper
spray, fragmentation grenade. fatigues. fatigue jacket,
restricted firearms license. night·vis1on goggles.

mummy .
Mummies are preserved corpses animated through rituals
best forgotten Originally they inhabited great tombs or
temple complexes. maintaining a timeless vigil and destr~y­
ing would-be despoilers. In recent years. a few mummies
have duped graverobbers into transporting them far from
their tombs to distant cities, where they cull sacrifices or
build secret temples dedicated to their ancient gods.
Physically, mummies are withered and desiccated. their
features often hidden beneath centuries-old funereal wrap-
pings. They move with aslow. shambling gait and groan with
the weight of the age~. These horrid creatures are often
marked with symbols of the dire gods they serve. While
other undead often stink of carrion. the herbs and powders
used to create a mummy give off asharp, pungent odor like
that of a spice cabinet.
a20MOOERN
allow characters to create medicine to treat the disease certain types of weapons (ballistic, bludgeoning. sonic/con-
using the Craft (pharmaceutical) skill. In a campaign that cussion, piercing. or slashing).
uses magic, a remove disease spelt can cure this disease. Bonus Feat: Mummies receive the bonus feat Archaic
The only other way to halt the disease's advance is to ampu- Weapons Proficiency.
tate whatever appendage the mummy touched (usually a Automatic Language: Mummies read. write, and speak
hand, arm, leg. or foot). Amputating a limb deals ld4+1 one language.
points of temporary Constitution damage, although a suc-
cessful Treat ln1ury check (DC 25) reduces the temporary Mummy: CR 4; Medium-size undead; HD 6d12 plus 3 (Tough-
Constitution damage to 1point. ness feat); hp 42; Mas -: lnlt -1: Spd 20 ft.; Defense 17, touch
An afflicted creature that dies of mummy rot shrivels 9, flat-footed 17 (- 1Dex, +8 natural): BAB +3; Grap +6; Atk +6
away and turns to dust. melee (ld6+4 plus mummy rot. slam): Full Atk +6 melee
Fire Vulnerability (Ex): Amummy takes double damage (ld6+4 plus mummy rot, slam), or 11 ranged; FS 5 ft. by 5 ft.;
from fire attacks unlessa sdve is allowed for half damage. A Reach ) ft.: SQ undead, despair. mummy rot, fire vulnerabil-
successful save halves the damage. and a fol lure doubles it. ity, resistant to blows. damage reduc Iion 5/+l, darkvision
Resistant to Blows (Ex}: Physical attacks deal only half 60 ft.; AL evil, law; SV Fort •2, Ref• l, Wiii +7; APO; Rep +0;
damage to mummies. Apply this effect before damage Str 17, Dex 8. Con -, Int 6, Wis 14, Cha 15.
reduction. Skills: Hide ;8, Listen +9, Move Silently ~8. Read/Write
Damage Reduction 5/ +1 (Su): In campaigns without Egyptian, Speak Egyptian, Spot •9.
magic weapon~. the GM can either disregard the mummy's Feats: Alertness, Archaic Weapon~ Proficiency. Tough-
damage reduction or apply the damage reduction only to ness.
Advancement: 7 1/ HD (Medium size): 13 18 HD (Large);
or by character class.

Mummy Dedicated Hero 3: CR 7; Medium si1e undead; HD


9dl2 plus 3(Toughness frat): hp 58: Mos : lnit l; Spd 20 ft.:
Defense 19, touch 11. flat footed 19 ( 1Dex. +I class, +8 nat-
ural): BAB •5: Grap •8: Atk +8 melee (ld6•4 plus mummy rot,
slam); Full Atk •8 melee (ld6•4 plus mummy rot. slam}. or ~4
ranged (ldl0/19 20, crossbow}: FS 5 ft. by 5 ft.; Reach 5 ft.;
SQ undcad, despair. mummy rot, lire> vulnNablllty, resistant
to blows, damage reduction 5/ lJ, darkvision 60 ft.; AL evil.
law; SV Fort t4, Ref t/, Will +9; AP 1; Rep +1: Str 17. Dex 8,
Con - , Int 7, Wis14, Cha 15.
Skills: Hide t8, Ustcn ;12. Move Silently •8, Read/Write
Egyptian, Speak Egyptian, Spot •12, Survival 111.
Feats: Alertness, Archaic Weapons Pronciency,
J Blind·rlght, Simple Weapons Proficiency, Toughness.
Track.
Talents (Dedicated Hero): Skill emphasis (Survival),
aware.
Possessions: Crossbow. 15 crossbow bolts.

Ogre
Ogres are big. ugly, greedy creatures that live by raiding
and scavenging. They dominate weaker creatures and heed
the commands o( stronger or smarter ones.
Ogres have thick hides covered with dark. warty bumps.
Their hair is usually long, unkempt. and greasy. Their skin
color ranges from dull yellow to dull brown Their clothing
' consists of unwashed garments, which add to their naturally
repellent odor. People sometimes mistake ogres for
extremely large humans with poor personal hygiene.
Lazy and bad-tempered, ogres prefer to solve
problems by pulverizing them; what they can't
destroy, they either Ignore or flee. Ogres
sometimes serve greater masters as rnerce-
naries, enforcers, and legbreakers.
Although they rely on brute strength, dirty tactics,
and superior numbers, ogres are intelligent enough
to fire ranged weapons firsl to soften up their foes
d20MODERN
before closing. They use improvised weapons when neces- 1
Owl: CR '/.; Tiny animal; HD /1 dB: hp 2: Mas 10: lnit +3: Spd
sary. wielding parking meters and signposts like great 10 ft.. fly 40 ft. (average); Defense 17. touch 15, flat-footed 14
clubs. (+2 size, +3 Dex. +2 natural); BAB +0; Grap -10; Atk +5 melee
Ogres speak Giant or a local language. Adult ogres aver- ~d2-2, claw): Full Atk +S melee (ld2-2. claw); FS 2 /1 ft. by
age 9 feet. 6 inches tall and weigh about 400 pounds. 2 /1 ft.; Reach 0 ft.; SQ low-light vision; AL none or owner;
SV Fort •2. Ref +S. Will +2; AP 0; Rep +O: Str 6, Dex 17. Con 10,
Species Traits Int 2, Wis 14, Cha 4.
Bonus Feat: An ogre gains the bonusfeat Archaic Weap- Skills: Listen +14. Move Silently +20. Spot +6 (+14 in dusk
ons Proficiency or Simple Weapons Proficiency. and darkness).
Automatic language: Ogres speak (but neither read nor Feats: Weapon Finesse (claw).
write) Giant or one other language. Advancement: 1HD (Small): 2 HD (Medium-size); 3-4 HD
(Large).
Ogre: CR 2; Large giant: HD 4d8•8: hp 26; Mas 15: lnit - 1; Spd
40 ft.: Defense 13, touch 8, flat-footed 13 ( 1size. -1 Dex, +5
natural); BAB +3; Grap +12; Atk +8 melee (2d6+7. Huge club).
Puppeteer
or +7 melee (ld4+5, slam): Full Atk +8 melee (2d6+7, Huge Puppeteers are psionic parasites that vicariously experience
club), or +7 melee (ld4+$. slam). or +1 ranged; FS 10 ft. by the lives of their victims by taking control of their minds.
10 ft.; Reach 10 ft.; SQ low-light vision; AL chaos, evil; SV They are sometimes called "spider ETs," though they are not
Fort +6, Ref +O, Will +1; APO; Rep +0: Str 21, Dex 8. Con 15, truly spiders.
Int 6, Wis 10, Cha 7. A puppeteer resembles a dark brown arthropod with
Skills: Climb •4, Listen +2, Speak Giant. Spot +2 vestigial limbs and a needlelike proboscis. The creature is
Feats: Simple WeaponsProficiency. Weapon Focus (Huge nonintelligent. relying on instinct and bllndsight to find a
club). host. Once a host is detected, the puppeteer uses its
Advancement By character class. lesser domination psionic power to subjugate the crea-
Possessions: Huge club (6 feet long, 8 inches thick}. ture, rendering it motionless and compliant. Once one
establishes mental control over its victim, it glides to the
Ogre Tough Hero 6/Bodyguard 1: CR 9; Large giant: HD victim and attaches itself to the victim's skin In a spot
4d8~ 12 plus 6d10+18 plus ldl2+3: hp 90; Mas 16; lnit -1: Spd hidden by fur, hair, or clothing. If it successfully latches
40 fl.; Defense 20, touch 12, flat-footed 20 {-1 size. -1 Dex, onto its victim, the puppeteer takes the victim as its host,
+4 class. +5 natural. +3 undercover vesl); BAB+71+2; Grap+16: drawing nutrients from the host's blood. The puppeteer's
Atk +12/+7 rnelee (2d6+7, Huge club), or +12/+7 melee blood requirements are minimal and do not damage the
(ld6+5, slam); Full Atk +12/+7 melee (2d6+7, Huge club), or host. Only when several puppeteers prey on a single host
+12/+7 melee (1d6+5, slam). or +5/+O ranged (2dl0, Browning is there direct risk to the host's health (see Species Traits,
BPS); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision; AL below). Only one puppeteer can control a given host;
chaos. evil. employer; SV Fort +11. Ref +4. Will +3; AP 3; other puppeteers attached to the same host are merely
Rep +2; Str 21. Dex 8. Con 16. Int 6. Wis 10, Cha 7. "along for the ride."
Skills: Climb +2*. Concentration +9, Listen +2, Speak Once in control of a host, a puppeteer gains the host's
Giant. Spot +3. Intelligence and relies on the hosts mental and physical abil-
*Includes armor check penalty fo1 undercover vest. ities for survival. It can also continue to use its psionic powers
Feats: Armor Proficiency (light), Brawl. Knockout Punch, and may attempt to dominate other creatures around it.
Personal Firearms Proficiency. Power Attack, Simple Weap- Puppeteers quietly and secretly invade the societies of
ons Proficiency, Weapon Focus (great club). other creatures, using their newfound intelligence and
Talents {Tough Herot Damage reduction 11-. 2/- , and bodies to enslave enure populations. They do not speak and
3/-. have no means of communicating with one another except
Talent (Bodyguard)' Harm's way. through host bodies. Puppeteers average 4 inches long and
Possessions: Huge club (6 feet long. 8 inches thick). weigh one-tenth of a pound.
undercover vest. overcoat. Browning BPS 10 gauge shotgun,
2010-gauge shotgun shells, standard flashlight. Species Traits
Combined Challenge Rating: The Challenge Rating
of a puppeteer with a host Is equal to the host's Chal-
Owl lenge Rating +l.
The statistics presented here describe nocturnal birds of Glide {Sp): A puppeteer can glide through the air at a
prey from 1to 2 feet long, with wingspans up to 6 feet. speed of 20 feet for up to 16 minutes at a time, with poor
maneuverability. The puppeteer cannot manifest psionic
Species Traits powers while gliding.
Skill Bonuses: Owls receive a+8 species bonus on Listen Psionics (Sp): 3/day-brain lock, lesser domination.
checks and a +14 species bonus on Move Silently checks. These abilities are as the psionic powers manifested by a
They receive a+8 species bonus on Spot checks in dusk and 8th-level Telepath.
darkness. Thra/l(Sp}: If a puppeteer successfully uses lesser dom-
Bonus Feat: Owls gain the bonus feat Weapon Finesse ination on its host seven times, the final effect is perma-
(claw). nent, bonding the host to the puppeteer. The thralled host
ct20MODERN
will carry out the orders of the puppeteer, including self- Skills: Hide +20, Listen +7, Spot +7.
destructive orders Actions against the host's original nature Feats: None.
allow the host a Will save (DC 22) to resist, with a -10 Advancement: None.
penalty on the roll. A successful save negates that particu-
lar action (or future occurrences of that action), but the Puppeteer Host (Human Charismatic Ordinary S}: CR 5:
host remains the puppeteer's thrall. Medium-size humanoid; HD 5d6: hp 19; Mas 10; lnit +O: Spd
Shared Host (Ex): When multiple puppeteers prey on a 30 ft.: Defense 13, touch 13, flat-footed l2 (+l Dex, •2 classY,
single host, the blood drain can be too great for the host to BAB +2: Grap +I: Atk +l melee (1d3 electricity plus paralysis,
bear. The extensive blood drain deals 1point of temporary stun gun); Full Atk +I melee (1d3 electricity plus paralysis, stun
Constitution damage per day. and a host reduced to 0 Con- gun). or +3 ranged (2d6, Beretta 92F); FS 5ft. by 5ft.; Reach 5ft.;
stitution in this fashion dies. The minimum number of pup- SQ blindsight 60 ft., immune to mind-influencing effects, resis-
peteers needed to cause temporary Constitution damage tance to massive damage: AL puppeteer; SV Fort +3*, Ref +4*,
depends on the host's size: Diminutive 2, Tiny 4, Small 12, Will +O*; APO; Rep+3; Str 8, Dex 12, Con 10, int 11, Wis 9. Cha 14.
Medium-size 20, Large 30, Gargantuan 50, Colossal 90. *While attached to its host, the puppeteer's saving throw
Blindsight (Ex): Apuppeteer can ascertain creatures by bonuses are as follows: Fort +2, Ref +7, Will +4.
nonvisual means within 60 feet. The puppeteer confers Occupation: White collar (bonus class skills: Computer
blindsight upon its host. , Use and Knowledge [business]).
Host Protection (Ex): An Skills: Bluff +10, Computer
attached puppeteer uses its .use +4, Diplomacy +12, Disguise
host's base saving throw bo- +6, Gather Information +12.
nuses if they're better than its Intimidate •10. Knowledge (busi-
own. Effects that target vermin ness) +8, Knowledge (current
can't affect a puppeteer riding a events) •8, listen +3**. Read/
humanoid host. Write English (or other lan-
Immunities: Puppeteers are guage). Speak English (or other
immune to mind-influencing ef- _ language), Spot +3**.
fects. This ability is conferred **Skill bonus conferred by
upon the puppeteer's host as puppeteer.
well. Feats: Perwnal Firearms Profi-
Resistance to Massive ciency, Point Blank Shot, Simple
Damage (Ex): Puppeteers gain a Weapons Proficiency, Trust-
+S species bonus on Fortitude y.iorthy.
saves to negate the effects of Possessions: Business clothes,
massive damage. This ability is. cell phone, PDA, briefcase, stun
conferred upon the puppeteer's gun. Beretta 92F (9mm auto-
- - - - - host as well. loader)T, 15 rounds of 9rnm am-
Shared Skills: The - munit.ffint, firearms licenset.
puppeteer retains wallet with ID and
its skills when credit cards,
it takes a host. BMW M3
The host gains sports
a +4 bonus on coupe
Listen and Spot with car alarm,
chech. car alarm keychain.
'These items are stored in the
Puppeteer: CR 1: Fine vermin; - BMW's glove compartment.
HD l/16 d8-1; hp l; Mas 9; lnit +4,·
Spd 5 ft .. fly 20 ft. (poor): De •
fense 22, touch 22, flat-footed 18
Rol
Rats are omnivorous rodents
(+8 size, +4 Dex); BAB +O; Grap
that thrive almost anywhere. A
-13; Atk +3 rnelee (I, bite); Full Atk
typical rat measures 6 inches to
+3 melee (1. bite): FS 6 in. by 6 in.: l foot long.
Reach 0 ft.: SQ glide, psionics,
thrall. shared host, blindsight 60
ft .. host protection. immune to
Species Traits
Scent (Ex): This ability allows
mind-influencing effects, re-
a rat to detect approaching
sistance to massive damage: AL enemies, sniff out hidden foes,
evil; SV Fort +l, Ref +4. Wiii +3: and track by sense of smell. See
APO: Rep +0; Str 1, De)( 19. Con 9, Special Qualities for more
Int - {or as host), Wis 16, Cha 14.
information.
Puppetttr
d:mMODERN
Skill Bonuses: Rats receive a+8 species bonus on Balance replacement's growth period. and a failed roll indicates the
checks and a ..4 species bonus on Hide and Move Silently premature death of the replacement. Financing the growth
checks They use their Dexterity modifier for Climb checks. and development of a replacement also requires a success-
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite). ful Wealth check against a purchase DC of 48. rolled before
the process of growing the clone commences
1
Rat: CR 1~: Tiny animal: HD /, d8: hp l; Mas 10; lnit -+2; Spd
15 ft., climb 15 ft., swim 10 ft.; Defense 14, touch 14. flat- Template Traits
footed 12 (+2 size, +2 Dex); BAB ~o: Grap - 12; Atk +4 melee ·'Replacement" Is an inherited template that can be added to
(ld3-4, bite); Full Atk +4 melee (ld3-4, bite); FS l 1/ 1 ft. by any humanoid (referred to hereafter as the original). Areplace-
2 1/, ft.: Reach 0 ft.: SQ scent, low-light vision: AL none or ment uses all the primary's statistics except as noted here.
owner; SV Fort +2, Ref +4, Will +1: AP 0; l\ep +0; Str 2, Dex 15, Challenge Rating: Same as the original - l
Con 10, Int 2, Wis 12. Cha 2. Hit Dice: Change to one die type smaller than the pri-
Skills: Balance +10. Climb +12. Hide +18, Move Silently +10, mary (for example, from dB to d6).
Swim +10. Special Qualities: A replacement gains all of the original's
Feats: Weapon Finesse (bite), extraordinary abilities but none of its supernatural or spell-like
Advancement: 'I· HD {Small); 1 HD (Medium-size); 2-4 abilities (including psionics). Areplacement gains none of the
HD (Large). originals other special qualities or talents. A replacement
knows that it lacks some of the abilities of the original and
occasionally feels resentful toward the original for this reason.
Rauen In addition to its inherited ext1aordinary abilities. a
These glossy black birds are about 2 feet long and have
replacement has the following special qualrty-
wingspans of about 4 feer. They combine both claws mto a
Limited Existence (Ex).· A replacement has a pro
single attack. The statistics presented here can describe
grammed natural life span of one to four years (rhe creator
most nonpredatory birds of s1m1lar size.
must specify the life span when the project to create the
replacement begins}. Once the replacement reaches the end
Species Traits of its programmed life span, 1t must make a Fon 1tude save
Bonus Feat: Ravens gain the bonus feat Weapon Finesse
(DC 25) once pc>r day. Each failed 5ave drains 1he replace-
(claw).
ment of 1rl6 point~ of Const itulio11. Thi~ ilblll1 y drr1111 cannot
1 l>t' H"'\lor(•d by any 1mMm. When ll~ Comllt111io11 drop~ to 0,
Raven: (R /.1: Tiny animal: HD'/• d8; hp 1; Mas 10: Init 1·2; Spd
the rPplrH t'111c•11t di!>\Ol ve~ in1o cl 111m of protopla5mlc goo.
10 ft., fly 40 ft. (average); Defense 14, touch 14, flat footed 12
A 1eplaccmcnt that diC!5 before lhi5 time wtalns the shape
(+2 size. +2 Dex); BAB ...o; Grap 13; Atk •4 melec (ld2-5. claw};
of the original.
full Atk +4 melee (ld2-5, claw): fS 2 1/1 ft. by 2 '/ ft.: Reach
Allegiances: A replacement's primc1ry allegiance is to its
0 ft.; Al none or owner; SV fort +2, Ref +4, Will +2; APO;
creator or owner. This allegiance cannot be broken unless

,,
Rep +0; Str I. Dex 15, Con 10, Int 2. Wis 14, Cha 6.
the creator or owner does something to break it (such as by
Skills: listen •6. Spot •6.
attacking the replacement). - - - -,
Feats: Weapon Finesse (claw).
Saves: As the original. modified by altered ability scores
Advancement: I HD (Small); 1HD (Medium-size}; 2-4
(see Abilities, below).
HD (Large).
Action Points: Replacements do not acquire or amass

lJ
-m
action points.
Replacement (Template) Abilities: As the original, except ability scores cannot
Replacements (sometimes called duplicants) arc manufac- exceed 12. Ability scores of 13 or higher for the original are
tured clones of living people A replacement makes an ideal reduced to 1] for the replacement Areplacement that gains
decoy or spy and can easily take the place of someone who levels can never raise an ability score above 12.
1s kidnapped or murdered. Skills A replacement has access to any skill in which the
A replacement 1s a physical duplicate of a specific original has ranks. and all of a replacement's skills are class
humanoid, called a primary Although a replacement does skills even if they are cross-class ~kills for the original. A
not gain the specific life experiences of its primary, it can replacement gels a number of skill points per I lit Die equal
easily mimic the demeanor and general behavior of the pri- to 4 + the replacement's Intelligence modifier (minimum 1 c
mary, enabling it to fill the same general roleas the rrimary. skill point per Hit Die). The replacement can never have
111d
,,
A replacement Is identical In appearance to the primary more ranks in a skill than the original.
except It has jet-black eyes with no visible irises. Some The replacement gains a +4 species bonus on Disguise
replacements wear special contact lenses (purchase DC 12) checks when impersonating the original. I he bonus in-
to conceal this sinister physical divergence. creases to +10 if the replacement wears contact lenses that
Replacements are bred in laboratories A sample of the hide its distinctive black eyes.
primary's subdermal tissue Is required to create a replace- Feats: A replacement gains the onginal's feats but cannot
ment {dead skin cells or hair follkles will not do), and an use any feat for which it no longer meets the prerequisites.
adult replacement takes two months to grow Creating a Automatic languages: A replacement can read, write,
replacement requires a successful Craft (pharmaceutical) and speak any language known by the original.
check (DC 50). The check must be made 1month into the Advancement: By character class.

111
aoMOOER
Replacement Scientist (Human Smart Ordinary 5/ Feats: None.
Charismatic Ordinary l): CR 6: Medium-size humanoid: External Components: Audio/visual sensor.
HD 7d6+7; hp 31: Mas 12: lnit •l. Spd 30 ft.. Defense 14. touch
14, flat-footed 13 (•1 Dex. •3 class}: BAB +3: Grap +3: Atk +3 Tiny Robot: CR 1, Tiny construct: HD I dlO: hp 2: Mas - ;
melee (1d3. unarmed strike); Full Atk +3 melee {Jd3. unarmed lnit •2: Spd 20 ft. (treads). 30 ft. (bipedal). 40 ft.
strike), or +4 ranged (2d6. SITES M9): FS 5 ft. by 5 ft: Reach (quadrupedal). or 50 ft (wheel~): Defense 13, touch 13, flat-
5 ft; Al Creator; SV Fort +4. Ref +4. Will +3: AP 0: Rep +4: footed 12 (+2 size. +1 Dex): BAB •O: Grap-10; Atk +O melee;
Str 10. Dex 12. Con 12. Int 12. Wis 11. Cha 9. Ful Atk +O me lee or +3 ranged: FS 2 I ft. by 2 1/1 ft.; Reach
Skills: Bluff +4, Computer Use +4. Craft (chemical) +S. 0 ft.: SQ construct: Al none: SV Fort +0. Ref +l, Will +O:
Decipher Script+3, Disguise +5(+11 with contact lenses). Dis- AP 0: Rep •O: Str 6, Dex 12. Con-. Int-. Wis 10. Cha 10.
able Device •3. Investigate +3, Knowledge (current events} Skills: None (unless programmed by a Techie, as
+3, Knowledge (earth and life sciences) +7. Profession •3. described on page 178).
Read/Write English. Read/Wnte Korean. Research +ll. Feats: None.
Search +3, Speak English. Speak Korean. External Components: Audio/visual sensor, manipula-
Feats: Dodge*, Educated. Personal Firearms Proficiency. tor arms.
Simple Weapons Proficiency Studious.
*The replacement does not meet the prerequisite for this
feat and therefore cannot use it.
Shark
Possessions: SITES M9 (9mm autoloader pistol). 16 These carnivorous fish are aggressive and liable to make
unprovoked attacks against anything that approaches
rounds of 9mm ammunition. firearms license. notebook
computer. briefcase, cellphone, corporate security pass. them. Sharks rarely attack prey larger than themselves.
When spurred by hunger to attack, sharks circle and
overcoat. business clothing. wallet.
observe potential prey. then dart 1n and bite with their
powerful jaws.
Robot
Robots are manufactured. remote-controlled constructs Species Traits
powered by batteries They come in a variety of sizes and Aquatic: Sharks can move in water without making Swim
shapes and can be fitted with tools. appendages. and other checks and cannot drown in water.
attachments. Robots can also be programmed to perform Keen Scent (Ex): Ashark can notice creatures by scent in
tasks that require premion or tasks that carry the risk or a 180-foot radius and detect blood mthe water at ranges of
bodily harm. up to one mile.
ADiminutive robot measures 6 to 12 inches long (or tall) Sonus Feat: Sharks gain the bonus feat Weapon Finesse
and weighs about l pound. ATiny robot measures 13 to 24 (bite).
inches long (or tall) and weighs up to 3 pounds. Arobot can
be controlled by remote from up to 300 feet away. Shark: CR 1; Medium-size animal; HD 3d8+3; hp 16; Mas 13;
lnit +2: Spd swim 60 ft.: Defense 15, touch 12, flat-footed 13
Species Traits (~2 Dex, •3 natural). BAB •2: Grap +3: Atk •4 melee (ld6+1,
Construct: Robots have the traits and immunities bite): Full Atk •6 melee {ld6•1, bite): FS 5 ft. by 5 ft.; Reach )
common to constructs (see page 218). ft.: SQ aquatic. keen scent. low· light vision: AL none; SV Fort
Speed: A robot's speed depends on its size and method ,.4, Ref +5. Will +2: AP 0; Rep •O: Str 13, Dex 15, Con 13. Int 1..
of locomotion (bipedal, quadrupedal. tracked. or wheeled) Wis 12, Cha 2.
The different speeds are given with each robots statistics Skills: listen +7. Spot +7, Swim +9.
(below). Feats: Weapon Fmesse (bite).
Attacks: A robot is not normally equipped with weap- Advancement 4-7 HD (Large): 8-16 (Huge).
ons. Robots fitted with arms or s1m1lar manipulators can
attempt to grapple things. but the manipulators are too SReleton (Template)
small to deal damage.
Skills: Acharacter with four or more levels in the Techie Skeletons are the animated bones of the dead, mindless
automatons that obey the orders of their evil masters. They
advanced class (see page 177) can program one or more
are seldom garbed wnh anything more than the rottmg
ranks of a single skill mto a Dimmut1ve or Tiny robot. Other-
wise, a robot has no skills. clothes they were wearing when exhumed. Pinpoints of red
light smolder in their empty eye sockets.
Diminutive Robot: CR 1110: Diminutive construct: HD '/, Skeletons follow orders to the letter. drawing no conclu-
dlO; hp 1: Mas-: lnit ~2: Spd 10 ft. (treads). 20 ft. (bipedal). sions of their own and rarely making decisions. Because of
this limitation, their instructions must always be simple,

w
30 ft. (quadrupedal), or 40 ft. (wheels): Defense 16. touch
such as "Kill anyone who enters this graveyard."

-a:
16. flat-footed 14 (•4 size. ~2 Dex}: BAB •O: Grap - 15: Atk +1
melee: Full Atk +1 melee or +6 ranged: FS 1ft. by 1ft.: Reach Skeletons attack until destroyed, for that is what they
O ft.; SQ construct; Al none; SV Fort +O, Ref •2. Will +O: were created to do. The threat posed by a group of skele-
tons depends primarily on its size. A skeleton weighs
APO; Rep +0; Str 4, Dex 14. Con-. Int-. Wis 10. Cha 10.
approximately half as much as the base creature.
Skills: None (unless programmed by a Techie. as
described on page 178).
Template Traits Human Skeleton: CR /1, Medium-size undead: HD ldl2:
"Skeleton" is an acquired template that can be added to any hp 6; Mas -: lnit +S; Spd 30 ft: Defense B. touch ll. flat-
living corporeal creature that has a skeletal structure footed 12 (+l Dex....2natural) BAB •O: Grap •O: Atk +O melee
(referred to hereafter as the base creature) Askeleton uses {ld4. claw); Full Atk •O melee (ld4. 2 claws): FS 5 ft. by 5 ft.:
all the base creature's statistics except as noted here. Reach 5 ft.: SQ undead. skeleton immunities: AL creator. SV
Fort +0, Ref +l, Will +2: APO: Rep +O. Str 10. Dex 12. Con - .
Challenge Rating: Askeleton's Challenge Rating depends
Im - . Wis 10. Cha 1.
on its size: Tiny or smaller I , Small .. Medium-size 'A
Large 2. Huge 5, Gargantuan 9. Colossal 12. Skills: None.
Type: The creature's type changes to undead (see Feats: Improved Initiative. Simple Weapons Proficiency.
page 223).
Hit Dice: Drop any Hit Dice gained from attaining levels. Ogre Skeleton: CR 2: Medium-size undead; HD 4dl2; hp 22;
and raise the remaining Hit Dice to dl2. Mas - : lnit +4, Spd 30 ft.: Defense 12. touch 9. flat-footed 12
(- 1size. +3 natural): BAB +Q· Grap +8; Atk +4 rnelee (ld6+5,
Speed: Winged skeletons can't use their wings to fly. If
the base creature flew magically. so can the skeleton. claw): Full Atk +4 me lee (1d6+S, 2 claws). or +4 me lee {2d6+7,
Defense: A skeleton's natural armor bonus to Defense great club); FS 10 ft. by 10 ft.: Reach 10 ft.: SQ undead. skele-
changes to a value based on its size: Tiny or .smaller +O. ton immunities: AL creator: SV Fort +O, Ref +0, Will +3: APO:
Small +1, Medium-size +2, Large •3, Huge +4. Gargantuan +6. Rep +O: Str 21. Dex 10, Con-. Int -. Wis 10. Cha l.
Colossal +10. Skills: None.
Attacks: A skeleton retains all the natural attacks. manu- Feats: Improved Initiative. Simple Weapons Proficiency.
factured weapons. and weapon profiaenc1es of the base
creature. except for anacks that can't work without flesh SnaRe
(such as an illith1d's tentacle attacks). Acreature with hands Constrictor snakes hunt by grabbing prey with their mouths
gains one claw attack per hand the skeleton can strike with and then squeezing it with their powerful bodies. Vipers rely
all of them at its full attack bonus (If the base creature on their venomous bites to kill prey and defend themselves.
already had claw attacks. It can use the skeleton claw attack In general. snakes do not attack creatures larger than them-
and damage. If they're better.} selves except in self·defense
Damage: Natural and manufactured weapons deal
damage normally. A claw attack deals damage depending Species Traits
on the skeleton's size (use the base creatures claw damage Snakes have the following traits.
if it's greater): Diminutive or Fine 1. Tiny ld2. Small ld3. Variable Size: See Table 8-1: Creature Sizes for attack
Medium-size ld4. Large ld6. Huge ld8. Gargantuan 2d6. and Defense modifiers based on size. as well as for a snake's
Colossal 2d8. fighting space (assuming the creature is coiled) and reach.
Special Qualities: Askeleton loses all of the base crea- Improved Grab (Ex): Only constrictor snakes have this
ture's special qualities except for immunity or resistance to ability. To use this ability, a constrictor snake must hit with
specific energy types. In addition to gaining the undead its bite attack. If it gets a hold. It can constrict (see below}. _____
type, a skeleton has the following special quality. See Improved Grab, page 227.
Skeleton lmmunit 1es (Ex); Askeleton has cold immunity. Constrict (Ex): With a successful grapple check against a
Because it lacks flesh and Internal organs. a skeleton takes only creature of its size or smaller. a constrictor snake deals
half damage from ballistic. piercing. or slashing weapons. damage equal to its bite damage.
Allegiances: A skeleton loses any previoU5 allegiances Poison (Ex}: Aviper injects venom with a successful bite.
and adopts a new allegiance to its creator. This allegiance The victim must succeed on a Fortitude save or take ld6
cannot be broken. points of temporary Constitution damage: a second Forti-
Saves: Askeleton's saving throw modifiers are based on tude save must be made l minute later to negate the
Hit Dice and given m Table 8-2: Creature Saves and Base venom's secondary damage (same as the initial damage),The
Attack Bonuses. save DC is equal to 11 + . the snake's Hit Dice + the snake's
Action Points: A skeleton does not acquire or amass Constitunon modifier (DC 11 for a Tiny viper).
action points. It loses any action points possessed by the Scent (Ex): Thts ability allows a snake to detect
base creature. approaching enemies. sniff out hidden foes. and track by
Reputation Bonus: Askeleton has a +Q Reputation bonus. sense of smell. See Speoal Qualities for more information.
Ability Scores: A skeleton gains the following ability Skill Bonuses: Snakes receive a +8 species bonus on Bal-
score increase· Dexterity +2 In addition. a skeleton has no ance checks and a •4 species bonus on Hide. Listen, and
Constitution or Intelligence score. its Wisdom changes to Spor checks. Snakes apply either their Strength or Dexterity
10, and its Charisma changes to l. modifier. whichever Is higher. to Climb checks.
Skills. Askeleton loses all skills Bonus Feat: Vipers gain the bonus feat Weapon Finesse
Feats: Askeleton loses all feats except those thal confer (bite).
armor or weapon proficiency (Archaic Weapons Proficiency,
Armor Proficiency, Exotic Firearms Proficiency. Exotic Melee Constrictor Snake: CR 2: Medium-size animal; HD3d8+3;
Weapon Proficiency, Personal Firearms Proficiency. and hp 16: Mas 13; lnit +3; Spd 20 ft.. cllmb 20 ft., swim 20 ft.;
Simple Weapons Prof1c1ency). A skeleton gains the feat Defense 15, touch 13. flat footed 12 (+3 Dex, +2 natural); BAB
Improved Initiative. +2: Grap +S; Atk +S melee (1d6•4. bite); Full Atk +5 melee
d20MODERN
nd6+4, bite); FS Sft. by 5ft (coiled): Reach 5ft.; SQ improved nerabilities, blindsight 60 ft.; Al none: SV Fort •18, Ref +8.
grab, constrict ld6+4, scent, low-light vision; Al none; SV Will •S: A? O; Rep +O; Str 44, Dex 6, Con 26. Int-, Wis l, Cha l
Fort +4, Ref +6. Will +2; AP O; Rep +0; Str 17, Dex 17, Con 13, Skills: None.
Int 1, Wis 12, Cha 2 Feats: None.
Skills: Balance +11, Climb +14, Hide +11, listen +9, Spot +9, Advancement: 33-56 HD (Colossal).
Swim +11.
Feat s: None.
Advancement: 4-8 HD (large); 9-16 HD (Huge}: 17- 32 HD
Tiger
(Gargantuan). These great cats stand more than 3 feet tall at the shoulder
and are about 9 feet long. They weigh from 400 to 600
pounds.
Tiny Viper: CR /i, Tiny animal: HD;. d8; hp 1; Mas11; lnit +3;
Spd 15 ft.. climb 15 ft.. swim 15 ft.; Defense 17, touch 15, flat-
footed 14 (+2 size, +3 Dex, +2 natural); BAB +0; Grap- JO; Atk +5
Species Traits
melee (ld3-2 plus poison, bite); Full Atk +5 melee (ld3-2 plus Pounce (Ex): If a tiger leaps upon a foe during the first
poison. bite); FS 2 /1 fl. by 2 '/ , ft. (coiled); Reach Oft.; SQ round of combat, it can make a full attack even if it has
already taken a move action.
poison. scent, low·light vision; AL none; SV Fort +2. Ref +5,
Will +l; APO; Rep +0; Str 6, Dex 17, Con 11, Int 1. Wis12, Cha2. Improved Grab (Ex): To use this ability, the tiger must hit
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, with a claw or bite attack. If it gets a hold, it can rake (see
Swim +11. below). See Improved Grab, page 227.
Feat: Weapon Finesse (bite). Rake (Ex): A tiger that gets a hold of its target can make
Advancement: '/z-1 HD (Small); 2HD (Medium-size); 3- 4 two rake attacks (•9 melee) with Its hind legs for ld8•6
HD (Large); 5-16 HD (Huge). points of damage each. If the tiger pounces on an opponent.
it can also rake.
Skill Bonuses: Tigers receive a •4 species bonus on Bal-
Terrestrial Effluvium ance, Hide. and Move Silently checks. In areas of tall grass or
Sometimes referred to as "black blood of the Earth; terres- heavy undergrowth, their Hide bonus Improves to •8.
trial effluvium is a primordial abomination that originates
somewhere deep underground. Sometimes. either by acci- Tiger: CR 4; Large animal; HD 6d8• 18; hp 45; Mas 17; lnit +2;
dent or design. terrestrial effluvium finds its way into sewer Spd 40 ft.; Defense 14, touch 11, flat-footed 12 (-1 size, ..2Dex,
systems, where it discovers nourishment in the form of +3natural); BAB +4; Grap +14; Atk +9 melee ~d8+6. claw); Full
living creatures smaller than itself. Atk +9 melee nd8• 6, 2claws), +4 melee (2d6+ 3, bite); FSlO ft.
Terrestrial effluvium attacks by slamming opponents with by 10 ft.; Reach Sft.; SQ pounce, improved grab, rake 1d8+3,
a long, slick pseudopod. Acidic enzymes coating the low-light vision; AL none; SV Fort +81 Ref +7, Will +3; APO;
pseudopod continue to dissolve a victim even after the ini- Rep +0; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6.
tial attack. Skills: Balance +6, Hide +5 (+9 in tall grass or under-
Terrestrial effluvium measures 30 feet in diameter and growth), Listen +3, Move Silently +9, Spot •3, Swim +ll.
weighs approximately 8,000 pounds. Feats: None.
Advancement: 7-12 HD (large); 13-18 HD (Huge).
Species Traits
Ooze: Terrestrial effluvium has the traits and immunities
common to oozes (see page 222).
Toad
Acidic Enzymes (Ex): Any creature that takes damage These diminutive amphibians are innocuous and beneficial,
since they eat insects.
from a terrestrial effluvium's slam attack also takes ld6
points of acid damage from the ooze's digestive enzymes.
The enzymes continue lo dissolve the victim, dealing ld6
Species Traits
Skill Bonuses: A toad's coloration gives it a +4 species
points of acid damage every round until the wound is
bonus on Hide checks.
washed with at least 1pint of water (or some other appro-
priate liquid).
Immunities (Ex): Terrestial effluvium is immune to bal- Toad: CR 1/1e.; Diminutive anrmal; HD 1/, dB; hp 1; Mas ll; lnit
listic and piercing weapons. ..1; Spd 5 ft.; Defense 15, touch 15, flat-footed 14 (•4 size,
Vulnerabilities (Ex): Terrest1al effluvium takes double +l Dex); BAB •0; Grap -17: Atk none; Full Atk none; FS l ft. by
damage from attacks that deal sonic or concussion damage. l ft.; Reach 0 ft.; AL none; SV Fort ~2. Ref +3, Will +2; APO;
Direct sunlight deals 50 pornts of damage to the creature Rep +0; Str 1. Dex 12, Con 11, Int 1, Wis 14, Cha 4.
each round. Skills: Hide •21 (includes +4 species bonus), Listen +5.
Spot +4.
Feats: None.
Terrestrial Effluvium: CR 15; Colossal ooze; HD 32dl0+256 plus
Advancement: None.
40 (extra hit points); hp 472; Mas-; lnit -2: Spd 10 ft.; Defense
6, touch 0, flat-footed 6 (-8 size, -2 Dex. +6 natural}; BAB +24;
Grap t53; Atk +37 melee (2d8+19 plus ld6 acid, slam); Full Atk Tooth fairy
+Jl/+32/+27/+22 melee (2d8+19 plus ld6acid, slam); FS30ft. by Although their name frequently conjures images of benign
30 ft.; Reach 15 ft; SQ ooze, acidic enzymes, immunities, vul- fey that leave money under children's bed pillows in the
rt JO
night. real tooth fairies are wicked. horridly deformed crea- Intimidate •4, Listen +4, Move Silently +9, Repair +4,
tures that antagonize and occasionally torment mortals for Research +S, Search +4, Sense Motive +4, Sleight of Hand +7,
their own amusement or out of spite A tooth fairy usually Spot +4, Tumble +7. . .
appears only at night, sleeping in an attic and other out-of- Feats: Heroic Surge. Improved lnit1at1ve, Personal Firearms
the-way location during the day. Proficiency, Renown. Simple Weapons Proficiency. Stealthy.
A tooth fairy has an emaciated body. distended stomach, Talents (Fast Hero): Evasion, uncanny dodge l.
sharply pointed ears, small sunken eyes. and crooked, over- Talent (Smart Hero): Savant (Research).
sized teeth. Its limbs are gnarled, and its tangled hair resembles Possessions: Colt Double Eagle ~Omm autoloader), 18
a nest of roots and thickets. A tooth fairy's small, gossamer rounds of 10mm ammunition. hip holster, fey rod, knife, day
wings are similar to those of a dragonfly but ghostly white. pack, bag of 25 caltrops, 3 sticks of dynamite, lighter. dis-
footh fairies stand 5 feet tall and weigh 80 to 100 pounds. guise kit. steel handcuffs.

Species Traits
Fey Rod (Sp): A tooth fairy's preferred weapon is a 1- Troglodyte . .
Troglodytes are revolting. warlike, reptilian humanoids that
foot·long rod of ash wood. A fey rod allows its wielder to
cast the following spells as a 3rd-level Mage (save DC 10 • savor the taste of their enemies' flesh-especially human
spell level): daze (DC 10), knock. lis~t. magic r:iissile. and flesh. They have spindly but muscular arms a.nd wa.lk erect
sleep (DC 11). Using any of the rods powers 1s an attack
on their squat legs, trailing a long, slender tail. Their heads
action. The fey rod can cast seven spells per day and h~ a are lizardllke and crowned with a frill that extends from the
hardness of S. 1hit point, and abreak DC of 11. A tooth fairy forehead to the base of the neck. Their eyes are black.
that loses its (ey rod fights to the death to retrieve it or beady, and able to see even in the dimmest light.
takes ld4 points of temporary Wisdom damage every .24 Troglodytes are not especially bright. but their fe!ocity
hours the fairy and the rod remain separated. Destroying and natural cunning more than compensate for their low
the rod instantly slays the tooth fairy, turning both to dust. intelligence. They guard their lairs aggressively. lashing out
fnvisibllity(Sp): A tooth fairy can turn itself invisible at at anyone who comes too near. They also stage raids to
acquire food and loot
will, as a move action. This ability works only after sunset
and before sunrise. but the duration of the invisibility is Troglodytes prefer to ambush prey with ranged weapons.
otherwise unlimited. An invisible tooth fairy becomes visi· weakening their opponents from a safe distance before
ble when it attacks closing to attack. If the battle goes against them, they
Anyspeak (Sp): A tooth fairy can speak. read, and write retreat and attempt to hide. They may carry firearms sal·
any spoken language. . vaged from past victims but are rarely proficient in their use.
Bonus Feat: Tooth fairies gain the bonus feat Simple Troglodytes rule the sewers they inhabit and prefe~ the
Weapons Proficiency. more rancid and fetid areas that other creatures avoid. A
typical troglodyte lair contains vario.us discarded items.
Trogs prize steel above all else, and their bodies may be fes-
Tooth Fairy: CR 1; Medium-size fey: HD 2d6: hp 7; Mas 10;
tooned with trinkets of looted metal.
lnit +5; Spd 30 ft.. fly 30 ft (average); Defense 11, touch 11,
flat-footed 10 (+l Dex); BAB +0; Grap +O: Atk +Q melee (ld4, Troglodytes speak Draconic Most have no ability, desire,
knife); Full Atk •O melee (1d4, knife), or +1 ranged; FS 5 ft. by or need to speak the local languages. An adult specimen
Sft; Reach Sft.; SQ fey rod. inv1sibll1ty. anyspeak, low- stands approximately 5 feet tall and weighs roughly 150
pounds.
light vision; AL evil; SY Fort +O, Ref •1. Will +4: APO; Rep +3;
Str 10, Dex 12, Con 10, Int 13, Wis 12. Cha 13.
Skills: Bluff +4, Crafl (any one) +3, Decipher Script +4, Dis-
Species Traits
guise +4, Escape Artist •4. Hide +4, Intimidate +4, Lis.ten +4. Stench (Ex): When a troglodyte is angry or frightened, it
Move Silently ~4. Search •4. Sense Motive +4, Sleight of secretes an oily, musklike chemical that most animal life
Hand •4, Spot +4, Tumble •4. finds offensive. All Irving creatures (except troglodytes)
feat s: Improved Initiative, Renown, Simple Weapons Pro- within 30 feet of the troglodyte must succeed on a Forti-
ficiency tude save (DC 13) or take a -2 morale penalty on attack
Possessions: Fey rod, knife rolls, weapon damage rolls. ability checks. skill checks, and
Advancement: By character class. saving throws for 10 rounds. Characters subjected to stench
from multiple troglodytes make only one saving throw.
Tooth Fairy Fast Hero 3/ Smart Hero 1: CR 5; Medium-size Characters affected by a troglodyte's stench cannot be
fey; HD 2d6 plus 3d8plus1d6; hp 23; Mas 10; lnit +1; Spd 30 ft, affected again by any troglodyte's stench until the current
effect expires.
fly 30 ft. (average): Defense 15. touch 15, flat-footed 15.(+1 Dex,
•4 class); BAB +2; Grap 12; Atk •2melee touch (1d4, knife); Full Species Bonus: A troglodyte's skin changes color some-
Atk +2 melee (ld4, knife), or +3 ranged (2d6. Colt Double what allowing it to blend In with its surroundings like a
chameleon. A troglodyte gain~ a +4 species bonus on Hide
Eagle); FS 5 ft. by 5 ft.; Reach 5ft.; SQ fey rod. invisi~ility.
checks (+8 in a rocky or subterranean selling).
anyspMk, low·llghl vision: AL evil; SY Fort +-1, Ref +3, Will +6;
AP 2; Rep •S: Str 10, Dex 13. Con 10. Int 13, Wis 12, Cha 13. Bonus Feat: Troglodytes receive the bonus feat Simple
Skills: Bluff +4, Computer Use +4, Craft (chemical) +3, Weapons Proficiency.
Decipher Script •4, Disguise +4, Escape Artist +7, Hide +9, Automatic Language: Troglodytes read, write, and
speak Draconic.
d20MODERN
Troglodyte: CR l: Medium size humanoid; HD 2d8+4; hp B;
Mas 14; lnit -1. Spd 30 ft.: Defense 15. touch 9. flat-footed 15
Troll
(-1 Dex, +6 natural); BAB +1; Grap ~1: Atk +l melee (ld4. claw); Trolls are horrid, fearless carnivores that ravenously devour
Full Atk +l melee (ld4, 2 claws), -1 melee (ld4, bite). or +l any organic matter, from trash to pets and humans. They
prefer to lair near civilization, usually in abandoned or des-
melee (ld6 nonlethal. sap). -4 melee 0d4. bite), or +O ranged
(ld6. javelin); FS 5 ft. by 5 ft.: Reach Sft.; SQ ste~ch, darkvi- olate locations such as condemned tenements. old facto-
sion 90 ft.: AL chaos, evil: SV Fort +5, Ref -1. Wrll -+-0: APO; ries, and under highway bridges.
Rep +0; Str 10, Dex 9, Con 14. Int 8, Wis 10. Cha 10. A troll's rubbery hide is moss green. mottled green and
Skills: Hide +6, Listen +3. gray, or putrid gray. A writhing, hairlike mass gro~s out of
Feats: Multiattack. Simple Weapons Proficiency. the creature's skull and is usually greenish black or iron gray.
Possessions: Sap, ld4 javelins, backpack containing food Its arms end in wide, powerful hands with sharpened claws,
and assorted items. its legs in great three-toed feet. A troll's thin and frail
appearance belies surprising strength.
Advancement: By character class.
Trolls have a hunched posture and sagging shoulders.
Troglodyte Dedicated Hero )/field Medic 1: CR 5; Medium- Their gait Is uneven, and when they run, the arms dangle and
size humanoid; HD 2d8+4 plus 3d6+6 plus ld8+2; hp 35: Mas 14: drag along the ground. For all this seeming awkwardness,
trolls are very agile.
lnit +0; Spd 30 ft.; Defense 19. touch 13. flat-footed 19 (+3 class,
+6 natural): BAB +3: Grap +3: Atk +3 melee (ld4, claw); Full Atk Trolls have no fear of death. They launch themselves into
+3 melee (ld4, 2 claws), +1 melee (ld4. bite), or +3 melee {1?6 combat without hesitation, flailing wildly at the closest
nonlethal. sap), -2 melee (ld4, bite), or +4 ranged (ld4 electric- opponent. Even when confronted with fire. they try to get
ity plus paralysis, taser); FS 5 ft. by 5ft.; Reach 5 ft.; ~Q stench, around the flames and attack.
darkvision 90 ft.; AL chaos, evil: SV Fort +9, Ref +2, Wrll +3; AP 2: Trolls speak Giant or one local language. A typical adult
Rep +2; Str 10, Dex 10, Con 14, Int 8. Wis 10, Cha 10. male stands 9 feet tall and weighs 500 pounds. Females are
Skills: Craft (pharmaceutical) +l, Hide +7, Listen +3. usually larger, heavier. and more powerful tha~ their mal.e
Spot +3, Treat Injury +10. . . counterparts, standing 10 feet tall and weighing approxi-
mately 600 pounds.
Feats: Armor Proficiency (light), Mult1attack, Simple
Weapons Proficiency. Surgery. Weapon Focus (taser).
Talents (Dedicated Hero): Healing knack, healing
Species Traits
touch 1. Rend (Ex): If a troll hits with both claw attacks, i~ latches
Talents (Field Medic): Medical specialist +l. onto the opponent's body and tears the flesh. This attack
Possessions: Sap, taser, medical kit, first aid kit, backpack automatically deals an additional 2d6+9 points of d~mage.
containing food and assorted items Regeneration (Ex): A troll regenerates 5 points of
damage each round but cannot regenerate acid or fire
damage. If a troll loses a limb or body part, the lost portion
regrows in 3d6 mlnutes. The creature can reattach the sev-
ered member instantly by holding it to the stump.
Scent (Ex): This ability allows a troll to detect approach-
Troglodyte
ing enemies, sniff out hidden foes. and track by sense of
smell. See page 228 for more information.
Darkvision (Ex): Instead of the low-light vision nor mall~
possessed by creatures of the giant type. trolls have darkv1-
sion with a range of 90 feet. .
Bonus Feat: A troll gains either Archaic Weapons Profi-
ciency or Simple Weapons Proficiency as a ~nus feat.
Automatic Language: Trolls speak (but neither read nor
write) Giant or one other language

Troll: CR 5: Large giant: HD 6d8+36; hp 63: Mas 23: lnit +2:


Spd 30 ft.: Defense 18, touch 11. flat-footed iS (-1 size. +2
Dex. +7 natural): BAB +4; Grap +14; Atk -t9 melee (ld6+6.
claw); Full Atk +9 melee (ld6+6, 2 claws). +7 melee 0d6+3
bite), or +S ranged; FS 10 ft. by 10 ft.: Reach 10 ~.: SQ re~d
2d6+9, regeneration S (cannot regenerate acid or fire
damage), scent. darkvision 90 ft.; AL chaos. evil: SV Fort+ll,
Ref +4, Will +l; AP O; Rep +O: Str 23, Dex 14, Con 23, Int 6,
Wis 9, Cha 6.
Skills: Listen +5, Speak Gianl, Spot +5. _
Feats: Alertness. Multlattack, Simple Weapons Profi-
ciency.
Advancement: By character class.
Troll Tough Hero 7: CR 12: Large giant; HD 6d8+42 plus Special Qualities: A vampire retains all the special qual-
7d10+49 plus 7 (robust}; hp 163. Mas 25; lnit +2; Spd 30 ft.; ities of the base creature and gains the additional special
Defense 22. touch 15, flat-footed 19 (-1 size. +2 Dex. +4 class. qualities described below.
+7 natural); BAB +9; Grap +19; Atk +14 melee (ld6+6, claw): Blood Dram (Ex): A vampire can suck blood from a living
Full Atk +14 melee 0d6+6, 2claws}, +12 melee (ld6+3 bite). or victim with its fangs by making a successful grapple check. If
+10/+5 ranged (2d8, Ml6A2); FS 10 ft. by 10 ft.; Reach lO ft.; it pins the foe, lt drains blood, dealing ld4 points of tempo-
SQ rend 2d6+9, regeneration 5 (cannot regenerate acid or rary Constitution damage each round the pin is maintained.
fire damage), scent, darkvision 90 ft.; AL chaos. evil; SV Fort Create Spawn (Su): A humanoid or monstrous human-
+15, Ref •6, Wilt +3; AP 3; Rep +2; Str 23, Dex 14, Con 25, Int 6, oid slain by a vampire's energy drain attack rises as avampire
Wis 9, Cha 6. loyal to its creator (called the master vampire, or simply
Skills: Climb +8, Drive +7, Listen +S, Read/Write English, ..master''). The new vampire gains three allegiances (in any
Speak English, Speak Giant, Spot •5. order): chaos, evil, and master. All previous allegiances are
Feats: Advanced Firearms Proficiency, Alertness, Heroic lost permanently. Avampire loses Its allegiance to Its master
Surge, Improved Bull Rush, Multiattack, Power Attack. (and may adopt a new allegiance to replace it) only when
Simple Weapons Proficiency, Vehicle Expert. the master vampire is destroyed.
Talents (Tough Hero): Acid resistance 7, fire resistance 7. Domination (Su): As an attack action. a vampire can
robust, second wind. crush an opponent's will just by gazing Into his or her eyes.
Possessions: M16A2 (5.56mm assault rifle), 200 rounds of The vampire can attempt to dominate only one target at a
S.56mm ammunition, mesh vest. 8·person dome tent in time, and the target must be within 30 feet and able to sec
backpack. the vampire. A target that falls a Will save (DC 10 + 1/ vam-
pire's Hit Dice + vampire's Charisma modifier) becomes the
Uampire(Template) vampire's thrall for 1day per Hit Die of the vampire. The
Forever anchored to their coffins and the unholy earth of thrall temporarily loses all previous allegiances and adopts
a singular, unswerving allegiance to the vampire. If the vam-
their graves, these nocturnal predators exist only to
strengthen themselves and fill the world with their foul pire commands its thrall to do something blatantly self-
progeny. Vampires appear just as they did in life, although destructive, the target can make a Will ~ave to break the
their features arc often hardened and feral. When they vampire's control. lf the save succeed~. the target becomes
attack, their teeth become' sharp fang~. free-willed and regains its previous allegiances.
[nergy Dram (511): A llv111g creature hit by a vampire's
Human v111t1pire\ Ihell hctV<' \lJIVivecl for centuries often
embrace elegance and decadence, donning expensive slam attatk gains two negative lwels. See page 276 for more
clothes and carrying themselves like aristocrats. Wealthy information on energy drain and nc•gatlve levels. Acreature
vampires like to host parties and masquerades, attracting killed by a vampire's energy drain attack rises as a vampire
local dilletantes and using such occasions to safely prowl under its creator's control (see Create Spawn, above),
Alternate I orm (St1}: A vampire can assume the form of
for victims. A human vampire can lose itself in a crowd but
cannot conceal Iell tale signs of Its sinister nature: It casts no a bat. rat. or wolf as d move action. The vampire can remain
shadow dnd throw.!. no reflection Jn a mirror. in that form until it assumes another form or until the next - - - --
sunrise.
Vampires speak, read, and write the languages they knew
in llfo. Chlldren of the Night (Su): Vampires command the
lesser creatures of the world and. onte per day, can call
TemplateTraits forth a pack of 4d8 rats. a swarm of IOdlO bats. or a pack of
"Vampire" isan acquired template that can be added to any
humanoid, or monstrous humanoid (referred to hereafter as
3d6 wolves as a full-round action. 1he~e creatures arrive in
2d6 rounds and serve the vampire for up to 1hour.
_,
Damage Reduction 15/+I (Su}: In campaigns without
the base creature) The creature's type changes to undead. It
uses all the base creature's statistics and special abilities magic weapons. the GM can disregard the vampire's damage
except a~ noted lwre reduction. change 1t to 15/silver or 15/wood, or apPly the
Challenge Rating Same as the base creature +2 damage reduction only to cert.i1n types of weapons (ballis-
Undead: Vampires have the traits and immunities tic, bludgeoning. piercing. sla~h1ng, or sonic/concussion).
common to undead (see page 223). Fast Healing 5 (Cx): A vampire heal~ 5 pornts of damage
Hit Dice: Change to d12. Vampires have no Constitution each round so long as 1t has at least I hit point. If reduced to
score. 0 hit points or lower, a vampire automatically assumes
Speed: Same as the base creature. If the base creature has gaseous form (see below) and attempts to escape. It must
a swim spee<l, the vampire retains the ability to swim and is reach its coffin home within 2 hours or be destroyed. (It can
not vulnerable to Immersion in running water (see below). travel up to nine miles in 2 hours.) Once at rest m its coffin.
Defense: The base creature's natural armor improves its hit points rise to 1hit point aher 1hour; the vampire then
by +6. resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a move action. the vampire (and
Attacks: A vampire retains all the attacks of the base
creature and gains a slam attack if it didn't already have one. all its gear) becomes insubstantial. misty. and translucent.
The vampire's slam attack deals damage according to its The vampire gains damage reduction 20/• 1in this form. Its
size: Fine 1. Diminutive 1d2, Tiny ld3, Small 1d4, Medium-size armor (including natural armor) ceases to modify its
ld6, Large ld8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. Defense, though other modifiers (such as from Dexterity
and size) still apply. The vampire cannot attack or use Mirror. A vampire in view of amirror cannot use its dam·
supernatural abilities while in gaseous form. mat1on speoal quality (see above).
A vampire in this form can remain gaseous indefinitely Running Water: A vampire cannot cross running water
and has a fly speed of 20 feet with perfect maneuverability. (but may be carried across) A vampire immersed in running
It can pass through small holes or narrow openings. even water loses one-third of its remaining hit points each round
mere cracks Its gaseous form is sub1ect to wmd and cannot until it is destroyed at the end of the third round.
enter water or other liquid Wooden Stake· Wooden weapons that deal piercing
Cold Resistance 20 (Ex): A vampire ignores the first 20 damage (such as wooden stakes, arrows. pool cues. spear
points of cold ddmage from any cold-based attack. shafts and table legs) threaten a critical hit against a vam·
Electricity Resistance 20 (Ex). A vampire ignores the pire on a natural 20 (unless noted otherwise), even though
first 20 points of electnclty damage from any electricity- vampires are normally immune to critical hits. A successful
based attack. critical hit destroys a vampire instantly. turning it to dust
Spider Climb (Ex)· A vampire can climb sheer surfaces as Allegiances: Previous allegiances are lost, replaced by
though with aspider climb spell. allegiances to chaos. evil. and master (or simply chaos and
Turn Resistance (Ex): Avampire has +4 turn resistance. evil if the master vampire has been destroyed). Changed
Darkvision (Ex): Vampires have darkvismn with a range allegiances might cause the loss of particular class abilities
of 60 feet. (see Allegiances. page 37).
Weaknesses (Ex) A vampire has several weaknesses. Ability Scores: Vampires gain the following ability score
described below. A vampire can have fewer weaknesses, but increases: Str +6. Dex +4 Int •2, Wis •2. Cha +4. As undead
each lost weakness costs a vampire one of its other special creatures, vampires have no Constitution score.
quaIitie$. For example. a vampire that is immune to the effects Skills: Same as the base creature (human vampires retain
of garlic might be unable to summon children of the night. the extra skill points afforded to all humans). Vampires
Direct Sunlight: The merest sliver of sunlight deals 2d6 receive a +8 species bonus on Bluff. Hide. Listen. Move
points of damage to a vampire A vampire exposed to direct Silenrly. Search. Sense Motive. and Spot checks.
sunlight for 1full round must succeed on a Fortitude save Feats: Vampires gain the bonus feats Alertness. Combat
(DC 20) or be consumed by fire and destroyed utterly. Reflexes. Dodge. Improved Initiative, and Lightning Reflexes,
Garlic: A vampire cannot enter or pass through any 5-foot assuming the base creature meets the prerequisites and
square containing garlic. A vampire takes a -2 penalty doesn't already have these feats. Human vampires keep
on melee attack rolls against a target wearing garlic. ~--~ the extra feat they gained as a lst-
Holy Symbol: A vampire takes a -2 penalty on me- level human character.
lee attack rolls against a Advancement: By character
creature prominently class.
wearing or brandishing
a holy symbol. The Vampire (Human Fast Hero 21
symbol's touch deals ld4 Charismatic Hero 3): CR 7;
---'---- points of holy damage to Medium-size undead; HD Sdl2; hp
a vampire, and a vampire 32. Mas -: lnit +8; Spd 30 ft.; De-
reduced to 0 hlt points in fense 25, touch 19, flat-footed 21(+4
this fashion 1s destroyed Dex. +S class, +6 natural); BAB +2;
utterly. This holy damage can be Grap +6; Atk +6 melee (ld6+4,
healed only by inflict spells (see slam): Full Atk +6 melee
page 348) (ld6+4, slam) +7 melee
Inviolate Sanc- (2d6/19-20, master-
tuary: A vampire --~-- craft katana), or +6
cannot enter a ranged: FS 5 ft. by
privately owned 5 ft.; R.each 5 ft~
residence unless SQ blood drain.
invited in by the create spawn. domi-
rightful owner nation (DC 17).
or tenant. energy drain. alter-

Vampire
d20MODERN
nate form, children of the night, damage reduction 15/+l, Attacks: Same as the character while in humanoid form.
fast healing 5. gaseous form, cold and electricity resistance In hybrid and animal form, a werewolf attacks with its pow-
20, spider climb. +4 turn resistance. darkvision 60 ~. weak- erful bite, dealing ld6 points of damage plus its Strength
nesses; AL evil, chaos, master: SV Fort +2, Ref +10. Will +3; modifier.
AP 2; Rep +5; Str 19, Dex 18, Con -, Int 14, Wis 10, Cha 20. Special Qualities: A werewolf retains all the special quali-
Skills: Bluff +17*. Diplomacy +9*, Disguise +9, Drive +8, ties of the character and gains the additional special qualities
Gather Information +9*. Hide +18. Intimidate +9*, Knowl- listed below.
edge (art) +6, Knowledge (current events) +7, Knowledge Alternate Form (Su): A werewolf can assume wolf or
(popular culture) +7, Perform {stringed instruments) +9*, hybrid form, but its gear is not absorbed into the new form.
Listen +10. Move Silently +18, Read/Write Language (any The bipedal hybrid form is about 6 feet tall, with ashort tail
two), Search +10, Sense Motive +8, Speak Language (any and thick fur. The legs are like those of a wolf, and the head
two), Spot +10. combines humanoid and lupine features in degrees that vary
*The vampire gaim a +3 bonus on these Charisma-based from one werewolf to the next The animal form is that of a
skill checks when Influencing members of its chosen gender fully-grown wolf without any trace of human features.
(see Charm, page 30). Changing to or from wolf or hybrid form is amove action,
Feats: Alertness. Combat Reflexes, Dodge, Exotic Melee Upon assuming either form. the werewolf regains hit points
Weapon (katana), Improved Initiative, Iron Will. Lightning as if having rested for a day. A slain werewolf reverts to its
Reflexes, Renown, Simple Weapons Proficiency. Stealthy. humanoid form, although it remains dead. Afflicted were-
Windfall. wolves find this ability difficult to control (see the Lycan-
Talent (Fast Hero}: Evasion. thropy as an Affliction sidebar), but natural lycanthropes
Talents(Charismatic Hero): Charm. favor. have full control over this power.
Possessions: Aston-Martin Vanquish sports coupe, eight- Curse of Lycanthropy (Su): Any humanoid hit by a
bedroom mansion. designer formal wear. mastercraft katana werewolf's bite attack (in wolf or hybrid form) must succeed
(+1), cell phone, desktop computer (with cellular modem. on a Fortitude save (DC 15) or contract lycanthropy.
printer, and scanner). mastercraft violin (+1). Trip (Ex): A werewolf in wolf form that hits with a bite
attack can attempt to trip its opponent as a free action (see
Werewolf (Template) page 152) without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent
Werewolves are humanoids who can transform into
wolves or bipedal humanoid-wolf hybrids. Werewolves cannot react to trip the werewolf.
Scent (Ex): This ability allows a werewol( in wolf or
often hide among normal folk, emerging in wolf form at
night (especially under the full moon) to spread terror and hybrid form to detect approaching enemies. sniff out
bloodshed. hidden foes, and track by sense of smell.
Damage Reduction 15/Si/ver (Su): A werewolf in wolf or
Natural werewolves are humanoids born with the ability
to assume wolf and hybrid forms. A humanoid who con- hybrid form ignores the first 15 points of damage dealt by a
tracts lycanthropy after being wounded by a werewolf nonsilver or nonmagical weapon but takes full damage from
becomes an afflicted werewolf. In its humanoid form, a nat- silvered weapons or weapons with a+1 or better magic bonus. - - - - ' - - - ! !
Wolf Empathy (Ex): A werewolf can communicate with
ural or afflicted werewolf looks like any other member of its
people. In wolf form, a natural or afflicted werewolf resem- wolves in any form and gains a +4 species bonus on Diplo-
bles a powerful wolf, although its eyes show a faint spark of macy checks when influencing a wolf's attitude. A friendly
unnatural Intelligence and often glow red in the dark. wolf understands and heeds simple commands. such as
"wait." "chase," "flee," and "attack."
Template Traits Darkvlsion (Ex): In their wolf and hybrid forms, were-
"Werewolf" Is a template (inherited for natural werewolves, wolves have darkvision with a range of 60 feet.
acquired for afflicted werewolves) that can be added to any Saves: Same as the character, with a +3 bonus on Forti-
humanoid creature (referred to hereafter as the character). tude and Reflex saves.
A werewolf uses either the character's or the wolf's sta- Ability Scores: Werewolves gain the following ability
tistics and special abilities in addition to those described score increases: Con +4. Wis +2. Additionally. a werewolf that
below. assumes wolf and hybrid form gains the following additional
Challenge Rating: Same as the character +2. benefits for as long as it remains in either form: Str +2, Dex +4.
Hit Dice: Same as the character plus the wotrs Hit Dice Allegiances: A natural werewolf typically has allegiance
(2d8). to chaos and evil. An afflicted werewolf gains the chaos and
Speed: Same as the character, or SO feet for hybrid and evil allegiances {displacing other allegiances. if need be).
wolf form. These allegiances can be removed only when the werewolf
Defense: Same as the character while in humanoid form. has the ability to control the curse of lycanthropy by taking
In hybrid and animal form. the creature gains a t2 natural 10 on a Control Shape check (see page 264).
armor bonus. This bonus does not stack with other rTatural Skills: Same as the character, with a +1 species bonus on
armor bonuses. Hide checks, a+2 species bonus on Move Siiently checks, a+3
bonus on Spot checks, and a i's species bonus on

m
Base Attack: Same as the character +1. species
Grapple Bonus: Apply modifiers for Strength depending Listen checks. A werewolf in wolf or hybrid form also gains a
oo the lycanthrope's form +4 species bonus on Survival checks when tracking by scent.

U1
~ycanthropy as anAffliction new Shill: Control Shape (llJis) Trained Only
When a character contracts lycanthropy through a were- Any character who has contracted lycanthropy and is
wolf's attack. no symptoms appear until the first night of aware of his condition can learn Control Shape as a class
the next full moon. On that night the afflicted character skill. This determines whether the afflicted werewolf can
involuntarily assumes animal form and becomes a raven- voluntarily control his shape. Natural lycanthropes have
ous beast. forgetting his or her own identity. The charac- control over their shapeshifting abilities.
ter remains in animal form until dawn and remembers Check: The afflicted character must make a check at
nothing about the incident. moonrise each night of the full moon to resist involun-
Thereafter. the character is subject to involuntary tarily assuming animal form. An injured character must
transformation under the full moon and whenever dam- also check for an involuntary change after accumulating
aged in combat. He or she feels an overwhelming rage enough damage to reduce his hit point total to three-
building up and must succeed on a Control Shape check quarters of its full normal value and again after each addi-
to resist changing into animal form. tional one-quarter lost (save DC same as for full moon).
"
Curing Lycanlhropy Task DC
An afflicted character who eats a sprig of belladonna Resist involuntary change 25
(also called wolfsbane) within an hour of a lycan- Return to humanoid form (full moon 1) 25
thrope's attack can attempt a Fortitude save {DC 20) to Return to humanoid form (not full moon) 20
shake off the affliction. If someone with ranks in the Voluntary change (full moon) 10
Treat Injury skill administers the herb. use the charac- Voluntary change (not full moon) 15 :1
ter's saving throw or the healer's Treat Injury check. 1 For game purposes, the full moon lasts three d~ every month.
whichever is higher. The character gets only one
chance. no matter how much belladonna is consumed. Try Again?: Check for an involuntary change once
The belladonna must be reasonably fresh (picked with- each time a triggering event occurs. On a failed check to
in the last week). return to humanoid form (see below), the character must
Fresh or not. belladonna is toxic. A character consum- remain in animal or hybrid form until the next dawn,
when he or she automatically returns to humanoid form.
ing the herb must succeed on a Fortitude save (DC 13) or
take initial damage of ld6 points of temporary Strength. Special: You can take 10, but you cannot take 20.
One minute later, the character must succeed on a sec- When returning to normal form after an involuntary
ond save (same DC) or take an additional 2d6 points of change, the character attempts a Wisdom check {DC 15) to
temporary Strength damage. realize what has happened. If the check succeeds. the
character becomes aware of the affliction and can now
The only other way to remove the curse of lycan-
thropy is to cast remove curse or break enchantment voluntarily attempt to change to animal or hybrid form,
on the character during one of the three days of the full using the appropriate DC. An attempt Is astandard action
moon. After receiving the spell, the character must suc- and can be made each round. Any voluntary change to ani-
ceed on a Will save (DC 20) to break the curse (the cast- mal or hybrid form immediately and permanently changes
er knows whethe1 the spell works). Otherwise, the the character's two strongest allegiances to chaos and evil.
process must be repeated. Characters undergoing this An afflicted character who is aware of his or her condi-
cure are often kept bound or confined in cages until the tion can also try to return to humanoid from after assum·
cure takes effect. ing animal or hybrid form, using the appropriate DC Only
Only afflicted lycanthropes can be cured of lycan- one attempt is allowed. however, as described above.
Time: Attempting to control one's shape is a full- 1
thropy. Natural lycanthropy cannot be cured.
round action. I

·---------------------------------------------------------.. . .----------1
Feats: Same as the character A werewolf gains the bonus +S, Knowledge (streetwise) TS, Listen +6, Move Silently +4.
I

feats Iron Will and Weapon Finesse (bite). Profession +5, Read/Write Language (any two), Speak Lan-
Talents: Sarne as the character. guage {any two). Spot +4, Swim +9.
Feats: Athletic. Heroic Surge. Iron Will. Personal Firearms
Werewolf in Humanoid Form (Human Strong Hero 5): Proficiency. Power Attack. Simple Weapons Proficiency,
CR 7; Medium-size humanoid; HD 5d8+15 plus 2d8+6; hp 52: Weapon Finesse {bite).
Mas 17; Init t 2: Spd 30 ft.: Defense 15, touch 15. flat-footed 13 Talents (Strong Hero): Melee smash. improved melee
(+2 Dex. •3 class); BAB +5; Grap +8; Atk •8 melee (ld6+6/ smash. advanced rnelee smash.
19-20, cleaver): Full Atk +8 melee (ld6+6/19-20, cleaver), or Possessions: Mossberg (12-gauge shotgun). 12 rounds of
+7 ranged (2d8, Mossberg): FS 5 ft. by 5 ft.: Reach 5 ft.: 12-gauge ammunition. cleaver, casual clothes.
SQ alternate form. trip. scent. wolf empathy: AL evil, chaos:
SV Fort ~9. Ref ~6. Will ~2: AP 2; Rep +1; Str 16, Dex 14, Con 17. Werewolf in Hybrid or Wolf Form (Human Strong Hero 5):
int 12, Wis 12, Cha 8. As humanoid form except: lnit +4; Spd 50 ft.: Defense 17.
Skills: Climb +9, Handle Animal +3, Hide +3, Jump +7. touch 15. flat-footed 15 (+2 Dex. +3 class. +2 natural); Grap +9:
Knowledge (current events) +5, Knowledge (popular culture) Atk +9 melee (ld6+7, bite): Full Atk +9 melee (ld6+7. bite). or
+9 ranged; SQ alternate form. curse of lycanthropy, trip, attack action. Any creature in the line of fire takes lOdlO
scent. damage reduction 15/silver, wolf empathy, darkvision points of damage. or half damage if a Reflex save (DC 25)
60 ft.: SV Ref +8: Str 18, Dex 18. succeeds.
Adjusted Skills: Climb +10, Hide -+5, Jump +8, Move Improved Grab (Ex): To use thrs ability, a wyrm must hit
Silently +6. Swim +10. Survival +5 (when tracking by scent). with both claw attacks. If it gets a hold. it hangs on and
stings. If a wyrm grabs a creature two or more size cate-
Wolf gories smaller. it automatically deals damage with both
claws and its sting each round the hold is maintained. See
Wolves are pack hunters infamous for their persistence and
Improved Grab. page 227
cunning. Adults average 3feet tall at the shoulder and weigh
Fling (Ex): A wyrm can drop a creature it has grabbed or
200 to 250 pounds.
use an attack action to fling it aside. A flung creature travels
30 feet and takes 3d6 points of damage If the wyrrn flings it
Species Traits while flying. the creature takes this amount or falling
Scent (Ex): This ability allows awolf to detect approach·
damage. whichever is greater.
ing enemies. sniff out hidden foes, and track by sense of
Poison (Ex): Acreature stung by a wyrm must succeed on
smell. Sec Special Qualities for inore Information.
a Fortitude save [DC 2S) or tdke /d6 points of temporary
Trip (Ex): A wolf that hllS with a bite attack can al tempt
Constitution damage. After 1minute has elapsed, the crea-
to trip the opponent as a free action (see page 15?) without
ture must succeed on a second save (DC 25) or take another
making a touch attack or provoking an attack of opportu
2d6 points of temporary Constitution damage.
nity. If the attempt fails. the opponent cannot react to trip
Scent (Ex): This ability allows a wyrm to detect
the wolf.
approaching enemies, sniff out hidden foes, dOd track by
Skill Bonuses: Wolves receive a +ti species bonus on Sur-
sense of smell. See Special Qualities for more Information.
vival checks when tracking by scent.
Immunities (Ex): Wyrms are immune to slet>p, hold, and
paralysis cff~cts.
Wolf: CR 1: Medium·srze animal: HD 2d8+4; hp 13; Mas 15;
Skill Bonus: Wyrrns receive a +3 ~pecies bonus on Spot
lnit +2: Spd 50 ft.; Defense 14, lou<.h 12. flat footed 12 I•2
checks during daylight hours.
Dex, +2 natural): BAB +l: Grap +2: Alk +3 rnelee (ld6•1. bire):
full Atk +3 melee (ld6• I, bite}: FS ~ft. by 5 ft .. Reach5 ft.: SQ
Wyrm (Adult): CR 17; Huge dragon; HD 19dl/i 114: hp 237:
scent. trip, low light vision: AL none; SV Fort +5. Ref • 5,
Mas 23: lnit -2; Spd /0 fl. fly 60 ft. (poor). burrow 20 ft.:
Will • 1: APO: Rep +0. Str 13, Dex IS, Con IS, Int 2. Wis 12,
Defense 21, touch 6, flat footed 21 ( 2 size. -2 Dex. ~1~ nal
Cha 6.
ural); BAB +19: Grap +37: Atk • l8 melee (1d8+10 plu\ po1~on.
Skills: Hide+3. Listen •6. Move Silently +4. Spot •4, Sur·
sting); Full Atk •28 melee (ld8•10 plus poison, sting). •26
vival •l (•)when tracking by scent).
melee (2d8+5. bite). +26 melee (2d6•S. 2 claws): FS 15 ft. by
Advancement: 3 4 HD (Large).
15 ft.: Reach 10 ft.: SQ breath weapon. improved grab. fling.
poison. scent, Immunities, darkvision 60 ft.: AL evil: SV
Wyrm Fort •17. Ref •9, Will •12; APO: Rep +0; Str 31, Dex 7. Con 23, - - - -
A wyrni is a 30-foot-long flying lizard with russet scales. Int 6. Wis 17, Cha 10.
Its long, sinewy tail is ripped with a thick knot of cartilage Skills: I lslen -122. Move Silently +17. Search +I/, Spot +22
from which a scorpionllkc stinger protrudes. Its leathery (+25 during daylight).
bat wings measure SO feet from tip to tip. Its monstrous Feats: Alertness. Cleave (bite), Multiattack, Power Attack,
jaws are filled with long, sharp teeth. and Its eyes flare like Weapon Focus (sting).
smoldering l?mbers. A wyrm makes only two sounds: a Advancement: 20-26 HD (Huge): 27-38 HD (Gargan-
loud hiss and a deep throated growl much like that of a tuan): 39 45 HD (Colossal).
bull alligator.
Wyrms are ~tupid. aggressive creatures that attack nearly Wyrm (Hatchling): CR 6: Medium size dragon: HD 7d12+M;
anything. A wyrm dives from the air snatching its opponent hp 59: Mas 15: lnrt •O, Spd 20 ft .. fly 60 ft. (poor), burrow 20
in its claw~ and stinging it to death. ft.: Defense 18. touch 10. flat-footed 18 (•8 natural): BAB •7:
Although they have a voracious appetite. wyrms spend Grap -19; Atk •10 mclC'e {ld4-12 plus poison, sting); Full Atk
much of their lives hibernating in deep subterranean cav- +10 melee ~d4+2 plus poison. sting). +4 melee lld8+1. bite).
erris. They can live hundreds of years. and their eggs take +4 melee (ld6~ 1. 2 claws): FS S ft. by 5 ft.: Reach 5 ft .. SQ
decade\ to hatch Archaeologists or spelunkers who breath weapon (DC 15, 3dl0 points of fire damage).
stumble upon a wyrm's subterranean "egg enclave" might improved grab. poison (save DC 15; initial and secondary
suffer the misfortune of finding several wyrm eggs. mistak· ld6 Con), scent, 11nmunities. darkvision 60 ft.: AL evil: SV
ing them for fossils, hauling them to the surface. and Fort +7, Ref +5. Will +6: APO; Rep •0; Str 15, Dex 10. Con 15.
unleashing a fiery plague upon humanity. Int 6, Wis 11. Cha 10.
Skills: Listen -+10, Move Silently •7, Search +5, Spot +10
Species Traits (,.B during daylight).
Breath Weapon (Su): A wyrm can breathe a 60-foot- Feats: Alertness, Weapon Focus (sting).
long, 5-foot wide line of fire every ld4 rounds as an
d2oMODERN
Yuan-ti Finesse (bite) feat. Reverting to its natural form is a full-round
Yuan-ti are the vile descendants of humans whose blood- action. A yuan-ti can use this ability at will.
lines have been mingled with those of snakes. All yuan-ti Chameleon Power(Sp): As a move action, a yuan-ti can
possess snakelike features. and their cunning and ruthless- change its coloration to match It~ surroundings. granting a
ness are legendary. +8 circumstance bonus on Hide checks.
Yuan-ti constantly scheme to advance their own dark Detect Poison (Sp): As an attack action, a yuan-ti can
agendas. They are calculating and suave enough to form determine whether a creature, object, or area within 40 feet
alliances with other evil creatures when necessary, but they has been poisoned or is poisonous. The yuan-ti determines
always put their own interests first They use reptilian the exact type of poison with a successful Wisdom check
humanoids such as kobolds and troglodytes as agents but (DC 20). This ability can penetrate barriers, but l foot of
care little if they are destroyed. stone, l inch of common metal, a thin sheet of lead. or 3feet
Yuan-ti have lost many of their innate spell-like abilities of wood or dirt blocks it Ayuan-ti can use this ability at will.
over the centuries, but they have learned to integrate into Species Bonus:A yuan-ti gains a+S species bonus on Dis-
human society and adapt modern technology for personal guise checks when impersonatlng a human. .
gain. They use their sharp intellects t~ plan elaborate traps Bonus Feat: Yuan-ti gain the bonus feat Archaic Weapons
and use their surroundings superbly 1n combat, preferring Proficiency or Simple Weapons Proficiency.
ambushes to direct confrontation. They also prefer ranged Automatic Language: Yuan-ti read, write, and speak Yuan-
attacks to melee. and they liberally use their cause fear and ti, Draconic, Abyssal, and one local language.
aversion abilities to keep foes at a distance.
Yuan-ti often meet at temples dedicated to dark, forgot- Yuan-ti: CR 4: Medium-size monstrous humanoid; HD 6d8;
ten gods. and their rituals often involve bloody sacrifices. hp 27; lnit +S; Spd 30 ft.; Defense 12, touch 11, flat-footed 11
Yuan-ti capable of concealing their reptilian features period- (•l Dex, +1 natural): BAB +6/+1; Grap +6; Atk +6 melee
ically infiltrate and take over criminal enterprises, displacing (ld6/19-20. machete); Full Atk +6/•1 metee Dd6/l9-20,
(and o~en consuming) the humans formerly .in char~. machete). or +8/+3 ranged (2d6, Cott Python}; FS 5 ft. by
Yuan-ti appear human at first glance. Their snakelike fea- 5 ft.; Reach 5 ft.; SQ aversion, produce acid, alternate
tures tend to be subtle: reptilian eyes, forked tongues, form, chameleon power, detect poison, spell resistance
pointed teeth. scaly patches on the neck or limbs, and the 16, darkvision 60 ft.; Al evil, chaos; SV Fort +3, Ref +6, Will
like. Yuan-ti speak their own language. one local language, +9; APO; Rep +O; Str ll, Dex 13, Con ll, Int 18, Wis 18. Cha 16.
Draconic (a language shared by kobolds and troglodytes), and Skills: Concentration •9, Craft (any one} +9, Disguise +3 (+8
Abyssal (an evil, harsh sounding tongue spoken by demons). when impersonating a human), Knowledge (any one) +9, Hide
Yuan-ti arc similar to humans in both height and weight +7 (+15 when using chameleon power), Listen +13, Spot +13.
Feats: Archaic Weapons Proficiency, Blind Fight, Dodge.
Species Trails Combat Expertise. Improved Initiative, Personal Firearms
Aversion(Sp):As an attack aclion. ayuan-ti can telepath- Proficiency.
ically plant a powerfut aversion in the mind of one creature. Possessions: Machete, Colt Python (.357 revolver}, 24
:-~--- A failed Will save (DC 17) means the subject cannot stand to rounds of .357 ammunition, firearms license, concealed carry
be within 20 feet of any snake and yuan-ti, alive or dead; the holster, business clothes, cell phone. PDA. disguise kit.
subject must use her next action to move at least 20 feet Advancement: By character class.
away. The aversion lasts for 10 minutes and can be o~ercome
by succeeding at another Will save. If the averted sub1ect suc- Yuan-ti Dedicated Hero I/Charismatic Hero 2: CR 7;
ceeds at asubsequent Will save or is unable to move at least Medium-size monstrous humanoid; HD 6d8+6 plus ld6+1 plU>
20 feet from the nearest snake or yuan-ti, she takes a - 4 2d6+2; hp 46; lnit +S; Spd 30 ft.; Defense 16. touch 13, flat-
penalty to Dexterity so long as the aversion persists or she footed 15 (+l Dex, +2 class. +1 natural. +2 light undercover
remains within 20 feet of asnake or yuan-ti. A yuan-ti can use vest); BAB +7/+2; Grap +7: Atk •7 melee (ld6/19-20, sword
this mind-affecting ability at will. cane); Full Atk +7/+2 melee (ld6/l9-20, sword cane), or
Produce Acid (Sp): A yuan-ti can exude acid from its +9/+4 ranged (2d6, Colt Python); FS 5 ft. by Sft.; Reach Sft.:
body as a free action. The acid deals ld6 points of damage t? SQ aversion. produce acrd. a/remote form, chameleon
anything it touches. The acid becomes inert secon~s afte~ rt power, detect poison. spell resistance 16, darkvision 60 ft;
leaves the yuan-ti's body. A yuan-ti can produce acid at will. AL evil, chaos; SV Fort +6, Ref +8, Will +JO; AP 1; Rep +6; Str TI,
Alternate Form (Sp): As a full-round action, ayuan-ti can Dex 13. Con 12, Int 18. Wis 18, Cha 16.
transform itself into aTiny viper (see page 257). It retains its Skills: Bluff +8, Concentration +9, Craft (writing) +11, Dis-
yuan-ti Hit Dice, hit points, action points, special qualities, guise +9 (+14 when impersonating a hu~an; includes +3
allegiances, Will save bonus, Reputation ?onus, lntelli~e~ce, bonus for skill emphasis). Knowledge (business) +9, Knowl-
Wisdom, Charisma, skills. and feats. It gains the snakes StZe, edge (civics) +6, Knowledge (current events) +6, Knowledge
type, massive damage threshold, initiative modifier, Defense, (technology) +6, Hide +7 (+15 when using char:ieleo11
speed, base attack bonus. grapple bonus, attacks. damage, power), Listen +13, Read/Write Abyssal, Read/Wnte Dra-
fighting space, reach, Fortitude and Reflex save bonuses, conic, Read/Write English. Read/Write Yuan-ti, Sense Mo-
Strength, Dexterity, and Constitution. It gains the snakes Bal- tive +6. Speak Abyssal, Speak Draconic. Speak English, Speak
ance, Climb, Hide, Listen. and Spot skill bonuses. if they are Yuan-ti, Spot +13. . .
higher, as well as the snake's poisonous bite and Weapon Feats: Armor Proficiency (light). Archaic Weapons Prof1-
ciency, Blind-Fight. Dodge. Combat Expertise. Improved Ini-
tiative, Personal firearms Proficiency. Renown. Simple
Weapons Proficiency.
Talent (Dedicated Hero): Skill emphasis
(Disguise).
Talent (Charismatic Hero): Coordinate.
Possessions: Light undercover vest,
sword cane. Colt Python (.357 revolver),
speed loader. 24 rounds of .357 ammu-
nition, firearms license. concealed carry
holster. business or casual clothes. cell
phone. PDA. cellular modem, disguise kit.

2ombie (Template)
Zombies are corpses animated by some sinister power
or magic. Maggots and worms infest their rotting flesh, and
a rank odor of death hangs heavy in the air around them.
They wear the tattered remains of their burial clothes.
Zombies are mindless and obey their creators without
fear or hesitation. Bereft of intelligence, they can follow
only simple instructions. such as "Kill anyone who enters
this room:· Zombies usually hammer enemies with their
unnaturally strong fists
Zombies do not speak. but they understand the orders of
their creators.

Template Traits
"Zombie is atemplate that can be added to any corporeal
creature other than an undead (referred to hereafter as the
base creature. It uses all the base creature's statistics and
special abilities except as noted here.
Challenge Rating: A zombies challenge rating depends
on its size: Tiny or smaller 1/1, Small 'I~. Medium-size /,,
Large 3, Huge 6, Gargantuan 10, Colossal 13.
Type: The creature's type changes to undead (see
page 223).
Hit Dice: Drop any Hit Dice gained from experience,
double the number of Hit Dlce left. and raise them to dl2.
Speed: If the base creature could fly. its maneuverability
rating as a zombie drops to clumsy.
Defense: A zombie's natural armor bonus to Defense
increases to a value based on the zombie's size (but use the
base creature's natural armor bonus, if its higher): Tiny or
smaller +O, Small +1. Mcdium·s1ze • 2. Large+3. Huge +4. Gar-
gantuan +7, Colossal +11
Attacks: The zombie retains all the natural attacks. man-
ufactured weapons, and weapon profic1enc1es of the base
creature. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal
damage normally. A slam attack deals damage depending
on the zombie's size (but use the base creature's slam
damage if it's greater): Fine 1. Diminutive ld2. Tiny ld3. Small
ld4. Medium-size ld6, Large ld8, Huge 2d6. Gargantuan 2d8,
Colossal 4d6.
For purposes of Strength bonuses to damage. a slam
attack is considered a two-handed attack.
Special Qualities: A zombie loses all of the base
creature's supernatural and spell-like qualities except Yuan-ti
for 1mrnunity or resistance to specific energy types. A
zornbie may retain any or all of the base creature's
ct2uMODERN
extraordinary abilities (like the troglodyte's stench ability). from the dark recesses of the Internet, the success of any
at the GM's discretion. In addition to gaining the undead such endeavor is measured with Research skill checks.
type, a zombie has the following special quality: Researching acreature takes ld4 hours plus an additional
Move or Attack Action Only (Ex): A zombie has poor ld4 hours if the creature is unique or has traits unlike other
reflexes and can perform only a single move action or members of its species. The type of information gleaned in
attack action on its turn. It can only move and attack if it this amount of time depends on the hero's Research check
charges. result, as shown below.
Allegiances: Azombie loses any previous allegiances and
adopts a new allegiance to Its creator. This allegiance Type of Information Res~arch Check DC:
cannot be broken. Type Traits
Saves: A zombie's saving throw modifiers are based on Reveals a creatures type and 15
Hit Dice and given in Table 8-2: Creature Saves and Base any traits common to that type.
Attack Bonuses. Example: A troll is c/ass1f1ed as a giant Giants are
Action Points: Azombie does not acquire or amass action large creatures that see well even in the dimmest light.
points. It loses any action points gained by the base creature. Giants are usually profic1e11t with simple or archaic
Reputation Bonus: A zombie has a +O Reputation bonus. weapons and ore much stronger than h1;mans.
Ability Scores: A zombie's ability scores change as fol· Species Traits
lows: Str +2, Dex -2. Additionally, it has no Constitution or Reveals a specific creature's species traits. 20
Intelligence score. its Wisdom changes to 10, and its Example: Trolls have thick hides and can see In complete
Charisma decreases to 1. darkness. They use their keen sense of smell to track prey
Skills: The zombie loses all skills. and wicked claws to rend their victims Trolls are b€st
Feats: The zombie loses all of the base creature's feats known for thelf regenerative ability. including the power to
and gains the Toughness feat. reattach severed lrmbs. Trolls cannot regenerate damage
from acid or fire. - - -
Human Zombie: CR 1/ , Medium-Sile undead; HD 2dl2 plus Unique Traits
3(Toughness feat); hp 16, ln1t -1; Spd 30 ft.. Defense 11. touch Reveals the unique attributes and weaknesses 25
9, flat-footed 11 {-1 Dex. +2 natural); BAB +0; Grap +l; Atk +l (if any) of a specific creature.
melee (1d6+l, slam); Full Atk +I melee (ld6+1, slam); FS5 ft. by Example: Dhorrgak, an ancient demon troll of myth
5ft.; Reach 5ft.: SQ undead, move or attack action only; Al can regenerate even acid and fire damage. However,
none or creator; SY Fort +Q, Ref - 1, Will +3; APO; Rep +O; sunlight turns Dhorrgak to stone1 whereupon ft 5 body
)tr 13, Dex 8, Con-. Int-. Wis10, Cha l. can be shattered and slain.
Skills: None.
Feats: Toughness.
Possessions: Burial clothes CREATURE WEAKOESSES
Any self·respecting monster hunter will tell you that the
·- - - - Huge Crocodile Zombie: CR 6; Huge undead; HD 14dl2 plus quickest way to a creature's heart isn't always through its
3 (Toughness feat); hp 94; lnit +O; Spd 20 ft.. swim 30 ft.: chest. Although a creature's type and species determine
Defense 15. touch 8. flat-footed 15 (- 2size, +7 natural); BAB +5; many of its traits and abilities, GMs are encouraged to alter
Grap +22; Atk +12 melee (2d8+13, bite), or +12 melee 0d6+13, a creature's physiology, behavior, abilities. tactics. and
tail slap); Full Atk +12 melee (2d8+l3, bite). or +12 melee (1d6+13. defenses when it serves the story or to confound players
tail slap); FS 15 ft. by 15 ft.: Reach 10 ft .. SQ undead. move or who think they know everything about trolls, fiends, and
attack action only, aquatic, improved grab, low-light vision: AL other things of Shadow.
none or creator: SV Fort +9, Ref •6, Will +3; AP O; Rep +O; The Creature Factory allows you to build custom mon-
Str 29. Dex 10. Con - . Int-. Wis 10. Cha l. sters and ascribe special qualities to them. When designing
Skills: None. acreature, you should also think of ways the creature can be
Feats: Toughness. defeated. A gargoyle with damage reduction can be a te.r·
rible foe for heroes bereft of magic weapons-unless they
can discover the creature's secret vulnerability, such as an
BESEABCHlnG CREATURES aversion to playgrounds, an attraction to heavy metal music,
In a world of werewolves, demons, and other creatures of or a fear of triangles. From the heroes' point of view, a crea·
Shadow, the key to survival Is simple; Know your enemy. ture's weaknesses are more important than Its abilities. In
Against these evils, the mortal coil is a frail thing. Research· the modern world, insecticides and radio waves can be as
ing a creature and learning Its weaknesses will increase the deadly to creatures of Shadow as swords and assault rifles.
likelihood of victory in the ultimate confrontation, whereas Assigning weaknesses to creatures gives under powered or
he who peers into the proverbial Abyss without any knowl- poorly equipped heroes a fighting chance.
edge of what he might find there is doomed by ignorance. Table 8-26: Sources of Weakness lists many sources to
A hero can uncover secrets about aparticular creature or which acreature may be vulnerable. A source can be aspe-
type of creature through research. Whether this information cific object, location, substance, sound. sensation, or activ-
is culled from texts in a university library, deciphered from ity. How the creature interacts with a source of weakness is
ancient Babylonian scrolls in a museum archive, or plucked left up to the GM, although most sources must be in close
d20MODERN
proximity to the creature (if not touching the creature) to Strength of Source Save DC
affect it GMs may roll randomly on the table. choose a
Easily resistible 10
source that suits the creature. or devise their own. ~~~-

Moderate ~~~~~~~~-
15
Strong 20
SourceEffects Overpowering 25
After you determine a creature'~ source of weakness. you
need to decide how the creature reacts when confronted by Creatures usually react to asource of weakness in one of six
the source. /\n evil tooth fairy might have an irrational fear ways:
of stuffed animals and flee upon seeing one. A purse- Addict ion: The creature is compelled to ingest imbibe.
snatching ogre might feel compelled to break off an attack or inhale the source. The source must be within Sfeet of the
to watch a cartoon character on TV. A flesh golem immune creature to affect it. On a successful Will save, the creature
to normal weapons might be struck blind upon hearing a negates the compulsion. On a failed save. the creature
recited poem written by famed mystic William Blake, or spends a full-round action indulging its addiction, then may
destroyed instantly when lured into the antiseptic confines resume normal actions while suffering one or more of the
of a hospital. Pick an effect that seems appropriate for the following effects (GM's choice):
creature and the source. • Creature takes a - 2 penalty to Dexterity and Wisdom.
A creature gets either a Fortitudeor Will saving throw to • Creature takes a -2 penalty on altack rolls and skill
overcome or resist the source of weakness; the DC of the checks.
save varle~ depending on the source's strength: • Creature loses 10% of its current hit point~.
• Blindness: The creature has a 50% miss chance In corn-

d% Source
01 Alcohol or moonshine 49 Lilac scented candles
02 Amber so M~themalica l equations
03 Animated cartoons 51 Mo1ph1ne
04 Archways 52-53 Nerve gas
OS 06 Bells or chimes Sil Nitrous ox1dejlaughing gas)
07 Book• written by W1l11am Blake 55 Novocairw
08 Bunnies 56 S/ Number ·8·
09 10 Cancerous organs S8 Pearl\
11 Carbonated soft drinks 59 Pen1Cillin
12 13 Cm 60 Photo Oa~hes
14 Chrome 61-62 Plastic or vinyl
15 16 Classical music 63-M Played violin or electric guitar
17 Clocks 65 Playground~
18 Clowrir. 66-67 Plutonium
19 Cocaine 68 Poprie~
20 21 Country music 69 Pulsing strobe hghts
22-23 Crosses or crucifixes 70-71 Radla1ion
24 Crows 72 Radio wav<'s
25 Do_gs 73 Rubber
26 Elvis Presley memorabllia 74 Running water
27 Fast cars 75-76 Silver
28 F11\l foods 77 Sodium benzoate (food P.reservative)
29 30 Fluorescent lights 78-79 Sodium chloride (~It)
31 Games of chance 80-81 Specific phrase or word
32 Gold or iron pyrite (fool's gold) 82 Specific soog
33 Grave dirt 83 Spoken Lattn
34-35 Heavy metal music 84 Stuffed anunals
36 37 Holy s mbols 85 Sumerian or ~YP.t1an h1eroglyP,hs
38-39 Holy water 86-87 Sunlight
40 Hosoitah 88-89 The Bible
41 Ice cream 90 Tinfoil
42 Insecticide (DDT) 91-92 Toxic waste
43 Jack o'-lanterns 93-94 Triangles
44 Keys 95 Telev1s1on Infomercials
45-46 Laughter of children 96 Television static
47 Laundry detergent 97-98 White rice
48 Lavender 99-100 X-rays
bat, loses any Del(terity bonus to Defense. moves at Wil Isave. the creature flees from the source as fast as it can.
hatf speed, takes a -4 penalty on Strength and Dex- If unable to flee. the creature takes a -2 morale penalty on
rerity·based skills, and cannot make Spot checks. Foes attack rolls, weapon damage rolls, and savrng throws. On a
gain a +2 bonus on attack rolls to hit the creature. successful save. the creature overcomes the fear and can
• Deafness. The creature takes a -4 penalty to initiative approach the source or otherwise act without penalty.
checks and has a 20% chance of spell failure when Even creatures immune to mind affecting effects are sus-
casting spells with verbal components. The creature ceptible to a source·induced fear.
cannot make Listen checks. Harm: Contact with the source or proximity to the source
• Creature loses one of its extraordinary. supernatural, or harms the creature in some fashion. On a successful Forti-
spell-like special qualities. tude save, the creature negates the effect or, in the case of
Each effect lasts 1d4 hours. Even creatures immune to instant death or disintegration, takes damage instead. GMs
mind-affecting effects are susceptible to a source-induced may choose one of the following effects or invent their own:
addiction. • Blindness and deafness: See Addiction. above. The
Attraction: The creature is compelled to move as fast as blindness and deafness last ld4 hours.
it can toward the source. On a successful Will save, the crea- • Creature loses all of Its supernatural and spell-like spe-
ture resists the compulsion. On a failed save, the creature cial qualities.
moves toward the source at its maximum speed, taking the • Creature is turned to stone Instantly.
safest and most direct route. Once it reaches the source. the • Creature loses 50% of its current hit points.
compelled creature seeks to possess it. If the source isn't • Creature drops dead. On a successful save, the creature
something the creature can easily possess. such as music or takes 3d6+ 15 points of damage instead.
a symbol painted on a brick wall. it gets a new save every • Creature is disintegrated. On a successful save_ the
round to break the compulsion. creature takes 5d6 points of damage instead.
Even creatures immune to mind-affecting effects are sus- Even creatures immune to effects that require Fortitude
ceptible to a source induced attraction saves are susceptible to source-rnduced harm
Aversion: The creature nnds the source repellant. On a
failed save, the creature cannot approach or remain within
ld4 x 10 feel of it In the case of traveling sounds. the crea- SUPPORTING
ture moves away from the source as fast as it can, stopping
only when it can no longer hear it. On a successful Will save. CHARACTERS
the creature overcomes its aversion and may approach the
source freely. Not every person in the modern world is a heroic charac-
A repelled creature that cannot move the requisite dis- ter. Although the troubled modern world demands heroes,
tance from the source suffers one or more of the following it also needs ordinary people like the underpaid gas station
effects (GM's choice): attendant studying chemical engineering, the taxi driver
• Creature takes a -2 morale penalty to Strength and who gives his fares earfuls of celebrity gossip, and the lead
Dexterity. singer of some as-yet-unknown punk-rock garage band. The
• Creature takes a -2 morale penalty on attack rolls, heroes will encounter plenty of "bit players" and extras in
damage rolls. and skill checks. the course of an adventure. This section provides tools for
• Creature takes a -2 penalty to Defense. the GM to generate quick yet rnterestlng characters to pad
• Blindness: See Addiction. above. out encounters or fill a scene.
• Deafness: See Addiction, above.
• Creature loses one of its extraordinary. supernatural or
spell-like special qualities.
OBOIOBBIES
Each effect lasts until the creature leaves the affected The jittery bank robber wearing the Wolfman mask. The
area and for Id~ rounds afterward hen creatures immune crime lab technician who analyzes forensic clues. The
to mind-affecting effects are susceptible to a source- cocaine-addled hooker with a heart of gold. The sleazy,
induced aversion. silver-tongued lawyer who gets the heroes out of jail Every
d20 MODERN Roleplaymg Game campaign includes minor
Fascination: The creature finds the source fascinating
and ceases all attacks and movement upon seeing, hearing, players who, for the most part. are ordinary people with
smelling, or otherwise perceiving it. On a successful Will skills and goals. but who lack the special qualities that
save, the creature negates the fascination and can act nor- define heroes and major villains. They are neither the heart
mally. On a failed Will save, the creature can take no nor soul of the campaign, but they are important nonethe-
actions, and foes gain a +2 bonus on attack rolls against the less. They are the heroes· contacts and foils. They are the
creature. Any time the creature is attacked or takes damage, evil masterminds goons and prey. They appear briefly. occa-
It gets a new save to negate the fascination. Otherwise. the sionally resurface to propel the story, and take turns helping
' fascination lasts as long as the creature can see, hear, smell. or hindering the heroes in the course of their adventures.
or otherwise perceive the source. "Ordinaries" are nonheroic supporting characters and
Even creatures immune to mind-affecting effects are sus- extras. They include the back-alley thug, the university aca-
ceptible to a source-Induced fascination. demic, the fearless security guard, the smalltime drug
Fear: The creature Is frightened by the source. If it fails its dealer. and the nosy reporter. Ordinaries are built using the
six basic classes (Strong, Fast. Tough, Smart. Dedicated, and
rnoMODERN
Charismatic) and have starting occupations. skills, and feats.
As they gain levels. ordinaries increase their skill points, CHALLEOGE BRTIOGS
base attack bonus, saving throw modifiers, Defense bonus, Ordinaries are measurably inferior to heroic characters of
and Reputation bonus-just as heroes do. However, ordi- the same level They tend to have fewer hit points. and they
naries differ from heroes in several ways. An ordinary char- do not gain action points or special class features. Conse-
acter has: quently, an ordinary character has a Challenge Rating equal
• The standard starting ability score package to his or her character level -1. A 1st-level ordinary has a
• Random starting hit points Challenge Rating of '/1
• No action points Children have a Challenge Rating of 0. and heroes receive
• No class features no experience points for "defeating" them.
• No levels in an advanced class

Starting Ability Scores


fLESHIDG OUT Gill CHARACTERS
Supporting characters aren't just game statistics. They are
Ordinaries do not roll their ability scores. They start with the individuals with quirks and opinions. The GMshould strive
standard score package: 15, 14, 13. 12. 10, 8. The GM can assign to fill his or her campaign with characters that seem real.
the scores as he or she sees fit At 4th level and every four This especially holds true for potentially recurring charac·
character levels thereafter (8th, 12th, and so on), an ordinary ters. Conversely, not every "bit" character or extra need be
adds1 point to one ability score-just as heroes do. memorable-not everyone in real life is memorable. either.
One trick to making a supportingcharacter memorable is
Hit Points to assign one or two distinctive traits to the individual. Con-
Unlike heroes, ordinarres do not automatically receive max- sider a private eye with bad breath and a hacking cough, a
imum hit points at 1st level. The GM should roll an ordinary's tattooed criminal who stutters. or a reclusive dilettante
starting hit points normally. For example, a 1st-level Strong who makes weird art out of mannequin body parts. Such
ordinary has l to 8 hit points (plus Constitution modifier). characters are likely to play off the heroes in interesting and
unexpected ways. and players will remember them (perhaps
even adore or revile them) in adventures to come.
Action Points Table 8-27: One Hundred Character Traits lists traits that
Unlike heroes. ordinary characters do not receive action the GM can choose from when creating supporting characters.
points. They do not gain action points as they increase in The table is only the beginning. and many more traits could be
level, either. added to the list. None of the traits listed in the table have any
effect on the character's game statistics. although the GM may
Class features need to figure out how to marry certain traits with certain
Ordinary characters gain none of the Class Features (talents game statistics. For example, a well-mannered character with
or bonus feats) listed under each basic class. a low Charisma score might have some personality quirk or
quality to account for his low Charisma, such as an incessant - - -- ,
nervous twitch or no sense of humor.
Advanced Classes
Although ordinaries can multiclass freely between the six
basic classes, they cannot take levels in any advanced class.
Ordinaries are limited to the six basic classes.
OBDIOABY ABCHEiijPES
This section provides game statistics for various ordinary
character archetypes. Each archetype is presented as a mul-
CHILDBEO ticlass character built using two of the six basic classes
(Strong, Fast, Tough, Smart, Dedicated, and Charismatic).
Children (newborns to age 11) are handled differently from Each archetype suits various types of characters. For exam-
other characters. They do not have classes or levels. They ple, the Strong/Dedicated archetype is suitable for police
begin with the same ability score package as ordinaries officers, bodyguards, farmers, and firefighters. Similarly. the
(15, 14. 13, 12, 10, 8), but their ability scores are reduced as Tough/Charismatic archetype can apply to drug dealers.
follow~. -3 5tr, -1 Dex. -3 Con, -l Int. -1 Wis. -1 Cha.
crime bosses. and undercover cops.
Children have ld4 hit points plus their Constitution mod- Each of the following archetypes includes a list of charac-
ifier (minimum 1hit point). They have no skills, feats, action ters or professions that fit the archetype. although these lists
points. or occupations. Their base attack bonus is •O, they are by no means exhaustive. Furthermore. not every sup·
have a +O modifier on all saving throws (plus any modifiers porting character can be represented by these archetypes.
for high or low ability scores}, and their Reputation bonus is For example, the "lawyer Is listed as the Smart/Charismatic
+-0. Children have a +-0 modifier to Defense and a normal
ordinary. but not all lawyers are the same. The campaign may
speed of 20 feet. Children have no effective attacks and also inc1ude Strong/Dedicated lawyers and Tough/ Charis-
should be treated as noncombatants. matic lawyers, at the GM's discretion. The archetypes are
When a child turns 12, she is considered a young adult intended only to provide GMs with ready-to-play supporting
and takes her first level in one of the six basic classes. At characters, not account for the diversity of characters in the
that point, the character becomes an ordinary (or hero, in modern world or 1n the campaign as a whole.
some cases).
d% Trait
OJ Aloof 51 Moody
02 Bad breath 52 Multiple body P.lercings
03 Bald 53 Nasal voice
04 Bookish S'I Nervous eye twitch
05 Braces or dentures SS Neurotic
06 Brave 56 Never shuts up
07 Capricious 57 No sense of humor
08 CarPless 58 Not very observant
09 Clean 59 Obese
10 Collector (books. coins. weapgns. butterflies. etc.} 60 Obsequious
11 Condescending 61 Opinionated
12 Cowardly 62 Optimistic
13 Crooked teeth 63 Overbearing
14 Cross-eyed or cock eyed 64 Particularly high voice
15 Cruel 65 Particularly long hair
16 Cryptic, evasive. or secretive 66 Particularly low voice
17 Dirty and unkcmpL 67 Pmionale artist or hobbyist (fishing, hunting. etc.)
rn Distinctive j('welry 68 Perfect white teeth
19 Distinctive nose 69 Pes~1mistic or cynical
}Q Distinctive scar 70 Pleasant-smelling (perfumed)
21 Doesn't like 10 be touched 71 Preachy
22 Drunkard 72 Reclusive
23 Easy going 73 Self destructive
24 Enunciate· very clearly 74 Self glo11fy1ng
25 [ven tempered 75 Sexist. ramt, or otherwise p1ejudiced
26 Exacting 76 se-ually voracious or promiscuous
27 E.yegl.me\ 77 Shaky hands
l8 Eye patch 78 Smgs or hums a lot
)9 Fanatical 79 Slow talker
m ~ast talker 80 StoopP.d back
31 Fiddles or fidgets nervously 81 Strong body odor
32 foppish 82 Stutters lisps, or slurs
33 Forgiving 83 SU ave
34 Foul mouthed 84 Suspicious
35 Gruff 85 Sweaty
36 Hacking cough 86 Theatrical
37 Harc.J of hearing 87 Unfeeling
38 Helpful 88 Unusual hair style or color
39 Hot tempered 89 Uses big words
40 Hyp<'ract1ve 90 Um expressive hand gestures
41 Impeccably dressed 91 Very short
42 Inquisitive 92 Very tall
43 Jealous 93 Visible birthmark
44 Jokester 94 Visible tattoo
45 Jumpy 95 Walks with a limp
46 lazy or lackadaisical 96 Wears flamboyant or outlandish attire
47 Loquacious 97 Wears toupee or wig
48 Melancholy 98 Well read
49 Missing tooth 99 Well mannered
50 M1 sing finger 100 Whistles

Each archetype includes game statistics for low-, mid-. adapt these statistics for other character types or profes-
and high-level characters. sions by changing the occupation. reallocating skill points.
and swapping feats as needed.
Strong/fast Ordinary Low-Level Bounty Hunter (Strong Ordinary 1/ Fast Ordi·
Characters of this archetype include bounty hunters, couri-
nary 1): CR l; Medium-size human; HD ld8+1plus ld8+l; hp 11;
ers. martial artsstudents, and amateur boxers. The statistics
Mas12; lnit +2; Spd 30 ft.; Defense 18, touch 16, flat-footed 16
1 given below are for a typical bounty hunter; the GM may
aMODERN
(•2 Dex, ~4 class. +211ght undercover shirt): BAB +l: Grap +3; Speak English, Speak Spanish, Swim +7.
Atk +3 melee (ld4+2, unarmed stnke). or •3 melee (ld4•2. *Includes -2 armor penalty for undercover vest.
tonfa); Full Atk +3melee (ld4•2. unarmed strike). or +3 melee Feats: Armor Proficiency (light), Brawl. Combat Martial
(ld4+2, tonfa), or •3 ranged (2d6, Colt Double Eagle); FS 5 ft. Arts. Dodge. Improved Combat Martial Arts. Personal Fire-
by 5 ft.; Reach 5 ft .. AL any: SV Fort •2. Ref +3. Will - 1: AP 0; arms Proficiency, Simple Weapons Proficiency.
Rep +0; Str 15. Dex 14, Con 12. Int 13. Wis 8, Cha 10. Possessions: Undercover vest. Colt Double Eagle (10mm
Occupation: Investigative (class skills: Gather Informa- autoloader), SO rounds of ammunition, tonfa, various gear
tion, Investigate). and personal possessions.
Skills: Craft (mechanical) •4, Drive +5, Gather Informa-
tion +3, Hide •5, Investigate •3, Knowledge (current events) Strong/Tough Ordinary
•4, Knowledge (streetwise) •4, Move Silently +5. Professioo
Sample characters or this archetype Include thugs, soldiers
+2, Read/Write English, Read/Write Spanish. Sleight of
of fortune, security guards, marines, mercenaries, amateur
Hand •5, Speak Fnglish, Speak Spanish.
wrestlers. bouncers. rootball players. and professional
Feats: Armor Prorlclency (light), Combat Martial Arts. Per-
movers. The statistics given below are for atypical thug: the
sonal Firearms Proficiency, Simple Weapons Proficiency.
GM may adapt these slatlstics ror other character types or
Possessions: Light undercover shirt. Colt Double Eagle
professions by changing the occupation. reallocatlng skill
(lOmm autoloader). 50 round~ of ammunition, tonfa. various points, and swapping feats as needed.
gear and personal possessions.
low-level Thug (Strong Ordinary 1/Tough Ordinary 1):
Mid-Level Bounty Hunter (Strong Ordinary ) / fast Ordi-
CR 1; Medium·si1e human; HD ld81 I plus ldlOt 2: hp 14: Mas 15;
nary 3): CR 5; Medium si1e hurnan: HD 3d8•3 plus 3d8+3: hp
lnit +l; Spd 30 ft; Defense 14. touch 13, rlat footed 13 ( 11 Dex.
33; Mas 12· lntt •2; Spd 30 ft., Defense 20, touch 18, flat-footed
+2 class, +1 leather 1acket); BAB +1: Grap +3; Atk +4 melee
18 (+/Dex, 16 class. •2 light undercover shirt); BAB •5; Grap (ld6+1 nonlethal. unarmed str1kr), or •4 melee (ld4 •2119-20.
+7; Atk 17 mele<' (1d6 •2. unarmed sir ike), or •7melee (ld4•2.
knife): Full Atk 14 melee (ld6• 2nonlethal, unarmed strike), or
tonfa): full Alk •7mc•lee (ld6• 2. unarmed strike), or +7 melee
+4 metee (ld4 •2/l9 iO. knife). or •2r.ingcd (2d6. Colt M1911):
(ld4 i 2, tonfa), or •7ranged (2d6. Colt Double l:agle): FS 5 ft
FS 5 ft. by 5 ft.; Reach 5II .. AL ,my; SV Fort 14, Ref •I, Will +O:
by Sfl.: Reach Sft., Al .my; SV Fort •4. Ref •5. WHI +1; AP O:
APO; Rep +O: 5tr 14. Dex 11, Con 15, Int 13, Wi~ 10, Cha 8.
Rep +1: Str 15, Dex 15, Con I/. Int 13, Wis 8. Cha 10.
Occupation: Blue c:ollar (cla~~ skills: Drive, Intimidate).
Occupation: Investigative (class skills: Gather Informa-
Skills: Craft (mechanical) • 5, Drive • 5, Intimidate +3.
tion, Investigate).
Knowledge (popular culture) •),Knowledge (streetwise)• 2,
Skills: Cltmb •4, Craft (rn1'Chanical) •4. Drive •7. Gather
Profession •4. Read/Write rngli~h. Redd/Write Spanish,
Information 15. Hide 16. Investigate •r,, Knowledge (current
Repair +2, Speak lngli~h. Speak Spanish, Swim +1
events) •4, Knowledge (streetwise) •4, Knowledge (tactics)
+3, Move Silently •6. Profrnion +4, Read/Write English.
Read/Write Spanish. Repair +3. Slerght of Hand +7, Speak
[ngllsh, Speak Spanish, Swim •4.
Feats: /\rmor Proficiency (light). Brawl, Combat Martial
Arts. Dodge. Persont1I rirearm\ Proficiency, Simple Weapons
Proficiency.
1l
-m
lJ
Possessions: Light undercovN shirt. Colt Double Eagle
(10mm autoloader). 50 rounds of ammunition, tonfa, various
gear and personal posse~ions.

High-Level Bounty Hunter (Strong Ordinary 5/Fast


Ordinary 5): CR 9: Med1um·s1ze human; HD Sd8+5 plus
Sd8+5, hp 55: Mas 12: lnlt +2: Spd 30 ft., Defense 23. touch 20.
flat-footed 21 (+2 Dex. +8 class.+ 3undercover vest): BAB •8:
Grap +11. Atk •11 melee (1d6+3/19-20. improved unarmed
strike). or +11 melee (ld4+3, tonfa): Full Atk •11/+6 melee
(1d6+3/l9-20. improved unarmed strike), or +11/+6 melee
(ld4+3, tonfa). or +10/1-5 ranged (2d6. Colt Double Eagle); FS
5 ft. by Sft.: Reach 5ft.: AL any; SV Fort +5, Ref +6, Will +1:
AP 0; Rep .. 2: Str 16. Dex 15. Con 12. Int 13. Wis 8. Cha 10.
Occupation: Investigative (class skills: Gather Informa-
tion, Investigate).
Skills: Climb +5*. Craft (mechanical) +4. Drive +8. Gather
Information +7, Hide +5*. Investigate +7, Knowledge (cur-
rent events) +5, Knowledge (streetwise) +S, Knowledge
(tactics) +5, Move Silently +5•, Profession +5. Read/Write
English. Read/Write Spanish, Repair +5, Sleight of Hand +9,
d20MODERN
Feats: Brawl, Personal Firearms Proficiency, Simple Weap- Low-Level Mechanic (Strong Ordinary 1/Smart Ordi-
ons Proficiency. nary 1): CR 1: Medium-size human; HD ld8+1 plus ld6+1; hp
Possessions: Leather jacket, Colt M1911 (.45 autoloader), 10; Mas 13; lnit - l; Spd 30 ft.. Defense 10, touch 10, flat-
50 rounds of .45 ammunition, knife, various gear and per· footed 10 (- 1 Dex. +l class): BAB +1: Grap +3; Atk +3 melee
sonal possessions. {ld3+2 nonlethal. unarmed strike): Full Atk +3 melee (ld3+2
nonlethal. unarmed strike). or +O ranged; FS 5 ft. by S ft.;
Mid-Level Thug (Strong Ordinary 3/Tough Ordinary 3): Reach 5ft.; AL any; SV Fort +2, Ref-1, Will +2; APO; Rep +l;
CR S; Medium-size human: HD 3d8+6 plus 3dl0+6: hp 45: Mas Str 14. Dex 8. Con 13, Int 15, Wis 12, Cha 10.
15; lnit +l; Spd 30 ft.; Defense 16, touch 15, flat-footed 15 (+l Occupation: Blue-collar (class skills: Drive, Intimidate).
Dex. +4 class. +1 leather iacket); BAB +5; Grap +7; Atk +9 Skills: Craft (electronic) +8, Craft (mechanical) +9, Craft
melee 0d8+2 nonlethal. Improved unarmed strike), or +9 (structural) +6, Disable Device +6, Drive +l, Intimidate +2,
melee (ld4+2/19-20, knife); Full Atk +9 melee (ld8+2 non· Knowledge (current events) +6. Knowledge (physical sci·
lethal, improved unarmed strike), or •9 melee [ld4+2/19-20, ences) +6, Knowledge (popular culture) +6, Knowledge
knife), or +6 ranged (2d6. Colt M191l): FS 5 ft. by 5 ft.; Reach (technology) +6, Profession +S, Read/Write English, Read/
5 ft.; AL any; SV Fort +6, Ref •3. Will +2: APO; Rep +l: Str 15, Write Language (any two), Repair +6, Search -+-6, Speak Eng-
Dex 12, Con 15, Int 13, Wis 10, Cha 8. lish, Speak Language (any two).
Occupation: Blue-collar (class skills: Drive, Intimidate). Feats: Builder (Craft [electronic) and Craft [mechanical]),
Skills: Climb +5, Craft (mechanical) •6, Drive +7, Intimi- Personal Firearms Proficiency. Simple Weapons Proficiency.
date +S, Jump +4, Knowledge (popular culture) +2. Know!· Possessions: Various equipment and personal posses-
edge (streetwise) +3, Profession •5, Read/Write English, sions.
Read/Write Spanish, Repair +4, Speak English, Speak Span-
ish, Spot +2, Swim +3. Mid-Level Mechanic (Strong Ordinary l/Smart Ordi-
Feats: Brawl, Improved Brawl. Personal Firearms Profi- nary l): CR 5: Medium size human, HD 3d8+3 plus 3d6+3; hp
ciency, Point Blank Shot. Simple Weapons Proficiency. 28; Mas 13; ln1t -1: Spd 30 ft.: Defense 12, touch 12. flat-
Possessions: Leather jacket, Colt Ml9ll (.45 autoloader). footed 12 (-1 Dex, +3 class): BAB +4; Grap +6; Atk +7 melee
50 rounds of .45 ammunition, knife. various gear and per· (ld6+2 nonlethal. unarmed strike); Full Atk +7 melee (ld6+2
sonal possessions. nonlethal. unarmed strike), or +3 ranged; FS 5 ft. by 5 ft.;
Reach 5 ft.; AL any; SV Fort +4, Ref +l, Will +4; APO; Rep +1;
High-level Thug (Strong Ordinary 5/Tough Ordinary S}: Str 15, Dex 8, Con 13, Int 15, Wis 12, Cha 10.
CR 9: Medium size human; HD Sd8+15 plus Sdl0+15; hp 80; Occupation: Blue collar (class skills: Drive, Intimidate).
Mas 16: Init •1: Spd 30 ft.; Defense 18. touch 17, flat-footed 17 Skills: Computer Use +6, Craft (electronic) +10, Craft
(+l Dex, +6 class. •l leather jacket): BAB +8; Grap +10; Atk +12 (mechanical) +ll. Craft (structural) ~8. Demolitions +4, Disable
melee {1d8+2 nonlethal, improved unarmed strike), or +12 Device +8, Drive +S, Intimidate +6, Knowledge (current events)
melee (ld4+2/ 19 20, knife); Full Atk +12/+7 melee (ld8+2 +9, Knowledge (physical sciences) +8, Knowledge (popular cul-
nonlethal. Improved unarmed strike), or +12/ +7 melee ture) +7, Knowledge (technology) +8, Profession +5, Read/
1
- - - - - (ld4+2/19-20. knife), or +9/+4 ranged (2d6, Colt M19ll), or Write English, Read/Write Language (any two}, Repair i 12.
•9/+4 ranged (2dl0, HK G3); rs 5 ft. by 5 ft.; Reach 5 ft.; AL Search +6, Speak English, Speak Language (any two).
any; SV Fort +9, Ref +3, Will +2; APO: Rep +2; Str 15. Dex 12, Feats: Brawl, Builder (Craft [electronic] and Craft [mechan-
Con 16, Int 13, Wi~ 10. Cha 8. ical]), Gearhead, Personal Firearms Proficiency, Simple Weap·
Occupation: Blue collar (class skills: Drive, Intimidate). ons Proficiency,
Skills: Climb +6, Craft (mechanical) +6, Drive +9. Intimi- Possessions: Various of equipment and personal posses-
date +7, Jump +S. Knowledge (popular culture) +3, KnowI· sions.
edge (streetwise) +5. Profession +S, Read/Write English,
Read/Write Spanish. Repair +6, Speak English. Speak Span- High-Level Mechanic (Strong Ordinary S/ Smart Ordi-
ish, Spot +5, Swim +S. nary S}: CR 9; Medium-size human; HD Sd8+10 plus Sd6+10;
Feats: Armor Proficiency (light), Brawl. Improved Brawl, hp 60; Mas 13; lnit -1; Spd 30 ft.; Defense 14. touch 14, flat-
Personal Firearms Proficiency. Point Blank Shot, Simple footed 14 {-1 Dex, +5 class); BAB +7; Grap t9; Atk +10 melee
Weapons Proficiency. 0d6+2 nonlethal, unarmed strike): Full Atk +10/+5 melee
Possessions: Leather jacket. Colt Ml9ll (.45 autoloader). 0d6+2 nonlethal. unarmed strike), or +6/+1 ranged; FS 5 ft.
50 rounds of .45 ammunition, HK G3 {7.62mm assault rifle), by 5ft.; Reach 5 ft.; AL any; SV Fort +6, Ref +1, Will +5; APO;
50 rounds of 7.62mm ammunition, knife, various gear and Rep +3; Str 15, Dex 8, Con 14, Int 15, Wis 12. Cha 10.
personal possessions. Occupation: Blue-collar (class skills: Drive, Intimidate).
Skills: Computer Use +8, Craft (electronic) +12, Craft
Strong/Smart Ordinary (mechanical)+13, Craft (structural) ~12, Demolitions +6. Dis-
able Device +12, Drive •6. Intimidate +7, Knowledge (current
Sample characters of this archetype include mechanics,
government agents, and military technicians. The statistics events) +9, Knowledge (physical sciences) +10, Knowledge
given below are for a typical mechanic; the GM may adapt (popular culture) •9, Knowledge (technology) +12, Profes-
these statistics for other character types or professions by sion ~9. Read/Write English. Read/Write Language (any
changing the occupation, reallocating skill points, and swap· two), Repair •16. Search •8, Speak English. Speak Language
ping feats as needed. (any two).

U..I
ERN
Feats: Brawl. Builder (Craft [electronic] and Craft (mech- Feats: Armor Proficiency (light. medium). Combat Martial
anical}). Cautious, Gearhead. Personal Firearms Prof;ciency. Arts, Personal Firearms Proficiency, Point Blank Shot. Simple
Simple Weapons Proficiency Weapons Proficiency
Possessions: Various equipment and personal posses- Possessions: Tactical vest. Bcretta 92F (9mm autoloader).
sions. 50 rounds of 9mm ammunition. Beretta M3P 02-gauge shot-
gun). 10 12-gauge shotgun rounds. tonfa. various gear and
personal possessions.
Strong/Dedicated Ordinary
Sample characters of this archetype include police officers.
High-Level Police Officer (Strong Ordinary S/Dedi-
firefighters. bodyguards, construction workers. and farmers.
cated Ordinary 5): CR 9; Medium-size human; HD 5d8+10
The statistics given below are for a typical police officer. the
plus 5d6+10: hp 60: Mas 14: lnit •l; Spd 20 h.; Defense 24.
GM may adapt these statistics for other character types or
touch 17. flat-footed 23 (t l Dex, +6 class. +7 special response
professions by changing the occupation. reallocating skill
vest); BAB •8; Grap +11: Atk •11 melee (ld4+3. unarmed
points, and swapping feats as needed.
strike). or +ll melee (1d4+3, tonfa), Full Atk +11/+6 melee
(ld4+3, unarmed strike) or •11/•6 melee (ld4 •3. tonfa), or
Low-level Police Officer (Strong Ordinary l / Dedicated
+10/+S ranged (2d6, Beretta 92F). or +10/+5 ranged (2d8,
Ordinary 1): CR 1: Medium size human: HD ld8...l plus ld6...l:
Beretta M3P); FS 5 ft by 5ft.; Reach 5ft .. AL any; SY Fort +8,
hp 10; Mas 13; lnit +l; Spd 25 ft. Defense 17. touch 13. flat-
Ref •3. Will +6; AP 0; Rep +3; Str 16, Dex 12, Con 14. lnt 10,
footed 16 (+l Dex. +2 class, +4 concealable vest). BAB +l: Grap
Wis14, Cha 8.
• 3; Atk +3 melee (ld3+ 2 nonlethal. unarmed strike). or,.,.3
melee ~d4~2. tonfa): Full Atk +3 melee (ld3+2 nonlethal.
unarmed strike). or • 3 melee (ld4+2, tonfa). or +2 ranged
(2d6, Beretta 92F), or •2 ranged (2d8. Beretta M3P); FS Sft. by
5 ft.; Reach 5 ~.;AL any: SY Fort +3 Ref •l. Will +3; AP 0:
Rep •1: Str 15. Dex 12 Con 13. Int 10. Wis 14. Cha 8.
Occupation: Law enforcement (class skills: Drive.
Intimidate}.
Skills: Climb 11*. Drive +3. lnt1midate +l. lnvest1-
gate +2. Knowledge {current events} +2, Knowledge
(streetwise) +2, Knowledge (tactics) +2. Profession
•4. Read/Write English. Sense Motive +4, Speak
English. Spot +4. Swim •1 Treat Injury +4.
*Includes 3armor penalty for concealable vest.
Feats: Armor Proficiency (light. medium).
Personal Firearms Proficiency, Simple Weapons
Proficiency.
Possessions: Concealable vest. Beretta 91F
(9mm autoloader), 50 rounds of 9mm ammuni-
tion. Beretta M3P (12 gauge shotgun). 10 12-gauge
shotgun rounds. wnfa. various gear and personal
possessions.

Mid-level Police Officer (Strong Ordinary 3/


Dedicated Ordinary l): CR 5: Medium-size human:
HD 3d8+6 plus 3d6+6· hp 34: Mas 14: lnit +1, Spd 25 ft:
Defense 21, touch 15. flat footed 20 (+l Dex. +4 class.
+6 tactical vest): BAB •S. Grap +7 Atk +7 melee
(ld4+2. unarmed strike). or •7 melee 0d4 •2. tonfa): Full Atk+7 n
melee melee (1d4•2. unarmed strike). or .-7 melee 0d4•2.
tonfa), or +6 ranged (2d6 Beretta 92F). or +6 ranged (2d8.
Beretta M3P): FS 5 ft by 5 ft.. Reach 5 ~.. AL any: SY Fort ~6.
Ref • 3. Will +5; AP O: Rep •I: Str 15, Dex 12. Con 14. Int 10.
Wis 14, Cha 8
Occupation: law enforcement (class skills: Drive.
Intimidate).
Skills: Climb -lt, Drive +7. Intimidate +4. Investigate +5.
Knowledge (current events) +2 Knowledge (streetwise} +3.
Knowledge (tactics) +3, Profession •5. Read/Write English.
Sense Motive +5, Speak English. Spot +5. Swim +3. Treat
Injury +5.
*lncludes-5 armor penalty for tactical vest. Police offlctr
a20MODER~
Occupiltion: Law enforcement (class skills: Drive. lntimi· Low-Level Gang Leader {Strong Ordinary 1/Charismatic
date). Ordinary 1): CR 1; Medium-size human; HD ld8+1 plus ld6+1;
Skills: Climb +0*, Drive •10 Intimidate +7, Investigate +8, hp 10; Mas 12: lrnt +J; Spd 30 ft.; Defense 13, touch 12, flat-
Knowledge (current events) +3, Knowledge (streetwise) -+4. footed 12 (+l Dex. +1 class.•! leather jacket); BAB +1; Grap +3;
Knowledge (tactics) +4. Profess1on +5, Read/Write English. Sense Atk -4 melee Vd6+2 nonlethal, unarmed strike), or +4 melee
Motive •6, Speak English, Spot •6. Swim •4. Treat Injury +6. (ld6+2/19-20. metal baton); Full Atk +4 melee {ld6+2 non-
*Includes -6 armor penalty for special response vest. lethal. unarmed strike). or +4 melee Vd6+2/19-20, metal
Feats: Armor Proficiency (light. medium. heavy). Combat baton). or+ 2 ranged (2d6. Colt M19ll); FS 5 ft. by 5 ft.; Reach
Martial Arts. Personal Firearms Proficrency. Point Blank Shot. 5 ft.: AL any: SV Fort +3, Ref +2. Will +0; AP 0; Rep +2; Str 14,
Simple Weapons Proficiency Dex 13, Con 12. Int 8, Wis 10. Cha 15.
Possessions: Special response vest. Beretta 92F (9mm Occupation: Criminal (bonus feats: Disable Device,
autoloader). 50 rounds of 9mm ammunition. Beretta M3P Sleight of Hand).
02-gauge shotgun). 1012 gauge shotgun rounds. tonfa, vari- Skills: Bluff •6. Climb +3, Disable Device +3, Intimidate +6,
ous gear and personal possessions. Jump +3. Knowledge (current events) +3. Knowledge (street-
wise) ..3. Read/Write English. Sleight of Hand +5, Speak English.
Strong/Charismatic Ordinary Feats: Brawl. Personal Firearms Proficiency. Point Blank
Shot. Simple Weapons Proficiency.
Sample characters of this archetype include gang leaders.
action movie stars. physical trainers. and animal handlers. Possessions: Leather jacket. Colt Ml911 (9mm auto-
The statistics given below are for a typical gang leader: th~ loader). SO rounds of 9mm ammunition. metal baton, vari-
GM may adapt these statistics for other character types or ous gear and personal possessions.
professions by changing the occupation, reallocating skill
pornts, and swapping feats as needed. Mid-Level Gang Leader (Strong Ordinary 3/Charismatic
Ordinary l}: CR 5; Medium size human; HD 3d8+3 plus
3d6+3; hp 28; Mas 12; lnit •1; Spd 30 ft.: Defense 15, touch 14,
flat-footed 14 (+1 Dex. +3 class. +1 leather jacket): BAB +4;
Grap +6; Atk +7 melee (1d6•2 nonlethal plus ld4, unarmed
strike). or +7 melee (1d6+2/19 20. metal baton); Full Atk+7
melee Vd6+2 nonlethal plus 1d4. unarmed strike), or +7
melee (ld6•2/19 20. metal baton). or +S ranged (2d6, Colt
Ml911): FS 5 ft. by 5 ft.: Reach S ft.: AL any; SV Fort +S, Ref +4.
Will +2: AP O; Rep •2: Str 15. Dex 13, Con 12, Int 8. Wis 10.
Cha 15.
Occupation: Criminal (bonus feats: Disable Device,
Sleight of Hand).
Skills: Bluff •7. Climb +4, Disable Device +6, Drive +3.
Intimidate •8. Jump +3, Knowledge (current events) +3,
Knowledge (streetwise) +6. Read/Write English, Sleight of
Hand ...7, Speak Enghsh.
Feats: Brawl, Drive-By Attack, Personal Firearms Profi·
ciency. Point Blank Shot, Simple Weapons Proficiency,
Streetfighting.
Possessions: Leather 1acket, Colt Ml911 (9mm auto-
loader). 50 rounds of 9mm ammunition, metal baton. vari-
ous gear and personal possessions.

High-Level Gang Leader (Strong Ordi-


nary S/ Charismatic Ordinary 5): CR 9:
Medium-size human; HD 5d8+5 plus 5d6+S:
hp SO: Mas 12; lnit +1; Spd 30 ft.; Defense 17,
touch 16, flat-footed 16 (+!Dex, +5 class, +I
leather jacket); BAB +7; Grap +10; Atk +11
melee Vd6+3 nonlethal plus ld4. unarmed
strike). or +11 melee (ld6+2/19-20, metal
baton); Full Atk +11/+6 melee (ld6+3 non-
lethal plus ld4 [one hit per round only].
unarmed strike). or +4 melee (ld6+2/19-20,
metal baton). or +9/+4 ranged (2d6, Colt
Ml911); FS 5 ft. by 5 ft; Reach 5 ft.; AL any;
SV Fort •7. Ref +5, Will +2; APO; Rep +4; Str
Crimin~ls 16, Dex 13, Con 12, Int 8, Wis 10. Cha 15.
N
Occupation: Cnmmal (bonus feats: Disable Device, Shot. Quick Reload. Simple Weapons Proficiency, Street-
Sleight of Hand}. fighting.
Skills: Bluff +9, Climb •5. Disable Device +8. Drive T6, Possessions: leather jacket, Colt Ml911 (9mm auto-
Intimidate +10, Jump +4, Knowledge (current events} +3. loader). 50 rounds of 9mm ammunition, AK-47 (7.62mmR
Knowledge (streetwise) +8. Read/Write English, Sleight of assault rifle). SO rounds of 7.62mmR ammunition, knife. var-
Hand +9, Speak English. ious gear and personal possessions
Feats: Brawl Drive-By Attack. Personal Firearms Profi-
ciency. Point Blank Shot Precise Shot. Simple Weapons Pro- High-level Gang Member (Fast Ordinary 5/ Tough Ordi-
ficiency. Streetfighting. nary 5): CR 9; Med1urn·s1ze human; HD Sd8+10 plus SdlO+lO;
Possessions: Leather iacket. Colt Ml911 (9mm auto- hp 60; Mas 15; lnit • 2; Spd 30 ft.; Defense 21. touch 20, flat-
loader). 50 rounds of 9mm ammunition. metal baton vari- footed 19 (+2 Dex. •8 class. •I leather iacket): BAB +6; Grap •8:
ous gear and personal possessions. Atk +10 melee (ld8+1 nonlethal plus ld4, unarmed strike), or
+10 melee CTd4+2/19-20, knife): Full Atk +10/•5 melee (ld8+1
fast/Tough Ordinary nonlethal plus ld4 [one hit per round only], unarmed strike),
or ...101+5 melee (ld4+2/19-20, knife), or +8/+3 ranged (2d6,
Sample characters of this archetype include gang mem·
Colt Ml911), or +8/+3 ranged (2d8, AK-47); FS 5 ft. by 5 ft.;
bers. bikers. stunt people, wilderness guides. hockey play-
Reach Sft.; AL any; SV Fort +6, Ref +6, Will +3: AP 0; Rep +2; Str
ers, and SWAT members. The statistics given below are for
14. Dex 15. Con 15, Int 8, Wis 12, Cha 10.
a typical gang member: the GM may adapt these statistics
Occupation: Criminal (bonus class skills: Knowledge
for other character types or professions by changing the
[streetwise], Sleight of Hand)
occupation. reallocating skill points. and swapping feats
Skills: Drive +8, Hide +6, Intimidate ... 4, Knowledge
as needed.
(streetwise) +6, Move Silently ...6, Read/Write English. Sleight
of Hand +8. Speak English. Survival +3, Tumble •6.
low-level Gang Member (Fast Ordinary 1/Tough Ordi-
Feats: Brawl. Improved Brawl, Personal Rrearms Profi-
nary 1}: CR 1: Medium·s1Le human: HD ld8T2 plus 1d10+2· hp
ciency, Point Blank Shot, Quick Reload. Simple Weapons
14; Mas 14· tmt +2: Spd 30 ft· Defense 17. touch 16. flat-footed
Proficiency. Streetf1ghting.
15 (+2 Dex. +4 class. +1 leather jacket): BAB +0; Grap +l; Ark •2
Possessions: Leather jacket, Colt Ml911 (9mm auto-
melee {ld6+1 nonlethal. unarmed strike). or +2 melee
loader). 50 rounds of 9mm ammunition, AK-47 (7.62nmR
nd4+1/19-20. knife): Full Atk +2 melee Pd6...l nonlethal.
assault nfle). 50 rounds of 7.62mmR ammunition, knife, var-
unarmed strike). or +2 melee nd4•1/19-20. knife). or +2
ious gear and personal possessions.
ranged (2d6. Colt M1911). FS 5 ft. by 5 ~: Reach 5 ft.; AL any:
SV Fort +3. Ref +3. Will +l; AP 0: Rep +O: Str 13. Dex 15. Con 14.
Int 8. Wis 12. Cha 10. fast/Smart Ordinary
Occupation: Criminal (bonus class skills: Knowledge Sample characters of this archetype include career crimi-
[streetwise]. Sleight of Hand} nals. demolition experts. and some field agents. The statis-
Skills: Drive +4. Hide +4 Intimidate +2, Knowledge tics given below are for a typical criminal; the GM may - - - -
(streetwise) +2, Move Silently ... 4, Read/Write English. adapt these statistics for other character types or profes-
Sleight of Hand +4. Speak English. sions by changing the ocrupat1on, reallocating skrll points,
Feats: Brawl. Personal Firearms Profioency. Point Blank and swapping feats as needed.
Shot, Simple Weapons Proficiency
Possessions: Leather jacket. Colt Ml9ll (9mm auto· Low-Level Criminal (Fast Ordinary 1/Smart Ordinary 1}:
loader}, 50 rounds of 9mm ammunition. knife. various gear CR l; Medium-size human: HD ld8 plus ld6; hp 8; Mas 10; lnit
and personal possessions. +2: Spd 30 ft.; Defense 15. touch 15. flat-footed 13 (+2 Dex, +3
class): BAB +O; Grap +1; Atk +1 melee (1d3+1 nonlethal,
Mid-Level Gang Member (Fast Ordinary 3/Tough Ordi- unarmed strike), or +1 melee (ld4+1, pistol whip}; Full Atk +l
nary 3): CR 5: Med1um·siz.e human: HD 3d8+6 plus 3dl0+6: melee (ld3• 1nonlethal. unarmed strike), or +l melee (ld4+1.
hp 42; Mas 15: lnit +2; Spd 30 ft Defense 19. touch 18. flat- pistol whip). or +3 ranged (2d6. Glock 17); FS 5 ft. by 5 ft.;
footed 17 (•2 Dex, +6 class. +1leather1acket); BAB~: Grap Reach 5 ft.: AL any, SV Fort +O, Ref +3 Will +O; APO; Rep +l,
+5; Atk +6 melee (ld6+1 nonlethal plus ld4. unarmed strike}. Str 13. Dex 15. Con 10. Int 14. Wis 8, Cha 12.
or +6 melee (1d4+l/19-20. knife}: Full Atk +6 melee (1d6+1 Occupation: Criminal (bonus class skills: Disable Device.
nonlethal plus ld4. unarmed strike). or +6 melee (1d4•ll Sleight of Hand)
19-20. knife). or +6 ranged (2d6. Colt Ml9ll). or +6 ranged Skills: Balance +6 Computer Use +4. Demolitions +6. Dis·
(2d8, AK-47); FS 5 ft. by 5 ft; Reach 5 ft: Al any: SV Foo •5. able Device •9. Duve +6, Escape Artist +4, Forgery +4. Hide
Ref +5. Will •3; APO: Rep ...2, Str 13. Dex 15. Con 15. Int 8. +8. Knowledge (current events) +4, Knowledge (streetwise)
Wis 12. Cha 10. +6. Move Silently +8, Read/Write English, Read/Write Lan·
Occupation: Criminal (bonus class skills: Knowledge guage (any two). Search +3, Sleight of Hand +7, Speak English.
[streetwise], Sleight of Hand) Speak Language (any two).
Skills: Drive +6, Hide +5. lnt1midate +4, Knowledge (street- Feats: Cautious. Personal Firearms Proficiency, Simple
wise) +4, Move Silently +5, Read/Write English. Sleight of Weapons Proficiency. Stealthy.
Hand +6, Speak English. Survival +3. Possessions: Glock 17 (9mm autoloader). SO rounds of
Feats: Brawl, Personal Firearms Proficiency. Point Blank 9mm ammunition. various gear and personal possessions.
Mid-level Criminal (Fast Ordinary l/Smart Ordinary l): nonlethal. unarmed strike): Full Atk +1 melee 0d3+l non-
CR S; Medium-size human: HD 3d8 plus 3d6: hp 24· Mas 10. lethal unarmed strike). or+] ranged (2d4. Pathfinder); FS 5 ft.
Init +2; Spd 30 ft.; Defense 17, touch 17. flat footea 15 H Dex. by 5 ft.; Reach 5 ft.. AL any; SV Fort +l. Ref +3. Will +3: AP 0;
+5 class); BAS +3, Grap +4: Atk •4 melee (ld3+1 nonlethal. Rep +1; Str 13. Dex IS, Con JO, Int 8, Wis 14, Cha 12.
unarmed strike), or •4 melee 0d4•1. pistol whip); Full Atk •4 Occupation: Blue-collar (bonus class skills: Craft
melee (ld3+J nonlethal. unarmed strike). or •4 melee 0d4+1. [mechanical]. Drive. Repair).
pistol whip)or +6 ranged (2d6. Glock 17). FS S ~ by 5 ft.: Skills: Drive +7. Knowledge (current events) +3. Knowl-
Reach 5 tt.; AL any: SV tort +2. Ref •5. Will +2: APO; Rep +2; edge (popular culture) •3. Knowledge (streetwise) +l, Pro-
Str 13, Dex 15, Con 10, Int 15. Wis 8, Cha 12. fession +6, Read/Write English. Repair +4, Speak English.
Occupation: Criminal (bonus class skills: Disable Device. Feats: Improved Initiative, Personal rirearms Proficiency,
Sleight of Hand) Simple Weapons Proficiency.
Skills: Balance +8, Computer Use 16, Craft (chemical) +4, Possessions: Pathfinder (.22 revolver), 30 rounds of .22
Craft (electronic) •4. Craft (mechanical) •6 Craft (pharma- ammunition. various personal possessions.
ceutical) +4 Demolitions +8. Disable Device +11. Dnve +8.
Escape Artist +6. Forgery +6. Hide •JO. Knowledge (current Mid-level Taxi Driver (Fast Ordinary 3/Dedicated Ordi-
events) +6, Knowledge (streetwise) •7. Move Silently +10. nary l): CR 5: Med1um-s1ze human: HD 3d8 plus 3d6; hp 24:
Read/Write English. Read/Write Language (any two). Mas 10: lriit ~: Spd 30 ft.; Defense 18. touch 18. Oat-footed
Research +4, Search +5. Sleight of Hand +12. Speak English. 16 (+2 Dex. +6 class): BAB +4: Grap +5: Atk +S melee (ld3+1
Speak Language (any two). nonlethal. unarmed strike): Full Atk +5 melee (ld3+1 non-
Feats: Cautious. Nimble, Personal Firearms Proficiency. lethal unarmed strike). or +6 ranged (2d4. Pathfinder); FS 5ft.
Point Blank Shot Simple Weapons Profic1enC) Stealthy. b) 5 ft. Reach 5 fi .. Al any SV Fort +3. Ref +5. Will +5; AP 0:
Possessions: Glock 17 (9mm autoloader). 50 rounds of Rep •2: Str 13. Dex 15, Con 10. Int 8 Wis 15. Cha 12.
9mm ammunition. various gear and personal possessions. Occupation: Blue-collar (bonus class skills Craft
[mechanrcaQ. Drive. Reparr)
High-Level Criminal (Fast Ordinary 5/ Smart Ordinary S}: Skills: Drive +ll, Knowledge (current events) +5. Knowl-
CR 9: Medium-size human; HD Sd8 plus 5d6; hp 40; Mas 10· edge (popular culture} tS, Knowledge (streetwise) +3. Listen
lnlt +3: Spd 30 ft.; Defense 20. touch 20. flat-footed 17 (+3 +4. Profession +8, Read/Write English. Repair +6. Speak
Dex. •7 class}; BAB +5, Grap +6: Atk +6 melee 0d3+1 nonlethal. English. Spot +4.
unarmed strike). or +6 melee !ld4+1. pistol whip): Full Atk +6 Feats: Improved Initiative, Personal Firearms Proficiency.
melee !Jd3+1 nonlethal. unarmed strike). or •6 melee {ld4•1 Simple Weapons Proficiency. Vehicle Dodge, Vehicle Expert.
pistol whip), or +9 ranged (2d6. Glock 20}: FS 5 ft. by 5 ft.: Possessions: Pathfinder (.22 revolver), 30 rounds of .22
Reach 5 ~.;AL any: SV Fort +2, Ref +7, Will +3: APO; Rep +6: ammunition. various personal possessions.
Str 13, Dex 16, Con 10, Int 15, Wis 8, Cha 12.
Occupation: Criminal {bonus class skills: Disable Device. High-level Taxi Driver (Fast Ordinary 5/Dedlcated Ordi-
Sleight of Hand) nary S): CR 9; Medium-size human: HD 5d8 plus 5d6; hp 40:
- - - Skills: Balance +10. Computer Use •8, Craft {chemical) +8 Mas 10; Init +6: Spd 30 ft.: Defense 21. touch 21. flat-footed 18
Craft (electronic) +6. Craft (mecharucal) +8, Craft (pharmaceuti- (•3 Dex. ~8 class}: BAB •6: Grap •7: Atk +7 melee (1d3+1 non-
cal) +4. Demolitions •10. Disable Device +13. Dnve •TI. Escape lethal. unarmed strike); Full Atk +7/+2 melee !Jd3+1 nonlethal.
Artist +9, Forgery •8. Hide •13. Knowledge (current events) ~s. unarmed 5trike). or +9/+4 ranged (2d6. Ruger Service-Six); FS
Knowledge (streetwise) •8. Move Silenrly •13, Read/Write Eng- 5 ft. by Sft; Reach 5 ft.; AL any: SV Fort +4. Ref •7, Will +6;
lish, Read/Write Language (any two). Research •6. Search +8. AP 0: Rep •3: Str 13, Dex 16. Con 10, Int 8, Wis 15, Cha 12.
Sleight of Hand •16. Speak English. Speak Language (any two~ Occupation: Blue collar (bonus class skills: Craft
Feats: Cautious. Nimble. Personal Firearms Proficiency. [mec'lanrcal]. Drrve Repair)
Point Blank Shot. Renown Simple Weapons Proficiency. Skills: Dnve +14. Knowledge (current events) +7 Knowl-
Stealthy. edge (popular culture) +7 Knowledge (streetwise) +5. Listen
Possessions: Glock 20 (lOmm autoloader). SO rounds of •S Profession +10. Read/Write English. Repair +8. Sense
]Omm ammunition, various gear and personal possessiom. Motive +4, Speak English. Spot +5.
Feats: Improved lnit1at1ve. Personal Firearms Proficiency,
Point Blank Shot. Simple Weapons Proficiency, Vehicle
fast/Dedicated Ordinary Dodge. Vehicle Expert.
Sample characters of this archetype include taxi drivers.
Possessions: Ruger Service-Six (J85 revolver), 30 rounds
helicopter pilots, extreme sports fanatics. and wilderness
of .385 ammunition. various personal possessions.
trackers. The statistics given below are for a typical taxi
driver; the GM may adapt these statistics for other charac-
ter types or profess ions by changing lhe occupation. reallo- Past/Charismatic Ordinary
cating skill points. and swapping feats as needed. Sample characters of this archetype include dilettantes, con
artists. clowns. magicians. and prostitutes. The statistics
low-level Taxi Driver (Fast Ordinary 1/ Dedicated Ordi- given below are for a typical dilenante; the GM may adapt
nary 1): CR l. Medium size human: HD ld8 plus ld6: hp 8: these staristics for other character types or professions by
Mas 10; lnit +6; Spd 30 ft.; Defense 16. touch 16. flat-footed changing the occupation, reallocating skill points, and swap-
14 (+2 Dex. •4 class); BAS +O; Grap +J; Atk +1 melee (ld3+1 ping fears as needed.
d20MODERN
Low-Level Dilettante (Fast Ordinary l/Charismatic
Ordinary 1): CR 1: Medium-size human: HD ld8 plus ld6; hp
Tough/Smart Ordinary
Sample characters of this archetype incl~de ~errorists, bla~k
8; Mas 10: lnit +2: Spd 30 ft.: Defense 15, touch 15. flat-footed
market dealers. and government field sc1ent1sts. The statis-
13 (+2 Dex, +3 class); BAB +O; Grap -1; Atk -1 melee (ld3- 1
tics given below are for a typical terrorist; the GM may
nonlethal. unarmed strike); Full Atk -1 melee (ld3- 1 non-
lethal. unarmed strike}, or +2 ranged (2d4. Pathfinder); FS 5 ft. adapt these stat1sttes for othe~ character ~pes ~r pr~fes­
sions by changing the occupation. reallocating skill points.
by 5 ft.: Reach 5 ft.: AL any: SV Fort ti, Ref +4. Will +1; APO:
and swapping feats as needed.
Rep +3; Str 8, Dex 14, Con 10, Int 13. Wis 12, Cha 15.
Occupation: Dilettante (bonus class skill: Gamble).
Low-Level Terrorist (Tough Ordinary 1/Smart Ordinary 1):
Skills: Bluff +6, Craft (visual art) +5, Diplomacy -t6, Drive
CR 1; Medium-size human; HD ldlOi 2 plus ld6+2; hp 13; Mas
+S, Gamble +5, Knowledge (art) +7. Knowledge (current
14; lnit +I: Spd 30 ft.; Defense 14, touch 12, flat footed 13 (-tl
events) +S, Knowledge (popular culture) +7, Perform (key-
Dex. +1class, +2 light undercover shirt): Bt\B +O; Grap+ 1; Atk
boards) t6, Pilot +5, Read/Write English. Read/Write Ger-
+l melee (ld3+1 nonlethal. unarmed strike), or +1 melee
man, Speak English, Speak German.
(ld4+1. pistol whip); Full Atk +1 melee (ld3+1 nonlethal.
Feats: EducatPd (Knowledge la1 t j and Knowledge [popu-
unarmed strike). or +l melee (1d4+1. pistol whip), or +I ranged
lar culture]). Personal Fircwms Proficiency. Simple Weapons
(2d6, MAC Ingram MlO): FS 5 ft. by !> ft.; Reach ~ ft.; AL any:
Proficiency.
SV Fort+3, Ref+ I. Will •I: AP O; Rep+1: Str 12, Dex 13, Con 14,
Possessions: Pathfinder (.22 revolver). 30 rounds of .22
Int 15. Wis 10, Cha 8.
ammunition, various personal possessions.
Occupation: Military (bonus class skills: Navigate, Pilot}.
Skills: Computer Use +4, Craft (chemical) +6. Craft (elec-
Mid-Level Dilettante (Fast Ordinary 3/ Charismatic
Ordinary 3): CR 5; Medium \i/e h11111an; HD 3d8 plus X!6: hp tronic} •6. Craft (mechanical) •6. Craft (structural) +4, Demo
lit1on~ 16. Drive f 2. Forgery ~6. Knowledge {current events)
/4, Met\ 10; Init •2: Spd 30 ft., DE'ff.'n\e 17. touch 17, flat
T6, Knowledge {tactics) +4, Knowledge (technology) +6,
foott-d 15 (•/Dex. +S class): BAB +3 Grap -t2; Atk t2 melee
Knowledge (theology and philosophy) +4. Navigate +4 Pilot
(ld3 I nonlethal. unarmed strike). Full Atk •2 melec (ld3 1
+3, Profession +2, Rcad/Wntc ~nglish. Read/Write Lan-
nonlethal. unarmed strike), or +5 ranged {2d4. Pathfinder): FS
guage (any two), Repair •4, Research +4, Secirch +4. Speak
5 fL by Sft.; RPac h 5 ft.; Al .my: SV Fort •3. Ref •6, Will +3:
/IP O: Rep t7; <ill 8, 0f'x 14. ro11 IO, l11t B. Wi\ 17. Cha 16. English. Sp<>ak Language (any two). . .
Feats: A1mor Prof 1ricncy (light). Prrsonal Firearms Prof1
Occupation: l>llellc111te (ho11u' dd\\ ~kill: C.c1rnble). .
ciency. Point Blank Shot. Simple Weapons Proficiency.
Skills: Bluff +9, Craft (visuc:1I art) +7. Diplomc1cy •9. Dnve
Possessions: Light undercover shirt. MAC Ingram MlO (.45
+7, Gamble +7, Knowledge (c1rt) •9. Knowledge (current
machine pistol). 50 rounds of .45 ammunition. various gear
events) +9, Knowledge (populdr culture) •11. Pe~form (k~y­
and personal possessions.
boards) +9, Pilot +7, Profe~~1011 +4, Recid/Wnle English,

,,
Read/Write German. Ride •4. Spenk E11ghsh. Speak Gerrnan.
Mid·Level Terrorist (Tough Ordinary 3/ Smart Ordinary 3):
Feats: Educated (Knowledge lc:1rl] and Knowledge [popu·
lar culture]). Personal firearms Pronc1ency. Renown, Simple CR 5; Medium \i1e human; HD 3dl0•6 plus 3d6-16; hp 39: Mas - - -·
15; Init I 1; Spd 30 rt.: Defense 16, touch 14. flat footed 15 (+1
Weapons Proficiency. Windfall.
Possessions: Pathfinder (.22 revolver). 30 rounds of .ll Dex. +3 cla~s. •2 light undercove1 shir1); BAB •3; Grap •4: Atk
+4 melee (ld3-1 I nonlethal, unarmed strike), or +4 melee
ammunition. various personal possessions.
{ld4+l, pistol whip); Full Atk +4 melee. {ld3+1 ~onlethal.
unarmed strike). or ,..4 melee (1d4•1. pistol whip). or +4
High-Level Dilettante (Fast Ordinary 5/ Charismatic
ranged (2d6. MAC Ingram MlO): FS 5ft. by 5ft.; Reach 5ft.: AL
Ordinary 5): CR 9: Medium-size human; HD 5d8 plus Sd6; hp
any: SV Fort +5, Ref •3. Will •3: AP 0: Rep •2: Str 12. Dex 13,
40; Mas 10; Init+l. Spd 30 ft .. Defense 19. touch 19. Oat-footed
Con 15. Int 15. Wis 10, Cha 8.
17 (+2 Dex, +7 class); BAB +5 Grap +4: Atk •4 melee (ld3-1
Occupation: Military (bonu~ class skills· Navigate. Pilot).
nonlethal. unarmed strike); Full Atk +4 melee (ld3-1 non-
Skills: Bluff +3. Computer Use ·~. Craft (chemical} +7,
lethal. unarmed strike). or •7 ranged (2d4. Walther PPK): FS S
Craft (electronic) +7. Craft (mechanical) •7, Craft (structural)
ft. by 5ft., Reach~ ft.: AL any: SV fort +4. Ref +8, Will +3; APO;
+7. Demolitions +6, D1sgu1se +3, Dnve -14. Forgery 1 6. Gather
Rep +8; Str 8. Dex 14. Con 10. Int 14. Wis 12. Cha 16.
Information +l. Intimidate +3. Knowledge (current events} +6,
Occupation: Dilettante {bonus class skill: Gamble).
Knowledge (tactics) +5. Knowledge (technology) •6, Knowl-
Skills: Bluff +11, Craft (visual art} +10, Diplomacy +JI. Drive
edge (theology and philosophy) +4, Navigate +4, Pilot •4,
+9, Gamble +9, Knowledge (art) +12, Knowledge (business) +6,
Profession +4, Read/Write English, Read/Write Language
Knowledge (current events) +12, Knowledge (popular cul-
(any three), Repair +4, Research +5, Search +4, Speak English,
ture) +14, Perform (keyboards) •11, Pilot +9, Profession +8
Read/Write English, Read/Write German. Ride +6, Speak Speak Language (any three). ..
Feats: Advanced Firearms Proficiency. Armor Prof1c1ency
English, Speak German.
(light), Deceptive. Personal Firearms Proficiency, Point Blank
Feats: Educated (Knowledge [art] and Knowledge [popu-
Shot. Simple Weapons Proficiency.
lar culture]), Personal Firearms Proficiency, Point Blank Shot.
Possessions: Light undercover shirt, MAC Ingram MlO (.45
Renown, Simple Weapons Proficiency, Windfall.
machine pistol), 50 rounds of 45 ammunition, various gear
Possessions: Walther PPK (.32 autoloader), SO rounds of
and personal possessions.
.32 ammunition. various personal possessions.
High-Level Terrorist (Tough Ordinary 5/ Smart Ordi- Low-Level Privat e Eye (Tough Ordinary 1/Dedicated
nary 5): CR 9; Medium size human; HD 5d10+10 plus 5d6+10: Ordinary 1): CR 1; Med1um-srze human; HD ldl0+2 plus
hp 65: Mas 15; lnit •2: Spd 30 ft.: Defense 19. touch 17 flat- 1d6+2: hp 13; Mas 15: lnit -1: Spd 30 ft.: Defense 11, touch 11,
footed 17 ('2 Dex, 1 5class. t 2 light undercover shirt); BAB +5; flat-footed 11 (-1 Dex. +2 class); BAB +0; Grap +l: Atk +2 rnelee
Grap +6; Atk +6 melee (ld3+1 nonlethal. unarmed strike), or (ld6+1 nonlethal. unarmed strike): Full Atk +2 melee (ld6+1
+6 melee (1d4+1. pistol whip): Full Atk +6 melee (ld3+l non- nonlethal, unarmed strike). or •O ranged (2d6. Colt Python):
lethal. unarmed strike), or •6 melee (ld4+1. pistol whip). or FS 5 ft. by 5 ft.: Reach 5ft.: AL any; SV Fort •4. Ref - 1, Will +3;
+7 ranged (2d6, MAC Ingram MlO or Uzi); FS 5 ft. by 5 ft.; AP 0: Rep •1: Str 13. Dex 8, Con 15. Int 10. Wis 14. Cha 12.
Reach 5ft.; AL any: SV Fort +6. Ref +4. Will +4; APO; Rep +6; Occupation: Investigative (bonus class skills: Gather
Str 12, Dex 14, Con 15, Int 15, Wis 10, Cha 8. Information. Research).
Occupation: Military (bonus class skills: Navigate, Pilot). Skills: Drive +1, Gather Information +3, intimidate +2,
Skills: Bluff ~4. Computer Use 1-5. Craft (chemical) +9, Investigate +6, Knowledge (behavioral sciences) +2, Knowl-
Craft (electronic) •9, Craft (mechanical) +9, Craft (structural) edge (streetwise) +2, Listen +4. Profession +4, Read/ Write
•9. Demolitions +7, Disguise +4, Drive +7, Forgery +6. Gather English, Research +2, Sense Motive +6. Speak English. Spot +4.
Information •4, Intimidate +6, Knowledge (current events) Feats: Attentive, Brawl, Personal Firearms Proficiency,
+6 Knowledge (tactics) +5. Knowledge (technology) ..6,
1 Simple Weapons Proficiency.
Knowledge (theology and philosophy) +S, Navigate +5, Possessions: Colt Python (.357 autoloader), 50 rounds of
Pilot +8, Profession •6. Read/ Write English. Read/Write .357 ammunition, various gear and personal possessions.
Language (any three). Repair +5, Research +6, Search +5,
Speak English. Speak Language (any three). Mid-Level Private Eye (Tough Ordinary 3/ Dedicated
Feats: Advanced Firearms Proficiency. Armor Proficiency Ordinary 3): CR S; Medium-size human: HD 3d10+9 plus
(light), Deceptive. Personal Firearms Proficiency. Point Blank 3d6+9; hp 45; Mas 19: lnlt -1; Spd 30 ft.; Defense 13, touch 13.
Shot, Renown, Simple Weapons Proficiency. flat-footed 13 (-1 Dex, +4 class); BAB +4: Grap +S: Atk +S melee
Possessions: Light undercover shirt. MAC Ingram MlO (.45 (ld6+l nonlethal unarmed strike): Full Atk +S melee (ld6•1
machine pistol), 50 rounds of .45 ammunition. Uzi (9mm nonlethal, unarmed strike), or +4 ranged (2d6, Colt Python);
submachine gun). 50 rounds of 9mm ammunition, various FS 5 ft. by 5ft.; Reach 5ft.; AL any; SV Fort +7, Ref +2, Will +5;
gear and personal possessions. APO; Rep +2; Str 13. Dex 8. Con 16, Int 10. Wis 14, Cha 12.
Occupation: Investigative (bonus class skills: Gather
Tough/Dedicated Ordinary Information, Research).
Skills: Drive +3, Gather Information +4, Intimidate +3,
Sample characters of this archetype include private eyes.
mob enforcers. militia recruits, forest rangers, activists, and Investigate +7, Knowledge (behavioral sciences) +2, Knowl-
cultists. The statistics given below are for a typical private edge (streetwise) +3, Lrsten +4, Profession •4, Read/Write
eye: the GM may adapt these statistics for other English, Research+ 3. Sense Motive+ 7, Speak English. Spot +4.
character types or professions by changing Feats: Attentive, Brawl. Improved Damage Threshold,
the occupation, reallocating skill points. Personal Firearms Proficiency, Point Blank Shot. Simple
and swapping feats as needed. Weapons Proficiency.
Possessions: Colt Python (.357 autoloader), 50 rounds of
.357 ammunition. various gear and personal possessions.
Computer hacker
High-Level Private Eye (Tough Ordinary 5/ Dedicated
Ordinary 5): CR 9; Medium-size human; HD SdlO+lS plus
5d6+15; hp 75; Mas 19; lnit -1: Spd 30 ft.; Defense 15, touch 15.
flat-footed 15 (-1 Dex, +6 class): BAB +6; Grap +8; Atk +10
melee (ld8•2 nonlethal. improved unarmed strike); Full Atk
+10/+5 melee melee (ld8+2 nonlethal, improved unarmed
strike), or •6/•l ranged (2d6. Colt Python); FS 5 ft. by 5 ft~
Reach Sft., AL any; 5V Fort +9, Ref+1. Will +6; AP 0; Rep +J:
Str 14. Dex 8. Con 16. Int 10. Wis 14. Cha 12.
Occupation: Investigative (bonus class skills:
Gather Information, Research).
Skills: Drive +4, Gather Information +5, Intimidate +S,
Investigate +8, Knowledge (behavioral sciences) +2,
Knowledge (streetwise) +3, Listen +S, Profession +4, Read/
Write English, Research •3, Sense Motive +8, Speak English,
Spot +S.
Feats: Attentive, Brawl. Improved Brawl, Improved
Damage Threshold, Personal Firearms Proficiency,
Point Blank Shot. Simple Weapons Proficiency.
Possessions: Colt Python (.357 autoloader). 50
rounds of .357 ammunition, various gear and personal
possessions.
r1 nMODERN
Occupation: Criminal (bonus class skills· Knowledge
Tough/Charismatic Ordinary [streetwise]. Sleight of Hand).
Sample characters of this archetype include drug dealers,
Skills: Bluff +8, Disguise +4, Gather Information +8, lntim-
crime bosses. and undercover cops. The statistics below are
idate +8, Knowledge (popular culture) +6, Knowledge
for a typical drug dealer; the GM may adapt these for other
(streetwise) +8, Read/Write English. Sleight of Hand +7.
character types or professions by changing the occupation,
Speak English.
reallocating skill points, and swapping feats as needed.
Feats: Dodge, Double Tap, Low Profile, Mobility. Personal
FirearmsProficiency, Point Blank Shot, Simple Weapons Pro-
Low·Level Drug Dealer (Tough Ordinary 1/Charismatic
ficiency.
Ordinary 1): CR 1; Medium-size human: HD ldl0+2 plus
Possessions: Light undercover shirt, Colt Ml911 (9mm
ld6+2; hp 13: Mas 15; lnit +1; Spd 30 ft.; Defense 14, touch 12,
autoloader), SO rounds of 9mm ammunition, various per-
flat-footed 13 (•1 Dex, +l class, •2 light undercover shirt):
sonal possessions.
BAB +O; Grap +1: Atk +1 melee (ld3+1 nonlethal. unarmed
strike). or +1 melee 0d4+1/19 20, knife): Full Atk +1 melee
(ldl~l nonlethal, unarmed strike). or •l melee (ld4+1/l9-20. Smart/Dedicated Ordinary
knife). or +l ranged (2d6. Colt M1911): FS 5 ft. by 5 ft.: Reach Sample characters of this archetype include crime lab tech-
5 ft.; AL any; SV Fort •4. Ref ~2. Will -1; APO; Rep +2; Str 12, nicians, doctors. paramedics. journalists, forensics experts.
Dex 13, Con 15. Int 10. Wis 8, Cha 14. scientists, academics, antiquarians. entrepreneurs. computer
Occupation: Criminal (bonus class skills: Knowledge hackers, and stockbrokers. The statistics given below are for
[streetwise]. Sleight of Hand). atypical crime lab technician: the GM may adapt these sta-
Skills: Bluff +4. Disguise +3. Gather Information +4, lntim- tistics for other character types or professions by changing
idate +4, Knowledge (popular culture) +4, Knowledge the occupation. reallocating skill points. and swapping feats
(streetwise) +5, Read/Wnte English, Sleight of Hand +S, as needed.
Speak English.
Feats: Double Tap. Personal Firearms Proficiency, Point low-Level Crime Lab Technician (Smart Ordinary 1/
Blank Shot. Simple Weapons Proficiency. Dedicated Ordinary 1): CR l; Medium-Sile human: HD ld6
Possessions: Light undercover shirt, Colt Ml911 (9mm plus ld6: hp 7; Mas 10; lnit +1; Spd 30 ft.: Defense 12, touch 12,
autoloader), SO rounds of 9mm ammunition, knife. various flat-footed 11 (+1Dex, +1 class); BAB +O; Grap 1; Atk- 1melee
personal possessions. (ld3-1 nonlethal, unarmed strike); Full Atk l melee (ld3-1
nonlethal, unarmed strike}. or +l ranged; FS S ft. by Sft:
Mid-Level Drug Dealer (Tough Ordinary l/Charismatic Reach 5 ft.; AL any; SV Fort ~-1. Ref +1. Will +4; APO; Rep +2:
Ordinary 3): CR 5: Medium-size human: HD 3d10+6 plus Str 8, Dex 13, Con 10. Int 15, Wis 14, Cha 12.
3d6+6; hp 39; Mas 15: lnit +1; Spd 30 rt . Defense 16, touch 14, Occupation: Technician (bonus class skills: Craft [chemi-
flat-footed 15 {+1 Dex. +3 class. +2 light undercover shirt): cal]. Knowledge [earth and life sciences], Research).
BAB +3: Grap +4; Atk +4 melee (1d3+1 nonlethal. unarmed Skills: Computer Use t6, Craft (chemical) t7, Crah (elec-
strike). or •4 melee (ld4+1/19-20, knife); Full Atk +4 melee tronic) •6. Craft (pharmaceutical) +9, Investigate ~ 7. Knowl- _ __
(ld3+1 nonlethal. unarmed strike). or +4 melee (ld4+1/19- 20, edge (earth and life sciences) +10, Knowledge (physical
knife), or +4 ranged (2d6. Colt M1911): FS Sft by 5 h_; Reach sciences) +9. Knowledge (technology) +6, Profession +7,
5 ft.: Al any; SV Fort +6, Ref +4. Will +l; APO; Rep +3; Str 11, Read/Write English, Read/Write Language (any two).
Dex 13, Con 15, Int 10. Wis 8, Cha 15. Research +7, Search +6, Speak English, Speak Language (any
Occupation: Criminal (bonus class skills: Knowledge two), Treat Injury +6.
[streetwise]. Sleight of Hand). Feats: Educated {Knowledge [earth and life sciences) and
Skills: Bluff +6. Disguise +4. Gather Information 6, Intimi-
4
Knowledge [physical sciences]). Medical Expert. Simple
date +S, Knowledge (popular culture) •5, Knowledge {street- Weapons Proficiency.
wise)+7. Read/Write English. Sleight of Hand +6, Speak English. Possessions: Various equipment and personal possessions.
Feats: Dodge, Double Tap, Mobility, Personal Firearms
Proficiency. Point Blank Shot. Simple Weapons Proficiency. Mid-Level Crime Lab Technician (Smart Ordinary l /
Possessions: Light undercover shirt, Colt Ml911 (9mm Dedicated Ordinary 3): CR S; Medium-size human; HD 3d6
autoloader). SO rounds of 9mm ammunition, knife. various plus 3d6: hp 21; Mas 10; lnit +1; Spd 30 ft.; Dereme 14, touch
personal possessions. 14. flat-footed 13 {+l Dex, +3 class): BAB +3; Grap +2; Atk +2
melee (ld3-1nonlethal. unarmed strike): Full Atk +2 melee
High-Level Drug Dealer (Tough Ordinary 5/Charismatic {ld3-1 nonlethal. unarmed strike), or +4 ranged; FS 5 ft by 5
Ordinary 5): CR 9: Medium-size human: HD SdlO+lO plus ft.; Reach 5 ft.; AL any: SV Fort +3, Ref +3, Will +6: AP O:
Sd6+10: hp 65; Mas 15: Init +l; Spd 30 ft.; Defense 19. touch 17, Rep +2: Str 8, Dex 13, Con 10. lntlS. Wis 15, Cha 12.
flat-footed 17 (+2 Dex, +S elm. +2 light undercover shirt); Occupation: Technician (bonus class skills: Craft (chemi-
BAB +S; Grap +6; Atk +6 melee (ld3+1 nonlethal. unarmed cal], Knowledge [earth and life sciences]. Research).
strike), or +6 melee nd4+1/19-20. knife): Full Atk +b melee Skills: Computer Use +8. Craft (chemical) +10. Craft(elec-
(ld3+1 nonlethal. unarmed strike). or +6 melee (ld4+1/l9-20. tronic) +6, Craft (pharmaceutical) +11. Decipher Script +6.
knife), or +7ranged (2d6. Colt M1911); FS 5ft. by 5 ft.; Reach Investigate +10. Knowledge (earth and life sciences) +10,
5 ft.; AL any: SV Fort f-8, Ref +6, Will +1; AP O; Rep +1; Str 12, Knowledge {physical sciences) +9, Knowledge (technology)
Dex 14, Con 15, Int 10, Wis 8, Cha 15. +7. Profession +8, Read/Write English, Read/Write Language
d2of\.10DERN
(any two). Research +13, Search +6. Speak English. Speak Lan- Mid-Level Politician (Smart Ordinary 3/ Charismatic
guage (any two), Treat Injury +6. Ordinary 3): CR 5; Medium-size human; HD 3d6 plus 3d6; hp
Feats: Educated (Knowledge [earth and life sciences] and 21: Mas 10 lnit •l Spd 30 ~;Defense 13. touch 13. flat-footed
Knowledge [physical sciences]). Medical Expert Personal l2 (•l Dex...2 class): BAB +2; Grap +l, Atk +1 melee (ld3-l non-
Firearms Proficiency. Simple Weapons Proficiency. Studious. lethal. unarmed strike); Full Atk +1 melee (ld3-l nonlethal.
Possessions: Vanous equipment and personal possessions. unarmed strike). or +3 ranged; rs 5 ft. by 5 ft.: Reach 5 ft: Al
any: SV Fort +3, Ref •4. Will +4. APO; Rep +6; Str 8. Dex 12,
High-level Crime lab Technician (Smart Ordinary Con 10. Int 14. Wis 13. Cha 16.
5/Dedicated Ordinary 5): CR 9: Medium-size human: HD Occupation: White collar (bonus class skills: Diplomacy,
5d6 plus 5d6; hp 35; Mas 10: lnit +1: Spd 30 ft.: Defense 16. Knowledge [civics]).
touch 16, flat-footed 15 (+1 Dex. +5 class): BAB +5; Grap +4; Skills: Bluff +9, Computer Use +8, Craft (writing) •8,
Atk +4 melee (ld3 1nonlethal. unarmed strike); Full Atk +4 Diplomacy +14, Gather Information +9, Intimidate +5, Inves-
melee (1d3-1 nonlethal. unarmed strike). or +6 ranged; FS tigate •8, Knowledge (business) •10, Knowledge (civics) +14.
5 ft. by 5 ft.; Reach 5 ft. AL any; SV Fort +4. Ref +5. Will +8; Knowledge (current events) +JO, Knowledge (history) +9,
AP 0; Rep +4; Str 8. Dex 13. Con 10, Int 16, Wis 15. Cha 12. Knowledge (popular culture) +9, Knowledge (theology and
Occupation: Technician (bonus class skills: Craft [chemi- philosophy) +8, Profession •9. Read/Write English. Read/
cal], Knowledge [earth and life sciences]. Research). Wnre language (any two). Research +6. Speak English. Speak
Skills: Computer Use +13. Craft (chemical)~15. Craft (elec- language (any two).
tronic) +10. Craft (pharmaceutical) +16, Decipher Script +9. feats: Educated (Knowledge {business] and Knowledge
Investigate +15. Knowledge (earth and life sciences) +14. [civics]). Personal Firearms Proficiency, Renown, Simple
Knowledge (physical sciences) -13. Knowledge {technology) Weapons Profrc1ency. Trustworthy.
+9, Profession +11, Read/Write English. Read/Wrire Lan- Possessions: Vanous personal possessions.
guage (any two). Research •16. Search +10. Speak English.
Speak Language (any two), Treat Injury •8. High-Level Politician (Smart Ordinary 5/ Charismatic
Feats: Educated (Knowledge [earth and life sciencesJand Ordinary S): CR 9; Med1um-s1ze human; HD Sd6 plus Sd6; hp
Knowledge [physical sciences]). Lightning Reflexes. Medical 35: Mas 10: lnit •l: Spd 30ft.Defense15, touch 15. Oat-footed
Expert. Personal Firearms Proficiency. Simple Weapons Pro- 14 (+1 Dex. +4 class); BAB +4; Grap +3; Atk +3 melee (ld3-l
ficiency, Studious. nonlethal, unarmed strike): Full Atk +3 melee (ldH non-
Possessions: Various equipment and personal possessions. lethal. unarmed strike). or +S ranged; FS 5 ft. by 5 ft.: Reach
5 ft.; AL any; SV Fort +4, Ref +S, Will +S; AP O; Rep +8; Str 8,
Smart/Charismatic Ordinary Dex 12, Con 10. Int 15. Wis 13. Cha 16.
Sample characters of this archetype include politicians. Occupation: White collar (bonus class skills: Diplomacy,
executives, lawyers. managers. teachers. and nightclub Knowledge [civics]).
owners. The statistics given below are for a typical politi- Skills: Bluff +11. Computer Use +8, Craft (writing) +10,
Diplomacy +18. Gather Information +11. Intimidate +7, Inves-
- - - - - cian; the GM may adapt these statistics for other character
types or professions by changing the occupation reallocat- tigate 10. Knowledge (business) +14. Knowledge (civics) +16,
T

ing skill points. and swapping feats as needed. Knowledge (current events) +14, Knowledge (history) +13,
Knowledge (popular culture) +13, Knowledge (theology and
Low-Level Politician (Smart Ordinary 1/ Charismatic philosophy) +10, Profession +14. Read/Write English. Read/
Ordinary 1): CR l: Medium-size human. HO ld6 plus ld6. hp Write language (any two}, Research +8, Speak English, Speak
7; Mas 10; lnit +1: Spd 30 ft .. Defense 11. touch 11 flat-footed Language (any rwo).
10 (+1 Dex •O class); BAB +0; Grap -1, Atk -1 melee nd3-l Feats: Educated (Knowledge [business] and Knowledge
nonlethal. unarmed strike); Full Atk -1 melee (ld3-1 non- [civics]), Personal Firearms Proficiency. Renown, Simple
lethal unarmed strike) or +l ranged. FS 5 ft by 5 ft.; Reach 5 Weapons Prof1C1ency, Trustworthy. Windfall.
ft.; Al any; SV Fort +1, Ref +2 Will +2. AP 0: Rep +3; Str 8. Possessions: Various personal possessions.
Dex 12. Con 10, Int 14. Wis 13. Cha 15
Occupation: White collar (bonus class skills: Diplomacy. Dedicated/Charismatic Ordinary
Knowledge [civics]) Sample characters of this archetype include reporters, musi-
Skills: Bluff +6, Computer Use +6. Craft (writing) -6. Diplo- cians, photographers. dancers, priests, gamblers, salespeo-
macy +7, Investigate +6, Knowledge (business) ..a. Knowledge ple. artists. evangelists. and disk jockeys. The statistics given
(civics) +10, Knowledge (current events) +6, Knowledge (his- below are for a typical reporter. the GM may adapt these
tory) +6, Knowledge (popular culture) +6. Knowledge (theol- statistics for other character types or professions by chang-
ogy and philosophy) +6, Profession +S, Read/Write English, ing the occupation. reallocating skill points, and swapping
Read/Write Language (any two}. Research +6. Speak English, feats as needed.
Speak language (any two).
Feats: Educated (Knowledge [busrness] and Knowledge Low-Level Reporter (Dedicated Ordinary 1/Charis-
[civics]), Personal Firearms Proficiency Simple Weapons matic Ordinary 1): CR 1: Medium-size human; HD ld6 plus
Proficiency. 1d6: hp 7; Mas 10; lnit i 1; Spd 30 ft.. Defense 12, touch 12, flat-
Possessions: Various personal possessions. footed 11 (+1 Dex, •l class); BAB +O; Grap 1; Atk -1 melee
(ld3-1 nonlPthal. unarmed strike), or 1melee 0d3 electric-
ity, stun gun): Full Atk -1 melee nd3-1 nonlethal, unarmed
strike}. or -1 melee (ld3 elec.tricily. stun gun). or+l ranged: FS
5 ft. by 5 ft.: Reach 5 ft.: AL any: SV Fort +2, Ref +2. Will +3:
AP 0: Rep +3; Str 8. Dex 12. Con 10. Int 13. Wis 14. Cha 15.
Occupation: Investigative (bonus class skills: Investigate.
Research).
Skills: Bluff +4, Craft (writing) +3, Diplomacy +6, Gather
Information +7, Investigate +6. Knowledge (civics) +3. Knowl-
edge (current events) +3, Knowledge (history) +3, Knowledge
(popular culture) +3, Knowledge (streetwise) +3. Listen +4. Pro-
fession •4. Read/Write English. Read/Write Spanish. Research
+4. Sense Motive +6. Speak English, Speak Spanish. Spot +4.
Feats: Attentive, Personal Firearms Proficiency. Simple
Weapons Proficiency, Trustworthy.
Possessions:Stun gun. various gear and personal possessions.

Mid-Level Reporter (Dedicated Ordinary l/Charismatic


Ordinary 3): CR S: Medium-size human; HD 3d6 plus 3d6: hp
21: Mas 10: lnit •l: Spd 30 ft.; Defense 14. touch 14, flat-footed
13 (+1 Dex, +3 class); BAB +3; Grap +2: Atk +2 melee ~d3-I non-
lethal, unarmed strike). or+2melee (ld3 electricity. stun gun);
Full Atk +2 melee (ld3-l nonlethal. unarmed strike). or +2
melee (ld3 electricity. stun gun). or +4 ranged: FS Sft. by Sft.:
Reach 5 ft.; AL any: SV Fort +4, Ref +4. Will +S: AP 0: Rep +3;
Str 8, Dex 12, Con 10. Int 13. Wis 14. Cha 16.
Occupation: Investigative (bonus class skills: Investigate.
Research).
Skills: Bluff+/, <.raft (writing) +5. Diplomacy +9, Gather
Information +10. Investigate +8, Knowledge (civics) +4,
Knowledge (current events) +6, Knowledge (history) +4,
Knowledge (popular culture) +6, Knowledge (streetwise) +6,
Listen +7, Profession +6, Read/Write English. Read/Write
Spanish, Research +6, Sense Motive +7. Speak English. Speak
Spanish, Spot +7.
Feats: Alertness. Attentive. Dodge. Personal Firearms Pro-
ficiency. Simple Weapons Proficiency. Trustworthy.
Possessions: Stun gun. various gear and personal pos-
sessions. HEROIC Gm CHARACTERS
Heroic allies and antagonists are built the same way as

-
High-level Reporter (Dedicated Ordinary S/Charismatic heroic player characters. Any of the ordinary characters in
Ordinary 5): CR 9: Medium-size human; HD Sd6 plus 5d6; hp this chapter can be turned into a heroic supporting charac-
35: Mas 10; lnit ~1: Spd 30 ft.. Defense 16. touch 16, flat-footed ter by adjusting their statistics as follows.
15 {+I Dex, +S class): BAB +5; Grap +4: Atk +4 melee (ld3-l non- Challenge Rating: A heroic supporting character has a
lethal. unarmed strike). or ~4 melee (ld3 electricity. stun gun): Challenge Rating equal to his or her character level.
Full Atk +4 melee (ld3-1 nonlethal. unarmed strike), or +4 Hit Points: Heroic supporting characters gain maximum
melee (ld3 electricity. stun gun). or +6 ranged: FS 5 ft. by 5ft.; hit points at 1st level. just as heroic player characters do.
Reach 5 ft.: AL any: SV Fort •6. Ref +5. Will +6; AP 0; Rep +8; Action Points: Heroic supporting characters gain action
Str 8, Dex 12. Con 10. Int 13. Wis 15. Cha 16. points. However. few of them have the maximum number of
Occupation: Investigative (bonus class skills: Investigate, action points for their level (because they will have spent
Research). some of them). Assume that a heroic supporting character
Skills: Bluff +9. Craft (writing) +7, Diplomacy +11. Gather has a number of action points remaining equal to one-half
Information +12. Investigate+14. Knowledge (civics) +4. Knowl- his class level. For example. a Fast hero 2/Dedicated hero I
edge (current events) •8. Knowledge (history) +5. Knowledge supporting character has l action point.
(popular culture) +8, Knowledge (streetwise) •7, Listen +8, Pro- Class Features: Heroic supporting characters gain all the
fession +9, Read/Write English. Read/Write Spanish. class features (talents and bonus feats) available to the six
Research •8, Sense Motive +8, Speak English. Speak Spanish, basic heroic classes.
Spot •8. Access to Advanced Classes: Supporting characters
Feats: Alertness. Attentive. Dodge. Personal Firearms Pro- with levels in one or more heroic basic classes can take
ficiency, Renown, Simple Weapons Proficiency, Trustworthy. levels in an advanced class, provided they meet the prereq-
Possessions:Stun gun, various gear and personal possessions. uisites for that class.
Stephanie, Roberta, and Lily
battle a Shadow creature

The three campaign models in this chaprer


present the Gamemaster with optional set-
tings for the d20 Mo DrnN Roleplaying Game.
In each case, the model introduces a fantastic
element of one sort or another to an otherwise
contemporary action-adventure setting. Whether
it's supernatural horror (as in the case of SHADOW
CHAsms'"). psionic powers (in AGCNTS OF PSI'"), or con-
temporary fantasy (in URBAN ARCANA'), this chapter
provides some possible frameworks for using FX abil-
ities in your game.
The information that follows rs intended for
Gamemasters only. Players should go read another
chapter. Now.
d2oMODERN
SHADOW CHASERS In this setting. the monsters of a million horror stories
prowl the streets of our world They stalk the fog-
Night falls and the world prepares to sleep. Ir will be a shrouded night beneath a moon swollen full and hanging
troubled sleep, however. as increasingly terrifying ominously above an unsuspecting city. Shadow, the dark
nightmares torment people throughout the world. It's realm that disgorges monsters into our reality, obscures
been this way for the past few months, since The their horrific nature. Its properties work in conjunction
Event. That's how Russell Whitfield thinks of It Capitol with the natural defenses of the human mind to shield the
''T.'' capita/ "£'' fragile psyche of humanity from a reality that could shat-
Is that when It started? Maybe, maybe not. But that's ter it. The heroes emerge with at least a partial awareness
sure as hell when Russell became aware of the things- of the truth of the invasion, but this knowledge kills as
the monsters. There, he used the word. Monsters. He's often as it saves.
seen them, fought them. killed them. And. as soon as The Shadow Chasers have the skills, abilities, and knowl-
Roberra arrived. he was going to fight them again edge necessary to oppose the supernatural menaces. They
He looked across the street at the warehouse. but help defend the world against the denizens of Shadow.
his eyes kept glancing toward the dark pools of night fighting each incursion they encounter with whatever
that stretched between the widely spaced and woe means is available to them. Tht> heroes take on this daunt-
fully dim streetlights. Something lurked in those shad- ing. deadly challenge because somebody has to. because
ows. and it was mean and hungry. He could feel it. they arc at least peripherally aware of the intrusion, and,
watching him, anxious. but not too anxious. He had to often, because they are called to their mission by a higher
give the mons(ers that much: they weren't stupid. At authority or a feeling of destiny. Vampires, werewolves,
least some of them weren 1. gh~ts, and goblins feast on the C'ltizens of ou1 world. It's up
Even as lie tried to peer through the darkness. he reg- to the Shadow Chasers to stop them.
istered Roberto's a/most silent approach. One minute The truth remains hidden from the world at large, though.
he was alone (except for maybe the thing in the shod Most people can't fathom the Things of Darkness. and so
ows) and the next she was beside him. He didn't glance they either can't or won't see them for what they really are.
her way. but he welcomed her arrival just the same. This veil of self·deception and delusion keeps the majority
"Roberta:· he said in a deep. quiet voice. 'Thanks of the world functioning despite the horrors around us.
fo1 c:omlog." Those who can see through the shadows, however, often _ _ __.
"Rus.sel/." ~fie re(Jlied, her OWYJ voice smoky, with a find ridicule, scorn, and evt>n madness on the other side.
hint of mischief. She enjoyed rhese hunrs. and It' There's danger as well in knowing the true nature of the
showed. "Wouldn't ml!>S It. You know " world, for being able to see the monsters usually means that
"Yup, I know.·· he said. 1101 letting her finish. Why the monsters can see you.
waste words? "Over there. between the second and
third streetlights."
Roberta smiled. sliding her shotgun out of a tote
The Role of the Heroes
bog. "Ready to chase some shadows?"
The heroes m this setting are Shadow Chasers, otherwise
Across the street a twisted shape s/lpped out of the
normal people who have become awarE' of the intrusion of
darkness and moved toward them. Then o second one.
Shadow. This knowledge leads \Orne to madness and
Then a third. From their slow. shambling gait and the tom
despair, but our heroes are made of sterner stuff. They take
up the challenge and decide to fight the denizens of

-Gl
business swrs revealed by the famt spill of streetlight. Rus-
Shadow- either out of a sense of duty and respomibility, or
sell pegged them for some kind of 1ombies. He drew his
sword. its rune-encrusted edge pulsating with a cool
to ensure their own survival.
inner light It practically hummed m his powerful hands.
In this set ting. the modern world collide~ with a world of
'Chase them?" Russell said moving to meet the
supernatural horror populated by nightmarish monsters,
low-level magic. and the rare magic item For the most part,
zombies In the middle of the street 'Damn. I'm ready
to slice and dice and send them back to hell.~

Summary
the heroes must depend on the technology of our world
and each other, although research can put some amount of
magic into the heroes' hands.
In addition to the basic classes and the advanced classes,
z
Heroes kick ass on supernatural horrors that Invade the two additional advanced classes are available in this setting:
modern world,

Campaign in Brief
the Shadow Slayer and the Occultist.
The heroes might belong to a private Institution or gov-
ernment agency, to an ancient order of Shadow Chasers, or
1S:
SHADOW CHA~RS is one specific take on modern fantasy. The they might be on their own, with only each other to turn to
campaign focuses on heroic horror in the tradition of Resi- when the monsters appear.
dent Evil, Special Unit 2. Alone in the Dark. Angel, and
The monsters are here. Perhaps they've always been here.
Buffy the Vampire Slayer In this campaign, supernatural
but for some reason they have become more active in
monsters prowl the modern world. Heroes, sometimes recent days. Since most of the world won't or can't
called Shadow Chasers, fight these monsters and offer some acknowledge the existence of the Shadow creatures. 1t falls
small measure of hope in the face of overwhelming horror. to the heroes to fight the good fight and protect the inno-
cent from the terrors of the night. It might take a few
d20MODERN
adventures for the heroes ro come to grips with the true When Does a SHADOW CHASERS Campaign Take Place?
nature of the world once they achieve an awareness of In the here and now. Shadow Chasers fight monsters in the
the dark reality around them. but eventually they must modern world.
take up the charge or the monsters-and madness-will Why Do the Shadow Chasers Fight Monsters? Because
devour them. somebody has to. and because they know what's going on
Who Are the Shadow Chasers? The Shadow Chasers are (or at least they know more than the average person). And,
heroes who know and understand that monsters exist, and usually. a Shadow Chaser Is called to his or her mission by
they have the skills and abilities necessary to combat these some higher authority or feeling of destiny. At least, once
supernatural menaces. the awareness comes upon them 1t sure feels that way.
What Do the Shadow Chasers Do? They help defend
the world against the denizens of Shadow. fighting each
incursion they come across with whatever weapons and
Campaign Traits
SHADOW CHASERS is heroic horror with a cinematic edge. The
magic they can muster.
horror, in the form of monsters and supernatural situations.
Where Do the Shadow Chasers Operate? Wherever
must be intense and potentially overwhelming. Unlike a
you want them to. The denizens of Shadow threaten the
straight horror campaign. however, the heroes have the abil-
whole world. Your Shadow Chasers can operate in a single
town or city. or they can roam the world looking for mon- ity to fight against the monsters and. with luck and perse-
verance, win.
sters to destroy
Background
The monsters have always been with us, stepping out of
d20 ffiODERn Rules in SHROOllJ CHRS&RS their nightmarish dimension to emerge from the shadows of
This campaign adds three FX features to an otherwise our world. They gave rise to our most terrible legends and
contemporary setting: Supernatural monsters. asmall our worst nightmares. In some ages, the monsters were
amount of arcane magic. and a few judiciously pro- extremely active. bold in their ferocity and plentiful in
vided magic items number. In other times. the connection between Shadow
Feel free to use any monsters from Chapter Eight and our world was more tenuous. less solid and direct.
Friends and Foes, although those with supernatural Those were the days when the monsters were more diKreet
trappings work best. This 1s a campaign of heroic and their numbers were fewer.
horror, where the heroes fight toe-to-toe with the No matter what the age, as the denizens of Shadow
things of nightmares. So things like displacer beasts. spread across the world, heroes arise to combat them. In
fiends, flesh golems. gargoyles, invisible stalkers, every generation. a small number stand out due to circum-
monstrous spiders. mummies. skeletons. vampires, stances and the bad luck of having been able to see the
werewolves, and zombies fit the campaign best. If things of Shadow for what they really are. Of this number,
you are so inclined, feel free to draw other mon- those with the will and determination to make a difference,
sters out of the DUNGfONS & DRAGONs® Monster to fight back and live despite the encroaching madness,
Manual or similar tomes. In such a case, remember become the champions of the light. They go by many
that the Challenge Rating listed for a particular names, but we know them as the Shadow Chasers.
creature may actually be higher when pitted against By the start of the new millennium, the name that had
SHADOW CHASERS heroes. This is because heroes in started out as a mock title had taken on a deeper. resonat-
this campaign don't have access to high-powered ing meaning. Of course. the rest of the world considers
spells or magic items. You should consider giving these champions (when they notice them at all) to be
some monsters weaknesses that the heroes can dis- eccentric, weird. or even certifiably insane. Many snicker
cover and eKploit to make up for their lack of behind their backs or laugh at them openly. UStop chasing
magic. See Chapter Eight: rriends and Foes for more shadows.'' they say. "and get areal job." Few believe that the
Information. Shadows contain horrors that need to be chased-and
The Shadow Slayer and Occultist advanced staked. and shot. and hacked to pieces so they can't get
classes have limited access to magic or spell-like back up and kill again.
effects. Allow the Occultist to find some magic The truth of the matter is, the heroes can't stop chasing
through research and over the course of some the shadows. To do so would be to give up, to let the Things
adventures. but arcane magic should remain a risky of Darkness go unchecked. and thus damn the world to a
venture and rare occurrence. The same holds true hell we can't even begin to imagine.
for magic items. As GM. you need to provide some Today, Shadow is so close that it actually overlaps our
measure of help for the heroes. but this campaign is world in many places. These are the bad places. the dead
about horror. The heroes should have some of the zones, where the monsters lair and hunt with wild abandon.
toob they need, bul not all of them. Be stingy, and Shadow, if compared to a tide. is high and coming in. Its dark
make the discovery of magic items the point of waves wash a multitude of hungry, evil creatures onto our
many adventures. In any case. such treasure should shores. it is a time of horror, a time of madness. For some. It
require work and sacrifice. and discoveries should be might even be the beginning of the end of the world.
few and far between But not if the Shadow Chasers have anything to say
about it.
d2oMODERN
Oepartment-7 in SHADOW CHASERS The Three Key Conceits
Unless the heroes have come together to fight the Three conceits form the basis of the SHADOW (HA5CR5
monsters of their own accord. they work for Depart- campaign:
ment-7. If you want your campaign to have a hint of • Monsters exist in a world that otherwise mirrors our
government conspiracy about it, then Department-7 1s own:
part of the FBI or other federal law enforcem_enr • Shadow obscures and hides the true form of the
agency. For something a bit more free-wheeling, monsters from the world at large:
Dcpartment-7 can be part of a private institution or • Heroes emerge to protect the world and fight the
corporation. ostensibly charged with investigating the monsters.
mysteries of Shadow but practically 1t winds up hunt- Take the real world. mix in the above twists, and you've
ing down the creatures of Shadow and kilting them. got a ready-to-populate campaign setting that's as familiar
How Is Department-7 connected to the Fellowship to Gamemasters and players as our own world. and as fan-
(see page 289)?The two might be related, sec~etly In tastic and terrifying as your own imaginations can make It.
league. or even Incompetition. The GM can decide this Here's a brief look at how these conceits work in the earn
for his or her own campaign. paign. .
Monsters h ist: Any of the creatures detailed in Chapter
Eight: rriends and Foes can be a denizen of Shadow. From
The World of Shadows the more traditional monsters of horror such as the were·
SHADOW CllASCR.~ ls set In a world that looks exactly like the
wolf, vampire, and mummy. to less supernatural but no less
real world we know and love. It consists of simple, everyday monstrous creatures such as mind flayers. bugbear!>, and di!>-
things that we tend to take for granted. We've grown up placer beasts. Imagine any or all of these monsters set loo~e
with them and expect them to be there whenever we want in a world that looks and feels much like our own. The chaos
them. They make u~ comfortable and content. would be spectacular.
B11rgers C@ll phone5 DV05. A noi5e In the ba5ement.
A gang of vile wc•rewolves terrorizes a downtown neigh·
The world of S11A1>0w C11ASCRS mirrors our world. The borhood. A powerful vampire lord controls a crime ~yndi·
political climate. the entertainment landscape, and even ~e cate that operates throughout the city. A fiend hunb those
physical geography matches almost exactly. The only dif- who visit an uptown park In the dead of night. These mon
ferences are the ones the Gamemaster introduces to create strous rhreats and more slip from Shadow to prey upon
a fktional persona of our world. and the eventual changes people alt across the world.
that occur due to the actions of the her~ Shadow Obscures: Though the monsters exist. few
The Internet Flat-screen TVs Pillo A dark shape.
people can see them as they truly are-at least not until the
wrong In every way. glimpsed from the corner of
final moments when the terror reaches acrescendo and the
your eye creature reveals Itself to bask in Its victim's diuy111g fear
Other differences begin to cret!p into the picture as you before delivering the killing blow. The properties of Shadow
take acloser look at this fictionalized version of our world. work in conjunction with the natural defenses of the human
For one thing, even the brightest days seem to have agloom mind to shield people from the horrible monsters that walk
hanging over theni, and the light is dimmer, less vibrant than
among them.
the world we know. For another thing. the dark of mght 1s Three types of people occupy the world.1he first type is
deeper. more isolated than anything experienced in our blissfutly ignorant of the nature of the t~reat that
world. rile night as seen in the world of Shadow muffles all encroaches on us all. They can't see past the shadows. Their
sounds. ab~orbs all light, and reverberates with strange, dis- minds can't coinrrehend that creatures of darkness and evil
tant echoes of nightmare sounds that make the hair on your can actually cxi)t, and so they see what they expect to see:
arms stand on end. a large dog. a scurrying rat, a somewhat bulky and ugly
Notebook computers. Tacos. C05. Sharp. rending
bruiser m a business )Uit-never a hetlhound or a dire rat or
claw5 that caress your fle5h with ribbons of blood.
atroll When they do register that some I hing Is unusual and
Finally. the major differences between the world of otherworldly. these people dismiss it as acostume or a rrlck
S11.a.oow 01ASOb and the real world centers on the denizens of the light or a momentary hallucination.
of Shadow. In the world of SHAOOW CHASERS, monsters turk in The second type can sometimes catch a gt impse of a
the dark recesses They prowl the night They strike. instill- denizen of Shadow in its true form. These glimpses occur at
ing terror and fomenting an unidentifiable fear in everyone. the corner of their eyes. or in the sweep of a headlight, or in
everywhere. Supernatural horrors fill the night. Mythic cr~a­ the blink of an eye. They are partially aware of the reality of
tures roam the silent countryside and nest beneath the city Shadow. These individuals sometimes go mad because of
streets. Vampires. zombies. and werewolves-among a host the fleeting visions they see. Others maintain a hold on
of other terrible creatures of Shadow-hunt the innocent, their sanity, but secretly believe that monsters are real. They
the weak, and the frightened. try to go about their lives as best they can, but they often
/n/rne skates. Microwave ovens. Displacer beasts
leave a light burning as they attempt to slip into a peaceful
tearing chunks o( dripping meat from your still-
sleep that can never truly be theirs.
strugg/ing body as you succumb to a slow, painful
The third type has no problem peering past the veil of
death ...
Shadow. They see the monsters, and more often than not
the monstersare also aware of them. Seers, parapsycholo·
a20MODERt
gists, fortune-tellers, mystics, lunatics, and others attuned not to become the latest casualties in this unending war.
to Shadow emerge from this group. Finally. many of the The life of a Shadow Chaser isn't glamorous. Most people
heroes that arise to battle against the denizens of Shadow who have even the faintest hint of their existence consider
belong to this group of people who are fully aware of the them to be charlatans. con artists, or lunatics. They struggle
reality of Shadow. on, however, never ready to go quietly into the night.
To add to the mystery and unbelief in monsters. Shadow
reclaims its denizens when they die. When a monster is Other Shadow Chasers
killed or destroyed, its remains quickly fade away, melting While it may sometimes feel like your Shadow Chasers are
and evaporating like an ice cube on a hot sidewalk on a blis- alone against the darkness, there are others around the
tering summer day. worldl who carry on the same fight. Like the members of
Heroes Emerge: For whatever reason- fate. divine your team, they have been called to rail against the denizens
intervention, genetics, an ancient curse, or even coinci- of Shadow. to defend the light, to protect the night. How-
dence-some small subset of the human race is genetically ever, because Shadow is fluid and deceptive, different
predisposed to awareness of Shadow. These individuals Shadow Chaser teatns find it difficult to trust each other or
fall into either of the two latter types of people in the work to~ther. even if they belong to the same overarching
world; they either possess partial or full awareness. What organization- mostly because nothing is ever exactly the
unites them. what makes them the same regardless of way it appears to be.
which category they belong to, is their desire to protect Even so, sometimes another Shadow Chaser seeks you
the world from the denizens of Shadow. Now, not all of out. either looking for information on a specific threat or to
these heroes are altruistic or even good in the traditional provide you with knowledge that might aid you in your
sense. They battle against the darkness for self-preserva- struggles. Rarer still, a menace appears out of Shadow thats
tion, profit. or revenge as often as because it's the right just too big for a single teamto handle. Then Department-
thing to do. 7 or some other organization intervenes to compel two or
The Shadow Chasers all go through a similar evolution. more Shadow Chaser teams to work together.
An event-some chance meeting with the things of Not everyone who can see the things of Shadowfor what
Shadow-triggers the aYfclreness In an Individual. That indi- t hey really are can be called Shadow Chasers. There are
vidual is then motivated by hatred, revenge, or a genuine those who have become aware of the danger but aren't
de.Sire to represent the light. and so begins a crusade that equipped or capable enough to take up arms against the
lasts until t hat individual draws his or her last breath, for no monsters. These individuals, once discovered. can become
one expects to defeat the denizens of Shadow. They can the best friends a Shadow Chaser team can have. They pro-
only hope to fight back and preserve the light for another vide information, whispering the word on the street to the
hour, another day, or another year. Shadow Chasers. letting them know when something bad
Eventually, the Shadow Chasers meet up with others like has invaded the neighborhood or taken up residence in the
themselves. There is safety in numbers, as well a5 strength, abandoned subway station. They see, but they aren't heroes.
and it makes sense to combine efforts in the unending war
against the creatures of the night. But make no mistake, the
Shadow Chasers are the hunted as often as the hunters.
They are constantly on the move, seek-
ing monsters to defeat while trying ~

Adam jousts with a street demon


They're clerks at all-night convenience stores or newspaper times they encounter an agent of the Fellowship. believe
stands. They're homeless eccentrics and owners of small that the whole organization is nothing more than a myth
shops that sell the strangest items imaginable. Some-times. propagated by the government or perhaps some Shadow
they're patients at psychiatric hospitals who can stay lucid agency.
enough to answer a question or two or reveal the details of Whatever the truth (and it can be different in every cam-
an apocalyptic dream whenever the Shadow Chasers come paign), the Fellowship sometimes gets involved in the lives
by to visit. of the Shadow Chasers. A mysterious contact might show
Finally. those who first experience the parting of the veil up with pertinent information or a missing tome rhat con-
of obscurity are often drawn to the Shadow Chasers for tains the answer to the current situation. An unnamed
guidance and confirmation that what they've seen is real. Shadow Chaser might arrive. bearing the s1gil of the fellow-
Some of the~e individuals might become Shadow Chasers in ship and offering weapons or cash or magic items as
their own right. perhaps even joining a Chaser team. if they needed. All the Fellowship asks for in return is that, when
can accept the truth and find a way to come to grip~ with the day comes. the Shadow Chasers take on a mission for
the mission that destiny has placed before them. the Fellowship. Some Shadow Chasers liken making a deal
with the Fellowship to making a deal with the devil, but
Resources sometimes you don't have a choice when the monsters are
Shadow Chasers don't have a lot to rely on, even If they smashing down the door.
work for an overarching organization. Most of the world
thinks they're crilzy, and everyone they meet could be an Special Units and Private Investigators
enemy in disguise. When someone does take them and their Sometimes the heroes decide to belong to a ream of spe-
mission seriously, it's usually an ally of Shadow or some pri· cialists gathert>u spec Ifie ally to combat the Intrusion of
vate or government institute set on studying the phenome- Shadow. They might work for a branch of the government.
non or '\hutting down the Shae.low Chasers. the milltary, or d law enforcement agency. under the aus-
Fvcn so. there are those who provide money and other pices of DepiH tment-7. They might be associated with a
resources to the Shadow Chasers when the need arises. federal. slate, or local agency. They might even be tied to
Patrons who have their own score to settle with the a private corporation, a university. or a charitable organi·
deni1em of Shadow, or clients .villing to pay fo• the help zation. Regardle~s. the tedm consists of a mix of charac-
the Shadow Cha~ers provide Some Shadow Chasers try to ters and careers needed to best confront the forces of - - - - -
live normcJl lives betwt>en encounters with monsters, hold- Shadow
ing down jobs to pay for food and lodging. Others travel the The special unit works for Department 7 The unit some·
world. \eekmg out Shadow intrusions wherever they occur times receives m1s~1ons from Its \Uperiors: other times it
anc.J living hand to mouth as best they can. follows up its own leads to investigate possible Shadow
Fven willi a W("i'!lthy patron or a steady stream of income. Incursions. The special unit might have access to resources
typical Shadow Cha~er teams don't have a lot of resources that wouldn't normally be available. or the team could be
to fall back on. Suie. they've each got a weapon or two. and working on a tight budget due to a variety of constraints
access to some lab or librdry 01arcane workshop when an and disbelief at the highest level of lhe organi1ation. Either
adventure takes them In thal dlrenlon. But often aportion way, the special unit applie) ~uperior firepower and a
of an adventure revolve\ nround the Shadow Chasers find- formal mindset to the task of local Ing. investigat Ing, and
ing or borrowing or buyingor making or stealing whatever it eradicating those Shadow c.redlures lhtll prey upon the cit-
isthey need to take the monster down. izens under the team's jurlsdiclion.
And. when all else fails, the Shadow Chasers can ask the Another possibility for a group of heroes is to follow the
Fellowship for help, though most pray they never need that private investigator route. In this campaign, the heroes
much aid In the first place. work for themselves. seeking to meet their expenses or
even make a profit in their fight against the denizens of
The Fellowship Shadow. They might have a wealthy patron who believes in
The Fellowship. It's a name that even the toughest Shadow their quest. or they might be struggling to make their
Chaser barely whispers. for the rumors and legends say that monthly rent payments as they wait for the next case to
it can be as dangerous to get on the good side of the Fel- fall into their collective laps They could solve crimes
lowship as it can be to get on its bad side. Maybe worse. when they aren't dealing with monsters. or they might
What is the Fellowsh1p7 To many Shadow Chasers. it's work for a tabloid covering strange news stor:es Either
nothing more than a story. a tall tale to scare new Chasers way, ifs tough making a living when the majority of the
with over beer and pretzels. A story, that is. until the Fel- world doesn't believe mthe threat you claim to be defend-
lowship comes calling with a mission or a demand or an ing it against.
offer of help when you need it the most The heroes might have to supplement their income by
What is the Fellowship? It's an ancient. secret organiza- taking on mundane cases or by serving as consultants to
tion of Shadow Chasers. Some say the Fellowship was the local law enforcement agencies regarding strange and
formed shortly after the dawn of civilization. when the mysterious cases that may or may not be linked to Shadow.
first incursion of Shadow occurred. Others believe that it The heroes might never know when a case could slip from
came Into existence during the last incursion some 125 the bounds of the mundane and slide deep into the realm
years ago. And there are those who, no matter how many of nightmares.
oMODE
Information (Cha), Intimidate (Cha), Jump (Str), Knowledge
SHADOW SLRUER (current events, popular culture, streetwise} (Int), Listen (Wis},
The Shadow Slayer has a destiny he can't deny. A cham- Profession (Wis). Read/Write Language (none), Sense Motive
pion arises in every generation to combat the forces of (Wis), Speak Language (none), Spot (Wis), Tumble (Dex).
darkness and defeat the denizens of Shadow. The Shadow
Slayer is that champion. He has a knack that leads him Skill Points at Each level: 3 +Int modifier.
deeper into the places of darkness and an ability that
attracts the attention of evil creatures everywhere. The Class features
Shadow Slayer may not immediately recognize his destiny. The following features pertain to the Shadow Slayer
but eventually his calling will become clear as the tide of advanced class.
Shadow rises.
In the world of the Shadow Slayer. denizens of Shadow
are evil and hostile. The Shadow Slayer is called to fight
Detect Shadow
A Shadow Slayer is uncannily aware of the denizens of
these creatures and protect the world from the encroaching
Shadow and the true nature of reality. Once per day per the
darkness. Slayer's level in this advanced class, the Shadow Stayer can
Select this advanced class if you want your character to sense the presence of a denizen of Shadow. In this case, any
dedicate himself to fighting the denizens of Shadow. The of the supernatural creatures described in Chapter Eight:
Shadow Slayer instinctively knows how to combat the crea· Friends and Foes (that is, all creatures except animals and
tu res of darkness, and he gains abilities to improve his odds vermin} or in the DUNGEONS & DRAGONS Monster Manual
along the way. are considered denizens of Shadow. Using this talent is an
The fastest path into this advanced class is from the
attack action that requires concentration. It has a range of
Strong hero basic class, though other paths are possible.
30 feet and lasts as long as the Slayer concentrates. up to a
number of rounds equal to the Slayer's level in this
Requirements advanced class.
To qualify to become a Shadow Slayer, a character must ful- The amount of information gleaned by this uncanny
fill the following criteria. awareness depends on how long the Stayer focuses his
Base Attack Bonus: +3. attention.
Feats: Archaic Weapons Proficiency. 1st Round: Presence or absence of Shadow creatures.
2nd Round: Number of Shadow auras (creatures or
objects of Shadow) ln the area and the power of the
Class Information strongest Shadow aura present. If the power of the
The following information pertains to the Shadow Slayer strongest Shadow aura is "overwhelming," and has a rating
advanced class. of at least twice the Shadow Slayer's character level, the
Slayer is stunned for 1 round and the use of this ability
Hit me ends. While stunned. the Slayer can't act, he loses any
The Shadow Slayer gains ld8 hit points per level. The char-
Dexterity bonus to Defense, and attackers gain a +2 bonus
acters Constitution modifier applies. on attacks made against him.
3rd Round: The power of each Shadow aura in the
Action Points area becomes clear. If an aura Is outside the Slayer's line
The Shadow Slayer gains a number of action points equal to
of sight, then he discerns its direction but not its exact
6 + one-half his character level. rounded down, every time
location.
he attains a new level in this class. Shadow Aura: Acreature of Shadow emanates an aura
that links it to the supernatural dimension. The power of a
Class Shills Shadow aura depends on the type of creature or object
The Shadow Slayer's class skills are as follows.
emitting the aura and its Hit Dice or caster level. (For more
Balance (Dex), Climb (Str), Concentration (Con). Gather on caster level, see Chapter Ten: FX Abilities.)

:.: .
Class
-~··l
Base Attack Fort
~:
Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst ~1 +l +l +l Detect Shadow +l +O
tnd ...1. +2 +2 +2 Shadow immuni!Y +1 +0
3rd +3 +2 +2 +2 Bonus feat +2 +O
4th ..4 +2 +2 +2 Sla}'.er weapon +-2 +0
5th +5 +3 +3 +3 Shadow enemy '1-3 +l
?>th +6 +j +3 +3 Bonus feat +3 +l
7th +7 +4 +4 +4 Shadow enemy_ +4 +l
8th +8 +4 +4 +A Fast heaUng +4 tl
9th +9 +4 +4 +4 Bonus feat +5 +2
10th +10 +5 +5 +5 Wor:<J of slaying +S
Crnture/ Objtct Rating
-----~~- ~~--~
Outsider HD
Magic item or spell ~____ Ca_
s~te_
r l_
ev_e_Ix_/,_~
Aberration, construct. dragon. HD x I/
elemental. undead creature_:____-=-~~~~~ Ruutll the Shadow Slayer and
All other demzens of Shadow HDx 1/i Roberta the Occultist

Rating Aura Power


-----~

l or lower Faint ---~-~-~


2-4 Moderat_e_ _ _ _ _~~
5-10 Strong
11 or higher Overwhelming

If an aura falls into more than one strength category (for


instance. if a creature and a magic item are in the same
place and each emits an aura), the ability indicates the
stronger of the two.
Length Aura Lingers: How long a Shadow aura
lingers after the creature or object has vacated the
location depends on the aura's ongmal strength.
Original Aura Power Duration
Faint ld6 minutes
Modera
_t_
e ---~-ld~
6x
_l_O
_~m-
1n-
ut_
e_
s -~

Strong ld6 hours


Overwhelming 1d6 day~
s __

Each round, a Shadow Slayer can turn to detect the pres- ."
ence of Shadow In a new area. The ability can penetrate bar-
riers, but 1foot of stone, 1inch of metal. or 3 feet of wood
or dirt blocks It.

Shadow Immunity
At 2nd level. a Shadow Slayer gains damage reduction
against the natural weapons of the denizens of Shadow
(claws. bite, and so on). Shadow immunity doesn't reduce
the damage dealt by firearms. melee weapons. or haz-
ardous effects. The damage reduction 1s equal to
one-half of the Slayer's level in this advanced class.
rounded down.

Bonus feats
At 3rd, 6th. and 9th level. the Shadow Slayer gets a bonus
feat The bonus feat must be selected from the following
list, and the Shadow Slayer must meet all the prerequisites
of the feat to select it
Acrobatic, Advanced Combat Martial Arts. Alertness.
Cleave. Combat Reflexes. Defensive Martial Arts. Elusive
Target. Exotic Melee Weapon Proficiency. Great Cleave.
Power Attack. Unbalance Opponent.

Slayer Weapon
At 4th level. a Shadow Slayer gains the ability to empower
any melee weapon he wields An empowered weapon
behaves like a magic weapon in the hands of the Shadow
Slayer. providing an enhancement bonus equal to one-half
of the Slayer's level In this advanced class. rounded down.
(At 4th level, the enhancement bonus is +2.) This bonus
allows the weapon to deal extra damage and to hurt crea-
tures with damage reduction.
a20MODERN
Any melee weapon can be empowered by the Shadow creatures of Shadow.The word of slaying affects any d€nizens
Slayer, including the Shadow Slayer's unarmed strikes. It of Shadow within 15 feet of the Slayer. The ill effects depend
takes a fuH-round action to empower a weapon. An empow- on the Hit Dice of the creatures, as shown below,
ered weapon only acts as an empowered weapon in the
hands of the Shadow Slayer who empowered it. The HD Efftct
enhancement bonus lasts for a number of rounds equal to 12 or more Dazed
the Shadow Slayer's level in this advanced class. 8-11 Stunned
4-7 Paralyzed
Shadow Enemy 3 or less Kilted
At Sth and 7th level, a Shadow Slayer selects a type of
Shadow creature as a favored enemy. Due to his extensive A dazed creature can't act for ld4 rounds. A stunned crea-
study of these foes and training in the proper techniques ture is stunned for 2d4 rounds. A paralyzed creature can't
for combating them, the Shadow Slayer gains a+ 2 bonus on move or act for ldlO minutes. Akilled creature dies (if it is
Bluff, Listen. Search, Sense Motive, and Spot checks when living) or is destroyed {if it is a construct or an undead).
using these skills against creatures of this type. He also gets
a +2 bonus on weapon damage rolls against creatures of
this type. OGCULIIST
At each level after 5th. the Shadow Slayer may add +1 to The Occultist walks the narrow band of gray that sits
the value of the bonus against each of his favored enemy between the light of day and the dark of night. She
types. For example, a 5th-level Shadow Slayer could select embraces the things of darkness to learn from them, to
monstrous humanoid as his favored enemy type. He gets a master them, and to ultimately control them. The Occultist
+1bonus against creatures of that type immediately, and the doesn't see destruction as the only course of action when
bonus increases by +l with each new level he attains. Then dealing with the denizens of Shadow. She Isn't above making
he picks elemental as his other favored enemy type when deals with lesser evils to overcome greater threats, and she
he attains 7th level. That bonus also begins at +l and has as much curiosity about the things of Shadow as she has
increases by +l at each new level. So. when he reaches 10th desire to protect the world from their invasion.
level, his bonus against monstrous humanoids is +6 and his The Occultist plays a dangerous game. us111g the forces of
________ bonus against elementals is +4. Shadow to further her own ends. Ambitious, scholarly, and
In the case of humanoids, the Shadow Slayer must willing to walk the middle path, the Occultist uses Shadow
also choose an associated subtype, as indicated on the to battle Shadow. If her tenuous control ever slips, however,
table below. the Occultist might not be able to command the forces she
has placed a leash upon-and she might not be able to deal
Shadow Enemy Type (Subtype} Example with the danger they pose to her body and her mind.
Aberration lllithid Select this advanced class if you want your character
Construct Flesh golent. to learn the hidden arts and discover the ancient lore of
Dragon WJ.rm Shadow.
Elemental - - - - - - - Invisible stalker The fastest path into this advanced class is from the
Fey Tooth fairy Smart hero basic class, though other paths are possible.
Giant Ogre
Humanoid (goblinoid) Goblin
Humanoid (gnoll) Gnoll
Requirements
To qualify to become an Occultist, a character must fulfill
Humanoid {reptilian) Kobold
Lycanthrope the following criteria.
Werevrolf
Magical beast Skills: Decipher Script 6 ranks, Knowledge (arcane lore} 6
Displacer beast
Monstrous humanoid ranks, Research 6 ranks.
Minotaur
Outsider
-~~--~

Fiend Feats: Educated. Studious.


Undead Zombie
ClassInformation
Past Healing The following information pertains to the Occultist
Starting at 8th level. a Shadow Slayer gains the ability of fast advanced class.
healing. Every round, the Shadow Slayer recovers a number
of hit points equal to one-half his level in this advanced Hit Oie
class. So. as an 8th-level Shadow Slayer. he recovers 4 hit The Occultist gains ld6 hit points per level. The character's
points every round. Constitution modifier applies.
Word of Slaying Action Points
At 10th level, a Shadow Slayer comes into his full power. By The Occultist gains a number of action points equal to 6 +
spending l action point and using an attack action, the one-half her character level, rounded down, every time she
Shadow Slayer can utter a word of power that can devastate attains a new level In this class.
020MODERN
Class Shills or spellbook or activate a magic item. This skill lets you use
The Occultist's class skills are as follows. a magic item as if you had the spell ability or class features
Craft (visual arts, writing) (Int). Decipher Script (Int}. Drive of i!Ilother class or a different allegiance.
(Dex), Escape Artist (Dex), Forgery (Int). Investigate (Int). When you're attempting to activate a magic item using
Knowledge (arcane lore. history, theology and philosophy) this skill. you do so as an attack action. However. the checks
(Int). Profession (Wis), Read/Write Language (none), Re- you make to determine whether you are successful at acti-
search (Int), Sleight of Hand (Dex}. Speak language (none). vatir.g the item take no time by themselves and are included
Use Magic Device (Cha) 1n the activate magic item attack action.
You make Use Magic Device checks each time you acti-
Skill Points at Each Level: 5 + Int modifier. vate a device such as a scroll or a wand. If you are using the
check to emulate some quality in an ongoing manner, you
need to make the checks once per hour.
Class Peatures
The following features pertain to the Occultist advanced Task DC
class. Activate blindly 25
Decipher a written spell 2S + SP.ell level
Arcane Shills Emulate class feature 20
An Occultist has access to the following arcane skills. These Emulate ability score See tex_,t_~--~....__,
skills are considered class skills for the Occultist, and she Emulate allegiance 30
can use her skill points to buy ranks in them. just like other Use a scroll 20 • caster level
skills in the game. Use a wand 20
Concentration (Con): The normal Concentration skill
expands to include arcane applications as defined below. Activate Blindly. Some magic items are activated by
Check: You must make a Concentration check whenever special words. thoughts. or actions. You can activate such
you may potentially be distracted while engaged in an items as if you were using the activation word. thought. or
activity, Including casting a spell or concentrating on an actjon even if you're not. and even if you don't know it. You
active spell. that requires your full attention. do have to use something equivalent. You have to speak,
If the check succeeds. you may continue with the action wave the item around, or otherwise attempt to get it to ---~--•·
as normal. If the check fails. the action automatically fails activate. You get a+ 2 bonus on the check if you've activated
and is wasted. If you were in the process of casting a spell. the item at least once in the past.
the spell is lost. If you were concentrating on an active spell. If you fail the check by 10 or more, you suffer a mishap. A
the spell ends. mishap means that magical energy is released. but it doesn't
The table on page 53 summarizes the various types of dis- do what you wanted it to. The GM determines the result of
tractions. In situations where the distraction occurs while you a mishap. The default mishaps are that the item affects the
are casting aspell, you add the level of the spell to the DC wrong target or that uncontrolled magical energy deals 2d6
Try Again?. You can try again. but doing so doesn't points of damage to you. This mishap is in addition to the
cancel the effects of a previous failure. If you lost a spell. chance for a mishap normally associated with casting a spell
the spell ls lost. from a scroll when the spell's caster level is higher than your
Special: By making a check (DC 15 +spell level). you an use level in this class.
Concentration to cast a spell defensively. thus avoiding attacks Decipher o Wrirren Spell: This works like the same use
of opportunity. If the check succeeds. you can attempt the of the Spellcraft skill (see page 323), except that the DC is 5
casting without incurring any attacks of opportunity. points higher. Deciphering a written spell takes 1minute of
Use Magic Device (Cha): Trained only Use this skill to concentration.
activate magic devices. including scrolls and wands. that you Emulate Class Feature: Sometimes you need a class fea-
could not otherwise activate. ture to activate a magic item. Your effective level in the
Check: You can use this skill to read a spell from a scroll emulated class equals your check result minus 20.

~ : • I I
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
lst +O +0 +O +l Arcane skills. spelt resistance +O +O
2nd +1 •O +O +2 Arcane research (scrolls) tl +O
3rd +1 +1 +] ..2 Bonus feat +1 +1
4th +2 t] •l -2 Shadov. contact +I +1
5th +2 +l +] +3 Bind Shadow creature +2 +1
6th +3 +2 •2 +3 Bonus feat •2 +2
7th t3 +2 +2 +4 Arcane research !items) +2 +2
8th +4 •l +i +4 Bind Shadow creature +3 +2
9th +4 .. 3 +3 -.1 Bonus feat +3 +3
10th +5 ·3 t} ,..5 Bani.sh +3 +3
c20MODERN
This skill use doesn't allow you to use the class feature of level 1 1 3 4 Research
another class. It JUSt lets you activate items as if you had the 1(DC20}
2nd 3
class feature. 3rd 4 2(DC 23)
If the class whose feature you are emulating has an alle- 4th 2 3(DC 25)
5
giance requirement, you must meet 1t. This may require a 3 4 (DC 28)
5th 5
separate check to emulate allegiance (see below). 6th 5 4 S(DC 30)
Emulate Ability Score: To cast a spell from a scroll, you
need a high ability score in the appropriate ability (Intelli-
7th 6 s 2 6 (DC 33}
8th 6 5 3 7 (DC 35)
gence for arcane spells, Wisdom for divine spel~s). Your 9th 6 s 4 8 (DC 38}
effective ability score (appropriate to the class you re emu- 10th 7 6 s 2 9 (DC 40)
lating when you try to cast a spell from a s~roll) equals your
check result minus 15. If you already have a htgh enough score So, at 2nd level. the Occultist gains three 1st-level arcane
in the ability, you don't need to make this check. . . spell scrolls. One of these spells can be selected by the
Emulate Allegiance: Some magic items have pos1t1ve or
Occultist if she makes a successful Research check (DC20);
negative effects based on your allegiance. You can ~se the other two spells are selected randomly. These are all the
these items as if you were of an allegiance of your choice. spell scrolls the Occult1st has until she attains 3rd level.
You can only emulate one allegiance at a time. Once a spell is used. it disappears from the scroll that con-
Use a Scroll: Normally. to cast a spell from a scroll, you
tained it. The Occultist may find other scrolls in the course
must belong to a class that has access to the arcane or of her adventures.
divine spell inscnbed therein. This use of the skill allows you The Occult1st uses the Use Magic Device arcane skill to
to use a scroll as if you were of the appropriate spellcasting cast aspell from a scroll (see above).
class The DC equals 20 + the caster level of the spell you
are trying to cast from the scroll. To cast a spell from a Bonusfeats
scroll, you must first decipher it. . .. At 3rd, 6th, and 9th level, the Occultist gets a bonus feat.
In addition, casting a spell from a scroll requires a mini- The bonus fear must be selected from the following list, and
mum score of 10 +the spell's level in the appropriate ability. the Occultist must meet all the prerequisites of the feat to
if you don't have a sufficiently high score. you must emulate select it.
the ability score with a separate check (see above). Alertness, Archaic Weapons Proficiency, Attentive, Confi-
- - - - Use a Wand: Normally, to use a wand you must belong
dent, Defensive Martial Arts, Focused, Frightful Presence.
to a class that has access to the arcane or divine spell ensor- Iron Will, Personal Firearms Proficiency, Point Blank Shot.
celled therein. This use of the skill allows you to use a wand
as if you were of the appropriate spellcasting class. . ShadowContact
Try Agam?: Yes, but if you ever roll a natural l while
At 4th level. an Occultist gains a denizen of Shadow as a
attempting to activate an item and you fail the check, then contact. The Shadow cieature can have HD equal to one-
you can't try to activate that item again ~or 24.hou_rs. . half the Occultist's class level or less. This Shadow creature
Special: You can't take 10 or take 20 with th1.s sktl~. Mag1C
may or may not be overtly hostile toward hum~ns. bu! it
is too unpredictable to make the use of this skill reliable. tolerates the Occultist. The Shadow creature will provide
information or other minor assistance as though its atti-
Spell Resistance tude toward the Occultist were friendly. (See page 57 for
An Occultist has spell resistance (see page 228) equal to 5 + more on attitudes.) It might still omit important details.
her Occultist level. It never interferes with her own spells, and depending on its relationship with the Occultist. The
she can voluntarily lower her spell resistance at any time. Shadow creature doesn't accompany the Occultist on
adventures, and it may not always be available when the
Arcane Research {Scrolls) Occultist wants it. In most cases. the Shadow contact can
Starting at 2nd level. an Occultist can research spells and be called upon once per week. and the creature requi.res
scribe scrolls. Indeed, the only way for an Occultist to cast an some form of compensation for each favor. Compensation
arcane spell is by using a scroll. The method and pr?'es~ is can be a favor in return or something appropriate to the
unique to the Occult1st. and 1t differs from the Mages scnbe creature in question. .
scroll ability. There is no purchase DC or XP cost for the scrolls If the Shadow creature dies. a new creature replaces 1t
the Occult1st gatns with each new level attained in this ~l~ss. when the Occult1st attains her next level in this class.
When the Occultist attains 2nd level. and upon atta1rnng
each new level thereafter, she uncovers spell scrolls through Bind Shadow Creature
arcane research and study. The GM randomly selects the At 5th level. an Occult1st can select a type of Shadow crea-
spells contained on the scrolls, though the Occultist can ture (any creature type other than animal or vermin) and
make a Research check to select a certain number of her bind one such creature into service. AShadow creature of
own spells. The table below shows how many scrolls of the appropriate type and Hit Dice (GM's choice) appears at
each spell level the Occultist receives upon gaining a new the Occultist's side in 1d6+1 days. Thereafter, It serves the
level. and how many of these can be researched at each Occultist. with an outward attitude of helpful (though it
level. Afailed Research check indicates that the Occultist might inwardly hate the Occult1st wh? has trap~ed it.into
instead discovers all random spells. service). It obeys the Occultist. providing protection, fight-
<110MODERN
ing at her side, and performing other services. It always
seeks to obey the letter of the Occultlst's command. and AOUEOTUBE SETUPS
can sometimes use this behavior to harm the Occultist or In a SHADOW CHASERS adventure. the monster is key. That's not
otherwise hinder as much as 1t helps. to say that you. as the Gamemaster, shouldn't develop a
At 5th level. the Occult1st can bind a Shadow creature clever plot and cool locations to set the action in. but the
with 2 HD or less. monster (or other opponent) is going to make or break your
At 8th level. the Occultist can bind a Shadow creature adventure. Pick any monster from Chapter Eight: Friends and
with 4 HD or less. Foes. Then think about how such a creature might behave if
dropped into a contemporary haunt In the modern world.
Arcane Research (Items) That becomes the first twist in developing a SHADOW CHASERS
Starting at 7th level, an Occulfot can perform research to monster. The second twist comes when you decide what, if
find magic items. The method and process is unique to the any. changes to make to Its abilities and attitudes. Finally, you
Occultist. There is no purchase DC or XP cost for the magic must decide what its ultimate weakness is. Providing hints
items the Occultist gains with each new level attained in throughout the adventure to help lead the heroes to the
this class. solution could make for some exciting scenes along the way.
When the Occultist attains 7th level. and upon attaining
each new level thereafter. she uncovers one magic item GuardBones (low-level adventure)
through arcane research and study. The GM randomly
Lets take a band of Medium-size skeletons, for example. They
selects the item. though the Occultist can make a Research
populate the dungeons and abandoned castles that litter the
check (DC 25) to specify the type of item gained.
landscape of fantasy settings in every direction. In a SHADOW
The item must be a wondrous item, a wand. a magic
G-!AstRs campaign. our band of skeletons resides in an old
weapon. or a set of magic armor.
warehouse, serving as guardians for the mysterious crates
The Occultist uses the Use Magic Device arcane skill to
being stored there. Use the statistics for human skeletons, on
use a magic item (see above).
page 256. There are six of them guarding the warehouse.
Banish In addition to all of their standard abilities and immuni-
ties, these skeletons shatter into scattered bones when their
At 10th level. an Occult1st comes into her full power. By
hit points drop to 0 or less. However, ld4 rounds later, those
spending 1action point and an attack action. the Occultist
bones slide together to reform a revived skeleton. To
can utter a word of power that forces a denizen of Shadow
destroy a skeleton completely, the heroes must discover the
to return to the Shadow dimension. The Shadow creature
secret to their animation. These skeletons can only be
gets a Will save {DC 10 + Occultist's level + Occultist's Cha
destroyed by removing the ancient coins that have be€n
modifier), adding a bonus equal to its HD to the save. If the
hidden within the hollow
save succeeds, the Shadow creature doesn't disappear but is
sockets where their eyes
instead stunned for ld4• 1rounds.
used to be.

Elliot rides with the undad


The heroes must discover that the coins are hidden in first Encounter with Shadow
these shadow filled depressions. and then they must The heroes don't start out as true believers in the Things of
remove them during the brief period when the bones are Shadow They need to experience an event that triggers
scattered. Once removed, the enchantment dissipates and their understanding of the dangers that lurk in the dark
the bones no longer animate. places of the world. Whether the heroes know each other
Whats in the crates? That's up to you Whatever it is. it
prior to the start of the adventure or you decide to let them
probably belongs to the evil wizard who animated the skele-
meet here. the action begins late at night. on a fairly
ton guards m the first place. Of course, that villain should
deserted bus. traveling through a mostly empty part of the
probably be saved to cause more trouble for the heroes. When
city. Other than the heroes. the bus driver. and a couple of
they reach a point where they have the skills and power nec-
other passengers. the vehicle is empty. That strange quiet
essary to confront the wizard and deal with his (or her) that settles over things in the hours prior to dawn fills the
fiendish plans. you'll have the makings of another adventure.
dimly lit bus. and each passenger is lost 1n his or her own
thoughts. Some might even be sleeping.
Oeath from Above (medium-level adventure) Everything is fine until the bus'.s breaks suddenly squeal and
Another example revolves around gargoyles. A pair of the the driver slams the wheel hard to the right. The bus slides at
flying predators has nested in the spires of an old cathedral a weird angle. threatening to tip over onto its side. Before that
1n a run-down section of the city. During the day. the crea- happens, however. the bus plows into a light pole and stops
tures perch high above. seeming to be nothing more than moving with a jarring impact that tosses the passengers
stone decorations At night. however. they swoop down to around like dice ma jar. Have the heroes make Reflex saves
prey upon anyone unfortunate enough to be walking the (DC 15) to see 1f they get hurt 1n the crash Asuccessful save
streets around the cathedral. The gargoyles are tough. pro- indicates that the character wasn't hurt, but he or she was
tected by damage reduction and posses.sing the Multiattack shaken by the colhs1on Afailed save indicates that the char-
feat, they can withstand the attacks of even the most per- acter takes some damage from the impact (ld4 points).
sistent group of Shadow Chasers. Use the statistics for the As the heroes and the other passengers pick themselves
gargoyle. page 237 up off the floor of the bus. read
At night. this neighborhood turns into a war zone. Rival
gangs believe that the other is killing its members. The In the quiet following the crash. all you can hear are
- - - -police believe that some kind of serial killer is on the loose. the sobs and other sounds of surprise and pain that
The truth is even more terrible. and it might take a good bit rise from the other passengers like steam on a winter's
of research and mvest1gat1on before the heroes discover the day. The bus driver. his face covered in blood from a
gargoyle nests and can confront the monsters in their lair. nasty gash on his forehead. stands at the front of the
bus and calls. "Is everyone alt right? There were some
guys iust standing in the middle of the road. Ididn't see
The mummy Prince (high-level adventure) them till I was almost on top of them Sweet Mary. I
An ancient prince of some long-forgotten kingdom has hope Ididn't hit any of .. ,"
returned as a mummy and taken control of a curio shop in Before the driver can finish i.us sentence, the wind-
the city. People who shop 1n this antique store succumb to shield explodes. spraying ~hvers of safety glass toward
a mysterious illness Those inflicted by the illness fall into a the back of the bus Something reaches In through the
coma and lose a point of Constitution each day until their broken windshield and snatches the driver away
scores reach 0 and they die. The common link-each victim before the last shards of glass come to rest on the
purchased a trinket from the curio shop. The trinket a magic floor of the bus
item, causes the v1ct1m to fall into a coma upon going to
sleep. It then siphons the pomt of Constitution and trans- What's gomg on7 We'll fill you in. but remember to keep the
fers it to the mummy prince. With the stolen Constitution heroes in the dark for as long as possible. This opening
the prince can maintain an illusion of life and vitality. He encounter should be filled with as much suspense. tension.
doesn't appear to be a withered, desiccated body. and growing terror as you can manage. The heroes are about
The heroes must discover the connection and deter- to have their first meeting with Shadow, and it should be as
mine that the trinkets are the cause of the infliction. life-changing an experience for them as you can muster.
Each trinket is magJCally connected to the mummy's sar- We leave 1t to the GM to determine who the other pas·
cophagus. hidden in a secret chamber beneath the curio sengers riding this late-night bus might be. but one of them
shop. To restore the v1ct1ms to health. the sarcophagus is Carlos Fuentes. Fuentes is a lawyer with the firm of Parker
must be destroyed. and Trask. One of his cases focuses on a lawsuit against
The mummy prince ls a Tough/Dedicated hero. Use the Korinna Industries. a company that Just happens to be part
statistics for the high level private eye on page 280. but of Obadiah Fakone's portfolio of holdings. That's where
include class features. action points. and special qualities. the problem comes 1n. Falcone, one of the city's most
brmal and successful crime lords. has recently formed an
Shadows Revealed (introductory adventure) alliance with a denizen of Shadow. Using this alliance, Fal-
Use this adventure to start your SHADOV. CliASERS campaign. cone has ordered that some of his key enemies be
Feel free to make whatever adjustments you deem neces- destroyed-both as a business decision and as a test of the
sary to incorporate your ideas and better serve your players. abilities of his new ally.
The ally. a mysterious being with ties to Shadow lwe the heroes. It might be an indistinct stranger who refuses to
leave it to the GM to create this unseen background char- reveal too much at any given time, or it could be one of the
acter for continued use in the campaign}. has reanimated passengers. grievously injured by the zombies, who seems to
some of Falcone's thugs and turned them into zombies. As speak with someone else's voice to pass on the mission
the heroes work through the intricacies of the plot, they can before succumbing to the wounds and dying. The heroes
at some point identify the dead men as deceased or report- might not totally believe what has been placed before
edly missing members of Falcone's organization Or. if they them. but at least they have a cootext to put it in as more
come at it from another angle. the heroes can determine strange events occur later in the adventure.
that each target of a zombie attack has had negative deal- In a Department-7 campaign. the heroes might now be
ings with Falcone or one of his various companies. approached by whatever authority you plan to use for
The action for the rest of this encounter revolves around dealing with Shadow incursions and offered positions in the
the zombies invading the bus to get at Carlos Fuentes- division. Or you might want to start them out as agents or
though they don't care who else they kill along the way. If officers of some kind who then get recruited after dealing
you have four 1st-level heroes, then throw two human zom- with the zombie attack on the bus.
bies at them (as detailed on page 267). Scale up the number Another angle might be that one of the heroes has always
of zombies accordingly, using the guidelines in Chapter suspected the existence of Shadow creatures. With this
Seven: Gamemastering. The goals of this encounter are for encounter,that belief is solidified.This hero should encour-
the heroes to survive the ballle with the zombies; to have age the others to join up to, at the very least, investigate
their first collision with the intrusion of Shadow; and to such situations. There's knowledge and profit to be earned,
save Fuentes if at all possible. and it's probably the right thing to do. (With great power
As the heroes get involved in the ensuing fray, they first comes great responsibility, and all that)
see the zombies as hulking. shambling bums of some kind. However you and the players decide to get them to the
lighting on the bus 1s dim and uneven at best after the next stage of belief in the deniLens of Shadow and their
crash. and the streetlights outside are few and far between. place in the unfolding battle. there's one final piece to
As the battle unfolds, the heroes begin to catch glimpses of throw into the mix. Now that the heroes have made them-
the strange attributes the attackers possess. They briefly see selves known (by defeating lhe zombies), Falcone and his
a decaying arm surrounded by dirty. tattered clothing. Afoul ally will stop at nothing to destroy them. At the very least.
odor surrounds the attackers. something that smells ripe the heroes must be silenced before they spill too many - -- -
and rotting. At various moments. they spot a bit of bone details about what they encountered. At worst they are
peaking through a nasty hole in one of the attacker's limbs. now opponents that Falcone wants to get out of the way
And, every so often. a piece of dusty flesh slides away into before they disrupt his activities to a greater extent.
one of the hero's hands or drops to the ground with a dry.
disturbing plop. If the heroes manage to reduce the zombies The Second Encounter with Shadow
to 0 hit points, the zombies collapse in a dead heap and the The heroes might have temporarily stopped the zombies
encounter seems to come to an end. (whether or not they actually managed to keep Carlos
Of course. because the heroes haven't destroyed the Fuentes from getting killed}. but the threat hasn't been neu-
zombies using the method of their final destruction, the tralized. Because the bodies wound up disappearing from
monsters will rise later. return to their master. then once the scene (after they were so obviously long dead), or
again seek out the objective their master has Infused into thanks to a call that comes later to say that the bodies have
their undcad existence. The heroes might notice lhat the been stolen from the morgue, the heroes eventually deter-
dead bodies lay sprawled on the floor of the bus one mine that the zombies can't just be defeated using conven-
moment and have disappeared the next, or the zombies tional violence. Part of this portion of the adventure should
might rise and wander away after the heroes have left the be devoted to some amount of research to determine what
scene or a~er the bodies have been removed by the local might stop these undead monsters permanently.
authorities. In the end. they've survived their first encounter These particular zombies have a fatal weakness. Through
with Shadow. and their world will never be the same. research the heroes might learn that some zombies must be
consumed by fire to destroy while others must be bathed in
Interlude: Becoming Shadow Chasers holy water. Some require that their head be removed and
How do your heroes go from innocent bystanders to con- buried in a separate grave. These zombies, however must
cerned monster hunters? That depends on the campaign receive a critical attack to the head that disintegrates what's
model you wish to emulate. left of their brains. Agun or a club can accomplish this once
In a campaign where the heroes will be independent. for the heroes are aware that this 1s the weakness. Then they
instance, this is the moment for someone to step forward either have to score a critical or reduce a zombie to 0 hit
and explain that Shadow has intruded upon our world. The points and then deliver an extra attack to destroy the mon-
heroes have been bound by the horror they have witnessed, ster's brain.
and so are called to work together to defend our world Anyway, at some point Falcone sends a few of his living
from the evil from beyond. The bearer of these tidings thugs to look up the heroes. The thugs might threaten the
might be a seemingly crazed homeless woman, or a myste- heroes, but they're really just doing some leg work for their
rious child who appears to fade into and out of existence boss. Once the crime lord knows where to find the heroes,
whenever some Shadow-related news must be conveyed to he puts in the call to his Shadow ally and the zombies
d20MODERf
shamble over to pay a visit. If possible, this scene works death, though he could return as some undead creature to
best 1f the heroes are all in the same place. If lhat can't be plague the heroes at a later date.
easily arranged, then having each hero face off against a
zombie could motivate them to 1oin forces. There's strength Ending the first Aduenture
in numbers. after all. By the end of the first adventure, the heroes should be firmly
However it plays out, either one group encounter or a committed to their roles as Shadow Chasers. The menace of
number of individual meetings, the heroes face off against the zombie hit-men should be neutralized, and the heroes
the zombies again. This time, by design or accident. they dis- should realize that they have an enemy in Obadiah Falcone-
cover how to take a zombie down and make it stay that way. an enemy with some mysterious ties to Shadow.
Falcone, of course, has a habit of keeping his hands clean
t~rou~hout all of this. The heroes won't be able to go after
him directly. not unless they want to deal with the ramifi- AGENTS OF PSI
cations of .taking the law into their own hands (something
that doesn t come up that much when dealing just with theThe safe house. a brownstone on the Upper East Side.
denizens of Shadow but gets in the way all the time with was a disaster area. Three bodies lay downstairs. two
human enemies). They can, however, go after the source ofmore upstairs. Documents blackened by fire were
the zombies. A little more research on the part of the strewn in the middle of the pantry. Blood covered the
walls. forming haphazard patterns of words fi(/ed with
heroes.turns up a chain of funeral homes owned by Falcone.
The Wilson Mortuary has a number of locations, including misspelled curses and entreaties to various demons.
one that's just a block away from where the bus was "Damn. what- a mess," hissed Roxanne Wallace. A
attacked. Once the heroes work this out (and survive dynamo of a woman, she shifted her weight from one
another encounter with the zombies}. you can move on to foot to another. restraining the urge to concentrate
the final encounter. and call forth her psi-blade. "These poor saps never
stood a chance."
The final Encounter with Shadow "Hush." sold Troy Bellarosa, 'I'm thinking." His eyes
The climax of this first adventure takes place at the Wilson blazed, literally flickering with lambent energy. He
Mortuary. A wing of this funeral home is devoted to Fal- engaged a port of his brain that most other people
____ cone's growing army of zombies. Every one of his men that never used, the part where his psionJC power lived.
falls in the line of duty or otherwise bites the dust is After a moment. he grunted.
shipped to this location for "processing" Armand Wilson "'Who do you think?" asked Troy.
(use the low-level cnme lab technician. page 281) prepares Roxanne shrugged. "Doors stiff locked from the
the bodies according to the strict directions provided by inside. Asents on the first floor kiffed at the kitchen
Falcones mysterious Shadow ally. Currently, he has 12 bodies table. the three scientists in their care popped in the
undergoing the process, and there are four zombies active same way upstairs. The back of their heads exploded,
and ready to defend the mortuary. In addition to the four from the inside out."
zombies, Wi Ison has a single live assistant (use the low-level "Which means?"
thug, page 273}. "Mindwreckers," spat Roxanne. ''This stinks of those
Tne heroes can approach the funeral home when it assholes. Probably a major assault team was involved.
appears to be quiet and deserted. They might discover the That's the only way to catch them all with their pants
large preparation room where the bodies of Falcone's slain down. One o( them mentally unlocked the door. then
thugs are undergoing the spells and alchemical treatments locked it again after the massacre."
that will tum them into zombie soldiers for his criminal Troy smirked. "Think so? Look at their eyes."
cause. Each body. once prepared (and half of them have Gingerly. Roxanne pulled open the eye ofa dead sci-
completed this part of the process). is buried beneath the entist. The eye was black as night.
soil that fills the center of the room in what appears to be Roxanne let out a low whistle. "Double damn.
Replacements. They aren't real.~
an indoor garden of some sort.
They won't necessarily notice two of the four active zom· "Thats rtght." said Troy. Hl'd bet my Paranormal Sci
bies that stand or lay motionless around the side of the room ence and Investigation Agency badge on 1t. Which
until called upon to defend the funeral home. The other two leads to the question: When did our besr brams go
active zombies are buried within the soil. undergoing a walkabout, and who has them now?"
penod of re1uvenation. Once the heroes announce their
presence 1nsome way, the two zombies around the side of Summary
the roon attack. In the second round the two buried zom- Psionic super spies engage in action-packed missions to pro·
bies emerge from their graves to jom the battle. In the third tect the free world from counteragents. terrorists, would-be
round. Wilson and h1~ thug enter to help defeat the heroes. conquerors, and the occasional psychic threat.
In the end, the heroes need to destroy each zombie ieven
the still-developing ones) by the prescribed method. The
thug may or may not be killed in the fight; he'll surrender if Campaign In Brief
the fight isn't going his way or if he is dealt damage equal to The AG[NTS or PSI campaign adds some paranormal mental
more than half his total hit points. Wilson fights to the abilities to the cinematic spy genre. Its tone is action-
packed, conspiracy based. and larger-than life. Conflicts
c120 MODERN
occur in the shadows between power groups seeking to The heroes have a chain of command and a sense of
control (or destroy) the world as we know it. The heroes are belonging to an organization. but they are also encouraged
dedicated agents fighting the good fight. trying to preserve to engage in their own investigations. While still responsible
the freedom and liberties that we know and love. They for their actions. they are expected to show initiative. They
move behind the curtains of reality and In the corridors of often find themselves in situations where proper back up
power, and stop potential disasters before the public real- and approval are unavailable. and where decisions must be
izes that anything is wrong. made in the blink of an eye.
In this setting, government agents with parahuman
mental abilities vie to protect (and control) reality as we
know it. These individuals have the ability to channel the
power of their minds through use of a new force: psionics.
d20 ffiOOERn Rules inAGEOTS OP PSI
Every hero In an AC.fNr~ OF PSI campaign may select
They use this power to control minds, manifest strange
the Wild Talent feat (see page 362). All of the
combat abilities, alter their appearance. and otherwise
advanced classes detailed 1n Chapter Six are suitable
modify the universe around them. In counterpoint to the PSI
for use in the campaign. as are the two presented in
agents, other parahumans work for masters with more
this model.
nefarious goals and ambitions.
Agents at 1st level are considered agents in training,
PSI agents constantly fight against the forces that
learning to master their abilities and develop true psl-
threaten everyday life. It ls a war conducted in the shadows
onlc powers. At 4th level, they become full fledged
against secret conspiracies and powerful parahumans.
operatives. usually gaining access to one of the psion-
Larger than llfe. larger than the movies. the future of the
ic advanced classes or to a nonp)ionrc advanced class
world hinge~ on the outcome of this shadow war. The rip-
that could prove useful to the Agency.
ples of this ongoing conflict give birth to all kinds of urban
This setting makes use of the p~ionic rul~ and abill
legend~. Stone~ of crop rncles may be the result of an psy
ties, as outlined in Chapter Ten· FX Al>ilit1es. At Its core.
chic conflagration between compC'!ing agents, while rales
ActNI> or PSI presents the mod1trn world with an infusron
of grE>al blark cat~ stalking though ~uburbia might be the
of psionrc power-but no mr1g1< of .my kind
hnrhing1•1 of \C>flW 11rw talent bu1sting upon the
~r Pill'. A111wd w1tl1.ic1111.ill• w<'apons and high tech \
hardw..ir!' lh1> r1g1>11h' l><•\t, 111m1ch•adly1001 remains
the power of their 111i11d\.
In addition to dealing wilh tlw varioo~ srtUdtions that Roxanne bares her claws
super spies often find thermelves embroiled in. ~U<h as ~pi ·
onage. s.ibotage, terrorism. and political fir<.~. PSI agents must
also struggle to protect the mental landscape of the world.
Since ps1oni< abilities ex 1st. and since other governments, hos
tile powers. corporations. and violent splinter groups have
access to these p.mmorrnal c1billt1~. the PSI agents are often
called upon to play Wdlchdog~. guardians. and even soldiers in
an ongoing war fought to protec l the major
1ty of the world- ordinary peoplE> with no
appreciable pslonlc talenh.

TheRole of the Heroes


The heroes In an Ac..tNIS OF PSI campaign are
operatives with a secret mission. powers
beyond those of normal humans. and a
hidden agenda. They have the potential to be
(though are not required to be) individuals
with ps1on1c abilities for that extra edge.
The heroes are larger than life. but exist in a
relatively real world. James Bond would fit into
an AGENTS OF PSI campaign, and so would Sydney
Bristow {aka Alias). Napoleon Solo, James West. Mr.
Stead and Emma Peel. and Scully and Mulder.
among others.
This campaign concentrates on the heroes and
their abilities (psionic and otherwise) rather than
on the technology they wield. It Is possible to run
a techno-thriller psionic campaign with great suc-
cess. but this setting is directed toward the wilder
side of espionage.
d2oMODERN
Department-?in AGEOTS OF PSI Bac~9round
Department-7 is the field team for the Paranormal Sci- There have always been humans with a little bit of extra
ence and Investigation Agency. The department is in power-prophets, sages. legendary warriors, and charis-
charge of hands-on investigation and field operations, matic leaders who have had an "extra" sense. Only in the last
and consists of small regional units that may be dis- 100 years have these abilities been studied fully (if secretly)
patched worldwide as need demands. The other sec- and more Importantly. only In the past 50 years have those
tions of PSI include: with pslonlc abilities been recruited, trained, and organized
Department-1: Administration. Also called Control. by government agencies.
Department-2: Research, Recruiting and Psionic A century ago. organizationssuch as theTheosophy Soci-
Training. Also called Personnel. ety explored the paranormal, explaining things in their own
Department-3: Archives. Also called the library. (Victorian) terms. During WWII, the Third Reich showed
Department·4: Armory. Acquisition, Munitions, and some success in harnessing paranormal talents. During the
Supplies. Also called the Warehouse. Cold War, the rivalry between the superpowers encouraged
Department-5: Communications and Public Rela- governments to leave no opportunity for dominance unex-
tions. Also called the Face. This department keeps tabs plored, and the practice of idenllfying and recruiting para-
on agents in the field and launches cover stories and normal talents began in earnest.
manipulates public psionic manifestations to keep the There has been an upswing ln paranormal activity since
shadow war under wraps. 1987. Some claim that surge results from proper funding for
Department-6: Internal Affairs Also called the covert paranormal operations and a greater number of
Spooks. This department 1s responsible for monitoring agents assigned to exposing activity that had previously
the other departments been considered urban legend Others note that late in the
Department 7· Field Unit Investigation. Generally summer of 1987 was the Harmonic Convergence. a celestial
called the Agents. less pos1t1vely. called the Grunts. event where the majority of the planets lined up on one
Department 8: Extreme Response Team. Also side of the sun. and that this event created psychic ripples
known as the Heavy Brigade, this department con that affected the world at large.
sists of the most powerful psychics and is used as a The increased government involvement in psionic
clcan·up crew to handle situation\ lhc1t hc1ve gotten research has also revealed other. older players on the field,
· - - - - out of hand. ran8ing from business interests to cults to secret societies.
The lower seven departrnents all report to They have their own agentsand their own agendas. cigendas
Department 1 and are, 111 theo1 y, equc1ls. In reality, not as benign as those of the Paranormal Science and lnves-
turf wars are common between jurl~d ict ions. and in ligation Agency.
general, Department 6 (the Spooks} c1nd Depart-
ment 8 (the Heavies) are given a wide berth. Depart- Powers of the ffiind
ment 7 provides mosl of the work force for the The human mind ls the most powerful weapon 1n existence.
other departments. Whether used to design a new device or plan tactics on a
battlefield, the human brain is a highly advanced instru·
ment. All humans. with proper training. can access their
Campaign Traits minds' innate abilities. The heroes have access to this con·
AGrNTS Of PSI is a cinematic spy setting. and if the mind- cealable, powerful talent. So do many of their opponents.
altering and body-warping powers were removed. it could The great masses of citizens the heroes protect are unaware
still be run as an espionage campaign with a touch of cine· they might share this ability.
rnatic thrill ride thrown in just for fun Mind games are part and parcel of an AGnm OF PSI cam-
A cinematic setting Is larger than life-the stakes are paign. There are usually two levels of reality at work, and
higher, the enemies more clearly delineated. the results wheels operating within wheels A double agent may be
immediate (and usually explosive) The heroes are sur- mind controlled and unaware that she 1s a triple agent.
rounded by nefarious plots. villainous masterminds. and Ornate set-ups can be constructed to trick an enemy oper-
deeply rooted conspiracies. ative into revealing certain information or to unlock a par-
The heroes are special. devoted to protecting society ticular secret. A simple mission may suddenly reveal the
even though they labor in secret. Their paranormal psionic existence of a larger conspiracy.
abilities are their Inborn birthrights, and with that power Agents know the truth: Rely on your team. Rely on
comes their great responsibility to society. They are warriors your training. Rely on your weapons. But most of all. rely
In a secret war. on yourself.
Superior technology is present in the cinematic game, but
not at the center of It. A particular piece of exceptional RealityIsWhat Hou ffia~e It
technology (such as amind-control satellite) may be agoal. The agents of PSI are supposed to seek out the truth, but
but not necessarily a tool available to the heroes or their the truth 1snot an ultimate state. Reality is a construct cre-
superiors. The power of technology is consistently out- ated by group consensus. A common example: an accident
stripped by the disciplines of the mind. occurs in a busy intersection. All the witnesses tell slightly
different stories-who was where, who did what, who was
responsible. Over time. a group image of what happened
~ODERN
emerges. Those who think otherwise find their complaints
disregarded. In the case of particularly momentous events
(assassinations, tragedies, conspiracies). those who dissent
from the common vrew are regarded as wrong, mistaken.
insane, or even dangerous.
Reality works the same way. Everyone agrees to a
common truth (the earth is round, the sun is at the center of
the solar system. all people are created equal), and the uni-
verse adapts accordingly. As a result, the truth is continually
being created and manipulated by those with ulterior
motives.
The Agency attempts to keep reality from being unduly
influenced but also works to hide the existence of psionics
from the populace. As long as civilians don't realize that
individuals with paranormal abilities exist that various fac-
tions fight In the shadows around them for control of real-
ity, then the balance of order and freedom can be
maintained.

AIllar in the Shadows


Psionic powers officially don't exist. and a large body
of scientific evidence generated over the years has
systematically debunked all manner of fortune-tellers.
mind readers. and demonstrations of ESP.The fact that these
abilities still seem the province of science fiction 1s the direct
result of the actions of those who have p\1onic abilities.
Most of the ind1v1duah dnd org.11111c1tro11~ that hc1ve
access to psionlc powers prefer that the truth not beco111e
common news. An opponent who knows about your mental
edge ls a prepared enemy. As a result. most of the psionic
factions operate 1n secret. working to keep the public at
large from realizing what Is truly going on. The natural
human tendency to rationahzc what they see helps the
psionicists hide the truth.

Secre1 masters
The safety and status of reality depends on secrecy.
PSI is built around small squads that report to sec-
tion heads ("Control"). Control. in turn. reports to
higher levels of bureaucracy that are not accessi
ble to ordinary dgents. Squads are usually organ
ized regionally. though the regional areas may
range from relatively small areas with large
populations (New York or LA) to large regions
with extensive paranormal activities (most of
the northwest between the Ca~cades and the
Rockies north of Utah falls under the jurisdiction
of a single squad). In addition, particular
branches of PSI are dedicated to research, dis-
covery of new pslonic abilities, and recruit-
ment of new agents. In most cases, the local squads are
expected to show versatility. PSI expects the first agents
who arrive on the scene of a situation to see that situation
through to the end. Troy confronts his
Where does the chain of command end? That's anyone's sinister
replacement
guess, though lower echelons theorize that the ultimate
authority rests with the Joint Chiefs of Staff. the Oval
Office, or the Secretary General of the United Nations.
Others think that the chain of command stops with a par-
ticularly powerful member of the bureaucracy who secretly
d2oMODE
runs the government for its own good. Additional theories
involve foreign nationals. corporate powers. secret organi-
Rogue Talents
The majority of people with psionic abilities are not mem-
zations founded centuries ago. and space aliens.
bers of any organization. They themselves may not be aware
of their abilities, and without training might spend their
Power Groups entire lives without realizing they have psionic ability.
Who holds power In this campaign? That depends. There Stressful situations may cause latent psionic abilities to
are all kinds of power, from political to social to financial. emerge, but these usually subside and the event is Ignored
and there's a group holding that power somewhere in the or forgotten.
world. More often than not. untrained psioniclsts are unable to
control their powers. and therefore pose a danger to those
Hour Government around them. Sometimes their mindscan't handle thestress
The heroes work for the United States Paranormal Science involved in utilizing psionic powers and their personalities
and Investigation Agency. It has existed as a line item in the fracture. often turning psychotic and dangerous. Tales of the
budgets of vanous hierarchies in the government, includ- Jersey Devil and Bigfoot evolved from stories of emergent
ing at various times Health, Education. Historical land- psychics gone rogue.
marks. Transportation, and the Environmental Protection PSI has a stated policy that untrained or newly emerged
Agency. For two years. the Army funded PSI as part of the psionicists should be studied but not contacted unless
same budget that pays for military band instruments. there 1s an overt manifestation. If overt manifestation
The government likes PSI and 1s relatively good to its occurs, the psionicist should be recruited or at least trained
paranormal agents. The government has a policy to watch, to the degree that he no longer poses a danger to himself
regulate. and control psiomc abilities that may pose a threat or others.
to the general well being of the public and reality as we
know it. Cults and Conspiracies
As a result. PSI agents are treated a bit better than the Sometimes. an individual gains access to and control of hisor
average law-enforcement officer or government agent Each her psiomc abilitieswithout the government becoming aware
agent is aresource that the administration would prefer not of it. Such individualsmay fall into the hands of various cults
to lose. Of course. it would rather the world do without the {religious or otherwise) or independent organizations. These
talents of a particular agent than let that agent fall under individuals unite the powers of the mind with a potentially
the sway of another power group. malevolent organization, creatinga dangerous situation.
Cult s combine religious overtones with superiority rhet-
Other Governments oric, giving the new psionicists a sense of belonging and
Nothing is truly secret In the halls of power, and other purpose they might not otherwise attain. The psionicist
nations have their own Departments, Bureaus. Ministries. might rise to become the leader of a cult, or he might be
Services. and Academies dedicated to the discovery and used by the cult to accomplish some sinister purpose or
exploitation of psion1c abilities. Each tends to take the another.
development of psionics in traditionally nationalistic fash- Conspiracies tend to treat nascent psionic talents as
ions. Her Majesty's Paranormal Service (MSA) does things tools to be used, exploited and, if need be, broken in order
with style and uses unique high-tech gear. The French Direc- to gain their abilities. Once they have served their purpose.
tives (there are two with overlapping authorities) tend to be the pslonlc talents are discarded. Conspiracies range from
more social in their dealings. except when in competition various secret societies to criminal organizations. Psionics
with each other. The former Soviet Union had its People's are a means to an end, a way to increase temporal power. A
Revolutionary Mental Guards. which dispersed when the small criminal conspiracy could include a biker gang with a
superpower dissolved into a set of separate factions. The Battle Mmd leader, or a group of small-time hoods particu-
Chinese reportedly have experimented in breeding psi tal- larly lucky at avoiding the law thanks to the Telepath mtheir
ents. though their success isnot known. midst. Those aware of the nature of their power usually try
Smaller countries that can't afford their own paranormal to gather as much of it as they can by inducting (willingly or
programs may still have psionic agents. These freelancers not) other psychic individuals.
offer their services to the highest bidders and usually rep·
resent defections from one of theestablished programs run The media
by the various superpowers. Whether the truth is out there or not. newssells papersand
Relationships with other governments play out in a con- garner television ratings. Conductinga secret war for reality
tinual game of cat and mouse. The superpowers agree that is very difficult if everyone knows about it (or worse yet, if
psionic agents (whether acknowledged or not) should be everyone gets into the act). Most traditional media follow
kept within the confines of their native countries. They the traditional line that psionics and other mental abilities
similarly try to keep tabs on the various known psionic fall into the same category as pixie dust and demons-
agents. Experienced agents know their opposite numbers things that one doesn't talk about on the evening broadcast.
on sight (or from the slightest touch of the mind) and Large media corporations tend to require very little overt
extend to each other a level of professional courtesy- pro- control, as they are institutionally driven to maintain the
vided, of course, that the other agents keep their minds status quo. Individual reporters may crusade to find the
and their records clean. truth, and are usually dealt with through destruction of
,nnMODERN
evidence and ruination of reputation. The death or disap- as a resource. Whether they listen to what the PSI agents
pearance of a media gadfly only brings more attention to have to say is another matter entirely.
the people and organizations that would rather remain
hidden. so this tends to be the option of last resort. The Enli9htenmen1
Magazines, television shows, and radio programs that reg- A classic secret conspiracy whose members include rich and
ularly report on the existence of bat-boys. living mummies. powerful members of society. the Enlightenment is devoted
and space aliens who endorse presidential candidates are ~o nothing less than global domination. Psionic powers are
more closely watched by the PSI, since these outlets inad- 1ust one more tool to be used in the quest for control. The
vertently help spread disinformation regarding the true organization uses global forums such as the WTO, World
nature of the psionic war. Most of these organizations have Bank. and WEF to host meetings to plan for the future.
an agent 1n place. often on the editorial staff, to push con- The Enlightenment's ultimate goal is to create an indus-
tent in the desired direction. trio.us but content world population with a strong work
ethic, who leave the elite to make the decisions (and reap
the rewards). To the Enlightenment. money and power can
Allies and Opponents never reach a level of excess.
Most of the individuals heroes deal with in an AG£rm oF PSI .The Enlightenment avoids irritating PSI and similar oper-
campaign are human (or nearly so). The difficulty lies in ations; that would just be bad business. However, its indi-
knowing what sort of power they might hold. Psionic abili- vidual members occasionally run afoul of the agency,
ties can go wherever an agent goes. An agent can be especially the Enlightenment's own psionic operatives.
unarmed and still pose a lethal threat to his opponents.

Par~normal Science and Investigation Rgency


ffiindwrechers
Th~ Mindwreckers are a group of elite psionicists with
PSI 1s a government agency with the stated purpose to twisted tastes and chaotic attitudes. These psionic
investigate. substantiate. and report on paranormal activity phreakers treat mental power as a new art form, one that
that is not specifically covered by other agencies. PSI has a can only flourish in an atmosphere of total freedom and
sprawling relatively loose organization similar to the FBl's. violence. To that end. any organization or government that
Diffe1ent sections and squads may be working on similar seeks to control or limit the free growth of the mind must
cases without realizing it. Two years ago. a communication
be destroyed.
section was added to aid in cross-referencing active files. as

n
Mindwreckers coosider the use of psionic power to be art
w~ll as to maintain the ever-growing archives (currently
for art's sake. Individuals without psionic talent are merely
being stored 1n an abandoned salt mine in northwestern clay to be molded. paint to be spattered on a greater
Pennsylvania). ca.nvas. May~em and destruction always accompany a
The Agency sponsors a string of private schools across M1~dwreckers performance, and they sometimes videotape
the United State~ intended to train future agents. This ini- their work to show later at Mindraves.
t1~~ive'~ primary purpose is to teach control and responsi- Mindwreckcrs like to target individuals with psionic
bility in regards to psionic abilities, but some of the power for destruction, u~ually after a secret tribunal in
students move on to join PSI as. well. which the "mindcriminal" is tried in absentia. The Mind-
Most agents of PSI take the Wild Talent feat sometime wreckers work to destroy not only the individual's life and
between 1st and 3rd level. Many aspire to gain [evels of livelihood, but also his or her mind. Some members of the
Telepath or Battle Mind as early as 4th level, for the best Mindwrecker tribunal are former victims who went insane
agentshave access to a wide range of pslonic powers. and were recruited thereafter.
All Mindwreckers have the Wild Talent feat, and the most
Other Government Agencies powerful among them go on to take levels in either
Most field agents in other agencies remain unaware of the Telepath or Battle Mind.
existence of the PSI. A local police branch. for example.
may have to call Washington to confirm a PSI agent's cre-
dentials. Relationships vary according to the situation, and
The Silent Walhers
AJapanese organization known derisively as "The Ninjas" by
may range from gladly passmg off a problem case to the other groups. the Silent Walkers date back to the 1600s
new arrivals to territorial protectiveness of leads. Shizuka N1 Ugoku ("Moving in Silence") combine mental dis-
resources. and information. cipline with physteal strength. They have a rigorous code of
PSI has a good relationship with the FBI. though the honor derived from that of the samurai. They hunt down
Bureau is always concerned about PSl's loose organization untrained ps1onics and rogues (which they call "oni"} and
and willingness to engage with the unknown. The CIA. on destroy them. They believe only ind1v1duals who have
the other hand. has no love of PSI and often works against attained perfection of the mind should be granted the great
the agency because it believes that PSI 1s adanger to the US, responsibility of mental powers.
despite its status and portfolio. The NSA has called in PSI The.Silent Walkers are relentless and deadly. They accept
agents on a number of occasions over the years for assis- the existence of other groups. but do not act against them
tan~e. Rumors persist that the agency is seeking to pick up
if their rivals stay out of )dpanese mterests and don't get in
PSI tn the next budget, swallowing the department whole. the way of their missions. They pursue oni beyond their bor-
Most other departments and agencies regard the PSI as "The ders, often into the jurisdictions of other organizations.
Pros from Dover"- the weirdness experts who may be used
Knightly Order of St. Bartholomew mental creations appear real to anyone who sees them.
Atruly ancient order whose roots date back to the Middle They have physicality and can interact with the wort~
Ages. the Order of Bartholomew (called_the "Barts" by the around them. When the individual who spawned them ts
rest of the pstonic intelligence community) has the advan· cured or killed. the 1d monster fades away. If the id monster
tage of huge amounts of gathered research rega.rding para· is confronted directly and killed or destroyed, it also fades
normal abilities. At the heart of their knowledge 1s the Black away. It will re-spawn in ld20 hours, however, once again
Library, a collection of banned, suppressed. and otherw!se brought to life bythe crazed talent's fears and anxieties.
anathema literature. This collection is the most exhaustive Acrazed talent always creates the same kind of monster.
description of paranormal activity. in existence..T~e He or she can create a single monster with Hit Dice equal to
archivists within PSI and other intelligence communities two times the crazed talent's character level. or a number of
crave the opportunity to get at the Barts' stacks. monsters whose total Hit Dice equal two times the crazed
More so than any intelligence operation. the Order talent's character level For example, if Cindi Quail, a
strictly limits its agents (usually but not always men of the 1st-level Chansmatic ordinary, develops a wild psionic talent
cloth) in regards to available information. Too much. kn~wl · that drives her insane. her unconscious mind could create a
edge equals too much temptation, and many invest1gat1ons single gnotl (HD 2d8+2), two skeletons (HD ld12 each}, or
hit a wall of silence. The Black library holds many secrets, four kobolds (HD 1/ d8 each).
most of which are not available to the general membership. Id monsters allow you to use supernatural creatures
without adding a supernatural element to your AGENTS OF PSI
monsters of the Id campaign. This lets you make use of the various creatures
Those individuals who develop wild psionic abilities nor· detailed In Chapter Eight Friends and Foes.
molly only have whatever low-level power the Wild Ta~ent
feat provides (see page 362). Most wild talents have a m!~or Other Antagonists . .
power that they either use or ignore as their personalities The following creatures, detailed in Chapter Eight Friends
dictate. and they never progress to become full-fledged and Foes. make great opponents for PSI agents without
psioniclsts. Some of these Individuals suffer guilt or anxiety resorting to the monsters of the id approach:
over the strange power; others embrace 1t and use the sli~ht lllithids: The mind flayers exist in the campaign. Some
edge it provides to best advantage. Some develop phobias are rogue individuals that prey on human brains or serve as
or other mental diseases. master villains for certain psionic plots. Others wo'.k
In rare cases, the onset of a wild talent drives the indi· together as part of an ancient cult devoted to the brain
vidual insane and unleashes the power of his or her inner eaters and the mental power boost that such an activity
mind. Using the energy derived from the individ~al's uni;on· supposedly provides. The illithids claim to be an ancient
scious needs and drives, the id unleashes psychic creations species that has been on Earth since before the st~rt of
that the individual isn't aware of or in control of. These recorded history. This may or may not be true, depending on
your campaign. Instead. they could be a genetic experiment
gone wrong, perhaps related to the moreaus or the replace-
ments (see below).
Moreaus: These animal-human hybrids were created
during the great (and secret) DNA experiments of the past
two decades. While such programs are now illegal, moreaus
continue to work for various agencies all over the world, and
there are more and more runaway moreaus hiding through-
out the world Some of the runaways work as mercenaries or
freelancers for intelligence groups, corporations. or cnminal
organizations. Some hunt other moreaus. Afew just want to
be left alone Today. some agencies and corporations secretly
continue to experiment with DNA hybrids, resulting in new
forms appearing when the PSI agents least expect it.
Puppeteers: Also known as spider £Ts. one story ~as an
expedition to Antarctica discovering these creature~ 1 ~.the
.ice fn the 1920s and bringing them back to the civilized
world. Another story claims that the puppeteers were found
among the wreckage of an alien spacec.rafl that c:ashed in
Roswell. New Mexico, in 1947. Most PSI agents believe that,
like replacements and moreaus (because who knows ~hat to
believe about the mind flayers!}, the puppeteers are simply a
genetic experiment gone terribly wrong.
Replacements: Vat-grown, ftash programmed genetic
duplicates used as spies and decoys. All agencies have
access to replacements, although the process used to create
them is difficult and time consuming.
d:wMODERN
Read/Write Language (none). Sense Motive (Wis), Speak
TELEPATH Language (none).
The Telepath manifests mental powers associated with
touching other minds, moving objects with a thought. and Skill Points at Each level: 5+Int modifier.
influencing the thoughts of others. These powers repre-
sent a different use for the bioenergy produced by the
mind and body of all living things. For the Telepath, mental
Class Peatures
All of the following features pertain to the Telepath
powers take the form of thoughts made real. Through
advanced class.
meditation and strict mental discipline, the Telepath finds
a deep reservoir of power within himself-power that can
be tapped to turn a thought into a strong defense or a
Psionic S~ills
A Telepath has access to the following psionic skills. These
deadly weapon.
skills are considered class skills for the Telepath. and he can
Select this advanced class if you want your character
use his skill points to buy ranks In them, just like other skills
to master the psionic art of mental contact and become
in the game. .
a Telepath.
Autohypnosis (Wis}: Trained only. You have trained
The fastest path into this advanced class is from the
your mind to resist certain injuries and threats while also
Charismatic hero baslc class. though other paths are possible.
gaining a few select benefits.
Check: The DC and effect depend on the task you
Requirements attempt.
To qualify to become aTelepath. a character must fulfill the
following criteria. Task DC
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Informa- Resist fear 15
tion 6 ranks. Memorize 15
Feat: Wild Talent (see page 362). Tolerate poison Poison's DC
Willpower 20
Class Information Resist Fear: In response to a fear effect. you can make
The following Information perldin~ to the Telepath
an Autohypnosis check on your next action even if you've - - --·
advanced class.
been overcome by fear. A successful check grants you
another saving throw with a +4 morale bonus to resist the
Hit Die fear effect.
The Telepath gains 1d6 hit points per level. The character's
Memorize: You can attempt to memorize a long string
Constitution modifier applies.
of numbers, a long passage of verse, or other particularly
difficult piece of information. Each successful check allows
Action Points you to memorize up to 250 words or the equivalent of
The Telepath gains a number of action points equal. to 6 +
what could be comfortably contained on an 8 / i·by-11-inch
one-half his character level. rounded down. every time he
sheet of paper. You always retain this Information; however.
attains a new level in this class.
you can only recall It with a successful Autohypnosis check.
Tolerate Poison: In response to being poisoned, you can

-m
Class Shills make an Autohypnosis check on your next action. A s~­
The Telepath's class skllls are as follows.
cessful check grants you a +4 morale bonus on your saving
Autohypnosis (Wis), Bluff (Cha). Concentration (Con),
throw to resist the poison's secondary damage.
Diplomacy (Cha). Gather Information (Cha), Knowled~e
Willpower: If reduced to 0 hit points (disabled). you may
(behavioral sciences. current events. popular culture. phi-

z
make an Autohypnosis check. If successful. you can perform
losophy and theology) (Int). Profession (Wis), Psicraft (Int),
a strenuous action without taking 1 point of damage. A

_. • • I 1 •

••
Class Base• Attack •
Fort Ref w·11
1 · Defense Reputation
B
level Bonus Save Save Save · I
Spec1a Bonus onus
1st +O +O +O +2 Psionic skills, psionic powers +O +1
2nd +1 •O +O +3 Trigger power, pslonic powers +1 •1
3rd +1 +1 •l +3 Bonus feat. psionic powers +1 •l
4th +2 +1 +l +4 Power crystal. psionic powers +1 +2
5th +2 Il +1 +4 Trigger power, psionic powers +2 •2
6th +3 •2 +2 +5 Bonus feat, psionlc power5 +2 •2
7th +3 +2 •2 +5 Combat manifestation, psionic powers +) +3
8th ...4 +/ +2 +6 Trigger power, pslon1c powers •3 +3
9th +4 +3 +3 +6 Bonus feat, psionic powers +3
10th +S +3 +3 +7 Maximize power, psionlc powers +3
d2ofvlOOERN
failed check carries no penalties-you can choose not to
perform the strenuous action. If you do perform the stren-
uous action after failing the check. you take 1 point of
damage. as normal
Try Again?: For resist fear and memorize. you can make
a check once per round. You can't try again to tolerate
poison. You can't try again in the same round for willpower.
Tniy the Ttlepath •nd Special: You can take 10 on Autohypnosis checks. but
Roxanne the you can't take 20.
Battle Mind
Most uses of Autohypnosis areattack actions. Willpower
1s a free action that can be attempted once per round.
Concentration (Con): The normal Concentration
skill expands to Include pslonlc applications, as
defined below.
Check: You must make a Concentration
check whenever you may potentially be dis-
tracted while engaged In an activity, includ-
ing manifesting a power or concentrating on
an active power, that requires your full
attention.
If the check succeeds, you may continue with
the actron as normal. If the check fails, the action
automatically fails and Is wasted. ff you were in
the process of manifesting a power, the power is
lost. If you were concentrating on an active power,
the power ends
The table on page )3 summarizes the varrous types
of distractions. In situations where the distraction
occurs while you are manifesting a power. you add the
level of the power to the DC.
Try Again?: You can try again. but doing so doesn't
cancel the effects of a previous failure. If you lost a power,
the power Is lost.
Spec/a/: By making a check {DC 15 + power level}, you
can use Concentration to manifest a power defensively.
thus avoiding attacks of opportunity. If the check suc-
ceeds, you can attempt the atiion without incurring any
attacks of opportunity.
Psicraft (Int): frained only. Use this ~kill to Identify
psionic powers as they manifest or p~lonic effects already
in place.
Check: You can identify psionic powers and effects.

DC Task
15 + power level Identify apsionic power as 1t manifests.
(You must sense the power's display or
see some v1s1ble effect to identify a
_ _ _ _ P._Ower.) You can't try again.
20 ~ power level Identify a power that's already rn place
and in effect {You mu~t be able to see
or detect the effects of the power.) You
can't try .iga1n
20 + power level Identify materials created or shaped by
psionics. You can't try again.
30 or higher Understand a strange or unique psicnic
etfect You can't try again.

Try Again?: See above.


Time: Unless otherwise indicated, Psicraft is a move
action.
rPoMODERN
cover the normal cost of the power manifestation. Then,
PsionicPowers make an ability check appropriate to the power.
The Telepath's main strength is his ability to manifest psi- If you succeed at the ability check, the power manifests
onic powers. with no cost in power points. If the check fails. you pay the
A ps1onic power is a one-time psionic effect. Psionic power point cost and the power manifests.
powers require power points to use. Unlike arcane spell- DCs for the ability check depend on the level of the
casters, Telepaths don't have spellbooks and they don't pre- power: 0-level. DC 11: 1st-level. DC 13; 2nd-level, DC 15; and
pare powers ahead of time. In addition. a Telepath can use 3rd-level, DC l7
psionics while wearing armor without risking the failure of
the power. BonusPeats
~ Telepath's level limits the number of power points
At 3rd. 6th. and 9th level. the Telepath gets a bonus feat. The
available for manifesting powers. In addition, a Telepath bonus feat must be selected from the following list, and the
must have a key ability score equal to at least 10 + the Telepath must meet all the prerequisites of the feat to
power's level to manifest a particular power. select it.
The Telepath's selection of powers is extremely limited. Ale~ness. Animal Affinity, Attentive, Blind-Fight, Combat
although he enjoys ultimate flexibi lity. At 1st level. a Expertise, Confident, Creative, Deceptive. Educated, Focused,
Telepath knows three 0-level powers of your choice and Frightful Presence, Iron Will, Renown, Stealthy, Studious.
one 1st-level power. At each level, the Telepath discovers
one or more previously latent powers, as indicated on the Power Crystal
table below. At 4th level, the Telepath can store excess power points In
The DC for saving throws to resist a psionic power is 10 + a power crystal specially attuned to him. Encoding the
the power's level+ the Telepath's key ability modifier. crystal takes 24 hours and requires a gem with a purchase
- Powers Discovered bv Level -
DC of 20. When complete. the power crystal is a psioni-
TeleDath
2 1 4
cally
s diameter. charged crystalline stone no more than an inch in
Level Pts/ Day 0 1
ATelepath can possess no more than one power
1st 2 3 l
crystal at a time.
2nd 3 3 2 Apower crystal is Imbued wrth 5 power points when it is
3rd 4 3 3
4th
5th
6th
7th
7
10
15
20
4
4
4
5
3
3
3
4
l
2
2
3
1
2
created. The Telepath can call upon these power points at

points. Once the crystal is depleted, the Telepath must refill


it using up to 5 power points from his own reserves. A
power crystal can be recharged after a Telepath has rested
n
an~ time and use them just as he would his natural power _ _ _....__

8th 27 5 4 3 2 1 and renewed his own reserves of power points for the day.
9th 34 5 4 3 3 2
(See Psionlc Powers. page 360).
10th 43 6 4 3 3 2
Combat ffianifestation
ATelepath ~an ~anlfest a certain number of powers per day At 7th level. a Telepath becomes adept at manifesting psi-
based on his available power points. (0-level powers have a onic powers in combat. He gets a +4 bonus on Concentra-
special cost: see page 361.) He just pays the power point cost tion checks to manifest a power while on lhe defensive.
of a power to manifest it, no preparation necessary. The
base number of power points available per day is shown on ffiHHimi2ePower
the tab~e above. This numb~r is improved by bonus points At 10th level. a Telepath learns to manifest ps1onic powers
determined by the Telepaths Charisma score, as shown on to maximum effect. All variable. numeric effects of a maxi-
the table below. mized power automatically achieve their maximum values.
A maximized power deals the most possible points of
Cha Score Bonus Power Points per Day
damage. affects the maximum number of targets, and so
12-13
14- -=--=
1s_ _ _ _ __
I forth, as appropriate. Saving throws and opposed checks are
3 not affected. Powers without random variables are not
16-17 5 affected.
18- 19 A maximized power costs a number of power points
20 21 9 equal to its normal cost +6.
22-13 11

Trigger Power BATTLE mmo


At 2nd, 5th, and 8th level. the Telepath chooses one psionic The Battle Mind turns her psionic potential into the ulti-
power that he can attempt to manifest for no power point m~te weapon. The Battle Mind combines physical prowess
cost with '.11e~tal energy to become a devastating warrior. Using
At each of these levels, you select one 0-, 1st-. 2nd-, or telek1net1cs, pyrokinetics, and biokinetics, the Battle Mind
3rd-level power you can use. From that point on, you can employs psionics with the subtlety of an assassin or the
at.tempt to trigger that power without paying Its cost. To hard-h itting power of an explosive force. Whether forging
trigger a power. you must have enough power points to
d20MODERN
weapons of bio·energy or mentally manipulating physical
objects, calling forth fire from her mind or unleashing a bolt
Psionic Shills
A Battle Mind has access to the following psionic skills.
of mental energy. the Battle Mind is never at a loss for an
offens1ve strategy. These skills are considered class skills for the Battle Mind.
and she can use her skill points to buy ranks in them, just
Select this advanced class if you want your character to
like other skills In the game.
master the psionic art of mental combat and become a
Battle Mind. Autohypnosis (Wis): Trained only You have trained
The fastest path into this advanced class is from the your mind to resist certain injuries and threats while also
gaining a few select benefits.
Strong hero basic class, though other paths are possible.
Check: The DC and effect depend on the task you
attempt.
Requirements
To qualify to become a Battle Mind, a character must fulfill Task DC
the following criteria. Resist fear - - - IS
Base Attack Bonus: +3. Memome 1)
Skill: Jump 6 ranks. Tolerate poison Poison's DC
Feat: Wiid Talent (see page Y>2). Willpower- - - 20

Resist Fear: In response to a fear effect, you can make an


Class Information Aulohypnosis check on your next action even if you've been
The following Information pertains to the Battle Mind
advanced class. overcome by fear. A successful check grants you another
saving throw with a +4 morale bonus to resist the fear
Hit Die effect.
Memo1 Jza: You can attempt to memorize a long string of
The Balli<' Mind gains ld8 hit points per level. The charac-
ter's Constitution modifier applies. numbers, a long passage of verse, or other particularly dif
ficult piece of information Each successful check allows
Action Points you 10 memorile up to 250 words or the equivalent of what
.-____ The Battle Mind gains a number of action points equal to 6 could be comfortably contained on an 8 1/ by l1 inch sheet
+ one·half her character level, rounded down, every time
of paper. You always retain this information: however. you
she attains a nl"w level in this clc1s<.. can only recall it with a successful Autohypno~i~ check.
Tolerate Poison In response to being poisoned, you can
Class Shills make an i\utohypnosis check on your next action. A suc-
cessful check grants you a +4 morale bonus on your saving
The Battle Mind's class skills are as follows
Autohypnosis (Wis), Balance (Dex), Climb (Str). Concen- throw to resist the poison's secondary damage.
Willpower lf reduced to 0 hit points (disabled), you may
tration (Con), Drive (Dex), Jump (Str). Knowledge (current
events streetwi~e) (lnl). Profession (Wis), Read/Write Lan- make an Autohypnosis check. If successful, you can perform
guage (none), Speak Language (none}, Spot (Wis). Swim a strenuous action without taking 1 point of damage. A
(Str). failed check carries no penalties-you can choose not to
perform the strenuous action. If you do perform the stren-
Skill Points at Each level: 3 • Int modifier.
uous action after foil ing the check, you take 1 point of
damage, as normal.
Try Again?: For resist fear and memoriz.e, you can make
Class features a check once per round. You can't try again to tolerate
All of the following features pertain to the Battle Mind poison. You can't try again in the same round for willpower.
advanced class. Spec'.al: You can take 10 on Autohypnos1s checks, but
you cant take 20.

.. . .. ;.
Class Base Attack Fort
fj~·
Ref Will oefense Reputat1on
·
level Bonus Save Save Save Special Bonus Bonus
lst •O •2 •O +0 Psionic skills. pstonic R_Qwers +1 +O
2nd •I +3 .. o +O Ps1·olade, imprint tattoo. psionic P.Owers ·2 +0
3rd +2 +3 +1 +1 Bonus feat, ps1onic powers +2 +O
4th +3 +4 +1 +l Ps chic shield. psionlc powers +3 +0
5th +3 +4 +1 +1 Combat manifestation, psionic powers +4 +l
6th +4 ...5 ·2 +2 Bonus feat ps1onic powers +4 +l
7th +S +5 +2 +2 lrni:iroved psi-blade, psionic powers +5 +]
8th +6 +6 +2 +2 Improved psychic shield, psionic powers +6 +]
9th +6 +6 +3 +3 Bonus feat, psionic powers +6 +2
10th .7 +7 +3 +3 Ulrimate psi-blade, psionic powers +7 +2
d2oMODERN
Most uses of Autohypnosis are attack actions. Willpower A Battle Mind can manifest a certain number of powers per
rs a free action that can be attempted once per round. day based on her available power points. She just pays the
Concentration (Con): The normal Concentration skill power point cost of a power to manifest it. no preparation
expands to include psionlc applications, as defined below. necessary. The number of power points available per day is
Check: You must make a Concentration check whenever shown above.
you may potentially be distracted while engaged in an
activity, including manifesting a power or concentrating on Psi-Blade
an active power, that requires your full attention. At 2nd level. a Battle Mind can manifest aglowing blade of
If the check succeeds, you may continue with the action mental energy. This 1-foot-long blade extends from the
as normal. If the check fails, the action automatically fails Battle Mind's fist. It can be manifested as a move action, and
and is wasted. If you were in the process of manifesting a it lasts for a number of rounds equal to the Battle Mind's
power, the power is lost. If you were concentrating on an level or until the Battle Mind wills it to dissipate. She can
active power, the power ends. create another one on her next move action, as long as the
The table on page 53 summarizes the various types of dis- Battle Mind's power point reserve Is 1or more.
tractions. In situations where the distraction occurs while The psi-blade deals ld6 points of piercing damage. At 3rd
you are manifosting apower, you add the level of the power level, her psi-blade gains a +1 enhancemenl bonus. At 5th
to the DC level the enhancement bonus Improves to •2. At 7th level. it
Tty Again?· You can try again. but doing so doesn't improves to +3, and at 9th level it Improves to •4.
cancel the effects of a previous failure. If you lost a power, The Battle Mind can apply the Weapon Focus or Weapon
the power is lost. Finesse feats to her psi-blade.
Spec ta/; By making a check (DC 15 .. power level}. you can
use Concentration to manifest a power defensively, thus Imprint Tattoo
avoiding attacks of opportunity. If the check succeeds. you Starting at 2nd level. aBattle Mind can create create tattoos
can attempt the action without incurring any attacks of on his body or someone else's that can be used to invoke
opportunity. psion1c powers A tattoo is asingle-use item that duplicates
the effect of a particular power. Imprinting a tattoo takes
PsionicPowers one day. The purchase DC for the raw materials to imprint a
The Battle Mind's main strength is her ability to manifest tattoo is 15 • the lilltoo\ power lrvel • the tattoo's mani- ____,
offensive psionlc powers. fester level.
A pslonic power 1s a one ·time psionic effect. Psionic The Battle Mind must aho spend experience points to
powers require power points to use. Unlike arcane spell- imprint a tattoo. The XP cost Is equal to the power level x
casters, Battle Minds don't have spellbooks and they don't the manifester level x the purchase DC of the raw materials.
prepare powers ahead of time. In addition. a Battle Mind Finally, the Battle Mind makes a Craft (visual arts) check.
can use psionics while wearing armor without risking the The DC for the check Is 10 • the power level • the mani·
failure of the power. fester level of the power. If the check fails, the raw materi-
A Bal tle Mind's level limits the number of power points als are used up but the XP are not spent. The Battle Mind
availcible for manIfesllng powers. In addition, a Battle Mind can try imprinting the tattoo again as soon as he purchases
mu~t have o key ability score equal to at least 10 • the more raw materials. Sec Chapter Ten: FX Ablliti~ for more
power's level to manifest a particular power. about tattoos.
The Batt le Mind's selectIon of powers Is extremely lim-
ited and tied to combat. At 1st level, a Battle Mind knows Bonus reats
two 0-level powers of your choice. At each level, the Battle At 3rd. 6th, and 9th level. the Battle Mind gets a bonus feat.
Mind discovers one or more previously latent powers, as The bonus feat must be selected from the following list, and
indicated on the table below. the Battle Mind must meet all the prerequisites of the feat
The DC for saving throws co resist a ps1onic power is 10 + to select it.
the power's level +the Battle Mind's key ability modifier. Archaic Weapons Proficiency. Athletic, Blind-Fight.
Cleave, Combat Martial Arts. Combat Reflexes, Exotic Melee
Battle Mind Powers Discovered by Level Weapon Proficiency. Focused, Improved Combat Martial
Level Pts/ Day 0 1 2 3 4 Arts. Power Attack, Weapon Finesse. Weapon Focus.
1st 2 2
2nd 3 3 Psychic Shield
3rd 4 3 1 At 4th level, a Battle Mind can manifest a shield of psychic
4th 5 3 2 energy, outlining her body In a barely perceptible glowing
5th 8 3 3 1 nimbus that provides a +3 equipment bonus to Defense.
6th 11 3 3 2 The shield can be manifested as a move action, and it lasts
7th 16 3 3 2 1 for a number of rounds equal to the Battle Mind's level or
8th 21 3 3 3 1 until she wills it to dissipate. She can create another shield
9th 26 3 3 3 2 on her next move action, as long as her power point
10th 33 3 3 3 2 reserve is 1or more.
d20MODERN
Combat ffianifestation incursions. most paranormal evidence (such as it is} exists to
At 5th level, a Battle Mind becomes adept at manifesting cover up psionlc activity.
psionic powers in combat. She gets a +4 bonus on Concen- In an AGENTS or PSI adventure, games of death and deceit are
tration checks to manifest a power while on the defensive. crucial to convey the espionage feel. The heroes are selected
for particular missions, though many of those missions boil
Improved Psi-Blade down to "find out what's gorng on. deal with it, and report
At 7th. ~evel, a Battle Mind's psr-blade increases in damage back to headquarters." The villain has amaster plan. and every
capabrltty. It now deals ld8 points of piercing damage on a conspiracy has multiple layers. Add In the complications and
successful attack. benefits of psionic powers and you have all the Ingredients
necessary to develop an adventure for your agents.
Improved Psychic Shield
At 8th level, a Battle Mind's psychic shield improves. It now ffiind Games(low-level adventure)
provides a +6 equrpment bonus to Defense. The h~roes are assigned to a~sist an ongoing investigation in
the Midwest, wherf' lhf'y must iden1 ify a wild talent who is
Ultimate Psi-Blade causing trouble in lhe area
At 10th level. a Battle Mind's psl·blade increases further in
damage capability. 11 now deals 2d6 points of piercing Bac~ground
damage on a successful attack. When thc onset of a psionic talent leads to madness, the
result can be dangerous tor everyone in the vicinity. Phan
tom\ and figment\ mwl out of the wild talent's sub-
ADUEOIUBE SETUPS consciou\ to become walking nightmilrP\ with minds of
AG£NT5 0 1 PSI adventures straddle the gray area between fact their own.
and fiction, In the land of odd conspiracies and odder con Robert Quail, d mid level mancigf'r di We\tern PrClessing.
splrators Often the strangeness within the world exists tor has uncovered a price fixing \cam imtigated by his company
a very good reason, but not lor the reason that people think. and agreed to by two of their competitors. Together, the
Rather than being the result of ancient astronauts or alien three companies control 61% of their market. The product is

Ready-to-UseTelepaths ster. tell phone. wallet with <.redit cards and ID.
Need a Telcpc1th for an c1dventure? Here are a couple of
ready-to use characters that can serve as either friends or Charismatic Hero l/Telepath 5: CR 8; Medium-size
foes for the heroes In your AGCN15 OI PSI campaign. humanoid; HD ~d6 1 6 plu\ 5d6'10; hp 44; Ma~ 14; lnit +l:
Spd 10 rt.; Defense 14, touch 14, flc1t footed 13 (+l Dex, +3
Charismatic Hero l / Telepath 1: CR 4; Medium size class); BAB 13: Grcip • 2; Atk •2 rnelee (ld3 elec.lricity, stun
humanoid; I ID 3d6 •6 plus ld61 ?; hp 72; Mas 14: Init+l: Spd gun); Full Atk +2 rnclee (ld3 electricity. stun gun) or +4
n. r
30 ft.; Dcfrnsc 12, 1ouch flat ooled 11 (I I Dex, '1class): ranged (/d6, Beret ta 92r): rs Sft. by 5 ft.: Reach ) ft.: SQ
BAB •l: Grap •O; At k •0 melee (kB 1. unarmed strike); Full Trigger powers (lesser mindli11k. lesser domination),
Atk •O melec (ld3 1, unti1mrd strike) or •2 ranged (2d6. power crystal: AL any; SV rort •5, Ref +4, Will•/: AP 4:
Beretta 92r); FS 5 ft. by 5 ft.; Reach 5 ~.: AL any; SV Fort Rep +4; Str 8. Dex 13, Con 14, Int 12. Wis 11. Cha 17.
+4, Ref +3. Will tS: AP 2; Rep •3; Sir 8, Dex 13, Con 14. Int Occupation: Creative (bonus class skills: Bluff.
12, Wis 11, Cha 16. Disguise. Spot).
Occupation: Creal ive {bonus class skills: Bluff. Skills: Autohypnos1s +6, Bluff +16. Concentration +8,
Disguise. Spot). Diplomacy +15. Dlsgurse +12. Gather Information +15,
Skills: Autohypno~i~ t2, Bluff +10. Concentration +4, Intimidate +9, Knowledge (current events) +7,
Diplomacy 1 ll. Drsgui~e +10, Gather Information +11 Knowledge (popular culture) •/, Profession •6. Psicraft
lntimidale +9, Knowledge (current events) +7, Knowledg~ •7. Read/Write English, Read/Write Cantonese. Speak
(popular culture) t7, Profession +6, Psicraft +3, English, Speak Cantonese.
Read/Write English. Read/Write Cantonese. Speak Feats: Deceptive, Iron Will, Personal Firearms
English. Speak Cantonese. Proficiency. Simple Weapons Proficiency, Trustworthy.
Feats: Iron Will, Personal firearms Proficiency. Simple Wild Talent (far hand).
Weapons Proficiency. Trustworthy, Wild Talent (far Talents (Charismatic Hero): Coordinate, inspiration.
hand). Power Points: 15.
Talents (Charismatic Hero): Coordinate. inspiration. Telepath Powers Known (4/3/2): 0-daze (DC 13),
Power Points: 7. detect psionics, lesser natural armor, telempathic
Telepath Powers Known (3/1): 0-daze (DC 13), projection (DC 13); 1st-charm person (DC 14), lesser
detect pslonlcs. lesser natural armor: 1st-object metaphysical weapon, object reading; 2nd-detect
reading. thoughts (DC 15}, inflict pain (DC 15).
Possessions: Beretta 92F (9mm autoloader), SO rounds Possessions: Stun gun, Beretta 92F (9rnm autoloader),
of 9mm ammunition, business outfit. concealed carry hol- 50 rounds of 9mm ammunition, business outfit. con-
o7oMODERN
genetically modified com that. Quail has also discovered. is The FBI agents believe that Individuals recruited by West-
nothing but ordinary corn The genetically modified crop ern Processing attacked them. and they worry that Quail is
failed, and Western is selling ordinary corn at the inflated leaking information. If they feel they have sufficient evi-
and fixed prices. dence, they call in a major raid against the company (which
Quail has been quietly cooperating with an FBI investiga- is innocent of the assault. though not of the price fixing or
tion into the illegal conspiracy to fix prices. The agentswere false claims of genetically modified corn}.
examining silos containing the falsely labeled corn when Over the next few nights, the agents come under assault
four small men wearing dog-masks and scaly costumes by monsters. The creaturesattack them on the road, in their
assaulted them. The agents escaped, but later investigation hotel rooms, and during night investigations. The PSI agents
showed no sign of the intruders. The reference to "small may have to act as bodyguardsto the increasingly frustrated
men in dog masks" tripped a switch in the computer at the FBI agents.
Paranormal Science and Investigation Agency. and PSI If pressured. the FBI introduces the PSI agents to Quail
offered to assist in the investigation. at his home, where Cindi can observe them. Now the
Robert Quail's twelve-year-old-daughter Cindi has recently heroes become targets, because Cindi recogniz.es the psi-
developed a pslonic wild talent. While it has not caused her onic ability in them and believes they are preparing to take
to exhibit any outward signs of mental disease, it is causing her away.
her nightmares to spin out of control. After secretly witness- The heroes must fend off the id monsters and track their
ing one of her father's meetings with the FBI agents. Cindi's manifestation back to Cindi. Once Cindi is treated for her anx-
anxiety built until she was sure they were here to hurt her iety. the attacks cease. Cindi may be tagged for later enroll-
father and take her away because of the weird things she was ment in an Agency-sponsored private school. If the heroes
suddenly able to do. As a result, when she sleeps. her anxiety prove helpful. they gain beneficial contacts within the FBI.
creates nightmare creatures that come alive to deal with the If theheroes cause too much trouble, they bring the atten-
cause of her stress. Cindi's id monsters resemble kobolds and tion of theEnlightenment to the area. Western's plan is upset.
have the statistics for those creatures (see page241). and Quail stopscooperating. The Enlightenment later recruits
Quail, placing his kids into private academies in hopes that
Supporting Cast they canbe developed into psionicists. The FBI agents will not
The FBI repre~en latives, Samuel Max.well and Melinda Bains. be happy if the heroes blow their investigation.
are the special agents in charge. They do not believe in para·
normal powers. Use the low-level police officer for their
statistics (see page 275).
The nest (mid-level adventure)
Two PSI agentshave disappeared. In thesearch to find them.
Their informer, Robert Quail, Is a mld·level manager. He
the heroes discover a much greater danger.
has a wife, Sheryl. and three children, Cindi (12), Bobby (9),
and Susan (7). Cindi has the for hand psionic power as a
wild talent. but she can't control it, and it is giving rise to a
Background
Three days ago. two agents in pursuit of a Mindwrecker dis-
mental disorder that is manifesting as id monsters.
appeared in rural New England. The agents and their quarry
Steve Western is Quail's boss. He is engaged in acolossal
all stumbled upon a nest of puppeteers and were captured
scam, involving price fixing and ordinary corn being passed
by the foul creatures. The heroes must rescue the agents
off as genetically superior grain. Steve is a slimy. unctuous
and retrieve the Mindwrecker. while avoiding becoming
individual who hints that he has friends in high places {he
hosts for the puppeteers themselves.
doesn't, but he seems like the sort who would set small men
in dog-masks on his opponents). Supporting Cast
The monsters of the id rotate each night among the fol-
PSI Agents Alice Zachery (Charismatic 3/Telepath 1) and
lowing types: four kobolds, one gnoll, and two goblins. Use
John Ross {Strong 3/Battle Mind 2) are the missing agents.
the statistics from Chapter Eight: Friends and Foes. Each
John hasbeen taken over by the puppeteers, while Alice is
monsters appearance is based upon Cindi's imagination and
being held prisoner until her resistance wanes.
nightmares. She has astuffed doll that looks like a kobold (a Fancy Charlie Ryker, a flamboyant and cruel Mindwrecker
scaly, dog-headed humanoid). The gnoll looks like an action
(Strong 4/ Battle Mind 3) on the run. has also has taken over
figure in Bobby's room, and the goblins resemble creatures
by the puppeteers.
in the book that Robert has been reading to Cindi's little
Amos Whatley, Joanne Stern, Cyrus Colby, Samuel Marsh,
sister, Susan, as a bedtime story recently.
and Eliza Pitts are natives of the area who have become
Western Processing isone of the leading food companies
hosts for the puppeteers.
in the Midwest. Several of the members of the board are
The puppeteers are described in Chapter Eight: Friends
affiliated with theEnlightenment, but none of themappears
and Foes.
to be involved in this situation.

Things to Consider Things to Consider


The first question is, do the heroes know the missing agents
How do the FBI agents react to the PSI agents? Do they
personally?You might set the stage by introducing the miss-
appreciate the aid, or are they resentful of the interference?
ing pair in an earlier adventure, either as sources of infor-
Are they looking for someone to blame In case everything mation or of assistance. This will make the hunt more
goes south?
personal and intimate.
120MOD N
Consider the nature of the prey~Mindwrecker Fancy if to ward off the sound and fury. even though he was
Ryker. The missing agents initially caught up with him while perfectly safe.
he was trying to saw the top of the skull off a bank execu- "What's the matter, mister?" said an unexpected
tive in Rhode Island. He escaped and the chase was on. voice. "Scared of the express train?"
Is this an adventure in which you want to introduce the Brandon jumped again. A group of six teenagers had
puppeteers to your campaign? If so, there should be no come onto the train so quietly that he hadn't even
records of them among the PSI files. Even if they have been noticed them.
encountered before. the files involved might be above the "You scared, mister?" another of the teens taunted.
heroes' clearance level. 'Don't worry, we'll protect ya!"
The heroes follow the agents' trail through towns that At least they seemed to be teenagers. The tallest one
vary from picturesque to touristy to creepy. Tracking down was about four feet tall. and they skipped and hopped
the missing agents includes a combination of old fashioned as they moved down the aisle toward Brandon. They
legwork (who spotted their cars and where) and psionic weren't dressed like teens, however. They wore matching
abilities. Set up a rhythm of how they approach the locals, leather jackets with the collars turned up, and each had
ask questions, and receive information. Finally. they stumble a cap pulled low over his eyes, Their voices had menac-
on the town of Blairwood. near the Canadian border. ing, predatory tones. Gangers. The youngest. smallest
Blairwood is an idyllic place. and the inhabitants are gangers Brandon had ever heard of, but gangers for sure.
pleasant. Indeed, the town seems like a throwback to sim- "We'll keep ya safe, mister.'' said the first kid, obviously
pler times-picket fences, clapboard houses, respectful the leader. "But it'll cost ya. That's a nice ring on yer
young people, and a quaint inn in which visitors can spend finger. Gimme here, ya tourist."
the night. There isn't a satellite dish in town, and the tele- Brandon was no tourist. He knew how to take care of
phones still run through an old-fashioned switchboard in himself. And he knew what these things were. He
the back of the general store. The town is beyond the reach pointed at the leader and muttered a word found in no
of most cell phones. modern dictionary. A bolt ofmystic energy coalesced at
The agents' cars, and that of the Mindwrecker, have his fingertips and exploded into the leader's face, knock-
been placed in an abandoned livery stable. The heroes find ing him back. His cap slipped from his head to reveal an
Fancy Ryker, now a calm, God-fearing young man, who has inhuman visage with fanglike teeth pointed ears, and
_ I about twenty of the puppeteers concealed on his body. leathery skin. Goblins.
Once the puppeteers know what the heroes.are after. John The other goblins were already reaching for their
Ross rs used as bait to lure them into a trap, where the knives. Brandon raised his hands, moUoning while whis-
puppeteers intend to dominate them as well. This may be pering words of power. Lightning crackled to life along
f the puppeteers' first encounter with psychics from PSI, his outstretched hands and flashed into the midst ofthe
I
,,..,,, and on learning of the organization, they try to destroy
the Agency.
goblins. In an instant, more than half their number was
down. The remaining two looked from their fading com-
The heroes have to decide whether they can rescue the panions. their bodies already reclaimed by Shadow, to
other agents or must obliterate the town and its inhabitants the mage standing before them.
1
to keep the nest of puppeteers from spreading. If they hate magic-users," one orthe remaining goblins spat
' /

retreat for reinforcements, they return to find the town "That· makes us even.'' Brandon said. "/hate murderers,
mostly abandoned, with only a token force left (including no matter what their species."
the now-controlled Alice). The other puppeteers moved on The two goblins glanced at each other. and Brandon
to form new identities and take over new towns. noticed the·slight nod they exchanged.
'Another time, mage," the other goblin shouted as he
tossed his knife at Brandon. Then the two of them
URBAN ARCANA turned and ran from the train.
Brandon easily dodged the knife. 'They always make
There were five or six other passengers when he got on
me chase them," he sighed. Then he was running after
the B-train at 34th Street, but most of them got off at
them. hoping to catch them before they slipped into the
Rockefeller Center, and the rest at Columbus Circle. As
tunnel beyond the light ofthe deserted platform. If they
the 'train sat in the station, its doors open, Brandon
got into the Wnne/, it was going to be a long night.
became acutely aware of the fact that no one else was
in his car. In fact, no one else was on the train at all, at
least as far as he could see. Certainly this was no cause Summary
for panic. He'd been alone on the subway before, and he Monsters and the magic of fantasy intrude upon the
usually found it quite refreshing (that much privacy was modern world, giving rise to heroes, villains. and a new age
rare in the Big Apple). But talk around the break room of colonization and exploration.
today had been about the four tourists found murdered
on the subway-this very line of the subway-just the
night before.
Campaign in Brier
The URBAN ARCANA campaign setting takes place in the world
Just then the express hurtled by on the middle track.
outside your window, but with a twist: The magic and men-
Brandon flinched as its speed brought noise and a vio-
sters of mythology and legend are real. In this setting, magic
lent roding to the stationary train. He raised his hand as
d20MODERN
and the stuff of fantasy collides with the modern world. d20 ffiOOERO Rulesin URBRO ARCRnR I
Suddenly magic and enchanted weapons and the monsters The URSAN AK.ANA campaign utilizes the majority of the
of ~antasy are set loose on the streets of Manhattan. Tokyo. rules found in this d20 MOOFRN Roleplayin8 Game.
Chicago. London. and Los Angeles. Thisintrusion of the fan- Advanced classes, modern weapons and gear, archaic
ta~tic remai~s largely a secret. as only a select few can per- equipment, arcane and divine magic, and monsters
ceive (or wish to comprehend) the reality of magic and combine to give this setting its unique flavor. (Psionics,
monsters. The heroes fall Into this select group. They are however. isnot a part of the UR6AN ARCANAsetting.)
touched by the fantastic, in some cases Imbued with its Characters should be introduced to the setting
magic, and equipped to protect the good and constructive slowly over the course of the first few adventures. As 1
facets while defending against the evil and destructive ele· they advance from l st to 2nd level they begin to learn 11
ments that also slip into our reality. about the changes in the world and the rising tide of
In the URBAN !«.ANA campaign. kobolds mingle with street Shadow. Your first adventure or two can be standard
toughs to form inner-city gangs while dragons of both the action-adventure stories. with perhaps a touch of the
good and evil persuasion set up residence in abandoned fantastic to hint at things to come. By the time the
subway tunnels and other deep places. Heroes learn arcane characters fully understand what's happening. they
and divine spells as magic infuses the world. Medusas should be advanced enough to take advantage of the
engage in hostile takeovers of large corporations. Displacer Mage and Acolyte advanced classes. Feel free to use the
beasts and bugbears stalk the night-shrouded streets of the Shadow Slayer and the Occultist in this campaign, too.
city. Most people. meanwhile. can't (or refuse to) see the
fantas.tic a_s it takes its plac~ in our world. To them. magic
doesn t exist, monsters aren t real, and the troll living in the Campaign Traits
bowels of their apartment complex 1s just an obnoxious URBAN ARC.A"lA is heroic fantasy in the modem world.
super with a taste for human flesh. Magic. both arcane and divine. infuses the world, giving it
This campaign presents the flip side of the SHADOW an equal measure of wonder and danger. Fantastic crea-
CHASERS setting. It shares some similarities with the horror tures wander our city streets. Some seek to find a place in
setting: monsters exist. Shadow obscures. heroes arise. This our world: others see weaknesses to exploit, conquer, or
campaign allows for a wider canvas, however. in that every- destroy. To the world at large, this infusion of magic ls a
thing of Shadow isn't necessarily a monster that must be secret occurrence. at least initially. The mundane mind has ----i--
destroyed. Shadow, In an URBAN ARCANA campaign. is a a hard time grasping the things of magic, and It prefers to
medium for allowing magic to Infuse our world, and i.t sets ignore such wonders or explain them away rather than
up the opportunities for a new and different age of explo- confront them.
ration and colonization. The heroes. however, merge the best of both worlds and
seek to_preserve the elell'l€flts that make each world special
and unique. They come to realize that not every denizen of
The Role of the Heroes Shadow is an evil mooster. and not every mundane human is
Heroes in an URBAN ARCANA campaign come from any back- good and pure and hooest. The heroes rush into every adven-
ground found in the modern world. A characters economic, ture with a sense of awe and wonder. Thanks to the touch of
ethnic. or cultural history is secondary to his or her deter- Shadow. there are new realms of magic on Earth to explore,
mination to seek out adventure and explore the awakened new magical creatures to meet. and new forms of knowledge
magic in the world. t~ _master. There are also new dangers, as well. for not every
Heroes have a nearly infinite range of motivations. goals. ot1zen of Earth or denizen of Shadow wants to play nice with
and agendas spurring them into lives of danger and adven- others. When magic and mundane meet. sometimes the out-
ture. The heroes band together for safety. common goals. come is amazing-but other times It's deadly.
complimentary abilities, and the need to complete a spe-
cific quest. among other reasons. Of course. most other Bachground
people m the world don't beheve that dragons and magic Shadow, that tenuous connection between our world and
exist. Allies come from the few who have accepted the new the world of the fantastic. has always touched our mun·
reality, and from fantastic creatures that are disposed to dane shores. In times past, Shadow has rolled in llke a tide.
providing advice and assistance as called upon. creating a high-water mark of magic and wonder that
The heroes find no shortage of villains to oppose in this changed the very nature of life on planet Earth. These
brave new world. Necromancers skulk through the back periods gave rise to our most cherished myths and leg·
streets of the city. abducting the unwary and the unfortu- ends, as well as our most enduring nightmares. In other
na~e to serve as raw material in their horrific experiments.
ages the tide rolled out, allowing our mundane reality to
Alligators are now among the least dangerous denizens of rise to prominence as the magic faded into the back-
the sewers. Monsters used to haunting the depths of ground. These were times of scientific discovery. when
medieval dungeons now make their homes In the tunnels imagination gave way to rational thought This ebb and
beneath ?ur feet. Goblins have learned that their pouches flow of Shadow has repeated since the dawn of time, and
of gold pieces and gems can be traded for uzis and grenades. now the tide is coming in again.
From mundane threats such as criminals and terrorists, to With each previous incursion of Shadow, magical species
the multitude of creatures emerging from Shadow, the and creatures migrated to our world. Like debris left behind
heroes face an ever-changing variety of foes.
d20MODERN
by the receding tide, some of these creatures remained here plot or the workings of some malevolent entity. As spring
after the magic faded. They went into hiding or hibernation, leads to summer, and fall gives way t o winter's cold
living in the desolate parts of our world. Others, however, embrace. so too does the prominence of the mundane give
turned away from their magical roots and tried to live as way to the rise of magic.
mundanes (see the facing page). Relics have also passed
from Shadow to us in ancient days, artifa<;ts of power and RSense or Wonder
import that have slipped into the realm of rnyth and legend. The incursion of fantastic creatures signals the rebirth of
In all <:ases, these creatures (or their descendants) and arti- magic. Wondrous creatures, items, and abilities manifest
facts are waiting patiently for the magic to return. with greater frequency as time goes by. Ancient spellbooks,
As with any rising tide, the signs of the return of magic long useless and ignored, now contain magical power within
have been obvious to anyone who knows what to look for. their elaborate incantations. Old museum pieces, analyzed
Slowly at first. the door that is Shadow began to open. A and displayed as mere art objects, suddenly ripple with
sliver. a crack, slowly creaking open until the door is arcane power. Gargoyles looming from the heights of grand
thrown wide and the tide of magic rises. We are now in cathedrals, their forms inert since the Middle Ages, now
the days of the rising tide. The magic has returned, along begin to shift with the urge to take wing.
with all the wonder, discovery, and danger that swim in The result is a growing sense of wonder and magic. This is
this ancient sea. a new force in our time, fresh and unpolluted by the worka-
day nature of mundane life. There are those who seek to
exploit it, tame it, and bring it to heel with the laws of our
Department-7in URBRn ARCROR reality, but for the moment it is a wild thing-it has not been
Department-7 is a private institution with a mysterious examined and explained, studied and controlled, packaged
benefactor. It recruits talented individuals who are not
and marketed. That's what makes it magic.
only aware of the changes that the world is going
Every manifestation is unique as well. In other times.
through, but are willing to act for the common good of
giants and enchanted swords and dragons might have been
both the mundane and the magical.
commonplace. In this transforming world, however, there
Department-7 re<:eives fund ing through a number
may be only a single giant or dragon, and the enchanted
of shell corporations and maintains a townhouse in
' your campaign locale that serves as a base of opera- blade wield is one of a kind.
tions and quarters for your heroes. {No one is forced
to live in the townhouse, though.) The heroes are ini- Anew Set of Tools
With.a new set of challenges also comes a new set of tools.
tially invited to this townhouse where the recruit-
The heroes of an URBAN ARCANA campaign are armed with the
ment takes place.
weapons of modern technology, but they also can gain
Department-Ts official contact to the heroes is Ms.
understanding and use of powers that have lain dormant for
Fellowes, who appears by means of an arcane spell in
long centuries. The most prominent of these is magic itself,
the townhouse's living room to deliver orders and pro-
which may be mastered by those withsufficient dedication.
vide information. Ms. Fellowes is a dark-haired, offi- In addition, magic items may be used to fight against (or
cious young woman with a slight British accent, usually 1 alongside) the arriving creatures of Shadow.
dressed in a business suit. She never meets the heroes
in person, only through the use of this spell.
Department-7 sends heroes on missions to explore
• Appearances Deceive
Humans, the supposed owners of this reality, are inherently
areas of magic intensity (places of arcane and divine
resistant to change. History is replete with examples of men
power), to locate magic items and artifacts, to deal
and women who were unable or unwilling to see what
with violent or destructive creatures of Shadow. and to
clearly was happening before them. Confronted with gob-
save peaceful or benevolent Shadow creatures from lins, they see gangbangers and muggers. Shown an ogre,
hostile mundanes, among others.
they see a powerful bouncer or biker. On seeing a red
The townhouse has no apparent servants or clean- dragon breathe destruction onto an apartment building, sur-
ing crew, yet the place is always clean, the cupboards 1
vivors may talk instead about a gas main explosion with sim-
are always stocked, and there's hot tea and coffee
ilar results.
waiting for the heroes whenever they arrive. Most humans cling to the nature of their known reality
for the sake of their own sanity. Others, such as the heroes
When magic Intrudes themselves. are open-minded enough to see things as they
The intrusion of Shadow isn't an invasion. There is no over- truly are. Keeping the truth a secret both safeguards the
arching plan to conquer our world. Instead, consider it a public's illusions of reality and allows the heroes freedom to
migration. A door has opened that allows the things of act without interference.
magic to wander into our world. As the incoming tide of In addition, Shadow has a tendency to clean up after
Shadow reaches toward its apex, the door opens wider. itself. When a creature of Shadow dies in our world, it
What started as a minor incursion becomes more wide- slowly fades away, returning to the Shadow portal that
spread as time advances. spawned it This may happen immediately upon a creature's
This commingling of our world and the denizens of death, or it may occur within hours or days of the creature's
Shadow occurs naturally. It isn't the result of a malicious demise, depending on the needs of the campaign.
rno MOOERN
Strangers in aStrange land Urban adventures thrive on the hustle and bustle of the
The new arrivals in this world find themselves in an alien city, where characters can be isolated and completely sur-
landscape of concrete, glass and asphalt. They range from rounded at the same time. In cities. the rush of modern life
adventurers to conquerors to immigrants migrating to anew and modern thinking comes into contact and conflict with
world. Now confronted with making a life for themselves in much older and, in some cases. much more powerful forces.
alien territory, some have embraced the new world, while Locations range from penthouses and corporate headquar-
others stick to the ways that benefited them in their native ters to alleyways and slums. from places of higher learning.
lands. For some newcomers, this means keeping the old lan- museums. and churches to meth labs. chop shops. and
guages alive; for others. it means hunting humans for their shooting galleries. The winds of magic swirl around all of
evening meals. these. and leave none of them unaffected.
Urban adventures may take place outside of the city
Distances far greater than any human immigrant has ever
known separate the newly arrived creatures of Shadow from center as well. in supposedly secure suburbia, corporate
their homes. They belong in a universe of dragons. magic. parks out by the interstate bypass. and wild rural areas
and swordplay, and Items such as televisions. guns, and cars where old stories and legends still flourish. Nevertheless,
are as wondrous to them as spellcasting is to the mundane there remains a constant conflict between modern life and
technology and the touch of the arcane.
population. Some arrivals embrace the new opportunities
and tools, while others reject them.
Power Groups
World in the Balance Power is spread among the magical and the mundane in this
!he world is in the process of transformation. Reality has setting. There is no overarching threat, no ultimate villain,
1ust begun to change under the mystic weight of Shadow's no all-in-one guild of helpful wizards. Instead, there are a
rising tide. Such a world is rife with both perils and oppor- million stories. some without a hint of magic. others drown-
tunities. and those who adapt the fastest stand a chance of ing in the tide of Shadow.
becoming power players in the new reality. The struggle
between awakened ancient powers. newly arrived beings, mundanes
and those few humans sensitive to thf' changes will deter- By far the largest group in thf' world, mundanes (ordinary
mine, quite literally, the shape of the future. people) depend on the mechanimis of their lives, including
government, commerce, law enforcement, and the certainty
Adventures that they understand how the world works. Ranging from bliss-
URBAN ARCANA adventures are heroic in nature, set in a fully unaware to intentionally ignorant, they do not notice the
modern world that Is slowly being altered by the rise of rising tide of magic around them. Indeed. for them to do so
magic. Adventures are fraught with risk. and involve dear (or might risk their entire view of reality. Not everyone can handle
mostly dear) moral choices and more than just a whiff of sharing the universe with goblins. minotaurs. and dragons.
the wondrous and fantastic. The heroes may be ordinary
individuals who inadvertently become
aware of the fantastic in
their world, or profes
sionals who have
made it their busi
ness to seek out
the new magic
d20MODERN
Mundanes retain a self-imposed worldview. Call it a accidental tourists at best-individuals who opened the
deception, a delusion. or a mental masquerade, it is the wrong door or had the wrong spell blow up in their faces. As
hard-wired tendency of people to see what they want to the tide of Shadow nses, however, organized parties of
see, a tendency reinforced by the society around them. explorers seek to ride the waves between worlds. Explorers,
They seek to explain things in their terms, and they react in settlers, and small armies may come through at any time.
a negative fashion when confronted with things they do Initial meetings with most new arrivals. whether mon-
not understand. strous or humanoid, tend to be confrontational in nature.
Introducing mundanes to the truth is a perilous task at Heroes quickly pick up the ability to analyze and react to
best. They may respond with understanding, react in denial, the sudden appearance of a minotaur in the mall or a vam-
go catatonic, or panic. (The 1938 War of rhe Worlds radio pire in a nightclub. Determining the threat (if any) and
broadcast provides an example of the hysteria that can reacting in an appropriate manner is vital in dealing with
result when humanity allows Itself to believe in the impos- the new arrivals.
sible.) Consequently, most Individuals aware of the truth
take pains to conceal their activities, thereby allowing the The Shadows of the Past
mundanes to retain their Illusions of normalcy. The tides of Shadow have risen before, bringing magic to
The necessity for concealing the presence of magical our world. When they subsided, things were left behind.
creatures and effects can make life difficult for the heroes. Legends. Artifacts. The occasional mythical creature.
A hero who becomes the sole suspect in a series of arsons Some of these creatures died when the magic receded,
won't get very far trying to explain that agroup of sentient, unable to adapt to a new reality. Others, such as mummies
serpentine fire elementals arc responsible. At best. the and gargoyles, slumbered in the absence of magic, waiting
character may be sent lo the local mental health clinic for a for the environment to return to a more hospitable state.
determination of competence to stand trial. A high Bluff Still others adapted as best as they were able, putting aside
skill helps in dealing with mundanes. but keeping a low pro- their now ordinary swords and now useless grimoires to
file helps even more assimilate among the mundanes.
With the return of magic, the adapted beings (at least
Early Rdap1ers those thilt arc long-lived) find their own strengths returning.
In contrast to the mundanes, some natives of this world For some. it is an opportunity to regain ;.illics and lost power.
_.__ _ _ have fully embraced the ncw tools and challenges of the For others, it may prove an opportunity to seek revenge and
intruding reality. Thc\c adapt Iv<' pcoplc manipulate arcane consolidate their own power. Some prepared elaborate plans
and divine forc:es that have suddenly become accessible, in tor this event. while others adjusted entirely into their new
addition to using the full resources of the modern world. land and reject the return or their old traditions.
Early i!dapters includr mosl heroes and their rivals, neu- The remnantsor previous Shadow tides are particularly
tral individual~ who can ~ee things as they truly are, and wily adversaries as well as potentially powerful allies,
those who seek to command, defeat. align with, or destroy combining the knowledge of the modern age with the
these new immigrants. power of magic..
Early adapters have their own agendas, which range from Of course. there are also the descendents of the crea-
embracing the enchantments and abilities of Shadow to tures that were stranded without magic. These beings have
using tho~e tools as weapons against those who they per- passed from one generation to another without more than
ceive as invaders. the slightest hint of the arcane. Now, as the magic returns,
In general. early adapters are aggressive, creative, and so do dreams and visions and powers of a bygone age. Some
flexible. [arly adapters are more likely to have magical pro- will remember. Others won't want to.
tections on their property and arcane guardians in their
homes. They learn from their experiences. and if defeated, The Secret masters
withdraw in order to return later with more powerful allies Those who know the truth about Shadow are prepared for
and abilities the phenomena to repeat Itself. Within secret societies,
gatherings of men and women plan for the return of
The new Arrivals magic and their proiected use of it. During the past few
The denizens of Shadow are as varied as the individuals and centuries, they hunted art1fa<.h and sought out lost cities.
nations of this world The arrivals range in power from gob- but now they know that the power of real magic is within
lins and kobolds through powerful wizards and mind flayers. their grasp.
Some are human or may pass for human to mundane eyes, The Hellfire Club, the Order of the Golden Dawn. and
while others arc clearly creatures of magical origin. other similar organizations have unpleasant reputations-
Like the natives of this world, the new arrivals include the and not without good reason. These groups use the mys-
equivalent of mundanes and early adapters. Some want noth- tique of supernatural power to dominate weak minds and
ing more than to continue their native lifestyles, which might increase their Influence. Now they are determined to move
Include regular raids on the local populace. Others discover quickly and decisively to control (or If necessary, destroy)
thewonders of this world (cars, electric lights, and automatic the new sources of power in the world.
weapons) with the same enthusiasm as the early adapters The Secret Masters appear In any number of forms,
among the humans show for spells and magic items. including the steering committee of a political party. a fra-
The majority of the new arrivals, particularly early on, are ternal brotherhood, an undying cult, or the board members
of a major corporation. Such individuals rarel~ dirty their by the arriving creatures and abilities arising from Shadow.
own hands with direct action. but rather recruit others to Similarly, the Knights can be a rival group, which seeks to
carry out their deeds. investigate. recruit. and if necessary remove the organiza-
tions that threaten their protection of the mundanes.
The Par Side of Shadow The Corsone Syndicate
For all intents and purposes, as far as this campaign Is
concerned, there is no far side of Shadow. Sure, the The pursuit of power In any form can be its own reward.
magic and creatures come from somewhere, but it:s a Whether using spells or firearms, the principle remains the
one-way trip. The point of the campaign 1s to com~ ine same: The one with the most power wins. The Corsone Syn-
magic with the modern world, not. to send man~es dicate, a rising crime family headed by Louis Corsone, l iv~s
into a fantasy setting. Your heroes might do some dig- by this theory and understands the appli~ati~n of force tn
ging into the possibility of crossing through Shadow to all forms. With the rise of Shadow, their directed force
see what's on the other side, but it ain't going to includes swords and spells as well as firearms and bank
happen. Even for the creatures that come through to accounts.
our world, the full memory of their past existence is a Louis Corsone is in fact a recently arrived lllithld (use the
rapidly fad ing dream. They have their instincts and statistics for the Dedicated/Smart hero Ill Ith Id on page 241}
prior experiences, but the context of that other world who has allied with a pair of minotaurs (see page 243) to
1s a tune '!'lhose vocals are too distant to hear. corner the market on extortion and loan sharking In what-
ever city your heroes are based. The trio makes a very effec-
tive team, and Corsone has already consumed some of the
Allies and Opponents . best minds In local organized crime. In effect, he has created
a small duchy with himself as the local crime lord.
The heroes receive help and hindrance from many different
areas. Some of these are mundane. others magical in nature. Despite his success in this world, Louis .cors~ne has a
Here are some examples. medieval view on life. He believes he owns his territory. and
if anyone poaches on his turf, he sends the minotaurs to
Knights or the Silver Dragon have a chat with them. He only responds to equa Ithreats of
During the Dark Ages. the Knights of the Silver Dragon was power and can be cowed by a similar show of force.
an order of rnonks in Ireland. In the Middle Ages. It was a Mundanes describe Corsone as an obese, fleshy man with + -- -t--
knightly order in France. During the Enlightenment, it .was a white beard. His aides are seen as big, grunting lugs. To
a Masonic brotherhood in England. In the Amencan those truly aware of the syndicate leader's nature, he Is a
colonies, It was a band of rebels on the frontier. In the corpulent mind flayer with pale-grayskin, backed up by two
modern age, it is a secret organization of those who know minotaur bruisers.
the truth about Shadow and have sworn to act as the pro-
tectors of all things innocent and good-no matter where Infinite Serpents
they come front The yuan-ti (see page 266} have returned to this world and
The group takes its name from its founder and mentor: a are quickly establishing themselves as the dealmakers and
silver-scaled dragon who first appeared In England over fif- would-be controllers of the new magical order. They know
teen hundred years ago and was trapped in human form where to find magic items and equipment, and they have
when the tide of Shadow receded. He made this world his discovered the true treasures in the museum displays and
home, creating various organizations over the centuries to attics. They also know where to get weapons cheaply and
deal with all things relating to the arcane Individuals with illegally. The yuan-ti have seen an opportunity in this mun-
open minds and adaptable attitudes have trained to dane world and seized it.
become his front-line knights. The serpent people hide behind a fraternal order known
This silver dragon, whose ability to shift back into dragon as the Circle of the Infinite Serpent, its symbol a snake grasp-
form has returned, serves as mentor to a number of cells, ing its own tail They have established a fortlike shrine in an
each unaware of the others As a result of his dispersed old city block. In the outer rooms, those seeking Information
anentions, he is not always available when his servants meet with the more humanoid of the yuan-ti half-breeds.
need him. While he has grown in power with the increase Word has circulated among both new arrivals and mundanes
of magic, he is unable to be everywhere at once. Further, that this is a place to go to acquire the unacqulrable, to learn
while he possesses extensive knowledge. he has been the unleamable, and to hire specialists who can deal with sit·
betrayed a number of times by individuals who used what uatlons that arise when Shadow meets mundane.
they learned from him for their own ends. (The dragon The yuan-ti are fixers. movers, and shakers. They may be
claims Merlin as one of his students. He does not speak encountered as potential employers, as dealers for goods
highly of the mage.) Now that magic has returned, his stu- and services, as rivals in search of a common artifact, and as
dents have the opportunity to exercise what they have enemies. Yuan-ti attitudes permeate rheir transactions, and
learned. They must stand on thelf own, and their training their superior, even smug, attitude influences their dealings
will be severely tested. with other races. Always condescending, always playing all
The Knights of the Silver Dragon may sponsor promising sides against the center, always treating others as p~tential
adventurers, providing information and background for prey-these attitudes are predominant among the Circle of
those who see both the threat and opportunity presented the Infinite Serpent.
c120MODERN
art, current events, earth and life sciences, physical sciences,
ID AGE popular culture, technology) (Int). Profossion (Wis),
The Mage follows a long tradition of myth and legend, part Read/Write Language (none), Research (Int), Speak lan-
of the same exclusive club that Merlin. Morgan le Fey, and guage {none}. Spellcraft (Int).
Prospero belong to. He studies ancient texts. researches lost
languages. and masters the secrets of the past The Mage Skill Points at Each Level: 7 + Int modifier.
tames the wild energies of magic itself, making it do his bid-
ding. A scholar and master of arcane forces, the Mage can Arcane Spells and Armor
conjure solid ob1ects out of thin air, fling lightning and fire The Mage can become proficient in the use of armor. but he
from his fingertips, and even utilize words of power to still has a difficult rime casting most arcane spells while
render himself invisible or intangible. wearing it. Armor restricts movement, making it harder to
learning arcane spells through discovery and memoriza- perform the complicated gestures needed to cast spells
tion, the Mage mixes ancient knowledge with modern tech with somatic components (see page 330). When casting an
nology Gone are the robes and pointed hats and dusty arcane spell with a somatic component, the chance of
tomes. replaced by Armani suits and notebook computers. arcane spell failure depends on the type of armor being
Select this advanced class If you want your character to worn and whether the Mage has the appropriate Armor Pro-
master the arcane arts and become a spellcaster. ficiency feat. as shown below.
The fast-est path into this advanced class is from the
Smart hero basic elm, though other paths are possible. Armor Arcane Spell Arcane Spell
Type Failure (Proficient)
Failure (Nonproficient)
l l_ght 10% 20%
Requirements Mt'Chum 10% - - -- 30%
l o qualify to become a Mage, a character must fulfill the
Heavy 30% 40%
following crile1 ia.
Skills: Craft (chemical) 6 ranks, Decipher Script 6 ranks,
Knowledge (arcane lore) 6 ranks, Research 6 ranks.
Spellbool?s
The Magt> must ~tudy hi~ spcllbook each day to prepare his
spells, The Mdge can't prepare any spell not recorded in his
______ Class Information spellbook (except for read magic, which the Mage can
The following information pertains to the Mage advanced prepare from memory). The Mage begins play with a spell·
class. book contdining all 0 levc>I arrane spells and three !st-level
arcane spells of the player's choice. (Arcane spells are
Hit Die listed and describt>d fn Chapter Ten: FX Abilities.) For each
The Mage gains ld6 hit points per level. The character's Con- point of Intelligence bonus the Mage has, his spellbook
stitution modifier applies. holds one additional 1st level arcane spell. Each time the
character attains a new level of Mage. he gains two new
Action Points spells of any level or levels that he can cast, according to
fheMage gains anumber of action points equal to 6 +one- his new level. The Mage can also add spells found in other
half his character level, rounded down, every time he attains Mages· spellbooks.
a new level in this class. Aspellbook can be an rJ.rtual book or any other informa-
tion storage device. such a~ a notebook computer. desktop
Class Shills computer. or PDA (personal data assistant).
The Mage's class skills are as follows.
Computer Use lint). Concentration {Con), Craft (chemical)
llnt). Craft (pharmaceutical) llnl), Craft (writing) (Int), Deci-
Class reatures
pher Script (lnr), Investigate (Int). Knowledge (arcane lore. All of the following features pertain to the Mage advanced
class.

! : • • ~~ ~

Class Base Attack Fort Ref Will Defense Reputation


Level Bonus Save Save Save Special Bonus Bonus
1st +O +O +O •2 Arcane skills. arcane spells. +1 +I
summon familiar
2nd +1 +0 •O +3 Scribe scroll, arcane spells -1 .;-]
3rd +l +] +] +3 Bonus feat, arcane spells. brew potion +2 +1
4th ...2 +1 +1 ..4 Scribe tattoo, arcane spells +2 +2
5th +2 +] +] +4 Spell mastery, arcane spells +3 +2
6th +3 +2 +2 +5 Bonus feat. arcane spells •3 +2
7th +3 +2 +2 +5 Combat casting, arcane spells +4 +3
8th +4 +2 +2 +6 Spell mastery. arcane spells +4 +3
9th +4 +3 +3 +6 Bonus feat, arcane spells +5 +3
10th tS +3 +3 +7 Maximize spell, arc;;ine spells +5 +4
d?.oMODERN
Arcane Shills DC Task
A Mage has access to the following arcane skills. The5e 20 + spell level Decipher a written spell (such as a scroll)
skills are considered class skills for the Mage. and he can without using read magic. One try per
use his skill points to buy ranks in them day_
. --~
Concentration (Con): The normal Concentration skill 25 • spell level
After rolling a saving throw against a spell
expands to include arcane applications, as defined below. targeted at you. determine what spell was
Check: You must make a Concentration check whenever --~- c_
as_
t UP._Ofl you This 1s a reaction.
you may potentially be distracted while engaged in an 25 Identify a potion. This takes l minute.
activity, including casting a spell or concentrating on an 20 Draw a diagram to augment casting .a
active spell, that requires your full attention. dimem10naf anchor on a summoned
If the check succeeds. you may continue with the action creature. Takes 10 minutes. You can't try
as normal. If the check fails, the action automatically fails again. The GM makes this check.
and is wasted. If you were in the process of casting a spell. 30 or higher Understand a strange or unique magical
the spelt is lost. If you were concentrating on an active spell. effect You can't try again.
the spell ends.
The table on page 53 summarizes the various types of dis- Hrcane Spells
tractions. In situations where the distraction occurs while you The Mage's key characteristic is the ability to cast arcane
are casting a spell, you add the level of the spell to the DC. spells. (See Chapter Ten: FX Abilities for a list and descrip-
Try Again?: You can try again. but doing so doesn't tions of arcane spells.} He is limited to a certain number
cancel the effects of a previous failure. If you lost a spell, of spells of each spell level per day. according to his Mage
the spell is lost. class level. In addition. the Mage receives bonus spells
Special. By making a check {DC 15 + spell level). you can use based on his Intelligence score. Determine the Mage's
Concentration to cast a spell defensively. thus avoiding attacks total number of spells per day by consulting the two
of opportunity. If the check succeeds. you can attempt the tables below.
casting without incurring any attacks of opportunity.
Craft (chemical) (Int}: Trained only. This skill expands Mage --Spells per Day by Spell Level - -
to include alchemy. which can be used to create potions le¥e{ 0 1 2 ] 4 5
(see Brew Potion. page 321}. 1st 3 I
Spellcraft (Int): Trained only Use this skill to identify 2nd 4 2
spells as they are cast or spells already 1n place. 3rd 4 2 1
Check: You can identify spells and magic effects. 4th 4 3 2
Additionally. certain spells allow you to gain information 5th 4 3 2 1
about magic provided that you make a Spellcraft check as 6th 4 3 3 2
detailed in the spell description. 7th 4 4 3 2
Try Again?: See above 8th 4 4 3 3 2
Time. Unless otherwise 1nd1cated. using the Spellcraft 9th 4 4 4 3 2 l
skill is a move action. TOttr 4 4 4 3 3 i
DC Task
lS + spell level Identify a spell being mt. (You must see
rnt - - Bonus Spells by Spell Level - -
Score 0 1 l l 4 5
or hear the spell's verbal or somauc com-
_ _ _ _ _ R_Qnents.) You can't try again. 12-13
15 + spell level Learn a spell from a spellbook or saoll 14-15 l
16-17 1 l 1
You can't try again for that spell until you
18-19 1 1 1
gain at least 1 rank mSpellcraft. _ __
20-21 2 1 l
15 ~ spell level Prepare a spell from a borrowed spell-
ll-23 2 1 1
book. One tiy~r da .
When casting detec:t magica1 aura.
determine the school of magic involved in The Mage must prepare spells ahead of time by resting for
the aura of a single item or creature you 8 hours and spending 1 hour studying his spellbook. While
can see. (If the aura isn't a spell effect. the studying. the Mage decides which spells to prepare. To
DC is IS • one-half caster level.) learn. prepare. or cast a spell. the Mage must have an Intel-
20 + spell level ldentify a spell tnat's already in place and ligence score of at least 10 +the spell's level.
in effect. (You must be able to see or A Mage can prepare a lower-level spell in place of a
detect the effects of the spell.) You can't higher-level one if he desires. For instance, a 3rd-level Mage
try again. with the ability to prepare one 2nd-level spell can prepare
20 + spell level Identify rnatenals created or shaped by a 1st-level (or 0-level) spelt in its place.
magic. such as noting that an iron wall is The Difficulty Class for saving throws to resist the effects
the resulr of a wall of iron spelt You of a Mage's spells 1s 10 • the spells level •the Mage~ Intel-
ligence modifier.
~~--'~ar~
i't~trY, aga'""rn~·-----~~~
ct20MODERN
Summon familiar
AMage has the ability to obtain a familiar
A familiar is magically linked to its master. In some sense,
the familiar and the Mage who controls it are practically one
being. That's why, for example, the Mage can cast a personal
range spell on a familiar even though normally he can only
cast such a spell on himself. A familiar is a magical beast.
similar physically to the normal creature it resembles.
However. a familiar grants special abilities to its master.
as desc1 ibed below. A special ability granted by a
familiar only applies when the Mage and the familiar
are within 1mile of each other.
For all familiar special abilities based
on the master's level (see Table 9-6},
count only Mage levels. Any levels from
classes other than Mage are not in·
eluded in this calculation unless specifi-
cally stated otherwise.
Depending on what kind of creature the
familiar is, the master gain~ a special benefit, as
surnmariied on the above table
Familiar Qualities: Uw 1he basic statistics
for a crcaturr of its l ype. a\ given in Chapter
Eight: rricnds and Foe\, but make l hese changes.
Hit Dice· Treat cl~ thr Mage\ character level (for
effec t~ related lo I lit Die P). IJ\t• thP f.imillar's norm;il
total 1f it 1s higher.
I-lit Points· One·half the Mage's total, rounded
down.
/I.ct/on Polnrs: A familiar <.annot gain 01 spend
action points. and a Mage cannot spend an action
point through his familiar.
I\ ttacks: Use the Mage's base attack bonus. Use I he
familiar\ Dexterity modifier or Strength rnodffier, which·
ever is greater. to determine the fam1liar's melee attack
bonus with unarmed attacks. Damage equals that of a
normal creature of its type.
Savln8 Throws: The familiar uses the Mage's base
saving throw bonuses if they're better than the famil-
iar's. The familiar uses its own ability modifiers to
saves. and does not enjoy other bonuses that the
Mage may have (such as from feats).
Skills: For each skill, use either the normal skill
ranks for a creature of its type or the Mage's skill
ranks, whichever 1s better. In either case, the
familiar uses its own ability modifiers. Regardless
of a famil1ar's total skill modifiers, some skills
may remain beyond the ability of the familiar
to perform (such as Craft, for instance).
Familiar Special Abilities: Familiars have
special abilities. or impart abilities to their
Mages, depending on the level of the Mage. as
shown on Table 9-6
Natural Armor (Ex): This number repre-
sents a bonus to the familiar's existing natural
armor bonus to Defense. Add the given value
Brandon the Mage and directly to the familiar's Defense. It repre-
lily tht Acolyte sents a fam11lar's preternatural toughness.
Familiars lntel/igenc.e (Ex): The
familiars Intelligence score. (Normal
ER
creatures of its type have a much lower Intelligence score.) Familiar - - - Special Benefit
Aler1ness {Ex): The presence of a familiar sharpens its
master's senses. While the familiar Is within 5 feet, the Bat Mage gains +3 bonus on Listen checks
Mage gains the Alertness feat (see page 79). Cat - - - - Mage gains •3 bonus on Move Silently
Share Spells {Su).· At the Mage's option. he may have any
checks
spell he casts on himself also affect his familiar. The famil- Ferret Mage gains •2 bonus on Rcnex saves
iar must be within 5 feet at the time. If the spell has a dura- Hawk Mage gains •3 bonus on Spot checks in
tion other than instantaneous, the spell stops affecting the daylight
familiar if the creature moves farther than 5 feet away. The Owl Mage gains •3 bonus on Spot checks in
spell's effect Is not restored even if the familiar returns to dusk or darkness
the Mage before the duration would otherwise have ended. Rat Mage gains +2bonus on Fortitude saves
Additionally, the Mage may cast a spell with a target of Snake (Tiny viper) Mage gains •3 bonus on Bluff checks
"You" on his familiar (as a touch range spell) instead of on Toad Mage gains •3 hit points
himself. The Mage and the familiar can share spells even if
the spells normally do not affect creatures of the familiar's Scribe Scroll
type (maglcal beast). Starting at 2nd level, a Mage can create scrolls from which
Empathic I ink {Su): TI1e Mage has an empathic link with
he or another spellcaster can cast a scribed spell. You can
the familiar out to a distance of up to 1mile. The Mage can't create a scroll or any spell you know. Scribing a scroll
see through the familiar's eyes, but the two of ~hem can takes one day. lhe purchase DC for the raw materials t?
communicate telPpath1cally. Note that the relatively low scribe a scroll is 15 + the scroll's spell level + the scrolls
Intelligence of a low· level Mage's farniliar limits what it is caster level.
able lo commum(ate or understand. and even intelligent The Mage must also spend experience points to scribe a
familicm see the world differently rrom humans. scroll. The XP cost is equal to the spell lf'vel x the caster
Touch {Su): The famillctr of a Mage who 1s 3rd level or
level x the purchase DC of the raw materials.
higher can deliver touch sriells for him. Whe~ the mage Finally, the Mage makes a Craft (writing) check. The DC
casts a touch sp(lll, he can tles1gnatP his fam1l1ar as the for the check 1s 10 + the spelt level • thf' caster level of the
"toudwr." (Thi:' M.tgt- .tnd lhf' filmili.tr havP lo be in contall scroll. ff thf' check falls, the raw matNials are used up but
at lht> llfllf' or ( il\ling.) TI1t> ram1hitr can thPn d€'1iver thP
the XP are not ~pf'nl. The Mage can try scribing the scroll
ag.iin 11\ soon a\ hf' pwchil\E''> 11101!' 1aw llMIE'rialo;. - - --·
toud1 \pE'll ju\I .t\ the M.tgt- wuld. A' nornldl, if the Mage
ca~Ls another spE'lt, the touch \pell di;~ipates.
Any ~c.roll th.it \lore~ c1 ~pell with a c.mtly material com
Improved Evasion {Cx): tr c1 familiar is subjected to an
ponent or an XP cost also carries a commen5uratf' cost. In
attack that normally allows a Renex saving throw for half addition to the costs derived from the base price, you must
damage, the familiar takes no damage If it ma.kes a succes~ful expend the material component or pay the XP when scrib
saving throw and half damage even if the savrng throw fails. ing the scroll.
Speak with Fam/liar/Speak with Master (Ex): A Mage
Ascroll can be writ ten on a sheet or paper or parchment,
of )th level or higher and his familiar can communicate ver- or it can be saved as a file on a computer or PDA.
bally as If they were using a common language. Other crea-
tures do not understand the communication without Bonus feats
magical help. At 3rd, 6th, and 9th level, the Mage gets a bonus feat. The
Speak with Animals of Its Type (Ex): The familiar of a
bonus feat must be selected frorn the following list, and the
Mage of 7th level or higher can communicate with anim~ls Mage must meet all the prerequisites of the feat to select it.
of approximately the same type as itself: bats and rats with Attentive, Archaic Weapons Proficiency, Combat Exper-
rodents, cats with felines, ferrets with creatures of the tise. Educated, Frightful Presence, Low Profile. Nimble,
family Mustelldac (weasels, minks. polecats. ermin~s. Studious
skunks, wolverines. and badgers), hawks and owls with
birds. snakes with reptiles, toads with amphibians. The
Brew Potion
communication is limited by the Intelligence of the con· At 3rd level, a Mage can create potions. which carry spells
versing creatures. within themselves.
Spell Resistance {Ex). The familiar of a Mage of 9th level
lhe Mage can create a potion of any spell of 3rd level or
or higher gains spell resistance (see page 228) equal to the tower that he knows. The spell must target a character or
Mage's level+ 5. characters. Brewing a potion takes 24 hours. When the Mage
creates a potion, he sets the caster level. The caster level
,t.! • • ;.~ .:.: I :. :.:

Mage Natural Familiar's .. . ..


Class Level Armor Intelligence Benefits to Master Fam1har Ab1ht1es
1st-2nd •1 6 Alertness, share spells, empathic link Improved evasion, share spells
3rd-·4th •] 7 Touch Touch
5th-6th +3 8 Speak with familiar Speak with maste1
7lh-8th +4 9 Speak with animals of its type _ __,
9th-10th +5 10 Spelt resistance
d20MODERN
must be sufficient to cast the spell in question and no
higher than the Mage's class level. The caster level has an ffiaHimiae Spell
effect on the purchase DC of the raw materials to brew the At 10th level. a Mage learns to cast some of his spells to
potion. the skill check to create the potion, the experience maximum effect. All variable. numeric effects of a maxi-
mized spell automatically achieve their maximum values.
point cost to brew the potion, and the DC of asaving throw
A maximized spell deals the most possible points of
(if applicable) to resist the effect of the potion.
damage. affects the maximum number of targets, and so
The purchase DC for the raw materials to brew a potion
forth. as appropriate. Saving throws and opposed checks
is 17 + the potion's spell level + the potion's caster level.
are not affected. Spells w1thour random variables are not
The Mage must also spend experience points to brew a
affected.
potion. The XP cost is equal to the spell level x the caster
When a maximized spell is prepared. it is treated as a
level x the purchase DC of the raw materials.
spell of three levels higher than the spell's actual level.
Finally, the Mage makes a Craft (chemical) check. The DC
for the check is 10 + the spell level+ the caster level of the Therefore. a Mage can only maximize 0-, lst-, or 2nd-
potion. If the check fails, the raw materials are used up but level spells-a maximized 1st-level spell Is treated as a
the XP are not spent. The Mage can try brewing the potion 4th-level spell when you decide what spells the Mage
again as soon as he purchases more raw materials. . will have available for the coming day. so it limits the
When aMage creates apotion. he makes any choices that number of other 4th-level spells the Mage can prepare.
he would normally make when casting the spell. Whoever Likewise, a maximized 2nd· level spell ls treated as a 5th-
level spell.
drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material
component or an XP cost also carries a commensurate cost.
In addition to the raw materials cost, the Mage must
BCOLHIE
The Acolyte Is one of the faithful. Her beliefs and ideals
expend the material component or pay the XP when creat-
ing the potion. bum pure and hot within her heart. She has a cause to
believe in. be it a faith, religion, or simple system of beliefs
Scribe Tattoo to which she is divinely committed. Faith can move moun-
tains and work other miracles, and the Acolyte is the instru-
At 4th level, aMage (an create tattoo~ on his body or some-
ment through which these won<iers manifest.
one else's. Tattoos function similarly to scrolls, and are cre-
_.;...._ _ _ ated in the same way (see the scribe scroll ability), except Faith powers the Acolyte, providing a conduit through
which she gains the ability to cast divine spells. This ability
that the pertinent skill is Craft (visual arts). See Chapter Ten:
FX Abilities for more about tattoos. comes through calm reflection, meditation, or fervent
prayer. The Acolyte might believe that the sp~lls she
wields come to her from a higher power, or she might be·
Spell mastery .. lieve that they come from deep within her own being,
At 5th and 8th level, a Mage gains the spell mastery ability.
Each time, the Mage chooses a number of spells that he unlocked through her consideration of the ultimate forces
of the universe.
already knows equal to his Intelligence modifier. From that
Select this advanced class if you want your character to
point on, the Mage can prepare these spells with~~t ref~r­
become an individual whose faith in herself or a higher
ring to aspellbook. The Mage is so intimately fam1l1ar with
these spells that he doesn't need a spellbook to prepare power provides spellcasting ability.
them anymore. The fastest path Into this advanced class is from the Ded-
icated hero basic class. though other paths are possible.
Combat Casting
At 7th level. a Mage becomes adept at casting spells during Requirements
combat. He gets a ~4 bonus on Concentration checks made To qualify to become an Acolyte, acharacter must fulfill the
to cast a spell while on the defensive. following criteria.
Base Attack Bonus: +2.

. • • • , I
cia~s Base At;ack fort Ref Will Defense Reputation
Level Bonus Save Save Save Speeta
· I Bonus Bonus
1st +O +2 +O +2 Divine skills, divine spells •l +2

a: 2nd
3rd
4th
+l
+2
+3
+3
+3
t4
+Q
+I
+1
+3
+3
+4
Turn or rebuke undead, divine spells
Bonus feat, divine spells
Spontaneous cast, divlne spells
+1
+2
+2
+2
+2
+3

~
5th +3 +4 +l +4 Combat casting, divine spells ·3 +3
6th +4 +5 +2 +5 Bonus feat. divine spells +3 +3
7th t5 +5 +2 +5 Turn or rebuke magical beast. divine spells +4 +4
8th +6 +6 +2 +6 Turn or rebuke outsider. divine spells +4 +4
9th +6 +6 +3 +6 Bonus feat. divine spells +5 +4
10th +7 +] +3 *7 Maximize spell, divine spells - - - - - -+5- - ,,5
Skills: Knowledge (theology and philosophy) 6 ranks. activity. including casting a spell or concentrating on an
listen 6 ranks. Sense Motive 6 ranks active spell. that requires your full attention
Allegiance: At the time that the character receives her If the check succeeds, you may continue with the action
first level in the AcolytE' advanced class. she must decide if as normal. if the check fails. thE' action automatically fails
her faith leans toward the positive energy or negative energy and is wasted. If you were in the process of casting a spell,
of the universe. Thi~ choice add> either the good (positive) or the spell is lost. If you were concentrating on an active spell.
evil (negalive) allegiance to the character, and determines the spell ends.
how the Acolyte um certain aspects of her faith. The table on page 5~ summarizes the various types of
Holy Symbol: When the characlC.>r declares her alle- distractions. In situations where the dlstrdction occurs-
gidnce, she rnust designate one of her personal possessions while you are casting a spell, you add the level of the spell
as a symbol of her dedication 10 her allegiance. This pos- to the DC.
session can be either an actual religious object or some Try Again?: You can try again, but doing so doesn't
other item of personal significance. as agreed upon by the cancel the effects of a previous failure. If you lost a spell.
player and the GM. the spell is lost.
This ob1ect is referred to as the Acolyte's holy symbol. It is Special: By making a check (DC 15 • spell level). you can use
typically of Tiny or Diminutive size. so that it can be easily Concentration to cast a spell defensively, thus avoiding attacks
held and manipulated in one hand. and its weight is negligi- of opportunity. If the check succeeds. you can attempt the
ble, so that 1t does not aftect the Acolyte's carrying capactty. casting without incurring any attacks of opportunity.
An Acolyte needs her holy symbol in order to cast certain Spellcraft (Int): Trained only. Use this skill to identify
divine spells. It is also necessary for the Acolyte to be able spells as they are cast or spells already in place.
to turn or rebuke undead (see below). Check: You can identify spell'> and magic effects.
Additionally. certain spells allow you to gain information
about magK provided that you make a Spellmfl check as
Class Information detailed in the spell description.
The following information pertaim ro the Acolyte advanced Try Again?: See above.
elm. Time· Unless otherwise indicated. Spellcraft 1s a move
action.
Hit Die
fhc Acolyte gains ld8 hit points per level. Ihe character's DC Task
Constitution modltler applies. 15 + spell level Identify a spell beinR cast. (You musr
see or hear the spcll's verbal or somat-
nction Points ic components.) You can't try c1gain.
The Acolyte gains a number of action points equal to 6 +
15 + spell level When casting detect magical aura.
one-half her character level. rounded down, every time she determine the school of magic
attains a new level in this class. involved in the aura of a single Item or
creature you can see. {If th" aura Isn't a
Class Skills spell effoct. the DC 1s IS + one-half
The Acolytes class skills are as follows. caster level.)
Concentration (Con). Craft (structural. visual arts. writing) 20 • spell level Identify a spdl that's already in place
(Int), Diplomacy (Cha). Knowledge (behavioral sciences, earth and in effect (You must be able to see
and life sciences. theology and philosophy) (Int). Listen (Wis}. or detect the effects of the spell.) You
Profession (Wis). Read/Write Language (none), Sense can't try again.
Motive, Speak Language (none). Spellcraft (Int). Treat Injury 20 • spell level ldrot1fy materials created or shaped by
{Wis). magte. such as noting that an iron wall
is the result of a wall of iron spell. You
Skill Points at Each Level: 5 • Int modifier.
can't try again.
20 + spell level Decipher a written spell (such as a
Class Peatures scroll) without using read magic. One
All of the following featu res pertain to the Acolyte try per day.
advanced class. 25 + spell level After rolling a ming throw agamst a
spell targeted at you, determine what
Divine Shills spell was cast upon you. This is a reac-
An Acolyte has access to the following divine skills. These tion.
skills are considered class skills for the Acolyte. and she can 25 Identify a potion. This takes l minute.
use her skill points to buy ranks in them. just like other skills 20 Draw a diagram to augment casting a
in the game. dimensional anchor on a summoned
Concentration (Con): The normal Concentration skill creature. Takes 10 minutes. You can't try
expands to include divine applications. as defined below. again. The GM makes this check.
Check: You must make a Concentration check whenever 30 or higher Understand a strange or unique magical
you may potentially be distracted while engaged in an effect You can't try again.
Diuine Spells to cower in her presence. (In the text that follows, up to
The Acolyte's key characteristic is the ability to cast divine the section o~ Effect and Duration of Turning. "turnmg"
spells. (See Chapter Ten: FX Abilities for a list and descrip- refers to turning or rebuking, whichever is appropriate
tions of divine spells.) for a particular Acolyte)
How Turning Works: An Acolyte can turn undead (or
The Acolyte 1s limited to a certain number of spells of
each spell level per day, according to her Acolyte class level. other types of creatures at higher level) as an attack action.
In ~ddition, the Acolyte receives bonus spells based on her Doing so does not provoke an attack of opportunity. An
W1~dom score. Determine the Acolyte's total number of
Acolyte must present her holy symbol to make a turning
spells per day by consulting the two tables below. attempt. holding it In one hand In such a way that it is visi-
ble to the creatures she wants to affect.
Times per Day: An Acolyte may attempt to turn a
Acolyte - -Spells per Day by Spell Level - -
Level 0 1 l 3 4 s number of times per day equal to 3 •her Charisma modifier.
1st 3 I
Range: The Acolyte turn5 the closest turnable creature
2nd 4 3
first. She can't turn creatures that are more than 60 feet
3rd 2
away or that have total cover.
4 3
4th ) 4 3
Turning Check: First. roll a turning check to determine
5th 5 3
how powerful a creature you can turn. This is a Charisma
4 2
6th s 4 A
check (ld20 • Charisma modifier). The table below shows
3
the ~it Dice of the most powerful creature you can affect,
7th 6 5 4 3 2
8th 6 5
relat1vt> ~o your Acolyte level. With a given turning attempt,
4 3
9th
10th
6
6
5
5
5
s
4
4
" 3
4
2
3
you cant turn any creature whose Hit Dice exceeds the
result of your turning check.

Wis Most Powerful Creature Affected


- -Bonus Soells bv Soell Level - -
Turning Check Rtsult (Mulmum Hit Dice)
Score 0 1 2 l 4 s
~____;O;_:or lower Acolyte IPvel -4
12-13 I -3 Acolytt> IPvel 3--~
14-1~ I I
16 17 I I 4-6 Acolyte level -2
7-9 Acolyte level ,--~
18-19 I I
20 21 2 I 10-12 Acolyte level
13-1~ Acolyte level •1
21-23 2 2
16-18 Acolyte level +2
The Acolyte meditates or prays for her spells, receiving 19-21 Acolyte lewl t-3
th~m through her own strength of faith or as divine inspi-
22 or higher Acolyte level ·~
ration. The Acolyte must spend I hour each day in quiet
contemplation or supplication to regain her daily allot- Turning Damage: If your turning check result is high
ment of spells. Time spent resting has no effect on the enough to let you turn at least some of the undead (or other
Acolyte's spell preparation. To learn, prepare, or cast a appropriate) creatures within 60 feet. roll 2d6 and add your
spell. an Acolyte must have a Wisdom score of at least 10"' Acolyte level and your Charisma modifier to the result to
the spcll's level. determine turning damage. That's how many total Hit Dice of
. An Acolyte can prepare a lower-level spell in place of a undead (or other) creatures you can turn on this attempt
higher-level one 1f she desires. For instance. a 3rd-level You may skip over already turned creatures that are still
Acolyte with the ability to prepare two 2nd-level spells can within range so that you don't waste your turning capacity
prepare a 1st level (or 0 level) spell in place of one or both on them
2nd level spells Effect and Duration of Turning: Turned creatures flee
An ~colyte may prepare and cast any spell on the divine
from the Acolyte by the best and fastest means available
spell list (page 338). provided she can cast spells of that level. to.them; Aturned creature flees for 10 rounds (1 minute).
The Difficulty Class of a saving throw to resist the effects if 1t cant flee, 1t cowers (can take no actions, -2 penalty
of an Acolyte's spell is 10 + the spell's level + the Acolyte's to Defense).
Wisdom modifier. If the Acolyte moves to within 10 feet of a cowering
turned creature, it overcomes the turning and can act nor-
Turn or Rebu~e Undead mally. (The Acolyte can be standing within 10 feet of the
Starting at 2nd level. an Acolyte gains the supernatural creature without b1eaking the turning effect; she just can't
ability to affect undead creatures. such as zombies, approach any closer to the creature.) The Acolyte can attack
skeletons, ghosts, and vampires. The Acolyte's allegiance a turned and cowering creature with ranged attacks from
(good or evil) determines the effect she can have on more than 10 feet away, and others can attack in any fash-
thes~ unholy abominations. A character of the good
ion, without breaking the turning effect.
Destroying Undead: If the Acolyte has twice as many
allegiance ca.n turn undead. dnving them away or per-
haps ~estroying them. One of the evil allegiance can use Acolyte levels (or more) as the undead has Hit Dice, she
negative energy to rebuke undead. causing the creatures destroys any creature that she would normally tum.
c1:>0MODERN
Evil Acolytes and Undead: An Acolyte with the evil beasts, unlike undead creatures, can't be destroyed or com-
allegiance channels negative energy to rebuke (awe) or manded. All other rules pertaining to turning apply. The
command (control) undead. instead of turning or destroying number of times per day the Acolyte can make a turning
them. An evil Acolyte makes the equivalent of a turning attempt (3 +Cha modifier) does not increase.
check. Creatures that would be turned are rebuked instead,
and those that would be destroyed are commanded. Turn or Rebuhe Outsider
Rebuked: A rebuked creature cowers as if in awe (can At 8th level. the Acolyte gains the supernatural ability to
take no actions. - 2 penalty to Defense) for 10 rounds. affect outsiders. This ability works just like turning undead
Commanded: A commanded creature falls under the and magical beasts, except the creature type is outsider.
mental control of the Acolyte. The Acolyte can give mental Outsiders, unlike undead creatures, can't be destroyed or
orders to a commanded creature as an attack action. The commanded. All other rules pertaining to turning apply. The
Acolyte can command any number of creatures whose total number of times per day the Acolyte can make a turning
Hit Dice don't exceed her Acolyte level. She may voluntar- attempt (3 +Cha modifier) does not increase.
ily relinquish command in order to establish command on
different creatures. ffiaHimize Spell
Dispel Turning. An evil Acolyte may dispel the turning At 10th level, an Acolyte learns to cast some of her spells
effect of agood Acolyte. To do so. the evil Acolyte makes a to maximum effect. All variable, numeric effects of a max-
turning check as if attempting to rebuke. If the turning check imized spell automatically achieve their maximum values. A
result Is equal to or greater than the turning check result maximized spell deals the most possible points of damage,
that the good Acolyte scored when turning them. then the affects the maximum number of targets, and so forth, as
creatures are no longer turned. The evil Acolyte rolls turning appropriate. Saving throws and opposed checks are not
damage to see how many Hit Dice worth of creatures she affected. Spells without random variables are not affected.
can affect in this way. When a maximized spell 1s prepared. it is treated as a
Bolster Undeod: An evil Acolyte may bolster creatures spell of three levels higher than the spell's actual level.
against turning effects 1n advance. She makes a turning check Therefore. an Acolyte can only maximize 0-. 1st-, or 2nd-
as if attempting to rebuke them. but the Hit Dice result level spells-a maximized 1st levt>l spell is treated as a 4th-
becomes the creatures' effective Hit Dice as far as turning is level spell when you dendt> what \pelts the Acolyte will
concerned (provided the result ishigher than the creatures' have available for the coming day. ~o 11 limits rhe number of - - - - -
normal Hit Dice). This l>olstPring lasts for 10 rounds. other 4th level spells the A( olyte tan cc1sl. Likewise. amax·
imiLed 2nd level spell is trec1ted cl'.> c1 5th level ~pell.
Bonus Peats
At 3rd, 6th, and 9th level. the Acolyte gets abonus feat. The
bonus feat must be selected from the following list. and ADUEOTUBE SETUPS
the Acolyte must meet all the prerequisites of the feat to URBAN ARCANA adventures focus on exploration and a sense
select it. of wonder. The magic is new and exciting. sometimes dan-
Animal Affinity, Archaic Weapons Proficiency, Armor Pro- gerous. and always unexpected. Every adventure consists of
ficiency (light), Attentive, Combat Expertise, Educated, learning something new, of meeting a new denizen of
Frightful Presence, Iron Will. Medical Expert, Studious, Shadow. Sometimes the her~s might be called upon to
Trustworthy. deal with a mundane menace of one son or another. but
more often the call of the arcane holds sway. The thing to
Spontaneous Casting remember ls that for every Shadow creature the heroes
An Acolyte of 4th level or higher can channel stored energy meet that must be destroyed, there are an equal or greater
into spells she has not prepared ahead of time. The Acolyte number that have a problem the heroes can help solve. Not
"loses" a prepared spell to cast another spell of the same every denizen of Shadow is evil, and not every mundane is
level or lower. good. Every story has two sides, and the heroes might not
An Acolyte with a good allegiance can spontaneously always be sure which side they should aid.
cast cure spells (spells w·th "cure" In their name). An
Acolyte with an evil allegiance can spontaneously convert
prepared spells into Inflict spells (spells with "inflict" in
Oaytrippers (low-level adventure)
Goblin car thieves terrorize the community. They are
their name). addicted to speed and power. Unfortunately. they don't
know how to drive very well.
Combat Casting
At 5th level, the Acolyte becomes adept at casting spells
Bachground
during combat. She gets a +4 bonus on Concentration
checks made to cast a spell while on the defensive.
There has been an increase in car thefts in the area-perhaps
one of the hero's cars was snatched and found later driven c
Turn or Rebuhe magical Beast
At 7th level, the Acolyte gains the supernatural ability to
into the river. It doesn't appear to be the work of an organ·
ized car theft ring. however. The stolen vehicles range from
old junkers to luxury vehicles and include equipment driven
m
(ii
affect magical beasts. This ability works ju.st like turning off construction sites (a bulldozer wrned up blocking the
undead. except the creature type is magical beast. Magical doors of a donut shop, while a steamroller is still missing).
d20

any; SV Fort +5 (includes +2 bonus conferred by familiar).


Ready-To-Use ffiages Ref +S, Will +7; AP 4; Rep +O: Str 8. Dex JS, Con 13. Int 16.
Need a Mage for an adventure? Here are a couple of
Wis 12. Cha 10.
ready·to·use characters that can serve as either ~riends or
Occupation: White collar (class skills: Computer Use.
foes for the heroes in your UR8AN AR<:.ANA campaign.
Research).
Skills: Computer Use +15. Concentration +8, Craft
Smart Hero 3/Mage 1: CR 4; Medium-size humanoid; HD
(chemical) •16, Craft (visual art) +9, Craft (writing) +9, Deci-
3d6+3 plus ld6+1; hp 20; Mas 13; lnit +2; Spd 30 ft.; Defense
pher Script •11, Drive +4, Hide •4, Investigate +13, Knowl-
14, touch 14, flat footed 12 (+2 Dex. ~2 class): BAB •l; Grap
edge (arcane lore) •12. Knowledge (art) +9, Knowledge
~o; Atk +O melee (1d3-1, unarmed strike); Full Atk +0
(current events) •9, Knowledge (physical sciences) +6.
melee {ld3 l. unarmed strike) or 13 ranged (2d6, SITES M9):
Knowledge (technology) +6, Move Silently +4, Profession
FS 5 ft. by 5 IL: Reach 5 ft.: SQ Arcane spells; AL any; SV
i 10, Read/W1ite English, Read/Write Language (any two).
Fort ~2. Ref +3, Will •S: AP 2; Rep •2: Str 8, Dex 14, Con 13,
Research •14, Sleight of Hand •4, Speak English, Speak Lan-
lnl 16, Wis 12, Chi! 10.
guage (any two), Spcllcraft i8.
Occupation: White collar (class skills: Computer Use,
Feats: Heroic Surge, Improved Initiative, Low Profile,
Research).
Personal Firearms Proficiency, Point Blank Shot, Simple
Skills: Computer Use m, Concentration +5, Craft
Weapons Proficiency. Studious.
n.
(chemical) • Craft {visual art) •9, Craft (wnting) +9. Deci-
Talents (Smart Hero): Savant (Craft [chemical]). plan.
pher Script •11. Investigate tlO, Knowledge (arcane lore) +9.
Talents (Fast Hero): Evasion
Knowledge (art) t9, Knowledge {current events) +9, Profes-
Mage Spells Prepared {4/4/3; save DC =13 + spell
\lon +7, Read/Write [nglish, Read/Write Language (any
level): 0 dete<t mng1c. light, mage hand, read magic:
two). Re~earch +11, Sprak fnglish, Speak Language {any
1st mage armor, masic missile shield. sleep; 2nd-
two). Spelkrart ·~ darkvision. mvisib1/lty. web.
Feats: Heroic Surge. Person.ii Firearms Proficiency. Point
Possessions: SITES M9 (9mm autoloader). ~O rounds of
Blank Shot. Simple Weapon~ Proficiency. Studious.
9mm ammunition, notebook computer {contains elec-
Talents (Smart Hero): Savant (Craft [chemical]). plan.
tronic spellbook*). scroll of spider climb. scroll of web,
Mage Spells Prepared (3/2; s<1ve DC = 13 + spell level):
potion of levitate. overcoat. casual outfit, concealed
'-----1 0-detf'ct magic., light. read mag"; lst-mage armor.
c<1rry holster, cell phone, wallet with credit cards and ID,
magic trll!>:.ile.
umbrella.
Possessions: SITES M9 (9mm autoloader). 50 rounds of
*The spe//book contains all of the spells the Mage
9mm ammunition. notebook computer (contains elec·
has prepared pl11s Id 3 additional 0-level arcane
tronic ~pellbook"). overcoat, casual outfit. concealed
spells, /d3 additional /st level arcane spells. and ld2
carry holster. cell phone. wallet with credit cards and ID.
additional lnd level arra11e spells. The spellbook
umbrella.
files are protected with a11 exceptional security
4
The spelIbook contains al I of the spel Is the Mage
system 1eqtliring a successful Computer Use check
has prepa1 ed plus ld3 additional 0 level arcane spells
(DC 35) to defeat.
and ldJ additional 1st level arcane spells. The spel/-
book files a1a protected with an average security
Rat Familiar: CR-; I 1ny magical beast: HD special: hp 18;
system requiring a successful Computer Use check
Mas 10: lnit •2: Spd 15 fl., climb 15 ft.. swim 10 ft.; Defense
(DC 25) to defeat.
16. touch 14. flat-footed 14 {+2 size. •2 Dex, ~2 natural); BAB
•O: Grap -12: Atk +'1 melee (1d3-'1, bite): Full Atk •4 melee
Smart Hero 3/Fast Hero 1/Mage 4: CR 8: Medium-size
(ld3-4, bite): FS 2 /,ft. by 2 •; , ft; Reach 0 ft.; AL master:
humanoid: HD 3d6+3 plus ld8+1plus4d6+4: hp 37: Mas 13:
SQ Scent, low·hght v1s1on. improved evasion, share spells.
lnit +6; Spd 30 ft .. Defense 17. touch 17. flat-footed 15 (•2
touch: SV Fort +5, Ref •5, Will t7; AP 0; Rep +O; Str 2. Dex
Dex. +S class); BAB •3: Grap +2: Atk ....2 melee (ld~-1.
15. Con 10, Int 7. Wis ll. Cha 2.
unarmed strike): Full Atk •2 melce (ld3-1, unarmed strike)
Skills: Balance +10, Climb ..12. Hide +18. Move Silently
or +5 ranged (2d6. SITES M9); FS 5 ft. by 5 ft.: Reach 5 h.: SQ
+10, Swim +10.
Arcane spells. scribe scroll. brew potion, familiar (rat); AL
Feats: Weapon Finesse {bite).

The assumption that the police are working from is that four wrecks so far (he has no action points left at this stage).
these are kids engaged in joyrides. but Department-7 The rest of his band are normal goblins (see page 239).
believes there's a touch of Shadow to this case. The heroes are not alone in their search. Louis Corsone is
expanding his operation, and has dispatched one of his
Supporting Cas1 . . minotaur legbreakers to "have a chat" with the goblin leader
The criminals responsible arc a band of eight goblins led by and steer his wayward charges into more profitable ventures.
a Fast hero (see page 239 for statistics). The Fast hero goblin
is fascinated with speed and loves the "magical wagons" the Things to Consider
humans call "cars:· He insists on driving whatever vehicles The first challenge is finding the car thieves. Keeping track on
catch his interest, and he has managed to walk away from a a police scanner provides reports as they come in, but the
DnMOOERN
heroes will be following in the wake of the crime. Just main- as a mystic circle sketched into the barn's floor There are
taining a high profile in the area being affected may allow twelve stations around the circle. and one in the middle-
them to catch the car thieves mthe act (they may be targets there should have been thirteen people present. not twelve.
of the thieves themselves). Most of the thefts are in an area The survivor is in intensive care, and further connections
that combines warehouses and apartment complexes, pro- may be needed to access her te~tirnony. She is feverish and
viding both a plethora of targets and place~ to hide. babbles about demon lions that came through and attacked
Where is the goblins' lair? Possibilities include an old the group. They were everywhere at once, she says.
warehouse, a storage unit, or an abandoned (but not yet The displacer beasts strike the next night killing Dobson's
destroyed) gas station. Thegoblins have taken some of their parents in an effort to find him. The Dobson farm is outside
prim to their lair lo try to figure out how they are made town, and the deaths may not be discovered right away. The
(resulting in a messy, oily collecticm of broken parts). next morning, Jim Dobson hitchhikes to the next town and
The goblins consider the vehicles to be nothing more grabs abus for the city. The displacer beasts follow, spurring
than another type of magic you follow the ritual and the reports of large black cats and torn bodies in their wake. If
car does what you want it to (and if it doesn't, you obvi- the heroes do not locate and stop the creatures, they soon
ously messed up the ritual). They understand the basics of turn the city Into thelf hunting grounds.
hotwiring and steer1ng. Things such as braking and traffic
laws are an alien concept to them.
The goblins aren't evil (at least not yet). The heroes need
Hostage Crisis (high-level adventure)
A crowded street corner becomes a killing zone for a mon-
to reach them before Corsone does, and then help divert
strous bank robber who takes hostages on a city bus.
their interests to more productive endeavors.
Bachground
Call of the Beast (mid-level adventure) Krub, a troll Tough hero (use the statistics on page 261),
A group of would-be demon worshipers puncture Shadow knocked over a bank earlier in the day. He got away with a
and draw something through that was best left alone. bundle of cash, abar of gold, and an assortment of rings and
watches he acquired from the customers. [very police offl·
Bach ground cer who encountered the troll since the robbery has gone
A multiple homicide Is reported in 11 rural county tar from down hard. They have no idea what lhey'1e actually dealing
the city. Twelve youths, including members of the high with, slncr most of thf'm seP nothing more rhan a hugP guy - - - -
school tootball team, were found in a bam. Eleven dead. in a trlght mask and armed with an .mault rif le.
one survivor. The early media reports show a symbol of a An hour ago, Krub boarded an uptown bus. That's when
skull engulfed in flame. I leroes with Knowledge (arcane things really got out of hand. Now the bus sits blocking three
lore) or experience in arcane or divine spellcasting recognize lanes of traffic. The troll uses the passengers as cover while
this as the symbol of an ancient and forgotten god. threatening to "eat their flesh and spit out their bones" if the
The youths were trying to raise ademon. usmg an old book cops don't clear out. Atense standoff exists, and it won't be
In one boy's possession. A decade before, the spell would long before Krub starts making good on his threat.
have fizzled. but with the nsing tide of magic, the spell Why did Krub rob the bank7That's up to you. Krub could
worked. 1n a manner of speaking. The doors between worlds just need the money, or it might bt' a trap to lure the heroes
opened. and a pair of displacer beasts stalked through. into a battle they might not be able to win-at least not
Thirteen young people were involved in the summoning. without suffering some heavy casualtlrs.
Ihe beasts killed eleven of them and left a twelfth badly
Injured. The thirteenth was Jim Dobson, who escaped with Supporting Cast
the book and Is now being pursued by the beasts. The troll has a busload of hos tag~. Figure that there are 18
1st-level ordinaries trapped on the bus. including men,
Supporting Cast women. and children There are also police, reporters, and
The youth on the run is fourteen year-old Jim Dobson. who other spectators at the scene, including acop who wants to
found the old book in his attic. The displacer beasts feel a move in despite the danger to the hostages
connection to the book and are pursuing the one holding it.
The dlsplacer beasts' statistics are on page 233. TRings to Consider
Krub is tough. With a variety or troll abilities, including
Things to Consider regeneration, as well as hero talents, 3action point~. and an
This is a rural encounter, taking place fa1 from the comfort- assault rifle, this troll won't go down ea5ily. He won'l hesi·
ing lights of the city. For urban based characters, stress the tale to kill hostages or use them as cover, but he also won't
oddness-it is quiet in the evening except for natural sacrifice hostages needlessly; he knows that If it looks like
sounds, and the woods at night are black and impenetrable. the hostages are doomed, the cops will charge the bus.
The natives of the small town are self-reliant and suspicious The heroes need to come up with a plan of action and
of strangers. all the more so with the sudden invasion of tbe then try to defeat Krub without lo~ing too many of the
media showing their town in a less than satisfactory light hostages. Krub wants to wait until nightfall so that he can
The heroes need to gain access to the site of the crime, try to sneak away in the darkness. He has no problem fight-
either officially with the help of law enforcement officers ing to the death if it comes to that: he feels particularly
or on their own. Within they ftnd the arcane symbol, as well invincible thanks to his various talents and abilities.
Brandon Cross punches the buttons on his
PDA, and arcane symbols scroll up. He
smiles and commits to memory the gylphs
and fonts that will allow him to cast Are-
balls and become invisible. Brandon is a
Mage and uses arcane spells.
Lily Parish goes up to her loft apartment
and meditates, reaching within herself to
touch that inner flame that some call self
and others call God. She feels a surge of
energy, the power to heal the injured and
punish the guilty. Lily is an Acolyte and uses
divine spells.
Troy Bellarosa focuses his mind in a few
moments of daily relaxation. When the time
comes, he will reach within himself and
draw upon the raw power of the mind, fuel-
ing his ability to read minds and alter wills.
Troy is a Telepath and uses psionlc powers.
Arcane spells, divine spells. and psionic
powers are all representative of abilities
beyond the scope of most ordinary individu-
als, and are called as a group FX abilities Oust
as in the film industry, FX is short for ~special
effects"). FX abilities are features of a few
advanced classes. and are not available to
basic classes. FX ab1l1t1es have a number of
similarities to each other as well as obvious
differences. This chapter examines the basics
of casting spells, manifesting psionic powers,
and using special items that have magical or
psionic powers.

Brandon blast' a gargoyle with


shuriken-shaped magic missiles
d?oMODERN
SPELLS School
The first line beneath the spell's name provides the school
Aspell is a one-time magical effect. Magic is used by indi- (and perhaps also a subschool) that the spell belongs to.
viduals with magical power, which include Mages and Schools provide a way of grouping together spells that have
Acolytes and creatures with spells and spell-like abilities. certain characteristics in common. In the following defim-
Spells can be arcane or divine. tions, an example spell of each type is given in parentheses.
Arcane spells. cast by Mages, nwolve direct manipulation Abjuration: Spells of this school are protective spells
of mystic energies These manipulations require long study, They create physical or magical barriers (hold portal) or
and tend to produce dramatic results. negate magical or physical abilities (dispel magic).
Divine spells,cast by Acolytes, Instead draw power from an Conjuration (Creation): This type of spell manipulates
unworldly source. be it from within the caster's own beliefs or matter to create an object or creature in a place the spell-
some greater entity of power. Divine spellcasting requires caster designates. If the spell has a duration other than
meditation and provides more utilitarian effects, including instantaneous (mage armor), magic holds the creation
the ability to heal the wounded. Some spells may be cast by together. and when the spell ends or is dispelled. lhe con-
both Mages and Acolytes, functioning c1s arcane spells when jured creature or object vanishes without a trace. If the spell
cast by Mages and divine spells when cast by Acolytes. has an instantaneous duration (wall of Iron). the created
Both Mages and Acolytes have a set number of spells object or creature is merely assembled through magic. II lasts
known to them per day, determined by class level and the indefinitely and does not depend on magic for Its existence.
caster's score in the key ability for the class (intelligence for Conjuration (Healing): Certain divine conjuration spells
Mages, Wisdom for Acolytes). Both must prepare the spells can heal creatures (cure critical wounds) or even bring
they intend to cast each day. [ach prepared spPll occupies them back to life (raise dead).
one of the caster's spell slots (see Level. page 330). The Conjuration (Summoning): A summoning spell (Insect
Mage chooses arcane spells from those she knows and has plague) instantly brings a creature or an object toa place the
recorded In her srellbook (a literal book In some cases, or r;1 easier designates. When the spell ends or is dispelled. the
file on a computer or PDA) The Acolyte doesn't keep a summoned cieature is Instantly sent back to where 1t came
spellbook the same divine inspiration that powers his magic from, but a summoned object is not sent back unless the spell
also makes all divine spells available to him. demiption \pecifically indicates this. A summoned creature
Most spells require the caster to speak some utterance. also goe~ dway if it i\ killed or dropped to 0 hit points.
make complex gestures. or sometimes expend an object or a Conjuration {Teleporting): Aspell of this type (dimen-
small quantity of some substance. The spellcaster's ac tivi1y rs sion door) trcm~ports one or more creatures or objects a
v1s1blc to others. and th!! effects (such as the bright flash of great distance.
a fireball ~pell) often are too, but the magic itself is not. Divination: These spells enable you to learn information
(discern lies), to find hidden things (true .seein&). or to foil
CastingaSpell deceptive spells (m• Invisibility).
The first step In ca~ting a spell is to choose which spell to Enchantment: An enchantment spell (command)
cast. An Acolyte or Mage selects from among spells pre- affects the minds or others. influencing or controlling their
pared earlier in the day and not yet cast (see Preparing Mage behavior. All enchantment spells have the mind-affecting
Spells, page 334, ilnd Prcp.lring Acolyte Spells, page 336). descriptor {see below for more on spell descriptors).
To cast a spell, you must be able to speak (if the spell has Evocation: These spells (magic missile, firebol/, lighl
a verbal component). gesture (if It has a somatic compo- ning bolt) manipulate energy or mp an unseen source of _____ _,__
nent). and manipulate some material (if rt has a material power to produce a desired end. In effect, they create
component) or focus (if any). Addltionally, you must con- something out of nothing. Many of thesf' spells produce
centrate to cast a spell-and it's hard to concentrate in the spectacular effects, and evocation spells can deal large
heal or battle. (See page 53 for details.) amounts of damage.
You may fall when trying to cast an arcane spell while Illusion: Illusion spells (invisibility, magic mouth)
we.ulng armor (see page 318). deceive the senses or minds of others.
If a spell has multiple versions. you choose which version Saving Throws and 11 lusions (Disbelief): Creatures
to use when you cast it. For example, when you prepare encountering an illusion effect usually do not receive saving
telekinesis. you don't choose which version of the spell (a throws to recognize it as illusory until they study it carefully
gentle. sustained force or a single short, violent thrust) to or interact with it in some fashion. This allows them to dis-
employ until you cast the spell. believe the illusion. If any viewer successfully disbelieves an
Once you've cast a prepared spell. you can't cast it again illusion and communicates this fact to other viewers. each
until you prepare it again. (If you have prepared multiple such viewer gains a saving throw with a •4 bonus.
copies of a ~I ngle spell. you can cast each copy once.) Necromancy: Necromancy spells manipulate the power

-
of death. unlife, and the life force. Spells involving undead
creatures (animate dead) belong to this school. as do the
How to Read aSpell Description various inflict spells, such as inflict critical wounds.
Spells have a number of defining characteristics that distin- Transmutation: Transmutation spells (enhance ability.
guish each spell from the others. Each spell description levilale, magic weapon) change the properties of some
includes most or all of the following pieces of information. creature, thing, or condition.
d2oMODERN
Universal: A small number of spells (detect magical Divine Focus (DF): Some divine spells require the caster
aura, read magic) belong to no school and are designated to provide a divine focus An Acolyte's holy symbol (see
as universal. The type of magic they involve does not fall page 323} serves as the divine focus for the casting of a spell.
into one of the above categories. unless some other divine focus is specified In the spell's
descriptive text
Descriptors Sometimes the Components entry of a spell description
Descriptors are a way of classifying spells (often from dif- contains the entry "M/DF" (see the tongues spell for an
ferent schools) that have some common characteristic. For example). This indicates a spell that can be cast as either an
instance, magic missile (from the Evocation school) and arcane spell or a divine spell-a Mage casting it needs the
shield (from the Abjuration school) both carry the force specified material component, while an Acolyte casting it
descriptor, because each of them uses magic to manipulate needs to provide a dlvine focus.
force (and for this reason, a shield spell protects against a
magic missile attack). Casting Time
Aspell's descriptors (if any) appear in brackets on the line This entry tells how much time is needed to complete the
identifying the school. Descriptors used for the spells in this casting of a spell once it is begun.
book include cold, electricity, fear. fire, force, language- Casting a spell with a casting time of 1action Is an attack
dependent. light, mind-affecting, and sonic. action. The spell takes effect immediately.
Casting a spell with a casting time of 1full round is a full-
Leuel round action. You can take a 5-foot step before, during. or
The relative power of a spell is indicated by its level-lst- after casting, but you cannot otherwise move. The spell
level spells are more powerful than 0-level spells, and so on. takes effect at the beginning of your turn m the round after
Aspell's level also indicates whether a particular spellcaster you began to cast it. You then act normally after the casting
is capable of preparing and casting the spell (see the is completed
Acolyte and Mage class descriptions in Chapter Nine}. A spell that takes 1 minute to cast {such as break
Spell Slots: Every spellcaster can prepare as many spells enchantment} comes into effect just before your turn 1
every day as he or she has spell slots. (See Arcane Spells, minute later (you spend each of those 10 rounds casting as
page 319, for the Mage's spell slots and Divine Spelts, page a full-round action).
324, for the Acolyte's spell slots.) When you begin a spell that takes 1 full round or longer
Spell slots have levels just as spells do: a spell slot of a to cast, you must continue the Invocations. gestures. and/or
certain level is de~igned to hold a spell of that level. It's pos- concentration from one round to just before your turn in
sible. however, to place a lower-level spell in a higher-level the next round (at least). If you lose concentration a~er
spell slot if you desire. You don't have to fill all your spell starting the casting and before it is complete, you lose the
slots with prepared spells every day (although it usually spell (see Concentration, page 53).
makes sense to do so). For more information, see Preparing You retain your Dexterity bonus to Defense while casting
Mage Spells, page 334. a spell.
Attacks of Opportunity: Generally. if you attempt to
Components cast a spell, you provoke attacks of oprortunity from
Every spell has at least one type of component that the threatening enemies. Table 10-1: FXActions in Combat spec-
spellcaster must provide at the time of casting. ifies whether a certain activity provokes anacks of oppor-
Verbal (V): To cast a spell with a verbal component. you tunity (AoO). If you t~ke damage from an attack of
must speak in a firm voice. If you're gagged or in the area of opportunity, you must make a Concentration check (see
a silence spell, you can't cast such a spell. Aspellcaster who page 53) or lose the spell you were trying to cast
has been deafened has a 20% chance to spoil any spell he Casting on the Defensive: You may attempt to cast a
tries to cast 1f that spell has a verbal component. spell while on the defensive. This option means casting the
Somatic (S): To cast a spell with a somatic component spell while paying attention to threats and avoiding blows.
you must gesture freely with at least one hand. You can't cast In this case, you are no more vulnerable to attack than you
a spell that has asomatic component while bound, grappled, would be if you were just standing there, so casting while on
or with both your hands full or occupied (clinging to a cliff or the defensive does not provoke an attack of opportunity. It
swimming, for instance). If a Mage casts a spelt with a does, however, require a Concentration check (DC 15 + spell
somatic component while wearing armor. the armor may level) to pull off. Failure means you lose the spell.
bring with it an arcane spell failure chance (see page 318).
Material (M): A material component Is an object or a Range
small amount of some substance that the caster must have Aspell's range indicates how far from you it can reach-
on hand. It Is expended and disappears when the spell is the maximum distance from you that the spell's effect can
cast. Preparing these materials is a free action. The purchase occur, as well as the maximum distance at which you
DCs for expensive material components are included in the can designate the spell's point of origin. If any portion of
spelt descriptions;if no value is given. assume a purchase DC the spell's area would extend beyond the range, that area
of 2. is wasted.
Focus (F): A focus is similar to a material component, Aspell's range usually falh into one of the following
except that it is not expended when the spell is cast. categories.
discharge the spell). You can touch one friend (or yourself)
as an attack action, or up to six friends as a full-round
Activate a ring. rod. staff, wand, or wondrous item No action. If you cast another spell, the touch spell dissipates.
Cast a sr,ell (attack action casting nme) Yes Close: The spell reaches up to 25 feet away from you. The
Concentrate to maintain an active spell or power No maximum range increases by 5feet for every two full class
Dismi~s a spell or power No levels (Mage or Acolyte).
Drink a potion Yes Medium: The spell reaches up to 100 feet + 10 feet per
Manifest a power (attack c1ct1on manifestation time) Yes class level.
Read a scroll Yes Long: The spell reaches up to 400 feet t 40 feet per class
Turn or re>buke undcad No level.
Use spell-like ability Yes Range Expressed in Feet: Some spells (such as bless)
Use supernatural abi11ty No have no standard range category, JUSt a range expressed in a
Use extraordinary ability No unit of measurement (usually feet).
Use rouch spC'll on self No
Targe1
Move Actions AoO? Some spells have a specific target or targets. You u~e these
Direct or redirect an active spell or power No spells directly on creatures or obiects, as defined by the
spell itself. You must be able to see or louth the target. and
Full-Round Actions AoO? you must specrfically chome that target For example. you
Cast a spPll (full round action casting time) Yes can't fire a magic missile spell (which always hits tis target)
ManifP\I a power into a group of bandits with the in~1ruct1on to "strike the
(full round aclton manifestation time) Yes leader." lo strike the leader, you musl be able to identify
u~ touch \pPll on up 10 SIX l1irnds Yes and see the leader (or gues~ which is the leader and get
lucky). However. you do not have to select your target until
Free Actions AoO? you finish casting the spell.
Cease concentrarlon on a spt'll or power No If you cast a targC?ted spell on thP wrong soil of target.
Prepare spell components to cast a spell No such as using a doz<? spell on a humanoid with ~ Hit Dice.
MakP Sf)E'llcraf1 check 011 tounterspell attempt No the spell has no effect
If the target of a spell is yourself ("Target: You"). you do not
Personal: The spell affoC'tS only you. receive a saving throw. and spell resistance doe\ not apply.
Touch: Yo11 m11~t to1Kh a ncature or object to affect it. Subject: l he descriptive text of spells make\ a dislinc
To use a touch spell. you cast the ~pell and then touch the tion between "target" and "subiect." The target of ci spell is
subject. eithPr in the same round or any time later. In the the creature(s) or object(s) it is diretted agaimt. A target
~ame round that you c:asl the spell. you may also touch (or becomes a subject If It falls a savrng throw agdinst the spell
attempt to touch) the rarget. You may take your move and is thus affected by the magic.
before {cJSl111g the ~pell. arter touching the target or
between tasting the ~pell dnd touching the target. You can Effect
automalkally 1011< hone friend 01 ll\P rhe spell on yourself, Some spells create or summon things rather than affecting
but 10 to11th ,m opponent, you must succeed on an attack. things that are already present. You must designate lhe
Touch Attacks: Since you only need to touch your location where these things are to appear, either by seeing
enemy. you rndke a touch at tack instead of a regular attack. it or defining it. Range determines how far away an effect - - - -
Touching an opponent with a touch spell is considered to can appear, but if the effect is mobile It can move regardless
be an armed attack and therefore does not provoke attacks of the spell's range.
of opportunity when it 1s discharged on ,in armed oppo- Ray: Some effects are rays (see searmg light for an
nent. However. the act of casting a spell does provoke example). You aim a ray as 1f using a ranged weapon, though
attacks of opportunity. so you may want to tast the spell typically you make a ranged touch attack rather than a
and then n1ove to the target instead of vice versa. normal ranged attack As with a ranged weapon. you can fire
Touch attacks come rn two type~: melee touch attacks into the dark or at an inv1s1ble creature and hope you hit
(for touches made with, say. your hand) and ranged touch something. You don't have to see the creature you're trying
attacks (for touches made with magic rays. for example). to hit, as you do with a targeted spell. Intervening creatures
You can score critical hits with either type of attack. Your and obstacles, however. can block your line of sight or pro-
opponent's Defense against a touch attack does not include vide cover for the creature you're aiming at.
any equipment bonus or natural armor bonus. His size mod- If a ray has a duration, it's the duration of the effect that
ifier and Dexterity modifier both apply normally. the ray causes. not the length of time the ray itself persists.
Holding the Charge: You do not have to touch your Spread: Some effects, notably clouds and fogs (see
target Immediately after casting a touch spell. Instead, you cloudkill for an example), spread out from a point of origin
can "hold the charge," waiting to discharge the spell at a to a distance given in the spell description. The effect can
later time. If you touch anything with your hand while hold- extend around corners and Into areas you can't see. Figure
ing a charge, the spell discharges. Otherwise. you can make distance by actual distance traveled, taking into account
touch attacks round after round, until you succeed (and thus turns the spell effect takes. You must designate the point of
origin, but need not have line of effect (see below) to all is canceled by a solid barrier. it's like line of sight for ranged
portions of the effect. weapons, except it's not blocked by fog. darkness, ancJ other
factors that limit normal sight.
Area You must have a clear line of effect to any target that you
Some spells affect an area You select where the spell use a spell on. or to any space in which you wish to create
starts. but otherwise you don't control which creatures or an effect You must have a clear line of effect to the point
objects the spell affects. Sometimes a spell describes a spe- of origin of any spell you cast or power you manifest. such
cially defined area, but usually an area falls into one of the as the central point of a fireball. For bursts, cones, cylin-
following categories. ders. and emanation spells, the spell only affects areas,
Burst: As with an effect, you select the spell or power's creatures, or ohjects to which it has line of effect from its
point of origin The spell or power hursts out from this origin (a burst's point, a cone's starting point. a cylinder's
point affecting whatever it catches in its area. For instance, circle. or an emanation spell's point of origin).
if you designate a four-way intersection of corridors to be Ahole of at least l square foot is sufficient to allow a line
the point of origin of a dispel magic spell, the spell bursts of effect through an otherwise solid barrier. If any given 5-
in all four directions, possibly catching creatures that you foot length of barrier contains such an opening, that 5-foot
can't see. length is not considered a barrier for purposes of a spell's
A burst spell has a radius that indicates how far from the line of effect (though the rest of the wall still counts as a
point of origin the spell's effect extends. barrier as normal). For example, if a fireball is cast in a cor-
Cone: When you cast a spel I with a cone area (see cone ridor, Its spread is contained by the walls on either side. If
of cold for an example). the cone shoots away from you in one walI contains a small window (larger than l square foot),
the direction you designate. A cone starts in a square adja- the 5-foot section of wall containing the window is treated
cent to you and widens out as it goes. Acone's width at a as if it weren't there to block the fireball'> spread. The rest
given distance from you equals that distance. Its far end is of the wall. and the wall on the other side, block the spread
as wide as the effect is long. (A 25-foot long cone is 10 as normal, however.
feet wide at 10 feet along its length and 25 feet wide at its Directing or Redirecting Effects: Some spells. such as
far end.) detect magical aura. allow you to redirect the effect to
Creatures: Some spells affect creatures directly (as a new targets or areas after you cast the spell. Redirecting a
spell with a target does). but they affect creatures in an area spell requires a move action that does not provoke attacks
of some kind rather than individual creatures you select. The of opportunity. It also doesn't require concentration.
area might be a burst, a cone, or some other shape.
Many spells affect "living creatures; which means all Duration
creatures other than constructs and undead. The sleep Once you've determined who's affected by a spell and how.
spell, for instance. affects living creatures If you cast sleep you need to know for how long. The Duration entry of a
in the midst of goblins and skeletons, the sleep spell ignores spell description tells you how long the effect of the spell
the skeletons and affects the goblins. The skeletons do not lasts.
count against the creatures affected. Timed Durations: Many durations are measured in
Cylinder: As with a burst. you select the spell's point of rounds, minutes. hours, or some other increment. When the
origin {see Ice storm for an example). This point is the time is up, the magical energy goes away and the spell ends.
1
center of a horizontal circle, and the spell shoots down If a spell's duration is variable (see cause fear for an exam-
from the circle, filling a cylinder. ple). the DM rolls it secretly.
·- - - - Emanation: Some spells. such as silence, have an area Instantaneous: The spell energy comes and goes the
like a burst except that the effect continues to radiate from instant the spell is cast, though the consequences of the
the point of origin for the duration of the spell. spell might be long-lasting. For example, a cure llght
Quarter-Circle: Some spells, such as detect magical wounds spell lasts only an instant, but the healing it
aura have a quarter-circle-shaped area. Uke a cone. the bestows never runs out or goes away.
effect starts 1n a square adjacent to you and widens out as Permanent: The effect remains indefinitely. but is sus-
it goes. tained by lingering magical energy. If the energy goes away,
Spread: Some spells, such as a fireball. spread out like a so does the effect. This means the spell is vulnerable to
burst but can turn corners. You select the point of origin, dispel magic
and the spell spreads out a given distance In all directions. Concentration: The spell or power lasts as long as you
Figure distance by actual distance traveled, taking into concentrate on it, possibly up to a specified maximum
account turns the spell effect takes. amount of time (sec detect magical aura for an example).
Other: Aspell or power can have a unique area, as defined Concentrating to maintain a spell is an attack action that
in its description (see burning hands for an example). does not provoke attacks of opportunity Anything that
(S): If an Area or Effect entry ends with "(Sr (standing for could break your concentration when casting a spell can
·shapeable"). you can shape the spell (see wall ofstone for also break your concentration while you're maintaining one.
an example). Ashaped effect or area can have no dimension causing the spell to be ruined {see Concentration, below).
smaller than 10 feet. You can't cast a spell while concentrating on another one.
Line of Effect: A line of effect is a straight. unblocked Sometimes a spell lasts for a short time after you cease
path that indicates what a spell can affect. Aline of effect concentrating (see wall of fire for an examp le). In these
d'oMODERN
cases, the spell keeps going for the stated length of time the relevant ability (Intelligence for a Mage. Wisdom for an
after you stop concentrating. Acolyte).
Subjects, Effects, and Areas: If a spell affects creatures Succeeding at a Saving Throw· Acreature that success-
directly (for example. freedom of movement), the result fully saves against a spell without obvious physical effects
travels with the subjects for the spell's duration. If the spell feels a hostile force or a tingle. but cannot deduce the exact
creates an effect, the effect lasts for the duration. The nature of the attack. For example. if you secretly cast hold
effect might move or remain still. Such an effect can be person on a character and his saving throw succeeds, he
destroyed prior to the end of its duration (such as insect feels the tingle of the magic trying to affect his mind. (If he's
plague being dispersed by smoke). If the spell affects an familiar with magic use. he recognizes the touch of a spell.
area, such as silence does. the spell stays with that area for though he can't tell what you were trying to do. An ordinary
the spell's duration. Creatures become subject to the spell person who has never experienced magic, however. is
when they enter the area and are no longer subject to it unlikely to recognize the sensation.)
when they leave. Likewise, if a creature's saving throw succeeds against a
Discharge: A few spells last for a set duration or until targeted spell. such as hold person, you sense that the
triggered or discharged (see protection from arrows/bul- spell has failed. You do not sense when creatures succeed at
lets for an example). The spell remains in place until the saving throws against effect and area spells.
triggering condition is met (at which point it takes effect) or Voluntarily Giving up a Saving Throw: Acreature can
the maximum duration is reached (at which point it dissi- voluntarily forego a saving throw and willingly accept a
pates, with no effect). spell's result. Even a character with a special resistance to
(D): If the Duration entry ends with "(D)" (standing for magic can suppress this resistance if he or she wants to.
"dismissible"). you can dismiss the spell at will. You must be Items Surviving after a Saving Throw: Unless the
within range of the effect of the spell to dismiss it Dismiss- descriptive text for the spell specifies otherwise. all items
ing a spell is an attack action that does not provoke attacks carried and worn are assumed to survive a magical attack.
of opportunity. A spell that depends on concentration is If an item 1s not carried or worn and 1s not magical. it
dismlssible by its very nature. and dismissing it does not does not get a saving throw. It 1s simply dealt the appropri-
require an action (since all you have to do to end the spell ate damage.
is to stop concentrating).
Spell Resistance
Sauing Throw Spell resistance is a special defensive ability that protects
Most harmful spells allow an affected creature to make a against spells.
saving throw to avoid some or all of the effect. The Saving Each spell description includes an entry that indicates
Throw entry in a spell description defines which type of whether spell resistance applies to the spell (if so, Yes; if
saving throw the spell allows and describes how saving not, No). In general. whether spell resistance applies
throws against the spell work. depends on what the spell does:
Negates: This term means the spell has no effect on a Targeted Spell: If the spell is targeted at a creature, spell
creature that makes a successful saving throw. resistance applies. If the spell targets multiple specific crea-
Partial: The spell causes an effect on 1ts subject, such as tures, spell resistance applies to those individuals that have it.
death. A successful saving throw means that some lesser Area Spell: if the target is within the area of a spell. its
effect occurs (such as being dealt damage rather than spell resistance applies. The spell resistance protects the
being killed). resistant creature without affecting the spell itself.
Half: The spell deals damage. and a successful saving Effect Spell: Most effect spells summon or create some-
throw halves the damage taken (round down). thing and are not subject to spell resistance. For instance, a
None: No saving throw is allowed. wafl of iron is not subject to spell resistance. but a wait of
Disbelief: Asaving throw 1s not allowed purely on the fire Is. Effect spells that affect a creature more or less
basis of encountering the spell. Rather, the creature gets directly such as the web spell. are sometimes subject to
a saving throw only after interacting with or carefully spell resistance.
studying the spell. A successful save lets the subject level Check: If your spell is being resisted by a creature
ignore the effect with spell resistance. you must make a level check (ld20 +
(Object): The spell can be cast on ob1ects, which receive caster level) and get a result at least equal to the creature's
saving throws only 1f they are magical in nature, or if they spell resistance for the spell to affect that creature. If the
are attended (held, worn, or grasped) by a creature resisting caster fails the check, the spell doesn't affect the defender.
the spell, in which case the object gets the creature's saving The defender's spell resistance 1s like a Defense score against
throw bonus unles~ its own bonus is greater. (This notation magical attacks.
does not mean that a spell can only be cast on objects. (Harmless) and (Object): These terms mean the same
Some spells of this sort can be cast on creatures or objects.) thing in a spell resistance entry as they do for saving throws.
(Harmless): The spell is usually beneficial, not harm- A creature with spell resistance must voluntarily drop the
ful. but a targeted creature can attempt a saving throw if resistance in order to receive the effects of a spell noted as
it wishes. harmless without the level check described above. Doing so
Saving Throw Difficulty Class: Asaving throw against a is an attack action that does not provoke an attack of
spell has a DC of 10 +the level of the spell +your bonus for opportunity. Once a creature lowers its resistance, it remains
down until the creature's next tum. at the beginning of which Spell Failure
it automatically returns. Acreatures spell resistance never
If you ever try to cast a spell in conditions where the char-
interferes with i~ own spells. powers. items. or abilities. acteristics of the spell (range, area. and so forth) cannot be
Only spells and spell-like abilities are subject to spell made to conform. the effort fails and the spell is wasted.
resistance. Extraordinary and supernatural abilities (includ-
Spells also fail if your concentration is broken (see Con-
ing enhancement bonuses on magic weapons) are not. A
creature can have some abilities that are subject to spell centralion, page 53). Arcane spell~ (but not divine spells)
might fail If you're wearing armor while casting a spell that
resistance and others that are not.
has a somatic component.
Spell resistance does not stackwith power resistance (see
page 227), and vice versa.

Descriptive Te11t ARCADE SPELLS


Mages cast arcane spells. Arcane spells involve the direct
A spells descriptive text explains how the spell works or
manipulation of mystic energies. These manipulations
what it does and includes necessary information such as the require natural talent and long study. Compared to divine
spell's material component.
spells. arcane spells are more likely to produce dramatic
results, such as flight, explosions, or transformations.
The SpeirsResult
Once you know which crea1 ures (or objects or areas) <1re
affected. and whether those creatures have made successful
Preparing ffiage Spells
The rules for which spells. and how many spells, a Mage can
saving throws (if any) or successfully used their spell resist-
cast are given in the class description starting on page 318.
ance (if applicable). you can apply whatever results a spell The class description also includes information on how a
entails. Mage prepares spells each day. Additional details are pro-
Many spells affect particular types of creatures. Hold
vided here.
person. for example. works only on creatures of the human-
Rest: To prepare his daily spells. a Mage must have a clear
oid type. Creature types are defined in Chapter Eight begin-
mind. To clear his mind. the Mage must first sleep for 8 hours.
ning on page 218. The character does not have to slumber for every minute of
Spells and Critical Hits: Aspell that requires an attack the time, but he must refrain from movement, combat, spell-
roll. such as searing light. can score a critical hit. Aspell
casting, skill use. conversation, or any other fa irlydemanding
attack that requires no attack roll. such as fireball. cannotphysical or mental task during the rest period. If the Mage's
score a critical hit.
rest is interrupted, each interruption adds l hour to the total
Spellcraft Skill: Some uses of magic spells and magic- amount of time he has to rest in order to clear his mind, and
related abilities rely on Spellcraft checks. Ihe Spellcraft skill
the Mage must have at least 1hour of rest immediately prior
1s detailed on page 323. to preparing his spells. If the character does not need to sleep
for some reason, he still must have 8 hours of restful calm
Interrupting PH Users before preparing any spells.
If you want to prevent a character or creature from Recent Casting Limit: If a Mage has cast spells recently.
using an FX ability. you can ready an action (see page the drain on his resources reduces his capacity to prepare
147) to attempt to interrupt any such use. new spells. When he prepares spells for the coming day. all
Distracting Spellcasters and Psionic Characters: spells he has cast within the last 8 hours count against his
You can ready an attack against a character or creature daily limit.
with the trigger "if she starts casting a spell or mani- Preparation Environment: To prepare any spell. the Mage
festing a power." lf you succeed in damaging the char- must have enough peace, quiet. and comfort to allow for
acter or otherwise distracting her. she may lose the FX proper coocentratioo. The Mage's surroundings need not be
ability she was trying to use (as determined by her luxurious. but they must be free from overt distractions. such as
Concentration check result) combat raging nearby or other loud noises. Exposur"€ to
Readying a Counterspetl: You may ready a coun- inclement weather prevents the necessary concentration. as
terspell against a spellcaster (often with the trigger "if does any injury or failed saving throw the character might expe-
she starts casting a spell"). In this case, whenthespell- rience while studying. Mages also must have access to their
caster starts a spell, you get a chance to identify it spellbooks to study from and sufficient light to read them by.
with a Spellcraft check(DC 15 + spell level). If you do, , One major exception: AMage can prepare a read magic spell
and if you can cast that same spell (are able to cast it even without a spellbook. Agreat portion of a Mage's initial
and have it prepared), you can cast the spell as a coun- training goes into mastering this small but vital feal of magic.
terspel l and automatically ruin the other spellcaster's Spell Preparation Time: After resting. a Mage must
spell. Counterspelling works even if one spell is divine study his spellbook to prepare any spells that day. If the
and the other arcane. character wants to prepare spells for all his spell slots, the
Aspellcaster can use dispel magic (see page 343) to process takes 1hour. Preparing some smaller portion of his
counterspell another spellcaster. but it doesn't always daily capacity takes a proportionally smaller amount of
work. Apsionic character can use negate psionics to time, but always at least 15 minutes, the minimum time
end ongoing psionic powers. required to achieve the proper mental ~tate.
d:wMODERN
Spell Selection and Preparation: Until he prepares Mage attains a new level, he gains two spells of his choice
spells from his spellbook. the only spells a Mage has avail- to add to hrs spell book. These spells represent the results of
able to cast are the ones that he already had prepared from his research. The two free spells must be of levels the Mage
the previous day and has not yet used. During the study can cast.
period, a Mage chooses which spells to prepare. The act of Spells Copied from Another's Spellbook or a Scroll: A
preparing a spell is actually the first step in casting it. Aspell Mage can also add spells to his book whenever he encoun-
is designed in such a way that it has an interruption point ters a new spell on a magic scroll (see page 376) or in
near its end. This allows a Mage to cast most of the spell another Mage's spellbook. No matter what the spell's
ahead of time and finish the spell when it's needed. even if source. the character must fi rst decipher the magical writing
the character is under considerable pressure. The Mage's (see Arcane Magical Writings, below). Next, the Mage must
spellbook serves as a guide to the mental exercises the spend a day studying the spell. At the end of the day, the
Mage must perform to create the spell's effect. If a Mage character must make a Spellcraft check (DC 15 + spell's level}.
already has spells prepared (from the previous day} that he If the check succeeds, the Mage understands the spell
has not cast, he can abandon some or all of them to make and can copy it into his spellbook. Copying the spell takes
room for new spells. one day, plus one additional day per spell level. (A 3rd-level
When prerarlng srells for the day, the Mage can choose spell. for example. takes four days.) The process does not
not to prepare as many as he has available. Later during that harm a spellbook that is copied from, but a spell success-
day, the Mage can repeat the preparation process as often as fully copied from a magic scroll disappears from the scroll.
he likes, time and circumstances permitting. During these If the check fails. the Mage cannot understand or copy
extra sessions of preparation, a Mage can fill these unused the spell. He cannot attempt to learn or copy it again, even
spell slots He cannot. however, abandon a previously pre- if he studies It from another source, until he gains another
pared spell to replace It with another one or fill a slot that rank in Spellcraft. If the spell was being copied from a scroll,
is empty because he has cast a spell in the meantime. That it does not vanish from the scroll.
sort of preparation requirc>s a mind fresh from rest. Like the
first session of the d11y, th1\ prC'paratlon takes at least 15 min Arcane magical Writings
1Jt<'S, and 11 takes longer if thC' Mage prepares more than To record an arcane spell in written form (either 1n his spell-
one quarter of hi) spE'lls. book, or wht>n crafting a magic scroll). a spellcaster uses
Prepared Spell Retention: Once a Mage prepares a complex notation that describes the magical torces
spell, it remains In his mind as a nearly cast spell until he involved in the spell. Th<' notation <"005titutes a universal
uses the pr<'\Crlbcd tomponents to complete and trigger it arcane language that Mages havr discovered. not invented.
(or until he abandons It). Upon casting, the spell's energy is The writer uses the same system no matter what her native
expended t1nd purged frorn the dwac tN, leaving hirn feel- language or culture. However, each characte1 uses the
ing a lilt le tired systPm in his own way. Another person's magical writing
remains incomprC'hensible to even the most powerful Mage
Spellboohs until he lakes time lo s111dy and decipher It.
Aspellbook conta1m the 1ntncale instructions for casting To decipher an arcane rnagic:al wriling (such as a single
arcane spells ·lnsrructlons far too complex and subtle to be spell in written form In another·~ spellbook or on a scroll).
committed to memory. As a Mage discovers new spells, he a character must make a ~uwmful Spellcraft check (DC20
records them in his spellbook He then refers to his spell- + the spell's level). If the check falls. the character cannot
book as he prepares his spells for use PVery day. attempt to read that particular spell until the next day. A
The lrad1rlonal spellbook is a solid, heavily bound text (or read magic spell automatically deciphers a magical writ-
series of texts; many Mages accumulate numerous note- ing without a skill check. If the person who created the
-------
books full of magical writing over their careers). Contempo- magical writing is on hand to help the reader, success is
rary Mages can choose alternatives, however. A spellbook also automatic.
can be a file on a computer or POA. Magically speaking, these Once a character deciphers a particular magical writing,
function 1dent1cally to paper spellbooks-the Mage uses he does not need to decipher 1t again. Deciphering a magi-
them to prepare spells Just as she would a traditional spell- cal writing allows the reader to Identify the spell and gives
book. However electronic spellbooks have the same advan- some idea of its effects (as e~pla1ned in the spell descrip-
tages and disadvantages as other forms of electronic tion}. If the magical writing was a scroll and the reader can
documents An electronic file can be easily duplicated. cast arcane spells, he can attempt to use the scroll.
backed up. and protected by layers of computer security.
However. it can also be hacked, and of course it can't be ffiage Spellsand Borrowed Spellboohs
accessed at all without a functional computer or PDA. AMage can use a borrowed spellbook to prepare a spell he
m
-
already knows and has recorded in his own spetlbook, but
Learning newSpells preparation success 1s not assured. First. the Mage must deci-
AMage increases his repertoire of available spells by learning pher the writing in the book (see the Arcane Magical Writ-
new spells and copying them into his spellbook. Mages can ings sidebar). Once a spell from another spellcaster's book is
add new spells to their spellbooks through several methods. deciphered, the reader must make a successful Spellcraft
Spells Gained at a New Level: Mages perform a certain check (DC 15 +spell level) to prepare the spell. If the check
amount of spell research between adventures. Each time a succeeds. the Mage can prepare the spell. He must repeat
0
the check to prepare the spell again, no matter how many Oiuine magical Writings
times he has prepared the spell before. If the check fails. he Divine spells can be written down and deciphered just as
cannot try to prepare the spell from the same source again arcane spells can (see Arcane Magical Writings, page 335).
until the next day. {However, as explained above, he does not Any character with the Spellcraft skill can attempt to deci-
need to repeat a check to decipher the writing.) pher the divine magical writing and identify it. However,
only characters who are capable of casting the spell in its
DIUIOE SPELLS divine form can cast a divine spell from a scroll. (The char-
acter does not have to have the spell prepared; she only has
Acolytes cast divine spells. Unlike arcane spells, divine to be capable of preparing and casting it in general.)
spells draw power from the strength of the Acolyte's beliefs.
Divine spells tend to be less flashy. destructive, and disrup-
tive than arcane spells. What they do that arcane spells new Oiuine Spells
don't do is heal. When a divine spellcaster goes up in level and gains the
ability to cast higher-level spells. she can automatically pre-
pare any spell of the new level. Unlike arcane spellcasters,
Preparing Acolyte Spells divine spellcasters are not limited in their choice of spells
The rules for which spells, and how many spells, an Acolyte by those known or recorded in a spellbook.
can cast are given in the class description starting on page
322. The class description also includes information on how
an Acolyte prepares spells each day. Additional details are new Spells in Your Game
provided here. Many of the spells described in this chapter are
Time of Day: An Acolyte chooses and prepares spells plucked from the DUNGEONS & DRAGONS Player's Hand-
ahead of time. just as a Mage does. However, divine spell- book. if your campaign includes Mages and Acolytes
casters do not require a period of rest to prepare spells. (or other spellcasters). feel free lo plumb the Player's
Instead. the character chooses a particular part of the day Handbook for additional arcane and divine spells.
to meditate and receive spells. The time usually is associ- However. be aware that many D&D spells are designed
ated with some dally event. Dawn, dusk. noon, or midnight and balanced for game settings in which magic is
are common choices. (Some belief systems set the time or potent and commonplace. Some of the more powerful
impose other special conditions for granting spells to their spells in the Player's Handbook don't lend them·
Acolytes.) If some event prevents the character from medi- selves well to low-magic, modern-day campaigns.
tating at the proper time, she must do so as soon as pos- Spells you should think twice about introducing into
sible. If the character does not stop to meditate for spells at your modern-day campaign include all spells of higher
the first opportunity. she must wait until the next day to than 5th level plus the following Player's Handbook
prepare spells. spells of 5th level or lower: a1r walk, contact other
Spell Selection and Preparation: Adivine spellcaster plane, ethereal jaunt fabricate. fly, lesser planar
selects and prepares spells ahead of time through prayer ally, lesser planar binding, major creation, make
and meditation at a particular time of day. The time whole, polymorph self. polymorph other. reincar~
required to prepare spells is the same as for a Mage nhour),
11
note, and te/eport. IC

as is the requirement for a relatively peaceful environment


in which to perform the preparation. A divine spellcaster
- - - - does not have to prepare all her spells at once. However, the SPELL LISTS
character's mind is only considered fresh during her first This section begins with the spell lists for the spellcasting
daily spell preparation, so she cannot fill a spell slot that is classes, Mage and Acolyte. The information below pertains
empty because she has cast a spell or abandoned a previ- to spells of both types.
ously prepared spell. However, she can spontaneously cast Spell Chains: Some spells reference other spells that
cure or inflict spells in place of certain prepared spells (see they are based upon. Only information in a spell later in the
Spontaneous Casting of Cure and Inflict Spells, below). spell chain that is different from the base spell is covered in
Acolytes do not require spellbooks. An Acolyte can pre- the spell being described. Header entries and other Infor-
pare any spell of appropriate level. mation that are the same as the base spell are not
Recent Casting Limit: As with arcane spells, at the time repeated. For instance, all the various cure spells are part
of preparation any spells cast within the previous 8 hours of a chain, and the base spell in the chain is cure light
count against the number of spells that can be prepared. wounds. The description of that spell contains informa-
Spontaneous Casting of Cure and Inflict Spells: A tion that also applies to cure moderate wounds and the
good Acolyte (that is, an Acolyte with good as one of her other cure spells.
allegiances) can spontaneously cast a cure spell in place of Hit Dice: The term "Hit Dice" Is used synonymously with
a prepared spell of the same level or higher. An evil Acolyte "character levels" for effects that affect a number of Hit
(that is, an Acolyte with evil as one of her allegiances) can Dice of creatures. A creature with only Hit Dice from its
spontaneously cast an inflict spell. The divine energy of the species, not from any classes it may have. has a character
spell that the cure or lnr/ict spell substitutes for is con- level equal to its Hit Dice. Acreature with class levels is con-
verted into the cure or inflict spell as if that spell had been sidered to have Hit Dice equal to the total of its Hit Dice
prepared all along. and its elm levels.
" i'n MOOE RN
Caster level: A spell's power often depends on caster Resist Energy. Ignores 10 points of damage/round from one
level, which is the caster's level in the appropriate spell- energy type.
casting class. Creatures with no classes have a caster level See Invisibility. Reveals invisible creatures or objects.
equal to their Hit Dice unless otherwise specified. Spider Climb. Grants ability to travel on walls and ceilings.
Creatures and Characters: "Creatures" and "charactersr Web. Fills 20-ft.-radius spread with sticky spider webs.
are used synonymously in the spell descriptions. .
list Format: Spells 1n the following lists are presented m 3rd-level ffiage Spells
order of spell level (from lowest to highest) and alphabet- Dispel Magic. Cancels magJCal spells and effects.
ized within each level group. A brief description of the Displacement. Attacks miss subject SO% of the time.
spell's effect is provided. Fireball. ld6 damage per level. 20-ft. radius.
Raming Projectiles. Projectiles deal +1d6 fire damage.
Greater Magic Weapon. +1/three levels (max +5).
Arcane Spells Halt Undead. Immobilizes undead for 1round/level.
Haste. Extra attack action, additional move. and +2 Defense.
0-Leuel ffiage Spells Hold Person. Holds one person helpless: 1round/level.
Daze. Subject takes no actions for 1 round. . Invisibility Sphere. Makes everyone within 10 ft. invisible.
Detect Magical Aura. Detect!. spells and magic items Keen Edge. Doubles normal weapon's threat range.
within 60 fl. Lightning Bolt. Electricity deals 1d6 damage/level.
light. Object shines like a torch. Slow. One subject/level may only move or attack; -2 to
Mage Hand. ~ pound telek1nesi~. Defense, 2 on mclee attack and damage rolls. -2 on
Message. Whispered conversation at distance. Reflex saves.
Prestidigitation. Perform minor tricks. Tongues. Speak any language.
Read Magic. Read scrolls, spellbooks, and magical writing. Water Breathing. Subjects can breathe underwater.
Resistance. Subiect gains •I on saving throws.

!st-level ffiage Spells 4th-level ffiage Spells


Animate Dead. Creates undead skeletons and zombies.
Burning Hands. ld4 fire damage/level (max 5d4). Arcane Eye. Invisible floating eye moves 30 ft/round.
Cause Fear. One creature flees for ld4 rounds. Bestow Curse. -6 to an ability; -4 on attacks, saves, and
Change Self. (h,mges your appearance. checks; or 50% chancE' of taking no action.
Comprehend languages. Understands all spoken and writ- Confusion. Makes ~ubjecl behave oddly tor 1round/level.
ten languages. Dimension Door. Teleport \ you and up to 50 lb./level.
Feather Fall. Objects or creatures fall slowly. Energy Trap. Opened object deals ld4 •1/level damage of
Hold Portal. Holds door shut. given energy type.
Jump. Subject gets bonus on Jump checks. Fear. Subjects within rnne flee fo1 1round/level.
Mage Armor. Gives subject 14 Defense bonus. Ice Storm. Hall deals 5d6 damage In cylinder 40 ft. across.
Magic Missile. 1d4+1 damage; +1 missile/two levels above Minor Globe of Invulnerability. Stops 1st- th1ough 3rd·
1st (max 5). level spell effects.
Magic Weapon. Weapon gains +I bonus. Remove Curse. frees object 01 person from curse.
Power Device. Powers one Inoperative electrical or Shout. Deafens all within cone and deals 7d6 damage.
mechanical device. Stoneskin. Stops blow~. cut!., stabs, and slashes.
Ray of Fatigue. Ray fatigues target. . . . Walt of Fire. Deals 2d4 fire damage oul to 10 ft. and ld4 out
Shield. Invisible disc gives cover. blocks mag1C m1ss1les. to 20 ft. Passing through wall deals 2d6 t I/level.
Sleep. Put 2d4 HD of creatures into comatose slumber. Wall of Ice. Ice plane creates wall with 15 hp +l/level, or
True Strike. Adds •20 bonus to your next attack roll. hemisphere can trap creatures Inside.
2nd-Level ffiage Spells 5th-level ffiage Spells
Arcane Lock. Magically locks a portal or chest. Cloudkill. Kills 3 HD or less: 4-6 HD save or die.
Blur. Attacks miss subject 20%of the time. Cone of Cold. 1d6 cold damage/level.
Darkvision. See 60 ft. in total darkness. Hold Monster. As hold person. but any creature.
Enhance Ability. Subject gains +5 bonus to one ability score Passwatl. Breaches walls 1ft. thick/level.
for 1min./level. Phantom Watchdog. Spectral dog can guard or attack.
Glitterdust. Blinds creatures, outlines invisible creatures. Telekinesis. Lifts or moves 25 lb./level at long range.
Invisibility. Subject 1s invisible for 10 min./level or until it Wall of Force. Wall is immune to damage.
attach. Wall of Iron. 30 hp/four levels: can topple onto foes.
Knock. Open~ locked or magically sealed door. Wall of Stone. Creates a stone wall that can be shaped.
levitate. Subject moves up and down at your direction.
locate Object. Senses direction toward object (specific or
type).
Magic Mouth. Speaks once when triggered.
Protection from Arrows/Bullets. Subject immune to
most ranged attach.
d2oMODERN
Divine Spells Glyph of Warding. Inscription harms those who pass it.
Inflict Serious Wounds. Touch attack. 3d8 +1/level dam-
0-Level Acolyte Spells age {max +10). ..
Create Water. Creates 2 gallons/level of pure water. Locate Object. Senses direction toward object (specific or
Cure Minor Wounds. Cures 1point of damage. type).
Detect Magical Aura. Detects spells, magic Items within Prayer. Allies gain +l on most rolls. and enemies suffer - 1.
60 ft. Remove Curse. Frees object or person from curse.
Inflict Minor Wounds. Touch attack, 1point of damage. Remove Disease. Cures all diseases affecting subject.
Light. Object shines like a torch. Searing Light. Ray deals ld8/two levels. more against
Read Magic. Read scrolls and magical writing. undead.
Resistance. Subject gains •1 on saving throws. Status. Monitors condition and position of one ally per 3
Virtue. Subject gains 1 temporary hp. caster levels.
Water Breathing. Subjects can breathe underwater.
1st-level Acolyte Spells
Bane. Enemies suffer I attack, - 1on saves against fear. 4th-level Acolyte Spells
Bless. Allies gain 1l attack and +1 on saves against fear. Cure Critical Wounds. Cures 4d8 •1/level damage (max
Cause Fear. One creature fie~ for ld4 rounds. +10).
Command, One subject obeys one-word command for I Discern Lies. Reveals deliberate falschoods.
round. Faith's Fury. Damages and blinds creatures with a specific
Comprehend Languages. Understand alt spoken and writ- allegiance. .
ten languages. Freedom of Movement. Subject move\ normally despite
Cure light Wounds. Cures ld8 •1/level damage (max •S). impediments.
Inflict light Wounds. Touch ld8 +1/level damage (max+)). Greater Magic Weapon. +1 bonuVlhree levels (max +5).
Magic Weapon. Weapon gdins +1 bonus Inflict Critical Wounds. Touch at tdek. 4d8 tl/level
Remove Fear. •4 on ~ave\ agdin~l feclr for one subiect •one damage (max +10).
additional subject/fow level~. Neutralize Poison. Detoxifies venom in or on ~ubject.
Shield of Faith. Aura grants +2or higher deflection bonus. Restoration. Restores level and ahlllty \core dralm.
Tongues. Speak any language.
2nd-Level Acolyte Spells . Sth-level Acolyte Spells
Aid. 1l al tack, •l on ~aves against fear, ld8 temporary hit
points. Break Enchantment. Frees subject\ from enthantments.
Augury. learn whelher <1n ac.tion will be good or bad. alterations. curses. and petrification.
Cure Moderate Wounds. Cures 2d8 •I/level damage (max Flaming Wrath. Smites foes with fire (ld6/level).
•10). Greater Command. As cornmand, but affects one sub-
Delay Poison. Stops poison from harming subject for 1 ject/level.
hour/level. Insect Plague. Insect horde limits vision. Inflicts damage,
Enhance Ability. Subject gains +S bonus to one ability score and weak creatures flee.
for l rrnn./level. Mass Cure Light Wounds. Cures 1d8 +I/level damage for
Hold Person. Ilolds one person helpless; 1round/level. many creatures.
..____ Inflict Moderate Wounds. Touch attack, 2d8 +1/level Mass Inflict light Wounds. Deals ld8 +1/level damage to
damage {max +10). . many creat ure~.
Lesser Restoration. Dispels magic ability penalty or repairs Raise Dead. Restores life to subject who died up to 1
day/level ago.

w
-
ld4 ability damage.
Remove Paralysis. Frees one or more creatures from paral-
ysis. hold, or slow
Resist Energy. Ignores 10 points of damage/round from one
True Seeing. See all things as they really are.
Wall of Stone. Creates a stone wall that can be shaped.

energy type. . Spell Descriptions .


Shatter. Sonic vibration damages objects or crystalline The spells herein are presented In alphabetical order.
creatures.
Silence. Negates sound in lS·ft. radius. .. Aid
Spider Climb. Grants ability to travel on walls and ceilings. Enchantment [Mind-Affectthg]
Zone of Truth. Subjects within range cannot lie. Level: Acolyte 2; Components: V, S, DF; Casting Time:
Attack action: Range: Touch; Target: Living creature
3rd-level Acolyte Spells touched; Duration: 1 minute/level: Saving Throw:
Animate Dead. Creates undead skeletons and zombies. None; Spell Resistance: Yes (harmless)
Bestow Curse. -6 to an abihty; -4 on attacks, saves. and
checks; or 50% chance of losing each action. Aid grants the target a +l morale bonus on attack rolls an?
Cure Serious Wounds. Cures 3d8 +1/level damage (max saves against fear effects. plus a number of temporary hit
+10). points equal to ld8 +1 per caster level (maximum ld8+10
Dispel Magic. Cancels magical spells and effects. temporary hit points).
n20 MODERN
point you can see, but it can then travel outside your line of
Rnimate Dead sight without hindrance. The orcane eye travels 30 feet per
Necromancy lEvll] round (300 feet per minute) 1f viewing an area ahead as a
Leve!: Acolyte 3, Mage 4; Components: V. S. M; Casting human would (primarily looking at the floor) or 10 feet per
Time: Attack action; Range: Touch; Targets: One or round (100 feet per minute) if examining the ceiling and
more corpses touched; Duration: Instantaneous: Saving walls as well as the floor ahead. The arcane eye sees
Throw: None: Spell Resistance: No exactly as you would see if you were there. The arcane eye
can travel in any direction as long as the spell lasts. Solid
This spell turn.s the bones or bodies of dead creatures into barriers prevent the passage of an arcane eye, although it
undead skeletons or zombies that follow your spoken com- can pass through a space no smaller than a small mouse
mands. The skeletons or zombies can follow you. or can hole (l inch in diameter).
remain in an area and attack any creature (or 1ust a specific You must concentrate to use the eye. If you do not con·
type of creature) entering the place. The undead remain ani- centrate. the eye isinert until you again concentrate.
mated until they are destroyed. (A destroyed skeleton or Material Component: A bit of bat rur.
zombie can't be animated again.)
Regardless of the type of undead, you can't create more
HD of undead than twice your caster level with a single
Rrcane Lock
Abjuration
casting of animate dead. Level: Magel; Components: V, S, M: Casting Time: Attack
The undead you create remain under your control indef- action: Range: Touch: Target; One door, cabinet, chest,
initely. No matter how many times you use this spell, how- or portal touched, up to 30 sq. ft./level in si1e; D~ra­
ever, you can control only 4 HD worth of undead creatures t ion: Permanent: Saving Throw: None; Spell Resis·
per caster level. If you exceed this number, all thenewly cre-
tance: No
ated creatures fall under your control. and any excess
undead from previous castings become uncontrolled (you An arcane lock spell cast upon a door, cabinet, chest. or
choose which creatures are released). If you are an Acolyte, portal magically locksit. You can freely pass your own lock
any undead you might command by virtue of _ without affecting it; otherwise, a door or
your power to command or rebuke object secured with arcane lock can be
undead do not count toward the opened only by breaking in or by a
limit. successful dispel magic or knock
Skeletons: Askeleton (see page • spell. Add +10 to the normal DC to
256) can be created only from a break open a door or portal
mostly intact corpse or skeleton. affected by this spell. Note that a
The corpse must have bones (so knock spell does not remove an
purple worm skeletons are not a arcane lock. It only suppresses it
allowed). If a skeleton is made for 10 minutes.
from a corpse. the flesh falls off M aterial Component: Sprinkle
the bones The statist ics for a of gold dust (purchase DC15).
skeleton depend on its size: they do not
depend on what abilities the creature may l Augury
have had while alive. f\ Divination
Zombies: A zombie (see page 267) can be Level: Acolyte 2: Components: V,S. F;
created only from a mostly intact corpse. The j Casting Time: Attack action: Range:
creature must have a true anatomy (so gelatinous ' , Personal; Target: You: Duration: Instan-
cube zombie~ are not allowed). The statistics for a taneous
zombie depend on its size, not on what abll-
ities the creature may have had while allve. An augury can tell you whether a particu-
Matenal Component: You must place a lar action will bring good or bad results for
black onyx gem (purchase DC 15 + l per 2 HD you mthe immediate future. For example if a
of the undead) into the mouth or eye socket hero is considering breaking into a university
of each corpse. The magic of the spelt turns library an augury might determine whether it's
the5e gems into worthless, burned-out shells. a good idea.
The base chance for receiving ameaningful reply
Arcane~ye is 70% + 1% per caster level; the GM makes the roll
Divination secretly. The GM may derermine that the question is so
Level: Mage 4; Components: V, S, M; Casting Time: 10 straightforward that a successful result is automatic. or
minute~; Range: Unlimited; Effect: Magical sensor:
so vague as to have no chance of success. If the augury
Duration: l minute/level (D): Saving Throw: None:
succeeds, you get one of four results:
Spell Resistance: No "Weal" (if the action will probably bring good results).
"Woe.tt (for bad results).
You create an invisible magical sensor that sends you "Weal and w~" (for both).
visual information. You can create the arcane eye at any
d20MODERN
"Nothing" (for actions that don't have especially good or
bad results). Blur
If the spell fails. you get the "nothing" result. An Acolyte Illusion
who gets the "nothing" result has no way to tell whether it Level: Mage 2; Components: V; Casting Time: Attack
was the consequence of a failed or successful augury. action; Range: Touch; Target: Creature touched; Dura-
The augury can see into the future only about half an tion: 1 minute/level (D): Saving Throw: Will negates
hour, so anything that might happen after that does not (harmless): Spell Resistance: Yes (harmless)
affect the augury. Thus. it might miss the long-term conse-
quences of the contemplated action. All augury spells cast The subject's outline appears blurred, shifting and wavering.
by the same person about the same topic use the same dice This distortion grants the sub1ect one-half concealment
result as the first augury. (20% miss chance).
Focus. Awt of marked sticks. bones. or similar tokens. A see invisibility spell does not counteract the blur
effect. but a true seeing spell does. Opponents who cannot
Bane see the subject ignore the spel!'s effect (though fighting an
Enchantment [Mind Affettlng] unseen opponent carries penalties of Its own; see page 144).
Level: Acolyte 1: Components: V. S, DF; Casting Time:
Attack aclion; Range: 50 ft.: Area: All enemies within 50 Breah &nchantmenl
ft., Duration: 1 minute/level. Saving Throw: Will Abjuration
negates; Spell Resistance: Yes Leve~: Acolyte 5; Components: V. S; Casting Time: 1
minute; Range: Close (25 ft. 1 S ft./2 levels); Target or
Bane fills your enemies with foar and doubt. They suffer a Targets: Up to one creature per level, all within 30 ft. of
-1 penalty on their dltack rolls and a -1 penalty on saving each other: Duration: Instantaneous; Saving Throw:
throws against fear effects See text: Spell Resistance: No
Bane counters and dispels bless.
This dispelling spell frees creatures from enchantmenn,
Bestow Curse transmutations. curses, and petrification (as well as other
Nccrornancy magic.al transformations). Break enchantment can reverse
level: Acolyte l Mage 4; Components: V. S; Casting Time: even an Instantaneous effect, such as petrification from a
Attack a<.llon; Range: Touch: Target: Credture touched; medusa's gaze. ~or each such effccl, you make a check of
Duration: Permanent; Saving Throw: Will negates; ld20 + caster level (maximum -t 10) agam~t a DC of 11 +
Spell Resistance: Yes caster level of the effect. Success means 1hat the creature
is free of the spell, curse, or effcct. For cursed magic items,
You place a curse on the creature touched. You choose one the DC 1s 25.
of the three following effects, depending on the version If the effect comes from some permanent magic item.
selected: such as a cursed sword, break enchantment does not
6 penalty to an ability score (minimum score of 1). remove the curse f1om the Item but merely frees the victim
-4 penalty on attack rolls. saving throws, ability checks. from the item's effects. leaving the item cursed. For exam·
and skill checks. pie. a cursed ltem may prohibit one from getting rid of it.
Each turn. the target has a )0% chance to act normally: 6reok eric.ha11tment allows the victim to be rid of the
otherwise. he takes no action. item, but the item's curse is intact and affects the next
·---- You may also Invent your own curse. but it should be no person
ment
to pick
recipient).
up the item (even If It's the break enchant-
more powerful than those described above, and the GM has
final say on the curse's effect.
The curse cannot be dispelled, but it can be removed Burning Hands

- with a break enchantment or remove curse spell.


Bestow curse counters remove curse.
fransmutat1on [FireJ
Level: Mage 1; Components: V, S; Casting Time: Attack
action: Range: 10 ft.; Area: Semicircular burst of flames

-
1- Bless
Enchantmem (Mind Affecting]
Level: Acolyte 1: Components: V, S, DF: Casting Time:
10 ft. long, centered on your hands; Duration: Instanta-
neous; Saving Throw: Reflex half. Spell Resistance: Yes

Attack action; Range: 50 ft.; Area: All allies within 50 ft.: A thin sheet of searing name shoots from your outspread
Duration: l minute/level; Saving Throw: None: Spell fingertips. You must hold your hands with your thumbs
Resistance: Yes (harmless) touching and your fingers spread. The sheet of flame is
about as thick as your thumbs. Any creature in the area of
Bless fills your allies with courage. They gain a morale bonus the flames lakes ld4 points of fire damage per your caster
of +1 on their attack rolls and a morale bonus of +1 on saving level (maximum 5d4). Flammable materials such as cloth.
throws against fear effects. paper, parchment, and thin wood burn if the flames touch
Bless counters and dispels bone. them. A character can extinguish burning items as a fult-
round action.
d:> nMODERN
you cast the spell.) Because the vapors are heavier than air.
Cause Pear they sink to the lowest level of the land, even pouring down
Necromancy [Fear, Mind-Affecting] sewer gratings and into basements. It cannot penetrate liq-
Level: Acolyte 1, Mage 1: Components: V, S: Casting Time: uids, nor can it be cast underwater.
Attack action; Range: Close (25 ft. + S ft.12 levels):
Target: One living creature; Duration: ld4 rounds· Command
Saving Throw: Will negates: Spell Resistance: Yes ' Enchantment [Language-Dependent, Mind-Affecting]
Level: Acolyte l; Components: V; Casting Time: Attack
The affected creature becomes frightened It suffers a -2 action: Range: Close (25 h. + 5 ft./2 levels): Target: One
mo~ale penalty on attack rolls. weapon damage rolls. and
living creature; Duration: 1 round; Saving Throw: Will
saving throws. It flees from you as well as it can If unable to negates; Spell Resistance: Yes
flee. the creature may fight. Creatures with 6 or more Hit
Dice are immune. Cause fear counters remove fear. You give the subject a single command, which he obeys to
Note: Mind-affecting spells do not affect nonintelligent the best of his ability at his earliest opportunity. You may
creatures, and fear spells do not affect undead. select from the following options.
Approach: On his tum, the subject moves toward the
Change Selr caster as quickly and directly as possible for 1round. He may
Illusion do nothing but move during his turn, and he incurs attacks
Level:. Mage 1: Components: V, S; Casting Time: Attack of opportunity for this movement as normal.
action: Range: Personal; Target: You; Duration: 10 min- Drop: On his turn, the subject drops whatever he is hold-
utes/levet (D) ing. He can't pick up any dropped item until his next turn.
Fall: The subject immediately falls to the ground and
You make yourself-including clothing. armor. weapons, remains prone for l round. He may act normally while
and equipment-look different. You can seem 1foot shorter prone, but takes any appropnate penalties.
or taller. thin, fat. or in between. You cannot change your Flee: On his turn, the subject moves away from the caster
body type. For example. a human caster could look human as quickly as possible for l round. He may do nothing but
h~manoid, or like any other generally human-shaped move during his turn.
bipedal. creature. Otherwise. the extent of the apparent Holt: The sub1ect stands in place for 1 round. He may not
change is up to you. You could add or obscure a minor fea- take any actions, but may defend himself normally.
ture, such as a mole or a beard. or look like an entirely dif- If the subject can't carry out your command on his next
ferent person. tum. the spell automatically fails.
The spell does not provide the abilities or mannerisms of
the c~sen form. It does not alter the perceived tactile (touch) Comprehend languages
o~ audible (sound) properties of you or your equipment. A
Divination
pistol made to look like a handbag still functions as a pistol. Leve~: Acolyte 1, Mag~ 1; Components: V,S, M/DF: Casting
If you use this spell to create a disguise. you get a +10 Time: Attack action: Range: Personal; Target: You;
bonus oo the Disguise check. Duration: 10 minutes/level
Note: Creatures get a Will save to recognize the illusion if
they Interact with it (such as by touching you and having You can understand words spoken or written in a language
that sensory input not match what they see). you do not know (including the unique languages of some
Cloudhill
creatures; see Chapter Eight). In either case, you must touch ----1....-
the speaker or the writing. Note that the ability to read
Conjuration (Creation) does not necessarily impart insight into the material, merely
Level: Mage S; Components: V, S; Casting Time: Attack its literal meaning. The spell enables you to understand or
action: Range: Medium (100 ft. + 10 ft./level); Effect: read an unknown language, not speak or write it.
Cloud spreads 30 ft. wide and 20 ft. high; Duration: l Written material can be read at the rate of one page (250
minute/level; Saving Throw: See text: Spell Resis- words} per minute. Magical writing cannot be read, other
tance: Yes than to know 1t 1s magical, but the spell is often useful when
deciphering treasure maps. This spell can be foiled by cer-
This spell generates a bank of fog. similar to a stinking tain warding magic. It does not decipher codes or reveal
cloud except that its vapors are ghastly yellowish green and
messages concealed in otherwise normal text.
lethal. They kill any living creature with 3 or fewer HD (no Arcane Material Components: A pinch of soot and a
save) and cause creatures with 4 to 6 HD to make Fortitude few grains of salt.
saving throws or die. Living creatures above 6 HD, and crea-
tures of 4 to 6 HD who make their saving throws. take ldlO Cone or Cold
points of damage each round while m the cloud. Holding Evocation [Cold]
one's breath doesn't help. Level: Mage S; Components: V, S. M: Casting Time: Attack
~e cloudki/I moves away from you at 10 feet per round,
action: Range: Close (25 ft.+ Sft.12 levels); Area: Cone;
rolling along the surface of the ground. (Figure out the Duration: Instantaneous: Saving Throw: Reflex half;
cl~u.d's new spread each round based on Its new pomt of
Spell Resistance: Yes
origin, 10 feet farther away from the point of origin where
l120MODERN
Cone of cold creates an area of extreme cold, originating at When laying your hand upon a living creature, you channel
your hand and exrending outward in a cone. It drains heat. positive energy that cures ld8 points of damage -.1 point per
causing ld6 points of cold damage per caster level (maxi- caster level (up to +S).
mum 10d6). Since undead are powered by negative energy, this spelt
Motenal Component: A very small prism. deals damage to them instead of curing their wounds. An
undead creature can attempt a Will save to take half
Conrusion damage.
Enchantment [Mind-Affecting}
Level: Mage 4: Components: V. S. M: Casting Time: Attack Cure ffiinor Wounds
action: Range: Medium (100 ft. + 10 ft/level): Targets: Conjuration (Healing)
All creatures In cl I~ ft. radius: Duration: l round/level; Level: Acolyte 0
Saving Throw: Will negates: Spell Resistance: Yes
As cure light wounds, except cure minor wounds cures
Creatures affected by this spell behave randomly, as indi only l point of damage.
cated on the following table.
Cure moderate ffiounds
dlO Roll Behavior Conjuration (Healing)
I Wander away for I minure {unless prevented) Level: Acolyte 7
1-6 Do nothing for I round
7-9 Attack nearest creature for 1round As cure light wounds, except cure modarote wounds
10 Act normally ror 1round cure~ :>dB points of damage
• l point per caster level (up to
•10).
Except on a result of I. roll again each round on the crca
ture's turn to see what the sub1ect does in that round. Wan Cure Serious Wounds
dering creatures leave the scene as 1f disinterested. Conjuration (Healing)
Attacker~ are not at any special advantage when attacking Level: Acolyte 3
them. Any confused creature who is attacked automatically
at tacks its attackers on its next turn. As cure light wot1nds. except cur£> serious wounds cures
Arcane Mate11al Component A set of three nut shells. 3d8 points or damage •1point per caster level (up to• 10).
Create Water Oar~uision
Conjuration (C.reatlon) Trammutation
Level: Acolyte O: Components: V, S; Casting Time: Attack Level: Mage 2: Components: V, S. M: Casting Time: Attatk
action: Range: Close (2) ft. t ) ft./2 levels): Effect: Up to action; Range: Touch: Target: Creature touched: Dura-
2 gallons of water/level: Duration: Instantaneous: tion: 1 hour/level: Saving Throw: Will negates (harm-
Saving Throw: None: Spell Resistance: No less): Saving Throw: None: Spell Resistance: Yes
(harmless)
Ihis spell generates wholesome, drinkable water. just like
clean rainwater. Water can be created in an area as small a!. The subject gains the ability to see 60 feet even in total
-..---- will actually contain the liquid, or In an area three times as
large (possibly creating a downpour or filling many small
darkness. Darkvision is black and white only but otherwise
like normal sight. Darkvision does not grant the ability to
receptacles) see in magical darkness.
Note: This spelt cannot create water within a creature. Material Component: A pinch of dried carrot.
Water weighs about 8 pounds per gallon. One cubic foot of
water conta111s roughly 8 gallons and weighs about 60 Oa2e
pounds Enchantment (Mind-Affect1ng]
Level: Mage O: Components: V. $. M. Casting Time: Attack
Cure Critical Wounds action: Range: Clo~e (25 ft. · 5 ft./2 levels); Target: One
Conjuration (Healing) person: Duration: I round: Saving Throw: Will negates:
Level: Acolyte 4 Spell Resistance: Yes

As cure light wounds. except cure critical wounds cures This enchantment clouds the mind of a humanoid of
4d8 points of damage •1 point per caster level (up to +10). Medium-size or smaller so that he takes no actions.
Humanoids of 5 or more HD are not affected. The dazed
Cure Light Wounds subject is not stunned (so attackers get no special advan-
Conjuration (Healing) tage cJ.gain~t him), but he can't move. cast spells, use mental
level: Acolyte 1: Components: V. S: Casting Time: Attack abilities, or perform any other actions requiring awareness
action; Range: Touch: Target: Creature touched: Dura- or concentration.
tion: Instantaneous: Saving Throw: Will half (harmless) Material Component. A pinch of wool.
(see text): Spell Resistance: Yes (harmless)
d20MODERN
Each round, you can turn to detect things in a new area.
Delay Poison The spell can penet rate barriers, but 1 foot of stone, 1
Conjuration (Healing) inch of common metal, a thin sheet of lead, or 3 feet of
Level: Acolyte 2: Components: V, S, DF: Casting Time: wood or dirt blocks it.
Attack action: Range: Touch; Target: Creature touched:
Duration: 1 hour/level; Saving Throw: Fortitude Dimension Door
negates (harmless); Spell Resistance: Yes (harmle~) Conjuration (Teleporting)
level: Mage 4; Components: V; Casting Time: Attack
The subject becomes temporarily immune to. poison. action; Range: Long (400 ft + 40 ft/level); Target: You
Any poison in the subject's system, or any poison the and touched ob1ects or other touched willing creatures
subject is exposed to during the spell's duration, does weighing up to 50 lb./level; Duration: Instantaneous;
not affect the subject until the spell has expired. Delay Saving Throw: None and Will negates (object); Spell
poison does not cure any damage that a poison may
Resistance: No and Yes (object)
have already dealt.
You instantly transfer yourself from your current location to
Detect magical Aura any other spot within range. You always arrive at exactly the
Universal spot desired-whether by simply visualizing the area or by
Level: Acolyte 0, Mage 0; Components; V, S; Casting Time: stating direction, such as "900 feet straight downward." o~
Attack action: Range: 60 ft.; Area: Quarter-circle ema- "upward to the northwest, 45-degree angle, 1,2?0 feet:'
nating from you to the extreme of the range; Duration: After using this spell. you can't take any other actions until
Concentration. up to 1minute/level (D); Saving Throw:
your next turn. . .
None; Spell Resistance: No If you arrive in a place that is already occupied by a solid
body, you are transported to a rando.m open space. on a
You detect magical auras. The amount of information suitable surface within 100 feet of the intended location. If
revealed depends on how long you study a particular area there is no free space within 100 feet. you appear in a free
or sub1ect. space within 1,000 feet. If there's no free space within 1.000
1st Round: Presence or absence of magical auras. feet, the spell fails and you remain where you are.
2nd Round· Number of different magical auras and the
strength of the strongest aura. Discern Lies
3rd Round· The strength and location of each aura.
Divination
Magical areas. multiple types of magJC, or strong local Level: Acolyte 4; Components: V, S, OF: Casting Time:
magical emanations may confuse or conceal weaker auras. Attack action; Range: Close (25 ft. + 5 ft.12 levels); Tar-
Aura Strength: An aura's magical power and strength gets: One creature/level. no two of which can be more
depend on a spell's functioning spell level or an Item's than 30 ft. apart; Duration: Concentration, up to 1
caster level. round/level; Saving Throw: Will negates; Spell Resis-
tance: No
Functioning Item
Spell Caster Aura Each round. you concentrate on one subject, who must be in
Level level Power range. You know if the subject deliberately and knowingly
0-level or Lingering aura Dim
speaks a lie by discerning disturbances in her aura caused by - - - - ·
lingering aura lying. The spell does not reveal t~e truth, uncov~r uninten-
1st-2nd 1st-3rd Faint tional inaccuracies, or necessarily reveal evasions. Each
3rd 4th-5th Moderate round, you may concentrate on a different subject.
4th 6th-7th Strong
5th 8th-10th Overwhelming Dispel ffiagic
If an aura falls Into more than one category (for Instance. if Abjuration . .
Level: Acolyte 3, Mage 3; Components: V, S; Casting Ttme:
a functioning spell and a magic item are in the same place Attack action- Range: Medium ~00 ft. + 10 ft/level);
and each emits an aura), detect magical aura indicates the Target or Area: One spellcaster. creature, or ob1ec~ or
stronger of the two. 30-ft.-radius burst. Duration: Instantaneous; Saving
Length Aura Lingers: How long a magical aura Iingers Throw: None; Spell Resistance: No
after the source has vacated the location depends on the
aura's original strength. Because magic Is powerful, so, too, is the ability to dispel
Original Strength Duration magic. You can use dispel magic to end ongoing s~lls that
have been cast on a creature or object, to temporarily sup-
Faint ld6 minutes press the magical abilities of a magic item, to end ongoing
Moderate - - - - - - ld6x10 minutes spells {or at least their effect s) within an area. A dispelled
Strong 1d6 hours spell ends as if its duration had expired. Dispel magic can
Overwhelming _______ ld6 days dispel (but not counter) the ongoing effects of supernatural
d20MODERN
abilities as well as spells. Dispel magic affects spell-like placement does not prevent enemies from targeting him
effects just as it affects spells. normally. True seeing reveals his true location.
Note: The effects of spells with instantaneous duration Material Component: Asmall strip of leather made from
can't be dispelled, because the magical effect is already displacer beast hide, twisted into a loop (purchase DC 9).
over before the dispel magic can take effect. Thus, you
can't use dispel magic to repair fire damage caused by a Energy Trap
fireball or to turn a petrified character back to flesh. (The Abjuration
magic has departed, leaving only burned flesh or perfectly Level: Mage 4: Components: V, S, M; C~sting Time: 10 min-
normal stone in its wake.) utes; Range: Touch; Target: Object touched; Dur~tion:
You choose to use dispel magic in one of two ways: a Permanent until discharged (D): Saving Throw: Reflex
targeted dispel or an area dispel: half (see text); Spell Resistance: Yes
Targeted Dispel: One object, creature, or spell is the
target of the spell. You make a dispel check against the spell Energy trap creates an explosion of one energy type (acid.
or against each ongoing spell currently in effect on the cold, electricity. fi re, or sonic/conr:ussion) when an
object or creature. Adispel check is ld20 +l per caster level intruder opens t he item that the trap wards. The energy
(maximum +10) against a DC of ll +the spell's caster level. trap can ward any closeable item (book. box, bottle, chest,
If the spellcaster targets an object or creature that is the coffin, door, drawer, and so forth). When casting energy
effect of an ongoing spell (such as·a wall of fire), she.makes trap, you select the energy type and a point on the item as
a dispel check to end the spell. the spell's center. When someone other than you opens the
If the object that you target is a magic item, you make a item, the resulting explosion fills the area within a 5-foot
dispel check against the item's caster level. If you succeed, radius around the spell's center. The energy blast deals ld4
all the item's magical properties are suppressed for ld4 points of damage (of the given energy type) +l point per
rounds. after which the item recovers on its own. A sup- caster level. The item protected by the trap is not harmed
pressed item becomes nonmagical for the duration of the by this explosion.
effei:t. R.emember that a magic item's physical properties are The warded item cannot have a second closure or ward-
unchanged: Asuppressed magic sword is still a sword. ing spell placed on it.
You automatically succeed on your dispel check against Aknock spell does not affect an energy trap in any way,
any spell that you cast yourself. because knock only opens things, and the energy trap in no
Area Dispel: The spell affects everything within a 30- way prevents one from opening the trapped item. An unsuc-
foot radius. c:essful dispel magic spell does not detonate the spell.
For each creature that is the target of one or more spells, Underwater, the acid and fire versions of this spell deal
you make a dispel check against the spell with the highest half damage.
caster level. If that fails, you make dispel checks against pro- As the caster, you can use the trapped object without dis-
gressively weaker spells until you dispel one spell (which charging it, as can any individual to whom the spelt was
discharges the dispel so far as that target is concerned} or specifically attuned when ca.st. "Attuning" to an individual
fail all your checks. The creature's magic items are not usually involves denoting a password that you can share
affected. with friends.
For each object that is the target of one or more spells, Asuccessful Search check (DC 29) finds an energy trap,
you make dispel checks as with creatures. Magic items are and a successful Disable Device check (DC 29) Silfely
not affected by area dispels. removes it.
- For each ongoing area or effect spelt centered within the Material Components: A quantity of gold dust jpur-
dispel magic's area, you make a dispel check to dispel the chase DC 10) sprinkled on the warded object. Attuning an
spell. energy trap to another individual requires a hair or finger-
I For each ongoing spell whose area overlaps that of the nail from that individual (no cost).
dispel, you make a dispel check to end the effect, but only
within the area of the dispel magic. Enhance Ability
You may choose to automatically succeed on dispel Transmutation
checks against any spell that you have cast. Level: Acolyte 2, Mage 2; Components: V. S. M/DF; Casting
Time: Attack action; Range: Touch; Target: Creature
Displacement touched: Duration: l minute/level; Saving Throw: Will
Illusion negates (harmless): Spell Resistance: Yes (harmless)
Level: Mage 3; Components: V, M: Casting Time: Attack
action: Range: Touch: Target: Creature touched: Dura· The spell grants a temporary +5 enhancement bonus to one
tion: 1 round/level (D); Saving Throw: Will negates ability score (Strength, Dexterity, Constitution, Intelligence.
(harmless); Spell Resistance: Yes (harmless) Wisdom. or Charisma) chosen by you at the time of casting.
Atemporary increase to Intelligence or Wisdom does not
Emulating the natural ability of the displacer beast, the sub- allow Mages or Acolytes to gain extra spells. but the save
ject appears to be about 2feet away from his true location. DCs for their spells increase. Atemporary increase in Intel-
He benefits from a 50% miss chance as if he had total con- ligence doesn't grant extra skill points.
1 cealment. However, unlike actual total concea!ment, dis- Arcane Material Component: An origami animal rep-
r1?nN\ODERN
resenting one of the six abilities: bull {Strength), cat {Dex- The creatures or objects affected fall slowly (though faster
terity), bear {Constitution). fox (Intelligence). owl (Wisdom). than feathers typically do). The rate of falling is instantly
or eagle (Charisma). changed to a mere 60 feet per round (equivalent to the end
of a fall from a few feet). with no damage incurred upon
faith's fury landing while the spell ls in effect. However, when the spell
Evocation duration ceases. a normal rate of fall resumes.
Level: Acolyte 4; Components: V, S: Casting Time: Attack The character can cast this spell with an instant utter·
action; Range: Medium 000 ft. + 10 ft/level); Area: ance, quickly enough to save herself if she unexpectedly
20·ft.·radius burst; Duration: Instantaneous; Saving falls. Casting the spell is a free action.
Throw: Fortitude partial (see text); Spell Resistance: This spell has no effect on ranged weapons unless they
Yes are falling quite a distance. If the spell is cast on a falling
item, such as a boulder dropped from the top of a castle
You draw upon holy (or unholy) power to smite enemies wall, the item does half normal damage based on weight
with one of the following allegiances. as chosen by you: (see page 214) with no bonus for the height of the drop.
chaos, evil, good, or law. The spell deals ld8 points of The spell works only upon free-falling objects. It does not
damage per two caster levels (maximum )d8) to creatures affect melee weapon attacks or charging or flying creatures.
with the designated allegiance and blinds them for l round.
Asuccessful Fortitude saving throw reduces damage to half Pireball
and negates the blinding effect Evocation [Fire]
The spell docs not affect creatures that do not have the Level: Mage 3; Components: V, S. M; Casting Time: Attack
chosen allegiance. action; Range: Long (400 ft.+40 ft./level); Area: 20-ft.-
An outsider with the designated allegiance instead suf- radius spread, Duration: Instantaneous; Saving Throw:
fers ld6 points of damage per caster level (maximum l0d6). Reflex half. Spell Resistance: Yes
In addition to the obvious effects. a blinded creature suf-
fers a 50% miss chance rn combat (all opponents have total Afireball spell is a burst of flame that detonates with a low
concealment). loses any Dexterity bonus to Defense. grants roar and deals 1d6 points of fire damage per caster level
a +2 bonus on opponents' attack rolls (they are effectively (maximum 10d6) to all creatures within the area. Unat-
invisible), moves at half speed, and takes a -4 penalty on tended objects also take this damage. The explosion creates
Search checks and most Strength- and Dexterity-based no concussive force.
skill checks. You point your finger and determine the range {dis-
tance and height) at which the fireball is to burst. A
fear glowing, pea·sized bead streaks from the pointing digit
Necromancy [Fear, Mind Affecting] and, unless it impacts upon a material body or solid bar-
Level: Mage 4; Components: V, S, M; Casting Time: Attack rier prior to attaining the prescribed range, blossoms into
action; Range: Close (25 ft. + 5 ft.12 levels): Area: Cone; the fireball at that point (an early impact results in an
Duration: 1 round/level; Saving Throw: Will negates; early detonation). 1r you attempt to send the bead
Spell Resistance: Yes through a narrow passage, such as through an arrow slit,
you must "hit" the opening with a successful ranged
An invisible cone of terror causes living creatures to touch attack or else the bead strikes the barrier and det-
become panicked. They suffer a - 2 morale penalty on onates prematurely.
saving throws. and they flee from you. A panicked creature The fireball sets fire to combustibles and damages
has a 50% chance to drop what it's holding. chooses its objects in the area. It can melt metals with a low melting
path randomly (as long as it is getting away from immedi- point. such as lead. gold, copper, silver, or bronze. If the
ate danger). and flees any other dangers that confront it. If damage caused to an interposing barrier shatters or breaks
cornered, a panicked creature cowers. Acowering creature through it. the fireball may continue beyond the barrier if
loses its Dexterity bonus, can take no actions. and takes a the area permits: otherwise it stops at the barrier just as any
-2 penalty to its Defense. other spell effect does.
Material Component. Either the heart of a hen or a Material Component: Apinch of sulfur.
white feather.
flaming Projectiles
Peafher fall Transmutation [Fire]
Transmutation Level: Mage 3; Components: V, S, M; Casting Time: Attack
Level: Mage 1; Components: V; Casting Time: See text; action: Range: Close (25 ft. + 5 ft./2 levels); Target: 50
Range: Close (25 ft. + 5 ft.12 levels): Targets: Any free- projectiles. all of which must be in contact with each
falling objects or creatures in a 10-ft. radius whose other at the time of ca~ting, Duration:10 minutes/level;
weight does not total more than 300 lb./level: Dura- Saving Throw: None; Spell Resistance: No
tion: Until landing or Iround/level; Saving Throw: Will
negates (harmless) or Will negates (object); Spell Resis· You turn ammunition (such as arrows. bolts. bullets, and
tance: Ye> (object) shuriken) into fiery projectiles. Each projectile deals an
extra ld6 points or fire damage to any target it hits. The
d20MODERN
flaming projectiles can easily ignite flammable materials or This spell enables you or the creature you touch to move
structures, but won't ignite creatures struck. and attack normally for the duration of the spell, even
Material Component: Alighter. under the influence of magic that usually impedes move-
ment, such as hold person, slow, and web spells.
Flaming Wrath The spell also allows a character to move and attack nor-
Evocation [Fire] mally while underwater, even with slashing and bludgeoning
level: Acolyte 5; Components: V, S, DF; Casting Time: weapons. provided that the weapon is wielded in the hand
Attack action; Range: Medium (JOO ft. + 10 ft/level); rather than hurled. The freedom of movement spell does
Area: Cylinder (10-ft. radius, 40 ft. high); Duration: not, however, allow water breathing.
Instantaneous; Saving Throw: Reflex half; Spell Resis- Material Component: Astrip of leather (no cost) bound
tance: Yes around the arm.

Aflaming wrath produces a vertical column of divine fire Glitterdust


roaring downward. Thr spell deals ld6 points of fire damage Conjuration (Creation)
per caster level (maxlmum 10d6). level: Mage 2; Components: V, S, M: Casting Time: Attack
action; Range: Medium (100 fl. + 10 ft/level); Area:
Preedom or movement Creatures and objects within 10-ft. spread; Duration: l
Abjuration round/level; Saving Throw: Will negates (blinding only);
level: Acolyte 4; Components: V, S, M, DF; Casting Time: Spell Resistance: Yes
Altack action; Range: Personal or touch; Target:
You or creature touched; Duration: 10 min Acloud of golden porticles covers everyone and everything
utes/levPI; Saving Throw: Will in the area, blinding creatures and visibly outlining invisible
negate\ (harmless); Spell things for the duration of the spell. All within the area are
Resistance: Yes (harm covered by the dust, which cannot be removed and contin-
less) ues to sparkle until it fades.
In addition to the obvious effects, a blinded creature suffers
a 50% miss chance In combat (all oppon<'nts have full con-
cealrnent), lO'les any Dexterity bonus to Defen>e, grants a 1'2
bonus on opponents' attack rolls (they arE> effectively invisi
ble), moves at hall speed, and suffers a 4 penalty on Search
checks and most Strength and Dexterity based skill checks.
Material Component: Ground rnicil.

Glyph of Warding
Abjuration
Level: Acolyte 3; Components: V,S, M; Casting Time: 10
minutes; Range: 1ouch: Target or Area: Object touched
or up to 5 sq. ft./ level: Duration: Permanent until dis-
chdrged (D); Saving Throw: See text; Spell
Resis1ance: Yes (object)

ln Tiils powerful inscrip-


tion harms those who

w enter, pass, or open the

--
1-
warded area or object. A
glyph can guard a car or a cor-
ridor, ward a door, trap a chest or
a file cabinet, and so on.
You set the condrtions of the ward.

. .J Typically, any creature entering the


warded area or opening the warded object
without speaking a pass phrase (which you set
when casting the spell) Is subject to the magic it
stores. Alternatively or In addition to a pass phrase
trigger. glyphs of warding can be set according to phys-
ical characteristics (such as height or weight) or creature
type, subtype, or species (such as "medusa'' or ·'undead'').
Glyphs can also be set with respect to allegiance (such as

Glyph of wardmg
li20MODERN
good. evil, law. or chaos}. They cannot be set according to negates (harmless. ob1ect): Spell Resistance: Yes
class. Hit Dice. or level. Glyphs respond to invisible crea- (harmless. object}
tures normally Multiple styphs cannot be cast on the
same area However. 1f a file cabinet had three drawers. This spell gives a weapon an enhancement bonus to attack
each could be separately warded and damage of +l. This bonus increases to +2 at 8th caster
When casting the spell. you weave a tracery of faintly level. An enhancement bonus does not stack with a master·
glowing lines around the warding s1gil The glyph can be craft weapon's bonus to attack
placed to conform to any shape up ro the limitations of Alternatively. you can affect up to fifty arrows. boles, or
your total square footage. When the spell is completed. the individual bullets. or a single magazine of up to SO rounds.
glyph and tracery become nearly invisible. The projectiles must be of the same type. and they have to
Glyphs cannot be affected or bypassed by such means as be together (such as in the same quiver). Projectiles (but not
physical or magical probing. though they can be dispelled. thrown weapons} lose their transmutation after use.
Nonmagical disguises cannot fool aglyph of warding. You can't cast this spell on a natural weapon such as an
Read magic allows you to identify a glyph of warding unarmed strike
with a successful Spellcrafr check (DC 13). ldentifying the Arcane Material Components: Powdered lime and
glyph does not discharge it and allows you to know the carb()n.
basic nature of the glyph (version. type of damage caused.
what spell is stored). Halt Undead
Detecting the glyph requires a successful Search check Necromancy
(DC 18), and safely removing it requires a successful Disable Level: Mage 3: Components: V. S. M: Casting Time: Attack
Device check (DC 18). action: Range: Medium (100 ft. + 10 ft./level); Targets:
Depending on the version selected a glyph either blasts Up to three undead no two of which can be more than
the intruder or activates a spell. 30 ft. apart Duration: 1round/level. Saving Throw: See
Blast Glyph: Ablast deals 1d8 points of damage per two text Spell Resistance: Yes
caster levels to the intruder and to all within S feet of the
intruder (maximum Sd8). This damage is acid, cold. fire. This spell renders up to three undead creatures immobile.
electricity, or sonic/concussion (caster's choice, made at Nonintelligent undead (such as skeletons and zombies) get
time of casting). Those affected can make Reflex saves to no saving throw: intelligent undead (such as vampires} do. If
take half damage. the spell is successful. it renders the undead immobile for
Spell Glyph: You can store any harmful spell of up to 3rd the duration of the spell (similar to the effect of hold
level that you know. All level-dependent features of the person on a living creature). The effect Is broken if the
spell are based on your level at the time of casting. If the halted creatures are attacked or take damage.
spell has targets, it targets the intruder. If the spell normally Material Component· A pinch of powdered garlic.
affects an area. the area or effect is centered on the
intruder. All saving throws operate as normal. except that Haste
the DC is based on the level of the slyph. Transmutation
Material Component· You trace the glyph with Level: Mage 3; Components: V, S. M; Casting Time:
incense. which must first be sprinkled with a powdered dia· Attack action; Range: Close (25 ft. .,. S ft.12 levels);
mond (purchase DC 15). Target: One creature: Duration: 1round/level; Saving
Throw: Fortitude negates (harmless): Spell Resis-
Greater Command tance: Yes (harmless) ----·
Enchantment (Language-Dependent. Mind-Affecting]
Level: Acolyte 5 Targets: One creaturt>/level. no rwo of The transmuted creature moves and acts more quickly than
which can be more than 30 ft. apart. Duration: 1 normal. This extra speed has several effects
round/level When making a full attack action. the sub1ect may make
one extra attack with any weapon he is holding. The attack
As command. except that up to one creature per level may is made using the character's full base attack bonus. plus
be affected. and the activities may continue beyond 1round. any modifiers appropriate to the situation. (This benefit
At the start of each commanded creature's action after the does not actually grant an extra action. so you can't use it
first, it gets another Will save to attempt to break free from to cast a second spell or otherwise take an extra action in
the spell the round.)
He gains a +1dodge bonus to Defense. Any condition that
Greater magic Weapon makes you lose your Dexterity bonus to Defense (if any) also
Transmutation makes you lose dodge bonuses.
Level: Acolyte 4, Mage l Components: V, S. M/ DF; Cast- All of the sub1ect's modes of movement (including normal
ing Time: Attack action: Range: Close (25 ft - S ft.12 movement. burrow clfmb. fly. and swim) increase by 30 feet
levels): Target: One weapon or 50 projectiles (all of (to a maximum of double the subject's normal speed).
which must be in contact with each other at the time of Hasre dispels and counters slow
casting}; Duration: 1 hour/level. Saving Throw: Will Material Componenr· Acan of soda (not diet).
d2oMODERN
As inflict light wounds. except you deal 4d8 points of
Hold monster damage +l point per caster level (maximum +10).
Enchantment [Mind-Affecting]
level: Mage S: Components: V, S. M; Target: One living Inflict Light Wounds
creature Necromancy
level: Acolyte 1; Components: V, S: Casting Time: Attack
As hold person. except this spell holds any living creature a~tion; Range: Touch; Target: Creature touched; Dura-
that fails its Will save. tion: Instantaneous; Saving Throw: Will half; Spell
Material Component: One hard metal bar or rod. which
Resistance: Yes
can be as small as a nail.
vyhen laying your hand upon a creature. you channel nega-
Hold Person tive energy that deals ld8 points of damage +l point per
Enchantment [Mind-Affecting] caster level (maximum +5).
Level: Acolyte 2. Magel: Components: V. S. F/DF: Casting Since undead are powered by negative energy. this spell
Time: Attack action: Range: Medium (100 ft. + 10 cures them of a like amount of damage rather than harm-
ft/level): Target: One Med1um-s1ze or smaller human- ing them.
oid; Duration: l round/level (D}; Saving Throw: Will
negates; Spell Resistance: Yes Inflict ffiinor Wounds
Necromancy
The subject freezes in place standing helpless. He is aware Level: Acolyte O: Saving Throw: Will negates (see text)
and breathes normally but cannot take any physical actions.
ev~n speech. He can. however execute purely mental
As inflict l1ghr wounds, except yoo deal 1point of damage.
actions (such as using psionic powers).
Awinged creature who 1s held cannot flap its wings and Inflict moderate Wounds
falls. Aswimmer can't swim and may drown. Necromancy
Arcane Focus: Asmall. straight piece of iron.
l evel: Acolyte 2
Hold Portal As inflict light wounds. except you deal 2d8 points of
Abjuratioh damage +1 point per caster level (maximum +10).
Level: Magel: Component: V: Casting Time: Attack action;
Range: Medium (100 h. + 10 ft/level); Target: One Inflict Serious Wounds
portal. up to 20 sq. ft/level: Duration: 1 minute/level: Necromancy
Saving Throw: None; Spell Resistance: No Level: Acolyte 3
This spell magically bars a door. gate. window. or shutter of As inflict light wounds, except you deal 3d8 points of
woo~. metal. or stone. The magic holds the portal fast. just
damage +1 point per caster level (maximum +10).
as 1f 1t were securely closed and normally locked. Aknock
spell or a successful dispel magic spell can negate the hold Insect Plague
portal. For a portal affected by this spell. add S to the Conjuration (Summoning) [see text]
normal DC for forcing the portal. Level: Acolyte S: Components: V, 5, DF: Casting Time: Full-
·:- --- round action: Range: Long (400 ft .... 40 ft/level):
Ice Storm Effect: Cloud of insects 180 ft. In diameter: Duration: l
Evocation [Cold] Minute/level: Saving Throw: See text; Spell Resis-
Level: Mage 4; Components: V. S M. Casting Time: Artack tance: No
action: Range: Long (400 ft 40 ft/level}: Area: Cylin-
der (20-ft. radius. 40 ft high) Duration: l round. Saving A horde of creeping. hopping, and flying insects swarm in a
Throw: None; Spell Resistance: Yes thick cloud when you cast this spell. The insects limit vision
to 10 feet. and spellcasting within the cloud is impossible.
Gn~at hailstones pound down for one full round, dealing 3d6 Creatures inside the Insect plague. regardless of Defense.
1 points of bludgeoning damage and 2d6 points of cold
1
susta!n 1 po~nt of damage at the end of each round they
damage to creatures in their path. Listen checks made remain within. due to the bites and slings of the insects.
within the ice storm's effect lake a -4 penalty. and all Invisibility is no protection. All creatures with 2 or fewer HD
ground movement within its area is at half speed. At the end are driven from the cloud at their fastest possible speed in
of the duration. the hail disappears, leaving no aftereffects a random direction and flee until they are at least 100 feet
(other than the damage inflicted). away from the insects. Creatures with 3 to SHD flee as well
Material Components: Apinch of dust and a few drops
though a Will save negates this effect (This urge to flee is a~
of water (no cost). extraordinary fear effect.)
Heavy smoke drives off insects within its bounds. Fire also
Inflict Critical Wounds drives insects away. For example. a wall of fire in a ring
Necromancy shape keeps a subsequently cast msect plague outside its
Level: Acolyte 4
twfV\ODERN
confines but a fireball spell simply clears insects from its As invisibility except this spell confers invisibility upon all
blast area for 1round. Asingle torch is 1neffect1ve against this creatures within 10 feet of the recipient The center of the
vast horde of nsect~ Lightning. cold. and ice are likewise effect 1s mobile with the recipient.
ineffective, while a strong wind (21+ mph) that covers the Those affected by this spell cannot see each other but
entire plague area disperses the insects and ends the spell. can see themselves. Any affected creature moving out of
the area becomes visible, but creatures moving into the area
Invisibility after the spell ls cast do not become invisible. Affected
Illusion creatures (other than the recipient) who attack negate the
Level: Mage 2: Components: V. S, M; Casting Time: Attack invisibility only for themselves. If the spell recipient attacks,
action; Range: Personal or touch; Target: You or a crea- the invisibility sphere ends.
ture or object weighing no more than 100 lb./level;
Duration: l minute/level (0); Saving Throw: Will Jump
negates (harmless) or Will negates (harmless. object); Transmutation
Spell Resistance: Yes (harmless) or Yes {harmless. level: Mage l. Components: V. S, M; C.asting Time: Attack
object) action: Range: Touch; Target: Creature touched; Dura-
tion: 1 minute/level (D); Saving Throw: Will negates
The creature or object touched vanishes from sight. even (harmless); Spell Resistance: Yes
from darkvision If the recipient is a creature carrying gear:
the gear vanishes, too. If you cast the spell on someone else. The subiect gets an enhancement bonus on Jump checks.
neither you nor your allies can see the subject unless you The enhancement bonus is +10at1st level. +20 at 3rd level.
can normally see invisible things or employ magic to do so.
Items dropped or put down by an invisible creature
and +30 at Sth level (the maximum).
Material Component A grasshopper's hind leg. which
349 .1
become visible; items picked up disappear if tucked into the you break when the spell is cast
clothing or pouches wom by the creature. Light. however.
never becomes invisible. although a source of light can Keen Edge
become so (thus. rhe effect is that of a light with no visible Transmutation
source). Any part of an item that the subject carries but that level: Mage 3; Components: V, S; Casting Time: Attack
extends more than 10 feet from It becomes visible. such as action: Range: Close (25 rt. ~ S ft.12 levels); Targets:
a trailing rope. One weapon or SO projectiles. all of which must be in
Of course, the subject is not magically silenced. and cer- contact with each other at the time of casting; Dura-
tain other conditions can render the recipient detectable tion: 10 minutes/level; Saving Throw: Will negates
(such as stepping in a puddle). The spell ends if the subject (harmless. object); Spell Resistance: Yes (harmless.
attacks any creature. For purposes of this spell. an ·attack" object)
includes any spell targeting a foe or whose area or effect
includes a foe. (Exactly who is a foe depends on the invisi- This spell makes a weapon magically keen, improving its
ble character's perceptions) Actions directed at unattended ability to deal telling blows. This transmutation doubles the
objects do not break the spell. Causing harm indirectly is threat range of the weapon. Athreat range of 20 becomes
not an attack. Thus. an inv1s1ble being can open doors. talk. 19-20. A threat range of 19-20 becomes 17-20. A threat
eat, climb stairs, cut the ropes holding a rope bndge while range of 18-20becomes15-20. The spell can be cast only
enemies are on the bridge remotely trigger traps. open a on piercing or slashing weapons (and it does not stack with
portcullis to release attack dogs. and so forth If the subject itself). If cast on arrows or crossbow bolts, the keen edge -----
attacks directly. however it immediately becomes visible on a particular projectile ends after one use. whether or not
along with all its gear Note that spells such as bless that the missile strikes its intended target.
specifically affect allies but not foes are not attacks for this You can·t cast this spell on a natural weapon. such as an
purpose. even when they include foes in their area unarmed strike
An invisible creature gains a +40 bonus on Hide checks if
immobile, or a +20 bonus on Hide checks if moving. Pin- Knock
pointing the location of an invisible character who isn't Transmutation
attempting to hide requires a Spot check against DC 40 if Level: Mage 2; Components: Y: Casting Time: Attack
immobile or DC20 if moving (as lf she had rolled a 0 on her action; Range: Medium (100 ft. + 10 ft./level); Target:
Hide check). One door. box. or chest with an area of up to 10 sq.
See Table 5-5: Attack Roll Modifiers. page 144. for the ft/level; Duration: Instantaneous (see text); Saving
effects of Invisibility on combat. Throw: None; Spell Resistance: No
Material Component An eyelash enclosed in a bit of
transparent tape (no cost). The knock spell opens stuck. barred. locked, or magically
held or sealed doors. It opens secret doors. as well as locked
Invisibility Sphere or trick-opening boxes or chests It also loosens welds,
Illusion shackles. or chains (provided they serve to hold closures
level: Mage 3; Components: V. S. M. Area: 10-~-radius shut). In all other cases, the door does not relock itself or
sphere around the creature or object touched become stuck again on its own Knock does not raise barred
d20MODERN
?ates or similar impediments (such as a portcullis), nor does Lightning Bolt
1t affect ropes, vines, and the like. Note that the effect is lim· Evocation (Electricity)
ited by the area. A3rd-level Mage can cast a knock spell on level: Mage 3; Components: V, S, M; Casting Time: Attack
a door of 30 square feet or less (for example, a standard 4· action: Range: Medium (100 ft. +10 ft./level) or 50 ft. +
foot-by-7-~oot door). Each spell can undo up to two means 5 ft/level; Area: 5ft. wide to medium range (100 ft.+ 10
of preventing egress. Thus if a door is locked, barred, and ft/level); or 10 ft. wide to 50 ft.+ 5 fl./level; Duration:
held (by means of the hold portal spell). or quadruple Instantaneous; Saving Throw: Reflex half: Spell Resis-
locked, opening it requires two knock spells. tance: Yes
Lesser Restoration You re~ease a powerful stroke of electrical energy that deals
Conjuration (Healing) 1d6 points of damage per caster level (maximum 10d6) to each
Level: Acolyte 2; Components: V, S, Casting Time: 3 creature within its area. The bolt begins at your fingertips.
r~unds; Range: Touch: Target: Creature touched; Dura- The lightning bolt sets fire to combustibles and dam-
tion: Instantaneous; Saving Throw: Will negates (harm- ages ob1ects in its path. It can melt metals with a low melt-
less), Spell Resistance: Yes (harmless) ing point. such as lead. gold, copper, silver, or bronze. If the
damage caused to an interposing barrier shatters or breaks
Lesser restoration dispels any magical effects reducing through it, the bolt may continue beyond the barrier if the
one of the subject's ability scores or cures ld4 points of spell's range permits; otherwise, it stops at the barrier just as
temporary ability damage to one of the subject's ability any other spell effect does.
scores. It does not restore permanent ability drain. Material Components: Abit of fur and an amber, crys·
tal. or glass rod.
Levitate
Transmutation Locate Object
Level:.Mage 2; Components: V, S, F; Casting Time: Attack Divination
action; Range: Personal or dose (25 ft.+ S ft./2 levels); level: Acolyte 3; Components: V, S, DF: Casting Time:
Target: You or one willing creature or one object (total A~ack action: Range: long (400 ft. + 40 ft./level); Area:
we1~ht up to 100 lb./level); Duration: 1round/level (D); Circle, centered on you, with a radius of 400 tt. + 40
Saving Throw: None; Spell Resistance: No ft./level; Duration: l minute/level; Saving Throw:
None; Spell Resistance: No
Levitate allows you to move yourself, another creature, or
an object up and down as you wish. Acreature must be will- ~ou sen.se the direction of a welt-known or clearly visual-
ing to be levitated, and an object must be unattended or ized ob1ect. The spell locates such objects as apparel, jew·
possessed by a willing creature. You can mentally direct the elry. furniture, tools. and weapons. You can search for
subject to move up or down as much as 20 feet each round· ge~eral items such as a stairway. a handgun. or a phone, in
doing so is a move-equivalent action. You cannot move th~ which case you locate the nearest one of its type 1f more
rec1p1ent horiz~ntally. but the subject could clamber along than one is within range. Attempting to find a specific item,
the face of a chff, for example. or push against a ceiling to such as a particular piece of jewelry. requires a specific and
move la.ter~lly (generally at half its base speed). accurate mental Image; if the image is not close enough to
Alev1tatmg creature that attacks with a melee or ranged the actual. object, the ~pell fails. You cannot specify a
______.._ weapon finds itself increasingly unstable; the first attack is unique obiect (such as 'Doctor James Halloway's BMW")
made with a -1 penalty, the second -2. and so on, up to a unless you have observed that particular item fi rsthand (not
maximum penalty of -5. A full round spent stabilizing through divination).
allows the creature to begin again at -1. The spell is blocked by even a thin sheet of lead. Crea-
Focus: ~ither a small leather loop or a piece of golden tures cannot be found by this spell.
wire bent into a cup shape with a long shank on one end.
ffiage Rrmor
Light Conjuration (Creation) [Force]
Evocation [Light] Level: Mage 1: Components: V, S, F: Casting Time: Attack
Level: Acolyte 0, Mage O; Components: V. M/DF; Casting action; Range: Touch: Target: Creature touched· Dura-
Time: Attack action; Range: Touch: Target: Object tion: 1 hour/level (D): Saving Throw: Will ~egates
touched; Duration: 10 minutes/level (D}; Saving (harmless): Spell Resistance: Yes (harmless)
Throw: None; Spell Resistance: No
An invisible but tangible field of force surrounds the subject
~his ~pell causes an object to glow like a torch. shedding of mage armor. providing a +4 equipment bonus to
light in a 20-foot radius from the point you touch The effect Defense. Unlike mundane armor. moge armor carries no
is 1mmobile, but it can be cast on a movable object. Light armor penalty. maximum Dexterity bonus, arcane spell fail-
taken into an area of magical darkness does not function. ure chance, or speed reduction.
Arcane Material Component: A firefly or a piece of Focus: Astrip of leather.
phosphorescent moss.
d20MOOERf\J
c~n be as general or as detailed as desired, although only
mage Hand
Transmutat1on visual and audible triggers can be used, such as the follow-
level: Mage O: Components: V, S; Casting Time: Attack ing: "Speak only when a venerable female human carrying a
action, Range: Close (25 ft. • 5 ft.12 levels}: Target Non- sack sits cross-legged within l foot of this location." Triggers
~ag1cal. unattended object we1gh1ng up to 5 lb., Dura-
react to what appears to be the case. Disguises and illusions
tion: Concentration: Saving Throw: None; Spell can fool them. Normal darkness does not defeat a visual
Resistance: No trigger. but magical darkness or invisibility does. Silent
movement or magical silence defeats an audible trigger.
You point your finger at an object and can lift it and move Audible triggers can be keyed to general types of noises
it at will from a distance. As a move action. you can move (footsteps. metal clanking) or to a specific noise or spoken
the object up to 15 feet in any d1rect1on, though the spell word (when a pin drops, when anyone says "Boo"). Actions
ends if the distance between you and the object ever can serve as triggers if they are visible or audible. For exam-
exceeds the spell's range. ple, "Speak when any creature touches the statue" is an
acceptable command if the creature is visible. A magic
magic ffiissile mourh cannot distinguish allegiance. level, HD. or class
Evocation (Force] except by external garb.
Level: Mage 1; Components: V, S; Casting Time: Attack The range llmit of a trigger is 15 feet per caster level. so a
action; .Range: Medium (100 ft. +10 ft./level): Targets: 6th·level caster can command a magic mouth to respond
Up to five creatures. no two of which can be more than to triggers up to 90 feet away. Regardless of range, the
mouth ~an respond only to visible or audible triggers and
15 ft. apart; Duration: Instantaneous. Saving Throw:
None; Spell Resistance: Yes actions m line of sight or within hearing distance.
Material Component: Asmall bit of honeycomb and a
~ missile of magteal energy darts forth from your tinger-
small quanmy of jade dust (purchase DC 12).
t1p and unerringly strikes its target dealing ld4+l points of
damage magic Weapon
The missile strikes unerringly. even 1f the target is in Transmutation
melee or has anything less than total cover or concealment Leve~: Acolyte l, Mage 1; Components: V, 5, OF; Casting
Specific parts of a creature can't be singled out. Inanimate Time: Attack action; Range: Touch: Target: Weapon
objects are not damaged by the spell touched; Duration:1minute/level: Saving Throw: Will
For every two levels of experience past 1st. you gain an negates (harmless, object); Spell Resistance: Yes (harm-
additional missile. You have two at 3rd level. three- at Sth less. object)
level, four at 7th level, and the maximum of five missiles at
9t~ level If you shoot multiple missiles. you can have them
Magic weapon gives a weapon a +l enhancement bonus on
strike a single creature or several creatures. Asingle missile attack and damage rolls.
can strike only one creature You must designate targets You can't cast this spell on a natural weapon, such as an
before you roll for spell resistance or roll damage. unarmed strike.

magic mouth mass Cure Light Wounds


Illusion Con1urat1on (Healing)
level: Mage 2: Components: V, S. M: Casting Time: Attack level: Acolyte 5; Components: V, S: Casting Time: Attack
action. Range: Close (25 ft.+ 5 ft.12 levels): Target: One _ __.
action; Range: Close (25 ft. + 5 ft./2 levels): Target: One
creature or object Duration: Permanent until dis- creature/level. no two of which can be more than 30 ft.
cha~ged: Saving Throw: Will negates (object): Spell
apart Duration: Instantaneous: Saving Throw: Will half
Resistance: Yes (object) {harmless) Spell Resistance: Yes (harmless)

This spell imbues the chosen object or creature with an Positi.ve energy spreads out in all directions from the point
enchanted mouth that suddenly appears and speaks its of ong1n. curing 1d8 points of damage +1 point per caster
message the next time a specified event occurs The mes- level to nearby living allies.
sage, which must be twenty-five or fewer words long, can Like other cure spells. mass cure light wounds deals

-
be in any language known by you and can be delivered over damage to undead in its area rather than curing them.
a period of 10 minutes. The mouth cannot speak verbal
components. use command words. or activate magical mass lnrlict ~ight Wounds
effects. It does, however. move: if 1t were placed upon a
statue. the mouth of the statue would move and appear to
Necromancy
level: Acolyte S. Components: V, S: Casting Time: Attack
action: Range: Close (25 ft. +5ft.11 levels); Target: One
r
=i
-
speak. Of course. magic mouth can be placed upon a tree.
rock. or any other object or creature creature/le.el. no two of which can be more than 30 ft
The spell functions when specific conditions are fulfilled apart: Duration: Instantaneous: Saving Throw: Will half
according to your command as set in the spell Commands (harmless) Spell Resistance: Yes (harmless)
a20 MODERN
Negative energy spreads out in all directions from the point Oeutrali2e Poison
of origin. dealing ld8 points of damage +1 point per caster Conjuration (Healing)
level to nearby living enemies. Levet: Acolyte 4: C-0mponents: V, S. M/DF: Casting Time:
Like other inflict spells. mass inflict light wounds heals Attack action: Range: Touch; Target: Creature or object
undead in its area rather than damaging them. of up to 1 cu. ft/level touched: Duration: 10
minutes/level: Saving Throw: Will negates (harmless.
message object); Spell Resistance: Yes (harmless, object)
Transmutation [Language-Dependent]
Level: Mage O: Components: V, S, F; Casting Time: Attack You detoxify any sort of venom in the creature or object
action; Range: Medium (100 ft. + 10 ft/level): Targets: touched. Apoisoned creature suffers no additional damage or
One creature/level; Duration: 10 minutes/level; Saving effects from the poison, and any temporary effects are ended.
Throw: None: Spell Resistance: No but the spell does not reverse instantaneous effem. such as
hit point damage. temporary ability damage. or effects that
Y~u c~n whisper messages and receive whispered replies don·~ go away on their own. For example. if a poison has dealt
with httle chance of being overheard. You point your finger 3 points of temporary Constitution damage to a character and
at each creature to be included In the spell effect. When threatens to deal more damage later. this spell prevents the
you whisper. the whispered message Is audible to all of the future damage but does not repair the damage already done.
targeted creatures who are within range. Magical silence, 1 ~he creature ~s immune to any poison it is exposed to
foot of stone, 1 Inch of common metal (or a thin sheet of during the duration of the spell. Unlike with delay poison.
lead), or 3 feet of wood or dirt blocks the spell. The mes- such effects aren't postponed until after the duration-the
sage, _however. does not have to travel in a straight line. It creature is simply immune to all poison effects for the
can circumvent a barrier if there is an open path between length of the spell.
you and the subject, and the path's entire length lies within This spell can instead neutralize the poison in a poison·
the spell's range. The creatures who receive the message can ous creature or object for the duration of the spell. at the
whisper a reply that you hear. The spell transmits sound. not caster's option.
meaning. It doesn't transcend language barriers. Arcane Material Component. A bit of charcoal.
Focus: A short piece of copper wire.
Passwall
minor Globeof lnuulnerability Transmutation
Abjuration Level: Mage 5: Components: V. S, M; Casting Time: Attack
Level: Mage 4; Components: V. S, M. Casting Time: Attack action; Range: Close (25 ft.+ 5ft./2 levels); Effect: S·ft.-
acti.on: Range: 10 ft.; Area: 10-ft.-radius spherical ema- by-8 ft. opening, 1ft/level deep; Duration: Ihour/level
nation. centered on you: Duration: 1 round/level· (D): Saving Throw: None; Spell Resistance: No
Saving Throw: None; Spell Resistance: No '
You create a passage through wooden. plaster, or stone
An immobile, faintly shimmering magical sphere surrounds walls, but not through metal or other harder materials. If
you and excludes all spell effects of 3rd level and lower. The the wall's thickness is more than 1foot per caster level, then
area or effect of any such spells does not include the area of a single passwall simply makes a niche or short tunnel. Sev-
the minor globe of invulnerability. Such spells fail to eral passwal/ spells can then form a continuing passage to
-~--- affect any target located within the globe. This includes breach vety thick walls. When passwal/ ends, creatures
spell-like abilities and spells or spell-like effects from within the passage are ejected out the nearest exit. If some-
objects. However, any type of spell can be cast through or one dispels the passwall or you dismiss it, creatures in the
out of the magical globe. Spells of 4th level and higher are passage are ejected out the far exit if there 1s one or out the
not affected by the globe. The globe can be brought down sole exit if there is only one.
by a targeted dispel magic spell, but not by an area dispel Material Component: A pinch of sesame seeds.
magic. You can leave and return to the globe without
penalty. Phantom Watchdog
Note that spell effects are not disrupted unless their Conjuration (Creation)
effects enter t.he globe1 and even then they are merely sup- Level: Mage S; Components: V,S, M; Casting Time: Attack
pressed, not dispelled. For example, a caster standing in the action; Range: Close (25 ft.+ 5 ft.12 levcls); Effect: Phan-
area of a light spell would still receive sufficient light for tom watchdog; Duration: 1 hour/caster level or until
v1s1on, even though that part of the light spell volume in discharged, then 1 round/caster level: Saving Throw:
the globe would not be luminous. None; Spell Resistance: No
If a given spell has more than one level depending on
which character class is casting it. use the level appropriate You conjure up a spectral watchdog that 1s invisible to
to the caster to determine whether minor globe of invu/- everyone but yourself. It then guards the area where 1t was
nerabi/1ty stops it. conjured. The phantom watchdog immediately starts
Material Component Aglass or crystal bead that shat- b~rki.ng loudly if a.ny Small or larger creature approaches
ters at the end of the duration. within 30 feet of 1t. (Those already within 30 feet of the
hound when it Is con1ured may move about mthe area.
but if they leave and return. they activate the bark-
ing.) The hound sees invisible creatures but does not
perceive illusions. It 1s stationary.
If an intruder approaches to within Sfeet of the
watchdog. the dog stops barking and delivers a
vicious bite (+10 bonus on its attack roll. 2d6..3
points of piercing damage) once per round.
The dog also gets the bonuses approp11ate
to an invisible creature (For most defend
ers. the invisible creature gets a •2 bonus
on attack rolls and the defender loses
any Dexterity bonus to Defense.) The
dog 1s considered to have readied an
action to bite an intruder. so it
delivers its first bite on the in-
truder's turn. Its bite is the equivalent
of a +J weapon for purposes of damage reduction.
The hound cannot be attacked, but it can be dispelled.
The spell lasts for l hour per caster level, but once the
hound begins. barking, it lasts for only l round per caster
level If you are ever more than 100 feet distant from the Phantom w• tchdog
watchdog, the spell ends.
Material Component A tiny silver whistle. a piece of
bone. and a thread (purchase DC 3for the lot)
Duration: 1hour Saving Throw: See text; Spell Resis-
Power Device tance: No
Transmutation
Level: Mage l Components: V. S: Casting Time: Attack Prestid1g1tat1ons are minor tricks that novice spellcasters use
action· Range: Touch: Effect: POVYers one electflcal_or for practice. Once case rhe prestidigitation spell enables
mechanical devtCe: Duration: 10 minutes/level; Saving
you to perform simple magical e~~s. for l ho~r. ~he
Throw: None: Spell Resistance: No effects are mmor and have severe lirn1tat1on.s. Prest1d1g1ta-
tions can slowly lrfr l pound of material. They can color,
This spell provides power to an electrical or mechanical dean or so1l 1terns 1n a Hoot cube each round They can
device that does not have a power source but is otherwise chill. warm. or flavor 1 pound of nonliving material. They
functional. For example, you can make a notebook com- cannot deal damage or affect the concentration of spell-
puter work even if its batteries are de~d, or make a ~r run casters. Prest1dig1tation can create small objects. but they
even If tt is out of gas. The device functions exactly as 1t nor- look crude and artificial. The materials created by a pres-
mally would if it had conventional power. tidigitation spell are extremely fragile. and th.ey cannot be
This spell can affect any household or handheld device. used as tools. weapons. or spell component~ Finally, a pres- ---~­
scratch-built robot. or general-purpose vehicle. Larger or tidigitation spell lacks the power to duphcate any other
more Intricate devices cannot be powered with this spell. spell effects. Any actual change to an object (beyond just
moving cleaning, or soiling it) persists only 1hour.
Prayer Characters typically use prestidigitations to impress
Conjuration (Creation) . . common folk. amuse children. and brighten dreary lives.
Level: Acolyte 3; Components: V, S. OF: Casting Time: Common tricks with prestidigitations include producing
Attack action: Range: 30 ft: Area: All allies and foes tinklings of music. brightening faded flowers, creatmg
within a 30 ft-radius burst centered on you: Dura- glowing balls that float over your hand. generating puffs of
tion: l round/level; Saving Throw: None; Spell wind to flicker candles, spicing up aromas and flavors of
Resistance: Yes bland food. and makmg httle whirlwinds to sweep dust
under rugs.
You bring special favor upon yourself and your all~es w~1le
bringing disfavor to your enemies. You and your alhes gam a Protection from Arrows/Bullets
+1 luck bonus on attack rolls. weapon damage rolls. saves,
Ab1urat1on
and skill checks, while foes take a -1 penalty on such rolls. Level: Mage 2: Components: V, S. F: Casting Time: Attack
action: Range: Touch: Target: Creature touched. Dura-
Prestidigitation tion: 10 minutes/level or until discharged: Saving
Universal Throw: Will negates (harmless); Spell Resistance: Yes
Level: Mage O; Components: V. S: Casting Time: Attack (harmless)
action: Range: 10 ft.; Target, Effect, or Area: See text:
d20MODER~
The warded creature gains resistance to ranged weapons Strength and Dexterity and can't run or charge. This spell has
that fire arrows,. bullets, or crossbow bolts. The subject gains no effect on a creature who is already fatigued.
damage reduction 10/+1against those ranged weapons. The Material Component: Adrop of sweat (no cost).
damage reduction increases with the caster level to 10/+2
at 5th and 10/+3 at 10th. Once the spell has prevented a Read ffiagic
total of 10 points of damage per caster level {maximum 100 Universal
points), it is discharged. Level: Acolyte 0, Mage 0; Components: V, S, F; Casting
Focus: Apiece of shell from a tortoise or a turtle. Time: Attack action; Range: Personal; Target: You:
Duration: 10 minutes/level
Raise Dead
Conjuration (Healing) Ey means of read magic, you can read magical inscriptions
Level: Acolyte 5: Components: V. S, M. DF: Casting Time: l on objects-books, scrolls, weapons, and the like- t hat
minute; Range: Touch: Target: Dead creature touched: would otherwise be unintelligible. This deciphering does
Duration: Instantaneous; Saving Throw: None (see not invoke the magic Contained in the writing. Furthermore.
text)i Spell Resistance: Yes (harmless) once the spell is cast and you have read the magical inscrip-
tion. you are thereafter able to read that particular writing
The Acolyte restores life to a deceased creature. The without recourse to the use of read magic. You can read at
Acolyte can raise creatures who have been dead up to one the rate of one page (250 words) per minute.
day per caster level. Focus: Aclear crystal prism or geode.
Raise dead cures hit point damage up to a total of 1hit
point per Hit Die. Any abHity scores damaged to 0 are raised Remoue Curse
to l. Normal po.ison and normal disease are cured in the Abjuration
process of raising.the subject, but magical diseases (such as Level: Acolyte 3. Mage 4: Components: V, S: Casting Time:
mummy rot) and curses (such as lycanthropy) are not Attack action: Range: Touch; Target: Creature or item
undone. While the spell closes mortal wounds and repairs touched: Duration: Instantaneous: Saving Throw: Will
lethal damage of most kinds. the body of the creature to be negates (harmless): Spell Resistance: Yes (harmless}
raised must be whole. Otherwise, missing parts are still
missing when the creature is brought back to life. None of Remove curse instantaneously removes any curses on a
the dead creature's equipment or possessions are affected in creature, such as lycanthropy. Certain special curses may not
any way by this spell. be countered by this spell or may be countered only by a
Acreature who has been turned into an undead creature caster of a certain level or higher.
(such as by the Lise of the animate dead spell) can't be Remove curse counters bestow curse.
raised by this spell. Constructs. elementals, outsiders. and
undead creatures can't be raised. The spell cannot bring Remove Disease
back a creature who has died of old age. Conjuration (Healing)
Corning back from the dead is an ordeal. The subject of Level: Acolyte 3: Components: V, S: Casting Time: Attack
the spell loses one level when it is raised, just as if it had lost action: Range: Touch; Target: Creature touched; Dura-

____
,
a level to an energy-draining creature (such as a vampire).
This level loss cannot be repaired by any spell. If the subject
is 1st level, it loses l point of Constitution instead. Acharac-
ter who died with spells prepared has a 50% chance of
tion: Instantaneous: Saving Throw: Fortitude negates
(harmless): Spell Resistance: Yes (harmless)

.~emove disease cures all treatable diseases affl icting the


losing any given spell upon being raised. in addition to subject. It does not rid the subject of a disease for which no
losing spell slots for losing a level. A spellcasting creature cure exists. Since t he spell's duration is instantaneous, it
that doesn't prepare spells has a 50% chance of losing any does not prevent reinfection after a new exposure to tlie
spell he has prepared but not yet cast. in addition to losing sarne disease at a later date.
spell slots for losing a level.
Material Component: Adiamond (purchase DC 26). Remove fear
Abjuration
Ray of fatigue Level: Acolyte l; Components: V, 5: Casting Time: Attack
Necromancy action: Range: Close (25 ft. + 5 ft./2 levels); Targets:
Level: Magel; Components: V, S. M; Casting Time: Attack One creature plus one additional creature/four levels,
action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray: no two of which can be more than 30 ft. apart; Dura-
Duration: l minute/level; Saving Throw: No; Spell tion: 10 minutes (see text); Saving Throw: Will negates
Resistance: Yes (harmless); Spell Resistance: Yes (harmless)

A purple ray projects from your pointing finger. You must You instill courage in the subject. granting the creature a +4
succeed at a ranged touch attack with the ray to strike a morale bonus against fear effects for 10 minutes. If the sub-
target. The subject is immediately fatigued for the spe!l's ject is soffering from a fear effect when receiving the spell,
duration. A fatigued character suffers a -2 penalty to il gets a new save with a +4 morale bonus.
Remove fear counters and dispels cause fear.
Remove Paralysis Restoration .cures all temporary ability damage and
Conjuration (Healing) restores all points permanently drained from a single ability
level: .Acolyte 2; Components: V. S; Casting Time: Attack score (caster's choice if more than one score is drained). This
action; Range: Close (25 ft. 1 5 ft./2 levels); Targets: Up spell also dispels negative levels and restores one experi-
to four creatures, no two of which can be more than 30 ence level to a creature who has had a level drained (such as
ft. aparr; Duration: Instantaneous; Saving Throw: Will by a vampire}. TI1e drained level is restored only if the time
negates (harmless); Spell Resistance: Yes {harmless) since the creature lost the level is equal to or less than one
day per caster level.
You can frre one or more creatures from the effects of any Restoration does not restore level loss or Constitution
lemporary paralysis or relc11ed magK. including a hold spell point loss as a result or bf>ing raised from the dead.
or.a ~low spell. If the spell ls cast on one creature, the paral- Material ComponPnt: Diamond dust (purchase DC 20)
ysis is negdled. If ca~t on lwo creatures, each receives that is sprinkled over the target.
another save with a •A resistance bonus against the effect
that afflicts it. If cast on three or four creatures each Searing Light
receives another save with a • 2 resistance bonus. ' Evocation
The spell does not restore ability scores reduced by Level: .Acolyte 3: Components: V, S; Casting Time: Attack
penalties, damage, or lo~s. action; Ran.ge: Medium (100 ft. • 10 ft./level); Effect:
Ray; Duration: Instantaneous: Saving Throw: None;
Resist Energy Spell Resistance: Yes
Abjuration
level: Arnlyte 2. Mage }; Components: V. 5 OF: Casting Focusing holy power like a ray of the sun, you project a blast
Time: Attack action: Range: !ouch: Target: Creature of light from your open palm. You 11Mt succeed al a ranged
touched: Duration: 10 minutes/level: Saving Throw: touch attack to strike your target. Acreature struck by this
rorl1tude negates (harmless): Spell Resistance: Yes ray of light takes 1d8 point~ of damage per two caster levels
(harmle\s) (maximum Sd8). Undead creature~ take ld6 points of
damage per caster level (rnaxirmun 10d6), and undead crea-
This abjuration grants a creature limited protection to damage tures particularly vulnerable to sunlight, such as vampires,
from whichever one of five energy types you select acid. take 1d8 points of damage per caster level (maximum 10d8).
cold, electricity, fire, or sonic/concussion. l he creature gains Constructs and Inanimate objects take only ld6 points of
energy resistance 10 against the energy type chosen. meaning damage per two caster levels (maximum ~d6).
that C?ach time the creature Is subjected to such damage
(whether from a natural or magical source). that damage is See Invisibility
Divination
reduced by 10 points before being applied to the creature's hit
points. Ihe value of the energy resistance granted increases Level: Mage 2; Components: V, 5, M; Casting Time: Attack
by 5 points for every three caster levels ilbove 3rd. The spell action; Range: Medium (100 ft. i 10 ft/ level): Area:
protects the recipient's equipment as well. Cone; Duration: 10 minutes/level (D); Saving Throw:
Resist energy absorbs only damage. The character could None; Spell Resistance: No
still suffer unfortunate side effects. such as drowning in acid
(since drowning damage comes from lack of oxygen) or You see any objects or beings that are Invisible as If they
becoming encased in ice. were normally visible
The spell does not reveal the method used to obtain _ _ _.....
Resistance invisibility. It does not reveal Illusions or enable you to see
Abjuration through opaque objects. It does not reveal creatures who
l evel: Acolyte O. Mage 0; Components: V, S, WDF; Cast- are simply hiding, concealed, or otherwi~e hard to see.
Marena/ Components. A pinch of talc and a small
ing Time: Attack action; Range: Touch: Target: Creature
touched; Duration: I minute; Saving Throw: Will sprinkling of powdered silver (purchase DC 7).
negates (harmless); Spell Resistance: Yes (harmless)
Shield
You imbue the subject with magical energy that protects Abjuration [Force]
her from harm. granting her a 1l resistance bonus on saving Level: Mage 1; Components: V. S; Casting Time: Attack
throws. action; Range: Personal; Target: You; Duration: 1
Arcane Matenal Component Amultiple vitamin pill.
minute/level {D)

Restoration Shield creates an invisible, mobile disk of force that hovers


Conjuration (Healing) in front of you. It negates magic mssslle attacks directed at
level: Acolyte 4; Components: V. S. M; Casting Time: 3 you. The disk also intercepts attacks, providing a +4 bonus
rounds; Range: Touch: Target: Creature touched: Dura- to Defense. The shield carries no armor penalty or arcane
tion: Instantaneous; Saving Throw: Will negates (harm- spell railure chance.
less); Spell Resistance: Yes (harmless)
d2oMODERN
Shield of faith Sleep
Abjuration Enchantment [Mind Affecting]
Level: Acolyte 1; Components: V, S. M; Casting Time: Level: Mage 1; Components: V, S. M: Casting Time: Attack
Attack action; Range: Touch: Target: Creature touched; action; Range: Medium (100 ft.+ 10 ft/level): Area: Sev-
Duration: 1minute/level: Saving Throw: Will negates eral living creatures within a 15-ft.-radius burst; Dura-
{harmless); Spell Resistance: Yes (harmless) tion: 1minute/level, Saving Throw: Will negates; Spell
Resistance: Yes
This spell creates a shimmering, magical field around the
touched creature that averts attacks. The spell grants the Asfeep spell causes a comatose slumber to come upon one
subject a +2 deflection bonus. with an additional +1 to the or more creatures. Roll 2d4 to determine how many total
bonus at 6th caster level. HD of creatures can be affected. Creatures with the fewest
Material Component: Asmall piece of paper or parch- HD are affected first. Among creatures with equal HD. those
ment with some religious text written upon it. who are closest to the spell's point of origin are affected
first. No creature with 5or more HD is affected. and HD that
Shout are not sufficient to affect a creature are wasted.
Evocation [Sonic] For example. Mage Brandon Cross casts sleep at three
Level: Mage 4; Components: V; Casting Time: Attack kobolds Cl1 HD), two gnolls (2 HD), and an ogre (4 HD). The
action; Range: Close (25 h. +5 ft.12 levels); Area: Cone; roll (2d4) result is 4. All three kobolds and one gnoll are
Duration: Instantaneous: Saving Throw: Fortitude par- affected ('/; + /1 t 1/1 + 2 =31/1 HD). The remaining /1 HD is
tial (see text) (object); Spell Resistance: Yes (object) not enough to affect the last gnoll or the ogre. Brandon
can't choose to have sleep affect the ogre or the two gnolls.
You emit an ear-splitting yell that deafens and damages Sleeping creatures are helpless. Slapping or wounding
creatures in its path Any creature within the area is deaf- awakens affected creatures. but normal noise does not.
ened for 2d6 rounds and takes 2d6 points of damage. Asuc- Awakening a creature is a move action.
cessful save negates the deafness and reduces the damage Sleep does not affect unconscious creatures, constructs.
by half. Any exposed brittle or crystalline object. such as a or undead creatures.
window or a crystal vase, takes 1d6 points of damage per Note: Additional hit points given along with a creature's
caster level. Creatures holding fragile objects can negate Hit Dice are irrelevant for determining how many Hit Dice a
damage to them with successful Reflex saves. creature has. An ogre with 4d8+8 hit points still has only 4
Adeafened character. in addition to the obvious effects, HD and can be affected by the spell.
suffers a -4 penalty on initiative checks, automatically fails Material Component: Apinch of fine sand, rose petals,
Listen checks, and has a 20% chance to miscast and lose any or a live cricket.
spell with a verbal component that he tries to cast.
The shout spell cannot penetrate the spell silence. Slow
Transmutation
Silence level: Mage 3; Components: V, $, M; Casting Time: Attack
Illusion action; Range: Close (25 ft. + 5 ft.12 levels); Targets:
Level: Acolyte 2; Components: V, S; Casting Time: Attack One creature/level, no two of which can be more than
action; Range: Long (400 ft. +40 ft.llevel); Area: 15-ft.- 30 ft, apart; Duration: 1 round/level; Saving Throw:
radius emanation centered on a creature, object, or Will negates; Spell Resistance: Yes
point in space, Duration: 1minute/level; Saving Throw:
Will negates or none (object); Spell Resistance: Yes or Affected creatures move and attack at a drastically slowed
no(object) rate. Slowed creatures can take only a single move action or
attack action each turn, but not both (nor may they take
Upon the casting of this spell, complete silence prevails in full -round actions). Additionally, they suffer -2 penalties to
the affected area. All sound is stopped: Conversation is Defense, melee attack rolls. melee damage rolls, and Reflex
impossible, spells with verbal components cannot be cast, saves. Slowed creatures jump half as far as normal.
and no noise whatsoever issues from, enters, or passes Slow counters and dispels haste but does not otherwise
through the area. The spell can be cast on a point in space, affect magically speeded or slowed creatures.
but the effect 1s stationary unless cast on a mobile object. Material Component: Adrop of molasses.
The spell can be centered on a creature, and the effect
then radiates from the creature and moves as it moves. An Spider Climb
unwilling creature can attempt a Will save to negate the Transmutation
spell and can use spell resistance, if any. Items in a crea- Level: Acolyte 2, Mage 2; Components: V, S, M; Casting
ture's possession or magic items that emit sound receive Time: Attack action; Range: Touch; Target: Creature
saves and spell resistance. but unattended objects and touched; Duration: 10 minutes/level; Saving Throw:
points in space do not. This spell provides a defense Will negates (harmless): Spell Resistance: Yes (harmless)
against sonic or language-based attacks, such as the com-
mand or shout spell. The subject can climb and travel on vertical surfaces or
even traverse ceilings as well as a spider does. The affected
1120MODERf\J
creature must have its hands free to climb in 0 e..,<(J.~
this manner. The subject gains a climb speed of V \)
20 feet and need not make Climb checks to scale ';;\ l?.
a surface. \.-~ (\- Spider climb
Material Component: A live spider, which must - \) a_
be eaten by the subject. ~ [J

Status \)
Divination ~
Level: Acolyte 3; Components: V,S; Casting Time: Attack
action; Range: Touch; Targets: One creature
touched/three levels; Duration: 1 hour/level;
Saving Throw: Will negates (harmless); Spell
Resistance: Yes (harmless)

When an Acolyte needs to keep track of comrades


who may get separated, st·atus allows him to
mentally monitor their relative positions and
general condition. The Acolyte is aware of
direction and distance to the creatures and ·~
their status: unharmed, wounded, disabled, .,. 'I..?.'
staggered, unconscious, dying, dead, and so \J'V
forth. Once the spell has been cast upon the subjects, ::::::> This version of t)
the distance between them and the caster does not the spell lasts up to l ~
affect the spell. round per caster level, \::ii~
but it ends if you ~ \ (A\)
Sfones~in cease concentration. ~
Abjuration The weight can be \)G\I
Level: Mage 4; Components: V,S, M; Casting Time: Attack moved vertically, horizon- '\. :\?
action; Range: Touch; Target: Creature touched; Dura- tally, or both. An object
tion: 10 minutes/level or until discharged: Saving cannot be moved beyond
\J
Throw: Will negates (harmless); Spell Resistance: Yes your range. The spell ends if
(harmless) the object is forced beyond the range. If you cease
concentration for any reason. the object falls or stops.
The warded creature gains resistance to blows, cuts, stabs, An object can be telekinetically manipulated as if with
and slashes. The subject gains damage reduction 10/- one hand. For example, a lever or rope can be pulled, a key
against physical attacks. Once the spell has prevented a total can be turned, an object rotated, and so on. if the force
of 10 points of damage per caster level. it is discharged. required is within the weight limitation. You might even be
Material Components: A combination of granite and able to untie simple knots, though delicate activities such as
diamond dust (purchase DC 23) sprinkled on the target's these require Intelligence checks against a DC set by the
skin. Gamemaster. ........_ __,___,
Violent Thrust: Alternatively, the spell energy can be
Tele~inesis expended in a single round. You can hurl one or more
Transmutation objects or creatures that are within range and all within 10
Level: Mage 5; Components: V. S: Casting Time: Attack feet of each other toward any target within 10 feet/level of
action; Range: Long (400 ft. + 40 ft/level); Target or all the objects. You can hurl up to a total weight of 25
Targets: See text; Duration: Concentration (up to 1 pounds per caster level.
round/level) or instantaneous (see text); Saving Throw: You must succeed at attack rolls (one per creature or
Will negates (object) (see text); Spell Resistance: Yes object thrown) to hit the target with the items, using your
(object) (see text) base attack bonus + your Intelligence modifier. Weapons
deal their normal damage (with no Strength bonus). Other
You move objects or creatures by concentrating on them. objects cause damage ranging from l point per 25 pounds
Depending on the version selected, the spell can provide (for less dangerous objects such as a barrel) to ld6 points of
either a gentle, sustained force or a single short, violent damage per 25 pounds (for hard. dense objects such as a
thrust. boulder).
Sustained Force: Asustained force moves a creature or Creatures who fall within the weight capacity of the spell
object weighing up to 25 pounds per caster level up to 20 can be hurled. but they are allowed Will saves to negate the
feet per round. A creature can negate the effect against effect, as are those whose held possessions are targeted by
itself or against an object it possesses with a successful Will the spell. If a telekinesed creature is hurled against a solid sur-
save or with spell resistance. face, it takes damage as if it had fallen 10 feet (see page 214).
Du~tion: l minute: Saving Throw: Yes (harmless): Spell
Tongues Resistance: Yes (harmless)
Divination
Leve~: Acolyte 4, Mage 3; Components: V, WDF: Casting
The subject gains l temporary hit point.
Time: Attack action; Range: Touch: Target: Creature
touched; Duration: 10 minutes/level; Saving Throw: W all of fire
Will negates (harmless): Spell Resistance: No Evocation lFlre]
Level: Mage 4: Components: V, S, M; Casting Time: Attack
This spell grants the creature touched the ability to speakand action: Range: Medium (100 ft. + 10 ft/ level); Effect:
understand the language of any intelligent creature, whether Opaque sheet of flame up to 20 ft. long/caster level or
it is a species language or a regional dialect. Naturally, the a ring of fire with a radius of up to S ft/two caster
subject can speak only one language at a time, although she levels; either form 20 ft. high; Duration: Concentration
may be able to understand several languages. Tongues does + l round/level; Saving Throw: See text: Spell Resis-
not enable the subject to speak with creatures who don't tance: Yes
speak. The subiect can make herself understood as far as her
voice carries. This spell does not predispose any creature An immobile, blazing curtain of shimmering violet fire
addressed toward the subject in any way. springs into existence. One side of the wall. selected by you,
~rconr~ Material Component: A pocket dictionary,
sends forth waves of heat, dealing 2d4 points of fire damage
which turns to dust when the verbal component is pro- to creatures within 10 feet and ld4 points of fire damage to
nounced. those past 10 feet but within 20 feet. The wall deals this
damage when it appears and each round that a creature
True Seeing enters or remains in the area. In addition, the wall deals 2d6
Divination points of fire damage •l point of fire damage per caster
Level: Acolyt.e 5; Components: V, S, M; Casting Time: level to any creature passing through it. The wall deals
Attac~ action: Range: Touch; Target: Creature touched;
double damage to undead creatures.
Duration: 1minute/level; Saving Throw: Will negates If you evoke the wall so that it appears where creatures
(harmless); Spell Resistance: Yes (harmless) are. each creature takes damage as if passing through the
wall. Each such creature can avoid the wall by making a suc-
You confer on the subject the ability to see all things as they cessful Reflex save. (If the creature ends up on the hot side
actually are. The subjPcL sees through normal and magical of the wall. it takes 2d4 points of damage, as normal.)
darknes~. notices secret doo1s hidden by magic or psionics,
If any ~-foot length of wall takes /0 points of cold damage
sees lnv1s1ble creatures or objects normally, sees through or more 1n l round, that length goes out. (Do not divide cold
ill~sions. and sees the true form of changed or transmuted damage by 4, as normal for objects: see page 150.)
rhmgs. The range of true seeing conferred is 120 feet. Arcane Material Component· A book or box of
frue seeing. however, does not penetrate solid objects.
matches.
It mno way confers X-ray v1s1on or its equivalent. It does not
cancel concealment, including that caused by fog and the Wall of force
like. True ~eei~g does not help the viewer see through Evocation [Force]
mundane d1sgu1ses, spot creatures who are simply hiding, or Level: Mage 5; Components: V,S, M; Casting Time: Attack
notice secret panels hide.Jen by mundane means. The effects action; Range: Close (25 ft. i 5 ft.12 levels): Effect Wall
,...--:---- cannot be combined with other spells and powers. whose area is up to one 10-ft. square/level or a sphere
Material Component: An antique spyglass or a pair of or hemisphere with a radius of up to 1ft/level; Dura-
high-powered binoculars (purchase DC 16). tion: 1 minute/level (D): Saving Throw: None; Spell
Resistance: No
True Strike
Divination Awall of force spell creates an invisible wall of force. The
Level: .Mage 1; C.omponents: V. r: Casting Time: Attack wolf of force cannot move, it is immune to damage of all
action; Range: Personal: Target: You: Duration: See text kinds. and it is unaffected by dispel magic. Spells, breath
weapons, and flamethrowers cannot pass through the wall
You gain temporary, intuitive insight into the immediate in either direction, although dimension door can bypass
future during your next attack. Your next single attackroll (if the barrier. Gaze attacks (such as that of a medusa) can
it is made before the end of the next round) gains a +20 operate through the wall of force.
insight bonus. Additionally. you are not affected by the miss The caste.r can form the wall into a flat. vertical plane
chance that applies to attacks against a concealed target. whose area 1s up to one 10-foot square per level. or into a
Focus: A patch. pendant. charm. or tattoo displaying a sphere or hemisphere with a radius of up to 1foot per level.
bullseye. The wall of force must be continuous and unbroken
when formed. If its surface is broken by any ob1ect or crea-
Uirtue ture, the spell fails.
Transmutation Material Component: Aplnch of powder made from a
Level: Acolyte O; Components: V, S, OF; Casting Time: clear gem.
Attack action; Range: Touch; Target: Creature touched;
d20MOflERN
Wall of Ice You cause a flat, vertical iron wall to spring mto being. This
Evocation [ColdJ wall can be used to seal off a passage or close a breach, for
Level: Mage 4; Components: V, S, M, Cast ing Time: Attack the wall inserts itself into any surrounding nonliving mate-
action; Range: Medium (100 ft. + 10 ft./level}: Effect: rial if its area 1s sufficient to do so. The wall cannot be con-
Anchored plane of ice. up to one 10-ft. square/level. or jured so that it occupies the same space as a creature or
hemisphere of ice with a radius of up to 3 ft. +l ft/level; another object. It must always be a flat plane. though you
Duration: 1 minute/level; Saving Throw: See text; can shape its edges to fit the available space.
Spell Resistance: Yes The wall of iron Is 1mch thick per four caster levels. You
can double the wall's area by halving its thickness. Each 5-
This spell creates an anchored plane of ice or a hemisphere foot square of the wall has 30 hit points per inch ?f th~ck­
of ice. depending on the version selected. A wall of ice ness and hardness 10. Asection of wall whose hit points
cannot form in an area occupied by physical objects or crea- drop to Ois breached. If a creature tries to break throug~ the
tures. Its surface must be smooth and unbroken when cre- wall with a single attack, the DC for the Strength check1s 25
ated. Fire, Including a fireball spell, can melt a wall of ice. + 2 per inch of thickness.
It deals full damage to the wall (instead of the normal half If you desire, the wall can be created vertically resting on
damage suffered by objects: see page 150). Suddenly melting a flat surface but not attached to the surface so that it can
the wall of ice (by reducing it to 0 hit points in a single be tipped over to fall on and crush creatures beneath it.
attack) creates a JO· foot-radius cloud of fog that lasts for 10 The wall is 50% likely to tip in either direction if left
minutes. Objects and creatures within the area are treated unpushed. Creatures can push the wall 1n one direction
as if they had one-half concealment (20% miss chance) with rather than letting it fall randomly. Acreature must succeed
respect to one another. . at a Strength check (DC 40) to push the wall over. Creatu:es
Ice Plane: Asheet of strong, hard ice appears. The wall is with room to flee the falling wall may do so by makrng
! Inch thick per caster level. It covers up to a 10-foot-square successful Reflex saves. Large and smaller creatures who
area per caster level (so a 10th-level Mage can create a wall fail take 10d6 points of damage The wall cannot crush
of ice 100 feet long and 10 feet high. a wall SO feet long and H uge and larger creatures. . .
20 feet high, and so forth). The plane can be oriented in any Like any iron wall, this wall is subject to rust, perforation.
fashion as long as it is anchored. Avertical wall need only be and other natural phenomena.
Material Component: Asmall piece of sheet iron, plus
anchored on the floor, while a horizontal or slanting wall
must be anchored on two opposite sides. a quantity of gold dust (purchase DC 18).
The wall is primarily defensive in nature and is used to
stop pursuers from following you and the like: Each 10-foot Wall of Stone
square of wall has 3 hit points per inch of thickness. Crea- Conjuration (Creation) .
tures can hit the wall automatically. Asection of wall whose Level: Acolyte 5, Mage 5; Components: V, S. M/DF; Casting
hit points drop to Ois breached. If a creature tries to break Time: Attack action; Range: Medium (100 ft. + 10
through the wall with a single attack, the DC for the ft/level); Effect: Stone wall whose area Is up to on~ 5-
ft. square/level (S); Duration: Instantaneous; Saving
Strength check Is 15 +caster level.
Even when the ice has been broken through, a sheet of Throw: See text; Spell Resistance: No
frigld air remains. Any creature stepping through it (includ-
ing the one who broke through the wall) takes ld6 points of This spell creates a wall of rock that merges into adjoining
cold damage +1 point per caster level. rock surfaces. It is typically employed to close passages, - - - - - ; -"
Hemisphere: The wall takes the form of a hemisphere portals, and breaches against opponents. The wall of
whose maximum radius is 3 feet +1 foot per caster level. stone ls 1 inch thick per four caster levels and composed
Thus, a 7th-level caster can create a hemisphere 10 feet in of up to one 5-foot square per level. You can double the
radius. It is as hard to break through as the ice plane form, wall's area by halving its thickness. lhe wall cannot be
but it does not deal damage to those who go through a con1ured so that 1t occupies the same space as a creature
breach. or another object. .
You can create the hemisphere so that it traps one or Unlike a wall of iron, you can create a wall of stone m
more creatures, though these creatures can avoid being almost any shape you desire. The wall created need not be
trapped by the hemisphere by making successful Reflex vertical, nor rest upon any firm foundation; however, it must
saves. merge with and be solidly supported by existing stone. It
Material Component: Asmall piece of quartz or similar
can be used to bridge a chasm, for instance. or as a ramp. For
rock crystal. this use. if the span is more than 20 feet, the wall must b~
arched and buttressed. This requirement reduces the spells
Ulall of Iron area by half. Thus, a 10th· level caster can create a span with
Conjuration (Creation) a surface area of five 5-foot squares.
Level: Mage 5; Components: V, S, M; Casting Time: Attack Like any other stone wall, this one can be destroyed by
action: Range: Medium (100 ft. + 10 ft/leve l); Effect: explosives or brought down by bludgeoning or piercing
Iron wall whose area is up to one 5-ft. square/level (see weapons. Each 5-foot square has 15 hit points per inch of
text); Duration: Instantaneous; Saving Throw: See text; thickness and hardness 8. Asection of wall whose hit points
Spell Resistance: No drop to O is breached. If a creature tries to break through the
wall with a single attack. the DC for the Strength check is 20 tures within flaming webs take 2d4 points of damage from
+ 2 per Inch of thickness. the flames.
It is possible. but difficult. to trap mobile opponents Material Component. Abit of spider web.
within or under a wall of stone, provided the wall is
shaped so It can hold the creatures. Creatures avoid entrap- 2one or Truth
ment with successful Reflex saves. Enchantment [Mind-Affecting]
Arcane Material Component: Asmall block of granite. level: Acolyte 2; Components: V. S, OF; Casting Time:
Attack action; Range: Close (25 ft. + 5ft.12 levels): Area:
Water Breathing 5-ft.·radius/level emanation; Duration: I minute/level;
Transmutation Saving Throw: Will negates; Spell Resistance: Yes
Level: Acolyte 3, Mage 3: Components: V. S, M/DF; Casting
Time: Attack action: Range: Touch; Target: Living crea- Creatures within the emanation area (or those who enter it)
tures touched; Duration: 2 hours/level (see text); can't speak any deliberate and intentional lies. Creatures are
Saving Throw: Will negates (harmless); Spell Resis- allowed a save to avoid the effects when the spell is cast or
tance: Yes (harmless) when they first enter the emanation area. Affected crea-
tures are aware of this enchantment. Therefore, they may
The transmuted creatures can breathe water freely. Divide avoid answering questions to which they would normally
the duration evenly among all the creatures you touch. The respond with a lie, or they may be evasive as long as they
spell does not make creatures unable to breathe air. remain within the boundaries of the truth. Creatures who
Arcane Material Component: Astraw (no cost). leave the area are free to speak as they choose.

Web
Conjuration (Creation) psmmc POUJ&Bs
Level: Mage 2; Components: V, S, M; Casting Time: Attack The Telepath and Battle Mind advanced classes, as
action; Range: Medium (100 ft. + 10 ft/level); Effect: described in Chapter Nine: Campaign Models, manifest psi-
Webs in a 20-ft.-radius spread; Duration: 10 minutes/ onic powers. Acampaign that Includes psionic powers must
level; Saving Throw: Reflex negates (see text}; Spell use this FX rules system.
Resistance: Yes A psionic power is a one time psionic effect manifested
by a psionic character (Telepath or Battle Mind} or creature.
The web spell creates a many- layered mass of strong, sticky Psionic powers require power points to use, although natu-
strands. These strands trap those caught in them. The strands rally psionic creatures can manifest their powers a certain
are similar to spider webs but far larger and tougher. These number of times per day with no power point cost.
masses must be anchored to two or more solid and diamet· Each psionic power is tied to a specific ability. which is
rically opposed points-floor and ceiling, opposite walls, and the key ability for that psionic power. Apsionic character
so forth or else the web collapses upon itself and disap- must have a key ability score equal to at least 10 + the
pears. Creatures caught within a web or simply touching its power's level to manifest a particular power.
strands become entangled among the gluey fibers. Unlike arcane spellcasters. psionic characters don't have
An entangled creature takes a -2 penalty on attack rolls. spellbooks and they don't prepare their powers ahead of
takes a -4 penalty to effective Dexterity. and can't move. An tirne. Apsionic character's level limits the number of power
entangled character who attempts to casl a spell must points available for manifesting powers. A psionic character
-~---
make a Concentration check {DC 15) or lose the spell. has a set number of powers available that he may manifest
Anyone in the effects area when the spell is cast must at will, provided he has sufficient power points to pay for
make a Reflex save. If this save succeeds. the creature is not the manifestation.
stuck in the webs and is free to act. though moving may be A power manifests when the psionic character pays
a problem (see below). If the save fails, the creature is its power point cost. The character pays the cost, and the
stuck. Astuck creature can break loose by spending 1round power manifests immediately.
and succeeding on a Strength check (DC 20} or an Escape Psionic powers don't require special gestures, words. or
Artist check {DC 25} Once loose (either by making the ini- materials. They operate as thoughts made manifest. Most
tial Reflex save or a later Strength check or Escape Artist powers do have a noticeable display associated with their
check). a creature may progress through the web very use, however.
slowly. Each round devoted to moving allows the creature
to make a new Strength check or Escape Artist check. The
creature moves S feet for each full S points by which the ffianifesting aPower
check result exceeds 10. The Telepath and Battle Mind advanced classes describe
The web provides one-quarter cover for every 5 feet of how many powers each class knows by level, as well as how
the substance between you and an opponent-one-half many power points they have available each day. (See the
cover for 10 feet of web. three-quarters for 15 feet. and total class descriptions in Chapter Nine: Campaign Models.)
cover for 20 feet or more. (See Table 5-6: Cover. page 145.) To manifest a power. a character selects one power that
The strands of a web spell are flammable. Any fire can set he or she knows and pays the power point cost.
them alight and burn away 5square feet in 1round. All crea-
Power Points Display
A power's cost Is determined by its level. as shown below. When psionic powers manifest, secondary displays usually
Every power's cost is also noted in its description for easy accompany the primary effect. The psionic display may be
reference. auditory (Au). material (Ma), mental (Me). olfactory (01}, or
visual (Vi). Each power describes the sort of display that
Power Level 0 l 3 4 5 accompanies it.
Power point cost 011• 3 S 7 9
~ psionic dldrdcter tdn manlfosl any 0-1~1 power he knows a num- manifestation Time
ber of times per day equal to 3 • his psionic level: additional manifes- Manifesting a psionic power is either an attack action or a
tations cost I power point each.
full-round action, depending on the power. See the power
descriptions for details.
Each day. a psionic character gets an allocation of power
points based on his or her level. The character must rest for Range
8 hours and then spend 15 minutes meditating to recharge Each psionic pO\lv'er has a range. as listed in the power
his mind with power points. Without such a period of rest description. A power's range is the maximum distance from
and refreshment. the psionic character doesn't regain power the psionic character that the power's effect can occur. The
points that were previously used. /\ pslonic character can range categories are the same as the ones used for spells.
only refresh his or her power points once every 24 hours.
Target. Effect. Area
These terms are defined and used the same as they are for
How to Read a Power Description spells.
In most significant respects, manifesting a psionic power
follows the same rules as casting a spell. The differences
between a power description and a spell description are
Saving Throw
Most harmful powers allow an affected target a saving
summarized in this section. See How to Read a Spell
throw to avoid some or all of the effect Each power lists
Description. starting on page 329. for information that is the
which saving throw type applies. TI1e DC for asaving throw
same for both psionic powers and spells.
to resist a power is 10 +the power's level +the psionic char-
acters key ability modifier. The terms used to define the
Key Ability various types of saving throws and results are the same as
The first line beneath the power's name provides the key
for spells.
ability associated with the power. A psionic character must
have a score 1n this ability equal to at least 10 +the power's
level in order to manifest the power. For example, aura sight
Power Resistance
Power resistance is a special defensive ability that protects
is a 4th-level power and its key ability is Wisdom; thus, a
against psionic powers. If a psionic character faces a crea-
Telepath must have a Wisdom score of 14 or higher to use
ture with power resistance. he must make a level check
this power.
(ld20 + psionic character's class level) equal to or greater
than the creature's power resistance for the power to
Descriptors affect it.
Descriptors are a way of classifying powers that have some
Each power description includes an entry that indicates
common characteristic. Descriptors are often useful for
whether power resistance applies to the power (if so. Yes; if - - - - -
knowing which creatures are or are not affected by apower.
not No). Other details are the same as for spell resistance.
For instance. finger of fire and whitefire both carry the fire
descriptor, meaning that they affect any target that is not
immune or resistant to fire effects. Likewise. electric
Power Point Cost
All powers of a certain level have the same power point
charge and lightning strike both carry the electricity
cost. The point cost to manifest a particular power is also
descriptor. meaning that they are effective against any
provided iri that power's description.
target that can be damaged by electricity effects.
A power's descriptors (if any) appear in brackets on the
line containing the key ability. Descriptors used for the
Descriptive TeHt
A power'sdescriptive text explains how the power works or
powers in this book include compulsion, electricity, fire. lan-
what it does.
guage-dependent, and mind-affecting.

level Power Pailure


The relative strength of a power Is indicated by h:s level- If you ever try to manifest a power in conditions where the
lst-level powers are more powerful than 0-tevel powers, characteristics of the spell (range. area. and so forth) cannot
and so on. A power's level also indicates whether a particu- be made to conform, the effort fails and the power is
lar psionic character is capable of using the power. based on wasted.
the character's class level and key ability score. See the Powers also fail if your concentration is broken (see Con-
Telepath and Battle Mind class descriptions in Chapter centration, page 53).
Nine: Campaign Models for more information.
d10MODE
~~-----~~~~~--~~~~~~
Combining PH Abilities A bonus that isn't named (just a "+2 bonus" rather than
a "+2 resistance bonus"') stacks with any other bonus.
Spells, ps1on1c powers. and magical effects usually work
as described. no matter how many other FX abilities hap- Same Effect More than Once in Different
pen to be operating in the same area or on the same Strengths: In cases when two or more identical spells or
recipient Except in special cases. a spell or power does powers are operating in the same area, but at different
not affect the way another spell or power operates. strengths. only the best one applies. .
Whenever an FX ability has a specific effect on other Multiple Mental Control Effects. Sometimes mag-
spells or powers. the description explains the effect ical effects or psionic powers that establish mental
Several other general rules apply when multiple FX abili- control render each other irrelevant. For example. a
ties operate in the same place· hold person effect renders any other form of mental
Stacking Effects: Bonuses of the same type do not control irrelevant because 1t robs the held character of
usually stack For example, 1f you get a +1 morale bonus the ability to move. Mental controls that don't remove
from one source. and a ~I morale bonus from another. the recipient's ability to act usually do not interfere
you do not get a total morale bonus of +2. Only one of with each other. If a creature Is under the mental con-
the bonuses can count. (For more detailed information. trol of two or more creatures, 1t tends to obey each to
including a few exceptions. see the sidebar on page 48.) the best of its ability (and to the extent of the control
For this reason. if a spell or power gives you a bonus on each effect allows). If the controlled creature receives
attack rolls, damage rolls. saving throws. or other rolls or conflicting orders simultaneously, the competing con-
checks. you cannot gain twice the benefit by using th.e trollers must make opposed Charisma checks to deter-
spell or power twice. For example. two bless spells don t mine which one the creature obeys.
give rec.ip1ents twice the benefits of one bless. Both Spells/ Powers with Opposite Effects: Spells a.nd
bless spells. however. continue to act simultaneously. powers that have opposite effects apply normally, with
and if one ends first. the other one continues to operate all bonuses penalties, or changes accruing 1n the order
for the remainder of its duration. Likewise. two hosre that they apply .
spells do not make a creature doubly fast Instantaneous Effects: Two or more magical or ps1-
The bonuses or penalties from two different spells or onic effects with instantaneous durations work cumula-
powers do stack. however if the effects are of di~erent tively when they affect the same object, p~ace, or crea-
types. For example. resistance provides a +l resistance ture. For example. when two fireballs stnke the same
bonus on all saving throws and bless provides a ·l morale creature. the creature must attempt a saving throw
bonus on saving throws against fear effects. A character against each fireball and takes damage from each
under the influence of a resistance spell and a bless according to the saving throws' results. If the s~me crea-
spell gets a" 2 bonus on saving throws against fear effects ture receives two cure light wounds spells 1n a later
and a +1 bonus on all other saving throws. round. both work normally.

covered in the power being described. Header entries and


DEW fEAI other information that are the same as the base power are
If the Gamemastcr decides to include psionic:s In the cam- not repeated. For instance, all the various mind/ink powers
paign. he or she will make the following feat a:iail_able to are part of a chain. and the base power in the c~ain.is lesser
- - - - - psionic characters. As indicated in the clas5 descnp~ons f~r mindfink. The description of that power contains informa-
the Telepath and the Battle Mind (see Chapter Nme). this tion that also applies to mind/ink and forced mind/ink (the
feat is a requirement for all characters desinng to enter other two powers in the chain).
either one of those classes. Hit Dice: The term WHit Dice" is used synonymously with
"character levels" for effects that affect a number of Hit
Wild Talent Dice of creatures A creature with only Hit Dice from its
You can manifest one O·level psionic power. species. not from any classes 1t may have, has a character
Benefit: Select one 0-level psionic power. You can man- level equal to its Hit Dice. Acreature with class l~vels !s c~n­
ifest this power up to three times in a 24-hour period. There sidered to have Hit Dice equal to the total of its Hit Dice
Is no power point cost for using this power. and its class levels.
Manifester level: Apower's strength often depends on
manifester level. which 1s the manifester's level in the
POW&B LISTS appropriate psionic character class. Cr~atu.res. with no
This section begins with the power lists for the psionic char- classes have a manifester level equal to their Hit Dice unless
acter classes. Telepath and Battle Mind. The information otherwise specified.
below pertains to powers of both types. Creatures and Characters: ··creatures" and "characters"
Power Chains: Some powers reference other powers are used synonymously in the power descriptions.
that they are based upon. Only information in a power lat~r list Format: Powers 1n the following lists are presented
in the power chain that is different from the base power 1s in order of power level (from lowest to highest) and alpha-
betized within each level group. A brief description of the
d20MOI
power's effect is provided. Also, each power's key ability is Sth-leuel Telepath Powers
identified in parenthese.s right after its name. Mindprobe (Cha). Discover a target's secret thoughts.
Power Resistance (Wis). Target gains power resistance 12.
Telepath Powers . Sending (Dex). Deliver short message anywhere instantly.
The Telepath chooses his psiooic powers from the following
list. Baftle mind Powers
The Battle Mind chooses her psionic powers from the fol·
0-Leuel Telepath Powers lowing list.
Burst (Dex). Speed improves by 10 feet for 1round.
Daie (Cha). Target loses next action. . . 0-Leuel Battle ffiind Powers
Detect Psionics (Wis). You detect the presence of ps1on1c Detect Psionics (Wis). You detect the presence of psionic
activity. activity.
Distract (Cha). Target's mind wanders, imparting a -1 Far Punch (Con). Telekinetic strike deals l damage.
penalty on certain actions. Finger of Fire (Int}. Deal ld3 fire damage to target.
Far Hand (Con). Minor telekinesis. Valor (Str). Gain a +1 morale bonus on saving throws.
finger of Fire (Int). You deal ld3 fire damage to one target. Verve (Str). Gain l temporary hit point.
Missive (Cha). Send a one-way telepathic message.
Verve (Str). Gain 1temporary hit point. lst-Leuel Battle ffiind Powers
Combat Precognition (Wis). Gain a +1 insight bonus to
lst-Leuel Telepath Powers Defense.
Attraction (Cha). Target develops an attraction you specify. Fire Bolt (Int). Deals ld6+1 fire damage to target.
Charm Person (Cha). Makes target your friend. lesser Sioweapon (Str). Create a staff of bioenergy that
Control Object (Con). Telekinetically animate a small deals ld4 bludgeoning damage.
obiect lesser Concussion (Con). Mentally pummel target for ld6
Lesser Body Adjustment (Str). Heal ld8 hp, or gain +l damage
bonus on next Fortitude save to resist poison or disease, Vigor (Str) Gain 3 temporary hit points.
or heal 1point of ability damage. .
Lesser Mindlink {Cha). Forge a limited mental bond with 2nd-Level Battle ffiind Powers
target Claws of the Bear (Str). Your claw attack deals 1d12 damage,
Object Reading (Wis). Reveal an object's past. Combat Focus (Wis} Gain a +4 insight bonus to initiative.
Combat Prescience (Wis}. Gain a +2 insight bonus on attack
2nd-Leuel Telepath Powers rolls.
Brain lock (Cha). Target can't move or take any mental Concussion (Con). Mentally pummel target for 3d6 damage.
action~.
Darkvision (Wis). See in the dark.
Clairaudience/ Clairvoyance (Wis). Hear or see at a dis· Electric Charge (Int). Shocking touch deals 2d6 damage to
tance. target.
Detect Thoughts (Cha). Detect target's surface thoughts.
Inflict Pain (Cha). Mental attack deals 3d6 damage to 3rd-Level Battle ffiind Powers
target. lightning Strike (Int). Deals 3d6 electrical damage in a 30· - - -·
Levitate (Dex). Target moves up or down at your direction. foot radius.
Sensitivity to Psychic Impressions (Wis). Reveal an area's Metaphysical Weapon (Int). Weapon gains a +3 enhance-
past. ment bonus.
Suggestion (Cha). Compels target to follow suggested Mind Darts (Int), A flurry of mental bursts deals 2d6
action. damage to target.
Negate Psionics (Con). Cancels psionic powers and effects.
3rd-Leuel Telepath Powers . Whitefire (Int). Deals 5d4 fire damage in 20-foot radius.
False Sensory Input (Cha). Falsify one of the targets sen~s.
lesser Domination (Cha). Forces target to obey your will. 4th-~euel Battle ffiind Powers
Mental Blast (Cha). Target stunned for 3d4 rounds. Fire Storm (Int). Deals 5d6 fire damage in 30-foot radius.
Mindlink (Cha) Forge a mental bond with others. Greater Bioweapon (Str). Creates a staff of bioenergy that
Negate Psionics (Con). Cancels psionic powers and effects. deals 2d8 bludgeoning damage.
Natural Armor (Str) You gain a +4 natural armor bonus to
4th-Leuel Telepath Powers Defense.
Domination (Cha). Subject obeys your will. Psychofeedback (Str). Use power points to boost Str, Dex.
Forced Mindlink (Cha). Forge mental bond with unwilling and/or Con modifiers.
target.
Tailor Memory (Cha}. Plant false memory in target.
Telekinesis (Con). Lift or move 25 pounds per level at long
range.
ct20MODERN
Power Descriptions Charm Person
The powers herein are presented in alphabetical order. Charisma [Compulsion, Mind-Affecting, Language-Depen-
dent)
Attraction Level: Telepath 1; Display: Mental; Manifestation Time:
Charisma [Compulsion, Mind-Affecting] Attack action; Range: Close (25 ft. + 5 ft./2 levels);
Level: Telepath 1: Display: Audible; Manifestation Time: Target: One person; Duration: 1 hour/level; Saving
Attack action: Range: Close (25 ft. + 5 ft./2 levels); Throw: Will negates; Power Resistance: Yes: Power
Target: One living creature: Duration: 1 hour/level; Point Cost: 1
Saving Throw: Will negates; Power Resistance: Yes;
Power Point Cost: 1 This power makes a Medium-size or smaller person regard
you as his trusted friend and ally. If the target is currently
You plant a compelling attraction in the mind of the being threatened or attacked by you or your allies, however,
target. The attraction can be toward a particular person, he receives a +S bonus on his saving throw.
an object. an action, or an event. The power's target takes The power does not enable you to control the charmed
reasonable steps to meet, get dose to, attend, find, or per- person as if he was an automaton, but he does perceive
form the object of its implaoted attraction. For the pur- your words and actions in the most favorable way. You can
poses of this power, "reasonable'' means that while try to give the subject orders, but you must win an
fascinated, the target doesn't suffer from blind obsession. opposed Charisma check to convince him to do anything
He won't leap into a fire or over a cliff. He can still recog- he would not ordinarily do. (You can't try again.) A
nize danger. but he will not flee unless the threat is imme- charmed person never obeys suicidal or obviously harm-
diate. If you make the target feel an attraction to yourself, ful orders, but he might believe you if you assured hirn
you can't command him indiscriminately, although he will that the only chance to save your life is for him to hold
be will ing to listen to you {even if he disagrees). This back an onrushing horde of thugs for "just a few seconds!'
power grants you a +4 bonus to your Charisma modifier Any act by you or your apparent allies that threatens the
when dealing with the subject. charmed person breaks the power. Note also that you
must speak the person's language to communicate your
Brain Loch commands.
Charisma [Mind-Affecting]
level: Telepath 2; Display: Visual. Material; Manifestation Clairaudience/Clairooyance
Time: Attack action; Range: Medium (100 ft. + 10 Wisdom
ft/ level); Target: One creature of Medium-size or Level: Telepalh ?; Display: Visual. Audible; Manifestation
smaller; Duration: 1 round/level {D); Saving Throw: Time: Attack action; Range: See text; Duration: 1
Will negates; Power Resistance: Yes; Power Point minute/level (D); Saving Throw: None; Power Resis·
Cost: 3 tance: No: Power Point Cost: 3

The target's higher mind is locked away. He stands mentally This power enables you to concentrate on some locale and
paralyzed. unable to take any actions. The brain locked hear or see (your choice) almost as if you were there. Dis-
subject is not stunned (so attackers get no special advan- tance is not a factor, but the locale must be known-either
tage). He can defend himself against physical attacks {Dex- a place familiar to you or an obvious place (such as behind
,____ terity bonus to Defense still applies), but otherwise can't a door or around a corner).
move, and can't use psionic powers.
Abrain rocked flyer can't flap its wings and fa lls. Aswim- Claws of the Bear
mer can't swim and may drown. Strength

-
Level: Battle Mind 2; Display: Visual, Material; Manifesta·
Burst tion Time: Attack action; Range: Persona I; Target: You:
Dexterity Duration: l hour/level; Power Points: 3
Level: Telepath O; Display: Audible; Manifestation Time:
See text; Range: Close (25 ft. + 5 ft./2 levels); Target: Your forearms lengthen, your hands broacfien into wide
One living creature; Duration: 1 round; Power Point paws, and you grow sicklelike bear claws 011 both hands.
Cost: 1 The power grants grants you a claw attack (which does not
provoke attacks of opportunity) that deals ldl2 points of
The target receives a burst of speed. increasing his base stashing damage (plus Strength modifier). You are consid-
speed by +10 feet on his nex.t turn. ered armed. You cannot grasp or manipulate objects
You can manifestthis power instantly on yourse lf, gaining (including weapons) as long as this power remains in effect.
the benefit of the speed increase in the same round. Mani- You can use this power in conjunction with feats, powers,
festing the power is a free action. If manifested oo another or spells allowing additional attacks on your turn, and it
creature, the manifestation time is an attack action. can be used with multiple attacks gained through level
advancement.

lL
d20M DERN
Saving Throw: None: Power Resistance: No: Power
Combat Pocus Point Cost: 1
Wisdom
Level: Battle Mind 2: Display: Visual: Manifestation Time: You telelcinetically animate an inanimate object. making it
1 minute; Range: Personal: Target: You: Duration: 1 move under your control. The controlled object moves like
hour: Saving Throw: None. Power Resistance: No: a puppet. with Jerky and clumsy movements The object can
Power Point Cost: 3 move at a speed of 10 feet. A controlled object can make a
slam attack with an attack bonus of •0. dealing ld4 points of
Your aware~s extends a fraction of a second into the future bludgeoning damage
allowing you ro better anticipate the actions of others. Y~
gain a +4 insight bonus on your next init1at1ve check. provided Darkuision
you make that check before the duration expires. Wisdom
Level: Bartle Mind 2: Display: Visual: Manifestation Time:
Combat Precognition Attack action; Range: Touch: Target: Individual
Wisdom touched: Duration: 1hour/level; Saving Throw: None;
Level: Battle Mind 1: Display: Visual. Material: Manifesta- Power Resistance: Yes; Power Point Cost: 3
tion T.ime: Attack action: Range: Personal: Target: You;
Duration:1hour/level (D): Saving Throw: None; Power The target gains the ability to see 60 feet even in total
Resistance: No; Power Point Cost: 1 darkne~s. T~is provides black-and-white vision only. but is
?therw1se like normal sight and it doesn't allow you to see
Your awareness extends a fraction of a second into the mmagical darkness (if such a thing exists in your campaign).
future. allowing you to better evade an opponent's attacks.
You galn a +1 insight bonus to Defense If you are caught Oa2e
Oat-footed. th is bonus to Defense doesn't apply. Charisma [Compulsion. Mmd-Affecting]
Level: Telepath 0; Display: Mental, Material: Manifesta-
Combat Prescience tion Time: Attack action: Range: Close (2S ft. + S ft.12
Wisdom levels): Target: One person; Duration: 1round, Saving
Level: Battle Mind 2: Display: Visua . Manifestation rrme: Throw: W 11 negates: Power Resistance: Yes: Power
Attack action: Range: Personal Target: You: Duration:1 Point Cost: 1
minute/level (D); Saving Throw: None Power Resis-
tance: No: Power Point Cost: 3 This power clouds the mind of a Medium-size or smaller
target so that he takes no actions. Creatures of Sor more HD
Your awareness extends a fraction of a second into the or levels are not affected The dazed subject 1s not stunned
future. allowing you to better ~and attacks against your (so ~ttackers get no special advantage against him). bot he
opponent. You gain a +2 insight bonus on your attack rolls cant move. use psionlc powers. cast spells, and so on.
for the duration of the power.
Detect Psionics
Concussion Wisdom
Constitution Level: Telepath O/Battle Mind 0: Display: Visual, Audible:
Level: Battle Mind 2: Display: Audible; Manifestation Manifestation Time: Attack action; Range: 60 ft.:
Time: Attack action: Range: Medium 000 ft. + 10 h./ Area: Quarter-circle emanating from you to the extreme - - - -
level): Target: One individual: Duration: Instantaneous; of the range: Duration: Concentration. up to 1minute/
Saving Throw: Fortitude half. Power Resistance: Yes: level (D): Saving Throw: None: Power Resistance: No;
Power Point Cost: 3 Power Point Cost: 1
A target you select 1s pummeled with telekinetic force You detect psionic auras. The amount of information
for 3d6 points of damage. You may choose to have the revealed depends on how long you study a particular area
power deal only nonlethal damage instead of lethal or sub1ect.
damage. lst Round Presence or absence of psionic auras.
Concussion always affects a target within range that you lnd Round Number of different ps1onic auras and the
can see. even 1f the subject is in melee or has partial cover strength of the strongest aura.
or concealment Inanimate objects (doors. walls. locks. and 3rd Round The strength and location of each aura. If
so on) can't be damaged by this power. the items or creatures bearing the auras are in line of
sight. you can make Psicraft checks to determine the dis-
Control Object cipline involved in each. {Make one check per aura; DC 15

-
Constitution + power level. or 15 + half manifester level for a non-
Level: Telepath 1; Display: Material: Manifestation Time: power effect.)
Attack action: Range: Medium !100 ft. + 10 ft/level): Psion.ic areas. multiple disciplines, or strong local psionic
Target: One unattended obJect weighing up to 100 emanations may confuse or conceal weaker auras.
pounds: Duration: Concentration. up to l round/level:
20MODERN
Aura Strength: An aura's psionic power and strength up to l minute/level (D); Saving Throw: Will negates;
depend on a power's functioning power level or an item's Power Resistance: Yes; Power Point Cost: 1
manifester level.
You cause your target's mind to wander, distracting her. Sub-
jects of distract make all Listen, Spot, Search, and Sense
Motive checks at a -1 penalty.

Domination
Charisma [Compulsion, Mind-Affecting]
Level: Telepath 4; Display: Mental; Manifestation Time:
If an aura falls into more than one category (for instance, if Attack action; Range: Medium (100 ft. 1· lO ft/level);
a functioning power and a pslonic item are in the same Target: One Medium-size or smaller.creature; Duration:
place and each emits an aura), detect psionics indicates the l day/level; Saving Throw: Will negates; Power Resis-
stronger of the two. tance: Yes; Power Point Cost: 7
Length Aura Lingers: How long the aura lingers after t he
source has vacated the area depends on the aura's original You can control the actions of a Medium-size or- smaller
strength. creature. You establish a telepathic link with the target's
mind. If you and your subject share a common language, you
Original Aura Power can generally force the subject to perform as you desire,
Dim within the limits of his abilities, If no common language is
shared, you can only communicate basic commands, such as
"Come here," ''Go there:· "Fight;' "Stand still." and so on. You
know what the target is experiencing but do not receive
Each round, you can turn to detect things in anew area. You direct sensory input from him.
can tell the difference between magical and psionic auras. The target resists this control, and if forced to take an
The power can penetrate barriers, but l foot of stone, l inch action that goes against his nature he receives a new saving
of common metal, a thin sheet of lead, or 3 feet of wood or throw with a bonus of +1 to +4, depending on the type of
dirt blocks it action required. Obviously self-destructive orders are
ignored, regardless of the result of the saving throw.
Detect Thoughts Once control is established, the range at whi.ch it can be
Charisma [Mind-Affecting] exercised is unlimited. You need not see the target to con-
Level: Telepath 2; Display Visual, Mental; Manifestation trol him.
Time: Attack action; Range: 60 ft,; Area: Ql)arter-circle
emanating from you to the extreme of the range; Dura- &lectric Charge
tion: Concentration, up to l minute/level (D); Saving Intelligence (Electricity]
Throw: Will negates (see text); Power Resistance: No; Level: Battle Mind 2; Display: Visual (see text); Manifesta-
Power Point Cost: 3 tion Time: Attack action; Range: Touch; Effect: Shcxk~
ing damage: Duration: lnstantaneo1,1s; Saving Throw:
You detect surface thoughts. The amount of information None; Power Resistance: Yes; Power Point Cost: 3
revealed depends on how long you study a particular area
-
. · - - -- or subject. You create a static charge that deals 2d6 points of electric;al
1st Round: Presence or absence of thoughts (from con- damage with your shocking touch.
scious creatures with Intelligence scores of l or higher).
2nd Round: Number of thinking minds and the mental Palse Sensory Input
strength of each. Charisma [Mind-.L\ffecting]
3rd Round: Surface thoughts of any mind in the area. A Level: Telepath 3; Display: Mental; Manifestation Time:
target's Will save prevents you from reading its thoughts, Full-round action; Range; Long (400 ft. + 40 ft/level);
and you must manifest detect thoughts again to have Target: One living creature; Duration: Concentration,
another chance. Creatures of animal intelligence have up to l minute/level (D); Saving Throw: Will negates;
1
simple, instinctual thotJghts that you can pick up, . Power Resistance: Yes; Power Point Cost: 5
Each round, you can turn to detect thoughts in a new
area. The power can penetrate barriers, but l foot of stone, You have a limited ability to falsify one of the target's
1 inch of common metal, a thin sheet of lead, or 3 feet of senses. The subject thinks she sees, hears, smells, tastes, or
wood or dirt blocks it. feels something other than what her senses actui!lly report.
You can't fabricate a sensation where none exists, nor make
Distract the target completely oblivious to a sensation, but you can
Charisma [Mind-Affecting] falsify the specifics of one sensation for different specifics.
Level: Telepath 0; Display: Audible; Manifestation Time: For instance, you could make one human look like another
Attack actiori; Range: Close (25 ft. + 5 ft./2 levels); specific human, a closed door look like it is open, a vat of
Target: One living creature; Duration: Concentration, acid smell like rose water, a parrot look like abookend, stale
d20MODERt\J
food taste like fresh fruit. a light pat feel like a bullet
wound. a scream sound like the howling wind, and so on.
fire Storm
You can switch between senses you falsify round by round. Intelligence [Fire] .
You can't alter a sensation's "intensity" by more than 50%. Level: Battle Mind 4; Display: Visual (see text): Manifesta-
tion Time: Attack action; Range: Long (400 ft. + 40
While you might be able to make acidic fumes smell nice,
ft./ level); Area: 30-ft.·radius spread; Duration: Instan-
you can't get acid to taste like candy. If this power is used to
distract an enemy psionic character who is attempting to taneous; Saving Throw: Reflex half; Power Resistance:
manifest a power, the enemy must make a Concentration Yes: Power Point Cost: 7
check as if against a non damaging power (the DC equals
the distracting power's save DC • 3 in this case). You generate a storm of fire that fills an area yo~ design~te
with hellish, white-hot fury that deals Sd6 points of fire
far Hand damage to all creatures (you must be able to see the target
Consti tu ti on area or a portion of it). Unattended objects also take
Level: Telepath 0; Display: Visual; Manifestation Time: damage. .
Attack action: Range: Close (25 ft. + 5 ft/2 levels); This power sets fire to combustibles and damages obiects
in the area. It can melt metals with a low melting point, such
Target: An unattended object weighing up to 5 pounds:
Duration: Concentration; Saving Throw: None; Power as lead. gold, copper, silver, or bronze.
Resistance: No; Power Point Cost: 1
forcedmindlinll
Charisma
You can lift and move an ob1ecl at will from a distance.
After manifestation, as a move action you can move the Level: Telepath 4; Saving Throw: Will negates; Power
Resistance: Yes: Power Point Cost: 7
object up to 15 feet in any direction. The power ends if the
distance between you and the object ever exceeds the
power's range As lesser mind/ink, except you can attempt to create a
telepathic bond with an unwilling target. Even if you create
rar Punch a bond with an unwilling target it can still decide not to
"speak" with you through the telepathic bond.
Constitution
Level: Battle Mind O: Display: Visual. Mental; Manifesta-
tion Time: Attack action; Range: Close (25 ft + 5 ft./2
Greater Bioweapoo
levels): Target: One individual; Duration: Instantaneous; Strength . .
Saving Throw: None: Power Resistance: Yes; Power Level: Batlle Mind 4; Display: Visual, Marena!; Manifesta-
Point Cost: l tion Time: Attack action; Range: Personal; Target: You;
Duration: 4 rounds • l round/level; Power Point Cost: 7
You strike the target with a telekinetic punch that deals l point
You generate a powerful shaft of luminous biokinetic energy
of damage. Inanimate objects can't be damaged by this power.
that can be used as a melee weapon. It deals 2d8 points of
Pinger of Pire bludgeoning damage on a successful al tack.The.shaft main-
Intelligence [Firel tains its form for the duration or until you drop it (or other·
wise stop touching it with at least one hand). at which point
Level: Telepath O/Battle Mind O; Display: Visual (see text);
it dissipates.
Manifestation Time: Attack action: Range: Close (25 ft.
+ S ft.12 levels): Effect: Ray; Duration: Instantaneous; -"----·-,
Saving Throw: None: Power Resistance: Yes; Power
Inflict Pain
Point Cost: l Charisma [Mind-Affecting)
level: Telepath 2: Display: Audible; Manifestation Time:
Aray of flame proiects from your pointing finger. You must Attack action; Range: Long (400 ft • 40 ft/level);
succeed at a ranged touch attack to deal damage to a target. Target: One living creature; Duration: Concentration.
The flame deals ld3 points of fire damage. This flame isn't up to 5 rounds: Saving Throw: Will negates; Power
Resistance: Yes; Power Point Cost: 3
powerful enough to cause combustion.

fire Bolt You telepathically stab the target's mind. causing horrible
agony. The telepathic strike deals 3d6 points of damage.
Intelligence [Fire] . .
Level: Battle Mind l; Display: Visual (see text); Manifesta-
tion Time: Attack action; Range: 60 ft.; Effect: Bolt; Lesser Bioweapon
Duration: Instantaneous: Saving Throw: None; Power Strength . .
Resistance: Yes; Power Point Cost: 1 Level: Battle Mind l; Display: Visual, Material; Manifesta-
tion Time: Attack action; Range: Personal: Target: You:
A bolt of fire shoots from your outstretched finger. You Duration: 4 rounds+ 1rollnd/level; Power Point Cost: 1
must succeed at a ranged touch attack to deal damage to a
target. The bolt deals ld6+1 points of fire damage and the You generate a shaft of luminous bloklnetlc energy that can
target may catch on fire. be used as a melee weapon. it deals ld4 points of bludg-
eoning damage on a successful attack The shaft maintains
its form for the duration or until you drop it (or otherwise Lesser Domination
stop touching 1t with at least one hand). at which point it
Charisma [Compulsion. Mind-Affecting, Language-Depen-
dissipates.
dent]
Level: Telepath 3; Power Point Cost: 5
Lesser Body Adjustment
Strength As domination, except that if no common language is
Level: Telepath 1: Display: Audible, Material; Manifesta·
shared between you and the subject, the power does not
tion Time: Full round action: Range: Personal: Target
function.
You; Duration: Instantaneous: Power Point Cost: 1

You rccovN ld8 hit points, or gain a ;1 bonus on your next


Lesser ffiindlinh
Cha1isma
Fortitude save against poison or diseasP, or heal 1 point of
Level: Telepalh I; Display: Material: Manifestation Time:
temporary ability damage You choose one benefit ror a
Attack action; Range: Close (25 ft.+ 5 ft./2 levels): Tar-
single manlfe~tatlon. get s: You and one other creature who Is initially no
more than 30 ft away; Duration: 10 minutes/level;
Lesser Concussion Saving Throw: None: Power Resistance: No; Power
Constitution Point Cost: I
Level: Battle Mind I; Power Point Cost: 1
Yoo forge a telepathic bond with another person or crea-
As collf:umon, except lesser concussion deals ld6 points
ture, which must have an Intelligence score of 6 or higher.
of damage.
The bond can be established only with a willing subject.
who therefore receives no saving throw and gains no bene-
fit from power res1stanc.e. You can communicate telepathi-
cally through the bond even 1r you do not share a common
language. No sp!'c1al power or influence is established as a
result of the bond. Once the bond is formed. it works over
any distance.

Levitate
Dexterity
Level: lelepath 2: Display: Olfactory: Manifestation
Time: At tack action; Range: Personal or close (2) ft.+
) ft.12 levels): Target: You or one willing creature or
one object (total weight up to 100 lb./level): Dura-
tion: 10 minutes/level (D); Saving Throw: None;
Power Resistance: No: Power Point Cost: 3

Levitate allows you to move yourself. another creature, or


an object up and down as you wish. A creature must be will-
ing to be levitated. and an ob1ec1 must be unattended or
possessed by a willing creature. You can mentally direct the
recipient to move up or down up to 20 feet each round;
doing so is amove action. You can't move the recipient hor-
izontally, but the recipient could clamber along the face of
a cliff. for example, or push against a ceiling to move later-
ally (generally al hc1lf Its base ~peed).
A levitating creature who anacks with a mclec or ranged
weapon finds himself increasingly unstable; the first attack
has an attack roll penalty of -1, the sccond-2, and so on, up
to a maximum penalty of 5. A full round spent stabilizing
allows the creature to begin again at -1.

Lightning Strihe
Intelligence [ElectricityJ
Level: Battle Mind 3: Display: Visual (see text): Mani-
festation Time: Attack action, Range: Medium (100 ft
+ 10 ft/level); Area: 30-~. radius; Duration: Instanta-
neous; Saving Throw: Reflex half: Power Resistance:
Yes: Power Point Cost: 5
n
r12nfVlODERN
You create an immense static charge that deals 3d6 points level: Saving Throw: Fortitude negates, Power Resis-
of electricity damage to all creatures within the area you tance: Yes: Power Point Cost: 9
designate (you must be able to see the target area or a por-
tion of it). All the target's memories and knowledge are accessible to
you, from memories deep below the surface to those still
mental Blast easily called to mind. You can learn the answer to one
Charisma question per round, to the best of the target's knowledge.
Level: Telepath 3; Display: Visual; Manifestation Time: You can also probe a sleeping target, though the target may
Attack action; Range: 60 ft.); Target: One living crea- make a Will save against the DC of the mind probe to
ture; Duration: Instantaneous; Saving Throw: Will wake after each question. Targets who do not wish to be
negates; Power Resistance: No; Power Point Cost: 5 probed can attempt to move beyond the power's range,
unless somehow hindered. You pose the questions tele-
You deliver a telepathic strike that stuns the target for 3d4 pathically, and the answers to those questions are imparted
rounds. directly to your mind. You and the target do not need to
speak the same language. though less intelligent creatures
metaphysical Weapon may yield up only appropriate visual images In answer to
Intelligence your questions,
Level: Battle Mind 3: Display: Visual (see text); Manifesta-
tion Time: Attack action; Range: Close (25 ft. + 5 ft.12 IIlissive
levels); Target: One weapon or SO projectiles (all of Charisma [Language-Dependent]
which must be in contact with each other at the time of Level: Telepath 0: Display: Visual; Manifestation Time:
manifestation); Duration: 1hour/level; Saving Throw: Attack action: Range: Close (25 ft + 5 ft./2 levels);
Will negates (harmless. obiect); Power Resistance: Yes Target: One living creature: Duration: Instantaneous;
(harmless, object); Power Points: 5 Saving Throw: Will negates; Power Resistance: Yes;
Power Point Cost: 1
A weapon gains a ~3 enhancement bonus on attack and
damage rolls. The enhanced weapon glows with pale silver You send a telepathic message of up to ten words to any
radiance (not sufficient to provide illumination). living creature within range. This is strictly a one-way
Alternatively, you can affect up to SO arrows. bolts, or exchange from you to the target. You must share a common
bullets. The projectiles must all be of the same type, and language for the communication to be meaningful.
they have to be together in one group (such as in the same
quiver or magazine). Projectiles (but not thrown weapons) natural Armor
lose their enhancement when used. Strength
Level: Battle Mind 4; Display: Olfactory, Material: Mani-
ffiind Darts festation Time: Attack action; Range: Personal; Target:
Intelligence You: Duration: l minute/level; Power Points: 7
Level: Battle Mind 3; Display: Visual (see text): Manifes-
tation Time: Attack action: Range: 30 ft.; Target: One Your skin grows thick ridges, providing a +4 natural armor
living creature: Duration: Instantaneous; Saving bonus to your Defense. Natural armor does not carry an
Throw: Reflex half; Power Resistance: Yes; Power armor penalty and does not reduce your speed. This power's
Point Cost: 5 effect does not stack with other natural armor bonuses. ____ ,

You create a flurry of mental bursts that deal 2d6 points of


damage to a single target within range.
flegate Psionics
Constitution
Ill
Level: Battle Mind 3, Telepath 3; Display: Vi; Manifestation
ffiindlinh Time: Attack action; Range: Medium (100 ft. + 10 ft.I
Charisma level). Target or Area: One psionic character or crea-
Level: Telepath 3: Targets: One creature/level, no two of ture, or one ob1ect or 30-ft.·radius burst; Duration:
which are initially more than 30 ft. apart: Power Point Instantaneous; Saving Throw: None; Power Resis-
Cost: 5 tance: No; Power Points: S

As lesser mind/ink, except you can link more than just You can use negare psionics to end ongoing powers that
yourself and one other creature. are manifested on a creature or object, to temporarily sup-
press the psionic abilities of a psionic item, or to end
ffiind Probe ongoing power (or at least their effects) within an area. A
Charisma negated power ends as if its duration had expired. Negate
Level: Telepath S: Display: Visual. Material, Audible: Manj- psionics can negate (but not counter) the ongoing effects
festation Time: l minute; Range: Close (25 ft. + 5 ft./2 of supernatural abilities as well as psionlc powers. Negate
levels); Target: One living creature: Duration: 1minute/ psionics affects spell-like abilities just as it affects powers

Ul
d20MODERN
(and spells). You can't use negore psionics t~ undo the
effects of any power with instantaneous duration. Power Resistance
You choose to use negate psionlcs in one of two ways: Wisdom
a targeted negation or an area negation: _ Level: Telepath 5; Display: Visual, Material; Manifestation
Targeted Negation: One object. creature, or power 1s Time: Attack action; Range: Touch; Target: Creature
the target of the power. You make a negation chec~ against touched: Duration: 1minute/level; Saving Throw: Will
the power or against each ongoing power currently rn effect negates; Power Resistance: Yes; Power Point Cost: 9
on the object or creature. A negation check is ld20 -t l per
manlfester level agarnst a DC of 11 • the manifester level of You grant the target power resistance equal to 12 + your
the power to be negated. Telepath level.
If the ob1ect that you target is a psionic item, you make
a negation check against the item's manifester level. If you Psychofeedback
succeed, all the item's psionic properties are suppressed for Strength
ld4 rounds, after which the item recovers on cts own. A Level: Battle Mind 4; Display: Visual; Manifestation Time:
suppressed Item becomes nonpsionic for the duration of Attack action; Range: Personal; Target: You; Duration: l
the effect. minute (D); Power Point Cost: 7
You automatically succeed on your negation check
against any power that you manifest yourself. You can use power points to boost your Strength, Dexter-
Area Negation: The power affects everything within a ity. arnd Constllution modifiers as a free action. While the
30-foot radius. duration lasts, you can use power points on a round-by-
For each creature that Is the target of one or more round basis to boost any or all of your physical ability score
powers, you make a negation check a~alnst the power ~ith modifiers (not the actual ability score) by a number equal
the highest manifester level. If that fails, you make n~at1on to half the power points you expend for that round as a
checks agarnst progressively weaker powers until you free action. For example, you can boost your Strength mod-
negate one power (which discharges ~he negate psionics ifier by a.s much as 8 points (if you spend 16 power poin!s}.
so far as that target is concerned) or fail all your checks. The Unless you again spend 16 power points the followrng
creature's psronic items are not affected. round, though, your Strength modifier returns to its normal
For each object that is the target of one or more powers, level. You could simultaneously boost two scores, or all
you make negation checks as with creatures. Psionic items three, as long as you pay the total power pornt cost. You
are not affected by area negations. don't have to boost an ability modifier every round to keep
For each ongoing power with an area centered within the the power in effect-as long as the duration lasts, you have
negate psionics target area. you make a negation check to the potential to boost your ability modifiers on any round
negate the power. _ you choose.
For each ongoing power whose area overlaps with that of
the negation. you make a negation check to end the effect, Sending
but only within the area of the negate psionics. Dexterity . . .
Level: Telepath 5; Display: Mental: Manifestation Time:
Object Reading Ful I-round action; Range: See text; Target: One crea-
Wisdom ture; Duration: 1 round; Saving Throw: None: Power
Level: Telepath I; Display: Audible, Material; Manifesta- Resistance: No; Power Point Cost: 9
;_""____ tion Time: Attack action; Range: Touch: Target: One
object; Duration: Concentration,up to 10 ~inutes/level You contact a particular individual with whom you are
(D); Saving Throw: None; Power Resistance: Yes; familiar and send a short message of twenty-five words or
Power Point Cost: 1 less. The target recognizes. you if it knows you. It can answer
in like manner immediate! y. The target Is not obliged to act
Objects accumulate psychic Impressions left by their previ- on the message In any way.
ous owners. which can be read by use of this power. The
amount of Information revealed depends on how long you Sensitivity to Psychic Impressions
study a particular object. Wisdom
1st Round: Last owner's gender. Level: Telepath 2; Display: Audible. Material. Manifesta-
2nd Round: Last owner's age. t ion Time: Attack action; Range: Close (25 ft. + 5 ft/2
3rd Round: Last owner's appearance. levels); Target: Area withrn a 25-ft. -t 5 ft.12 levels-radius
4th Round. Last owner's primary allegiance (if any). spread, centered on you: Duration: Concentration. up to
5th Round How last owner gained and lost the object. 10 minutes/level (D); Saving Throw: None; Power
6th• Round: Previous-to-last owner's gender. and so on. Resistance: No; Power Point Cost: 2
An object without any previous owners reveals no in.for-
mation. You can continue to run down the list of previous You gain historical vision in agiven location. Rooms, street.s.
owners and learn details about them as long as the power's tunnels, and other discrete locations accumulate psychic
duration lasts. If you read the same object again. you don't impressions left by powerful emotions exp~rienced in a
pick up where you left off in the list of previous owners. given area. These impressions offer you a picture of the
location's past.
rooMODERN
The types of events most likely to leave psychic impres- Tailoring a memory is tricky, because if it is not done right
sions are those that elicited strong emotions: battles and the target's mind recognizes it as false. Dissonance occurs if
betrayals marriages and murders. births and great pain. or you insert a memory that is out of context with the target's
any other event where one emotion dominates. E"eryday past expenence. For instance. you create a memory of the
occurrences leave no residue for you to detect target seeing you emerge from a specific bar in a specific
The v1s1on of the event is dreamlike and shadowy You do city three days ago. but in reality. the target was not in that
not gain special knowledge of those involved n the vision. city at that time. He gains a bonus of +1 to +4 on his saving
though you might be able to read large banners or other throw. depending on the magnitude of dissonance you
writing if they are in your language create by specifying an out-of·context memory. as deter-
You can sense one distinct event per round of concentra- mined by the GM In the above example, the target would
tion, if any exist at all. Your sensitivity extends into the past gain a +1 bonus on >iis Will save if he had been to the Ctty
a number of years equal to 100 x your level. sometime last week (just not three days ago) but would get
a +4 bonus if he had never been to that city. Likewise. insert·
Suggestion ing a memory of the target taking an action against his
Charisma (Compulsion. Mind-Affecting. Language-Oepen· nature grants a +1 to +4 bonus. depending on the type of
dent] memory inserted. Inserting a memory that couldn't possibly
level: Telepath 2; Display: Audible; Manifestation Time: be true causes the power to fail autornatlcaily, for example.
Attack action: Range: Close (25 ft... 5 ft.12 levels): a target's memory of committing suicide is obviously false.
Target: One living creature; Duration: 1hour/level or
until completed. Saving Throw: Will negates: Power TeleRinesis
Resistance: Yes; Power Point Cost: 3 Constitution
Level: Telepath 4: Display: Visual: Manifestation Time:
You influence the actions of the target by suggesting a Attack acuon. Range: Long {400 ft. T 40 ft./level):
course of act;on (limited to a sentence or two). The sugges- Target or Targets: See text; Duration: Concentration.
tion must be worded in such a manner as to make the action up to I round/level. or instantaneous (see text): Saving
sound reasonable. Asking che target to stab itself. throw Throw: Will negates (object) (see text); Power Resis-
itself out a window. immolate itself. or do some other obvi- tance: Yes (object) (see text); Power Point Cost: 7
ously harmful act automatically negates the effect of the
power. However. a suggestion that a vat of acid is actually You move ob1ects or creatures by concentrating on them.
pure water and that a quick dip WOl.i•d be refreshing is The power can provide either a gentle, sustained force or a
another matter Urging an attacking enemy agent to cease single short. violent thrust (marnfester's choice).
fire so that you and he may fight a common foe elsewhere Sustained Force: Asustained force moves a creature or
is likewise a reasonable use of the power. object we1gh1ng up to 25 pounds per manifester level up to
The suggested course of action can continue for the entire 20 feet per round. Acreature can negate the effect against
duration, such as in the case of the enemy agent mentioned itself or against an object it possesses with a successful Will
above. If the suggested action can be completed ma shorter save or with power resistance.
time. the power ends when the subiect finishes what he was This power lasts up to 1round per manifester level, but it
asked to do. You can instead specify conditions that will trig- ends if you cease concentration. The weight can be moved
ger a special action during the duration. If the condition is not vertically, horizontally, or both. An object can't be moved
met before the power expires, the action rs not performed. beyond your range. The power ends if the object is forced
Avery reasonable suggestion causes the saving throw to beyond tihe range. If you cease concentration for any reason, ----~.
be made with a penalty (such as -1. -2. and so on) at the dis- me object falls or stops.
cretion of the GM An object can be telekinetically manipulated as if with
one hand For example, a lever or rope can be pulled, a key
Tailor memory can be turned. an object rotated, and so on, if the force
Charisma [Mlnd-Affectmg] required is w1thm the weight limitation. You might even be
Level: Telepath 4: Display: Audible; Manifestation Time: able to untie simple knots. though fine actions such as these
Attack action; Range: Medium (100 ft ~ 10 ft/level): require Intelligence checks against a DC set by the Gtvl
Target: One target of Medium-size or smal.er. Dura· Violent Thrust: Alternatively. the telekinetic power can

--r
tion: Instantaneous: Saving Throw: Will negares (see be expended in a single round. You can hurl one or more
text); Power Resistance: Yes: Power Point Cost: 7 objects or creatures that are within range and all within 10
feet of each other toward any target within 10 feet/level of
You insert a memory of your own choosing in the target's all the obiects. You can hurl up to a total weight of 25
mind. You can insert a memory of up to 1round duration per pounds per manifester level.
four manrfester levels. Thus. at 8th level you could insert a You must succeed at attack rolls (one per creature or

- --1
false memory up to 12 seconds 1n length. You choose when object thrown) to hit the target with the items. using your
the fake event occurred any time within the last week. You base attack plus your Intelligence modifier. Weapons cause
can't read the target's memory with this power. so unle.ss standard damage (with no Strength bonus). Other ob1ects
you have specific knowledge of his activities in the last cause damage ranging from l point per 25 pounds (for less
week. it Is best to keep the inserted memory general. dangerous objects such as a barrel) to ld6 points of damage
d2oMODERN
per 25 pounds for hard. dense objects (such as a boulder). creatures within the area you designate (you must be able to
Creatures who fall within the weight capacity of the see the target area or a portion of it}. Unattended objects
power can be hurled, but they are allowed Will saves to also take damage.
negate the effect. as are those whose held possessions are This power sets fire to combustibles and damages objects
targeted by the power. If creatures are telekinetically hurled in the area. It can melt metals with a low melting point, such
against solid surfaces, they take damage as if they had fallen as lead, gold, copper, silver, or bronze.
10 feet (ld6 points).

Ualor
Strength
fH ITHIDS
Roberta Cain knows she has 45 seconds to download the
level: Battle Mind O: Display: Audible; Manifestation chemical formula for a new drug scrambling the brains of
Time: See text; Range: Personal; Target: You; Power local college students. Prying the data from the good
Point Cost: l doctor's computer is a snap, but she can hear the footfalls
of .security guards heading her way. With barely a moment
You can immediately apply a +l morale bonus on a saving to spare, she pockets the data disk and quaffs a potion of
throw. stealth stored in a tiny, cat-shaped vial. By the time the
You can manifest this power Instantly, quickly enough to guards get the office door open, Roberta is lurking in the
gain the +l morale bonus on a saving throw in the same shadows, ready to snare them with her wand of web and
round. Manifesting the power is a free action. make a clean getaway.
Magic items and ps1onic items are divided into categories:
Uerve armor, weapons, potions, rings. scrolls, staffs, tattoos,
Strength wands, and wondrous items.
Level: Telepath O/Battle Mind O; Display: Material, Olfac-
tory; Manifestation Time: Attack action:
Range: Personal: Target: You; Duration: Using f HItems
l minute (D): Power Point Cost: 1 To use a magic item or psionic item. it
must be activated. The three ways
You gain 1 temporary hit point to activate FX items are
for the duration of the power. described below.
Command Word: If no
Uigor activation method is sug-
Strength gested either in the item
l evel: Battle Mind l; description or by the
Display: Material, nature of the item,
Olfactory: Mani- assume that a com-
festation Time: At· mand word is needed
tack action: Range: to activate it. Com-
Personal; Target: mand word activation
You; Duration: 1 means that a charac-
minute/level (D): ter speaks the word
Power Point Cost : 1 and the item activates.
No other special knowl-
You suffuse yourself with pow· edge is needed.
er. gaining 3 temporary hit points. A command word is the
key to the items lock, as it were.
lUhiterire It can be a real word such as
Intelligence [Fire] •~a "Activate," "Ziggurat," or
Level: Battle Mind 3; Dis- "Dusk." but when this is the
play: Visual (see text): case, the holder of the
item runs the risk of
Manifestation_,
Time: Attack , .. . . mt...- activating the item
action: Range: - - - • • • -. .-. accidentally by
Long (400 ft.+ speaking the
40 ft/level): ' word in normal
Area: 20-ft.-radius spread; Duration: Instanta- conversation.
neous: Saving Throw: Reflex half: Power Resis- M ore often, the command word is a seemingly
tance: Yes; Power Point Cost: 5 nonsensical word or phrase ("Hocus pocus" or
'1ack's bats"), or words from an ancient language no
You generate fire that ignites with hellish, white- longer in common use (Latin. for instance).
hot fury that deals 5d4 points of fire damage to all Sometimes the command word to activ<1te an
item is inscribed on the item. Occasionally, it might
Ttlekinesis
cPoMODERN
be hidden within a pattern or design engraved on, carved Unless stated otherwise, activating a use-activated FX
into, or built into the item, or the item might bear aclue to item is either an attack action or a free action and does not
the command word. For example, if the command word is provoke attacks of opportunity, unless the use involves
''King;· the item might have the image of a king or a crown committing an action that provokes an attack of opportu-
etched in its surface. nity in itself. such as running through a threatened area
The Knowledge (arcane lore) skill might be useful in iden- while wearing magic boots If the use of the item takes
tifying secret command words or deciphering dues regard- time (such as drinking a potion or putting on or taking off
ing them. A successful check (DC 30) isneeded to come up a ring or hat) before an effect occurs, then use activation is
with the word itself. If that check is failed. succeeding at a an attack action. If the item's activation Is subsumed in use
second check (DC 25) might provide some insight or clue to and takes no extra time (such as swinging a magic sword
discovering the command word or phrase. that has a built-in enhancement bonus). use activation is a
rx
Activating a command word item Is an attack action free action.
and does not provoke attacks of opportunity. Use activation doesn't mean that If you use an item, you
FX Completion: This is the activation method for scrolls. automatically know what It can do. Just wearing a ring of
A scroll is a magic spell that is mostly finished. All that's stealth does not Immediately activate it. A character
requires are some final gestures or words. To use an FX com- must know (or at least guess} what the item can do and
pletion item safely, acharacter must be high enough level in then use the Item to activate it, unless the benefit of the
the right class to cast the spell already. item comes automatically. such from drinking a potion or
Activating an FX completion item is an attack action and swinging a sword.
provokes attacks of opportunity.
Use Activated: This type of Item Is activated simply by Si2e and f HIf ems
use. A character drinks a potion, swings a sword, wears an When an article of magic clothing, jewelry. or armor is dis-
amulet. or dons a hat. Use activation is generally straight- covered, most of the time size shouldn't be an issue. Many
forward and self-explanatory magic garments are made to be easily adjustable, or they
Many use-activated Items are objects that a character adjust themselves magically to the wearer.
wears. Continually functioning items, such as a windbreaker
of resistance. arc practically always items that one wears. A Limit on f HItems Worn
few. such as asix demon bag. must simply be in the charac- Characters are limited in their ability to use certain magic
ter's possession (on his person. not at home in alocked trunk}. items, based on the item's type. Just as it doesn't make sense
However. some items made for wearing. such as a ring of the to wear multiple pairs of glasses or shoes simultaneously, so
ram, must still be activated. Although this activation some- too characters can't stack items meant to be worn on a par-
times requires acommand word (see above), usually it means ticular part of the body. Only so many magic items of acer-
mentally willing the activation to happen. The description of tain kind can be worn and be effective at the same time. The
an item states whether a command word is needed. limits are:

Example magic Items (left to right): potion ofstealth, staff of fire, scroll of raise dHd, rln1 o( the ram, wind of web, gauntlet of li1lrtnlng
d20MODERf\J
l headband. headset. hat. or helmet penalties for magic and psionic armor are reduced by 1.
l pair of eyeglasses, contact lenses, sunglasses. or goggles Jn addition to an enhancement bonus, armor may have
l amulet. brooch, medallion. necklace, necktie. or scarab special qualities, such as the ability to appear as normal
l suit of armor (archaic or modern) clothing or the ability to cushion a fall. Armor with spe-
1robe, jacket, windbreaker, or coat cial qual ities must have at least a+1enhancement bonus.
1 cloak, cape. poncho. sweater, or mantle Magic and psionic armor resizes itself to fit the wearer.
1vest or shirt Magic or psionic armor confers its enhancement bonus to
l pair of bracers or bracelets, or l watch Defense for as long as it's worn. If armor has il special qual-
1pair of gloves or gauntlets ity that the wearer needs to activate (such <1s the illusion
1 pair of earrings ability of the illusory concealable vest), then the wearer
2 rings ne-eds to utter a command word (an attack action).
l belt Purchase DC: To calculate the purchase DC for armor
1 pair of boots, shoes, or sandals with an enhancement bonus but no special qualities, use the
6 tattoos following table.
Of course, a character may carry or possess as many
items of the same type as he wishes. He can have a pouch Enhancement Bonu~ -Purchase DC M~~ifier
jammed full of magic rings, for example. but can only bene- +1 +8
fit from two rings at a time. If he puts on a third ring, it +2 +13
doesn't work. This general rule applies to other attempts to +3 +18
"double up'' on magic items-for instance. if a character
puts on a magic cloak on top of the magic sweater he is For example. a concealable vest normally has a purchase DC
already wearing, the cloak's power does not work. of 15. A +1 enhancement bonus increases the vest's purchase
DC by 8, so a +1 concealable vest would have a purchase
DC of 23.
Sauing Throws against PH Items Armor with special qualities has an additional purchase
Magic and psionic items either duplicate spells or psionic
DC modifier, as noted under each item entry.
powers, or they have spell-like effects. The saving throw
Examples of armor with special qualities include the
against an effect from a magic item has a DC equal to 10 +
following.
(1.S x the level of the spell, power, or effect).
Illusory Concealable Vest: The wearer of this conceal-
Most item descriptions give saving throw DCs for various
able vest gains a +1 to +3 enchantment bonus to Defense.
effects, particularly when an effect has no exact spell
equivalent. Upon command. the protective garrnent changes shape and
form to assume the appearance of a sweater or other
normal piece of clothing. The vest retains all its properties
rH Item Sauing Throws (including weight) when its illusion ability is in effect Only
Amagic item's saving throw bonuses are each equal to 2 + a true seeing spell reveals the true nature of the armor.
one-half its caster level or manifester level. For example, a Type: Armor (magic); Coster Level: 10th; Purchase DC:
potion of darkvision (caster level 3rd) gets a +-3 bonus on 31(+]), 36 (+2), 41 (+3); Weight: 4 lb.
any saving throw it is required to make. Undercover Vest of Landing: The wearer of this under-
cover vest gains a +l to +3 enhancement bonus to Defense.
_,___ _._ PH ItemDescriptions The wearer also ignores the first 20 feet of damase from any
fal l. Regardless of the height of the fall, the wearer always
What follows are a number of FX items that might be
lands on her feet.
encountered in a campaign where magic and psionics are
Type: Armor (psionic); Manifester Level: 4th (+l), 7th
allowed. Each entry includes a description of the item and
(+2), lOth (+3); Purchase DC: 30 (+l}, 35 (+-2). 40 (oi-3); Weight:
its game effects. Following the description is a line indicat-
3 lb.
ing the caster level or manifester level of the effect the
item's type (potion. ring, and so forth), a typical purchase
DC, and the item's weight (in pounds).
Weapons
Magic weapons resemble normal weapons. except they are
The GM may increase the purchase DC of an item to
inscribed with various runes and sigils of power. Conversely,
account for its rarity in the campaign or lower the purchase DC
pslonic weapons are usually imprinted with psionic circuitry
of items that are readily available and easy to mass-produce.
(barely visible webs or lines) or set with crystals that contain
or focus psionic energy.
Armor As with armor. magic and psionicweapons have enhance·
Magic armor appears as normal armor. Conversely. psionic
ment bonuses. The enhancement bonus applies both to
armor is usually imprinted with psionic circuitry {barely vis-
attack rolls and damage rolls when the weapon is used in
ible webs or lines) or set with crystals that contain or focus
combat All magic weapons and psionic weapons are con-
psionic energy.
sidered mastercraft items. but a weapon's mastercraft bonus
Magic and psionic armor protects the wearer better than
does not stack with its enhancement bonus.
armor without any enhancement. Magic and psionic armor
In addition to an enhancement bonus, weapons may
provide enhancement bonuses that stack with the equip-
have special qualities. such as the ability to flame or the
ment bonuses provided by the armor. Further, all armor
d2nMODERN
ability lo deal extra damage to evil creatures. A weapon Wounding Handgun: Any bullet fired from this magic
with a special quality must have a +l or better enhance- Glock 17 deals such a terrible wound that, in addition to
ment bonus. taking normal damage, the victim bleeds for 1 point of
Fully 30% of magic or psionic weapons shed light in a 20- damage each round thereafter. Multiple wounds from the
foot radius. These glowing weapons cannot be concealed handgun result in cumulative bleeding IO\S (two wounds for
when drawn. nor can their light be shut off. 2points of damage per round, and so on). The bleeding can
If a \veapon has a special quality that the u~r needs to only be stopped with a successful Treat Injury check (DC 15)
activate. then the user must speak a command word (an or the application of a healing spell.
attack action). Type. Weapon (magic); Coster Level· 10th: Purchase
Purchase DC: To calculate the purchase DC for a weapon DC: 38 (+1). 43 (+2), 48 (+3); Weight: 2 lb.
with an enchantment bonus but no special qualities. use the
fallowing table. Potions
A potion is an elixir concocted wilh a spell-like or pslontc
Enhancement Bonus Purchase DC Modifier effect that affects only the drmker. A potion is a single-use
+l 110 item that can only duplicate spell~ or psionlc powers of
t2 tlS 3rd level or lower. A potion vial ha~ a Defense of 12. hard-
+3 •20 ness 1. 1hit point, and a break DC ofl2. Avial holds ·1ounce
of liquid.
For example, a Beretta 92F normally has a purchdse DC of 16. Drinking a potion takes dn at tack action and provokes
A+2 enhancement increase~ the nandgun's purchase DC by attacks of opporlllnity.
15. so a ~ 2 Be1et t'a 92r would have a purchase DC of 31. Purchase DC: A1>ot1on'5 µurc.hase DC is 17 +the potion's
Weapons with special qualitie5 have an additional pur- caster level i ~p<>ll lcvel unless noted otherwise.
chase DC modifier, as noted und<•r each Item entry. Examples <>f pot Ions i11clu<.le the following.
examples of weapons with spernl qualities include the Potion ofCharisma: 1his po lion allows I he character to
following. speak eloquently and per~11as1vely a~ well as exude an aura
Charged Hunchalcu: This weapon pulses with psionic of personality and charm, adding a·~ enhancement bonus
energy and deals +ld4 points of damage with each success- to her Charisma SCOIE' for 5 rninutes.
ful strike Type: Potion. Caster Level: Sth; Purchase DC: 23:
Type· Weapon (p~lonic); Manifestc1 Level. 10th; Pur We18l1t· .
dw~e DC J1 ( •l), )8 (•J). 33 (i 3): Weigllr: 2 lb. Potion of Constitution: This potion makes the imbibing
Flilming Machete: In addition to its enhancement chdrac.tcr more resrllenl. II provides a +S enhancement
bonus. this machete bt'Cornc\ sheathed i11 flame~ when the bonus to the drinker's Constitut1011 score for S minutes
wielder utters a command word. The fire d0€s not harm the Type" Potion: Cmter Level: Sth: Ptirchase DC: 23;
hand that holds the we11pon. and the m.ichete deals +ld6 Wetght:-.
points of fire damage on a successful hit. Potion of Cure Light Woilnds. A character who drinks
Type: Wci:1pon (magic); Coste1· Level· 10th; Purchase this potion heab 1d8•1 points of damage-as though he
DC. 25 ( 1 l). 30 (~ 2), 1'> (•3): Weight. 3lb. received acure light wotmds spell (page 342). More potent
Fragmentation Grenade of Distance: Ihe range incre- versions of this potion (with effects similar to the cure
ment of thl~ fr agrnenla1'ion grenade is double normal (20 moderate wounds and cure serious wounds spells) are
feet Instead of 10 feet). rumored to exist.
The purchase DCgiven below Is ror abox of six grenades. rype: Potion: Coster Level: lst: Purchase DC: 19:
Type: Weapon (rnagrc): Caster Level: 7th (•l or +2), 10th Weight: -.
(+3); P~1rc/1ase DC: 35 (+1). ~O (+2). 45 (+3}; Weight: 3 lb. Potion ofOarkvision:The Imbibing character can see in
Holy Crossbow: Any bolt Fired from this magic cross- thedark for 3hours, although everything he sees appears in
bow 1s blessed with holy power. It deals +2d6 points of shades of black and white.
bonus holy damage against any creature with the evil alle- Type· Potion; Caster Level: 3rd; Purchase DC: 22:
giance and be~tows one negative level on any such crea- Weight:-.
ture that dtternpts to wield it. The negative level remains Potion of Dexterity: The imbibing character becomes

m
for as long as the weapon s in hand and disappears when more graceful, agile. and coordinated He gets a•S enhance

-
the weapon is no longer wielded. Thrs negative level never ment bonus to his Dexterity score for 5minutes.
results m actual level loss, but it cannot be overcome in Type Potion; Caster Level: Sth, Purchase DC: 23:
any way (including restoration spells) while the weapon Welght:-
is wielded.
Type: Weapon (magic): Coster Level: 7th (•1or•2), 10th
Potion of Intelligence: The clarity of mind and quicker
wit granted by this potion results in a •5 enhancement r
=f
(+3); Purchase DC 34 (+1). 39 (+2). 44 (•3); Weight: 7lb. bonus to the drinker's Intelligence score for 5minutes.

-
Keen Chain Saw:In addition to its enhancement bonus, Type: Potion. Caster Level: 5th; Purchase DC: 23;
this chain saw threatens a critical hit on a natural roll of 19 Weight:-.
or 20 (a normal chain saw has a threat range of 20). Potion of Invisibility: The drinker and any gear she is
Type: Weapon (magic); Coster Level: 10th; Purchase carrying vanish from srght. Even creatures with darkvision
DC: 29 (tl}, 34 (+2). 39 (+3); Weight: 10 lb. cannot see the invisible creature. Any object picked up
d2oMODER
by the invisible creature remains visible unless tucked Ring of Energy Resistance 15: This ring ab~orbs one type
into clothing or a carrying item {such as a pouch or of energy damage: acid. cold, electricity. fire, or sonic/ con-
purse). Objects dropped or put down by the drinker cussion. Each time the wearer takes damage of the specified
become visible. energy type, subtract 15 points of damage from the total. If
The potion deies not silence the drinker. and certain the total damage is 15 points or less, the wearer takes no
conditions can render the affected creature visible (stand- damage from the attack.
ing in the pouring rain, for example}. The drinker becomes Type: Ring (magic): Caster Level: 5th; Purchase DC: 30:
visible if she attacks any creature; otherwise, the effect Weight:-.
lasts for 3 minutes. Ring ofJumping: This ring continually allows the wearer
Type: Potion: Caster Level: 3rd: Purchase DC: 22: to make incredible leaps. providing a +30 bonus on his Jump
Weight: -. checks and eliminating the wearer's usual maximum dis-
Potion of See Invisibility: This potion allows its drinker tance limit.
to see objects and beings that are invisible as if they were Type: Ring (magic): Caster Level: lst; Purchase DC: 26:
normally visible. It does not reveal illusions or allow the Weight: - .
imbiber to see through opaque objects. nor does it reveal Ring of the Ram: The ring of the ram is an ornate ring
creatures that are simply hiding, concealed. or otherwise forged of steel. It has the head of a ram (or a buck goat) as
hard to see. The effect lasts 30 minutes. its device.
Type: Potion; Caster Level: 3rd: Purchase DC: 22: The wearer can command the ring to issue forth a ram-
Weight:-. like force. manifested by a vaguely discernible shape that
Potion of Stealth: This potion improves the drinker's resembles the head of a ram or a goat. This force strikes a
ability to move quietly and stay out of sight. granting a+) single target dealing ld6 points of damage if l ·charge is
circumstance bonus on her Hide and Move Silently checks expended. 2d6 points if 2 charges are used, or 3d6 points
for 1hour. if 3 charges (the maximum) are used. Treat this as a ranged
Type: Potion; Caster Level: 6th: Purchase DC: 24: attack with a 50-foot maximum range and no penalties
Weight: - . for distance.
Potion ofStrength: This potion improves the imbiber's The force of the blow is considerable, andt hose struck by
strength. resulting in a +5 enhancement bonus to the the ring are subject to a bull rush if within 30 feet of the ring
drinker's Strength score for 5 minutes. wearer. (The ram has Strength 25 and is considered Large.)
Type: Potion; Caster Level: 5th; Purchase DC: 23: The ram gains a +1 bonus on the bull rush attempt if 2
Weight:-. charges are expended. or "'2 if 3 charges are expended.
Potion of Truth: This potion forces the individual In addition to its attack mode, the ring of the ram also
drinking it to say nothing but the truth for 10 minutes: a has the power to open doors as if it were a character
successful Will save (DC 12) negates the effect. Further. with Strength 25. If 2 charges are expended, the effect is
she is compelled to answer any questions put to her in equivalent to a character with Strength 27. If 3 charges
that time, but with each question she is free to make a are expended, the effect is that of a character with
separate Will save (DC 12}. If one of these secondary Strength 29.
saves is successful, she doesn't break free of the truth- Anewly created ring has 50 charges. When all the charges
compel ling enchantment but also doesn't have to answer are expended, the ring becomes a nonmagical item.
that particular question. No more than one question can Type: Ring (magic); Caster Level: 9th: Purchase DC 34;
be asked each round. This effect is a mind-affecting Weight:-.
- - - -....
, enchantment.
Type: Potion; Caster Level: 4th: Purchase DC: 25: Scrolls
Weight: - . A scroll is a spell magically inscribed onto paper or parch-
Potion of Wisdom: Imbuing her with intuition. this ment so that it can be used later. Once the spell is cast the
potion adds a +S enhancement bonus to the drinker's scroll becomes blank or turns to dust. Scrolls are single-use
Wisdom score for S minutes. items. A scroll has a Defense of 9, hardness 0.1 hit point, and
Type: Potion; Caster Level: 5th: Purchase DC: 23: a break DC of 8.
Weight: -. No preparation time is needed to cast a spell written on
a scroll. The reader must perform the short, simple, fi nishing,
Rings parts of the spell (the final gestures. words, and so on). To
A ring is a circular metal band worn on the finger that use a scroll safely, a character must be high enough level In
contains a spell-like ability or a pslonic power {often an the right class to cast the spell already.
effect that persists as long as the ring is worn}. A ring has Activating a scroll has four prerequisites. First. the reader
a Defense of 13, hardness 10. 2 hit points. and a break DC must be able to read the writing. This can be done with a
of 25. successful Spe!lcraft check (DC 15 + the spell's level) or a
Activating a ring is an attack action and does not provoke read magic spell. Second. the user must be able to cast
attacks of opportunity. arcane spells (for arcane spell scrolls) or divine spells (for
Purchase DC: Aring's purchase DC is 25 +the ring's caster divine spell scrolls). Third. the user must have an Intelligence
level unless noted otherwise. score high enough to cast the spell. Finally, the user must be
Examples of rings include the following. able to see and read the text of the scroll.
rnnMODERN
If the user isn't high enough level to cast the spelt nor- Burning hands (5d4 points of fire damage; DCB); um l
mally, he must succeed at a caster level check (DC = the charge.
caster level of the scroll 1}. If this check fails. the spell fails Ftreball (9d6 points of fire damage; DC 15); uses 1charge.
and disappears from the paper; the scroll is wasted. Wall of fire (DC 17); um 2 charges.
Using a scroll is an attack action that provokes attacks of Type: Staff (magic): Caster Level: 9th (arcane); Purchase
opportunity. DC: 43: Weight· 5 lb.
Purchase DC: A scroll's purchase DC 1s 15 + the scroll's Staff of Illumination: Crahed from lightweight. hollow
caster level + spell level unless noted otherwise. bronze and capped with a symbol of the sun, this magic
Examples of scrolls include the following. staff requires that the user hold it forth in at least one hand.
Scroll of Fireball: This woll appears as a thin. yellow The staff has three uses. each identical to the correspon·
sheet of parchment scribed with words. ding divine spell. Each time the staff is used. it depletes a
Reading the scroll activates a fireball spell (see page 345). certain number of charges.
The spell functions exactly like a spell prepared and castthe Lighr. uses no charges.
normal way. except that no components are reqwed. Searing light (4d8 points of damage, or 9d6 points of
Type· Scroll; Caster Leve/· 5th; Purchase DC: 23; damage to undead: Reflex save DC 15): uses 1charge.
Weight:-. True seeing (lasts 9 minutes: Will save DC 17): uses 2
Scroll ofNeutralize Poison:This scroll is a heavy sheet charges.
of vellum covered In flowing scnpt and illuminated with Type: Staff (magic): Caster Level: 9th (divine); Purchase
entwined serpents and vines DC: 41; Weight 5 lb.
Reading the scroll activates a neutralize poison spell Staff of the Mind'sEye: Crafted from exotic wood and
(see page 352). The spell functions exactly like a spell pre- capped with a colorless crystal shaped like an eye. this staff
pared and cast the normal way except that no components has three uses. each identical to the corresponding ps1onic
are required. power. Each time the staff Is used, it depletes a certain
Type· Scroll Caster Level.· 7th; Purchase DC: 26: number of charges.
Weight:-. Brain lock (lasts 5 rounds. Will save DC 13); uses 1charge.
Scroll of Raise Dead: This scroll 1s a piece of leathery Inflict pain (3d6 points of psychlC damage; DC 15); uses l
human skin covered with arcane words written in black ink charge.
or blood. Whitefire (5d4 points of fire damage: Reflex save DC 17):
Reading the scroll activates a raise dead spell (see page uses l charge.
354). The spell funaions exactly like a spell prepared and cast Type: Staff (psionic); Manifester Level: 9th; Purchase
the normal way. except that no components are required. DC: 40; Weight: 5 lb.
Type: Scroll: Caster Leve/; 9th (divine); Purchase DC: 29;
Weight:-. Tattoos
Tattoos are single-use "items" containing a spell-like or psi-
Staffs onic effect that affecrs only the bearer. They can be drawn
A staff 1s a 4- to 7-foot· long. ornately wrought shaft of or imprinted just about anywhere on the body; however, the
wood enhanced to cast a number of different (though bearer of a magic or ps1on1C tattoo must touch it (and speak
often related) spells or psion1c powers. Most staffs easily a command word) to activate its power, so tattoos are nor-
double as walking sticks or cudgels. Astaff has a Defense of mally placed in easy-to-reach places.
7, hardness 5, 10 hit points. and a break DC of 24. A tattoo's design usually features some aspect of the
A staff of divine spells can be used only by a divine spell- spell-like or psionic effect. For example. a tarroo of natu-
____
-,

caster, and a staff of arcane spells can be used only oy an ral armor might resemble an armadillo, while a tattoo of
arcane spellcaster. Only creatures with psiomc abilities can spider climb might look like a spider.
use a staff of psionic powers Magic and psionic tattoos are permanent untrl activated
Using a staff 1s an attack action and does not provoke or dispelled.
attacks of opportunity. A staff has 50 charges when new. Activating a tattoo is an attack action, requires the utter-
Purchase DC: Unless noted otherwise. a sta~·s purchase ance of a command word. and does not provoke attacks of
DC is 24 + the staff's caster level or manifester level + the opporttinity.
total levels of the spells stored in the staff. Purchase DC: A tattoo's purchase DC is 15 + the tattoo's
For example, a staff containing a 1st-level spell. a lnd- caster level or manifester level + spell level or power level
level spell, and a 3rd level spell with a caster level of 5th. unless noted otherwise. The purchase DC includes the cost
would have a purchase DC of 35 (24 + S• 1+ 2 + 3). For a used of drawing or imprinting the tattoo on the body.
staff with 25 charges, reduce the purchase DC by 2. Examples of tattoos include the following.
Examples of staffs include the following. Tattoo of Body Adjustment: This tattoo has one of
Staff of Fire: Crafted from exotic wood with brass bind- three effects. which the bearer chooses at the time of
ings. this magic staff requires that the user hold 1t forth in at activation:
least one hand. Instantly heal 3d6 points of damage.
The staff has three uses. each Identical to the correspon- Gain a +7 bonus on your next Fortitude save to negate
ding arcane spell Each time the staff is used. it depletes a further damage from any one disease or poison currently
certain number of charges. afflicting you.
d10MODER
Instantly heal 2 points of temporary ability damage. Purchase DC: Awondrous item's purchase DC is 25 +the
Type Tattoo (psionic); Monifester Level: 3rd: Purchase item's c.aster level+ its FX modifier. The FX modifier depends
DC: 20; Weight: -. on the item's nature. as shown on the table below:
Tattoo of Natural Armor: This tattoo. when activated.
covers the bearer's skm in hard ridges that provide a +4 nat- Item's Nature FX Modifier
ural armor bonus to Defense. The effect lasts 7 minutes. Single-use item
Type: Tattoo (psionic); Mani fester Level· 7th: Purchase Continuous effect or bonus 1 +3
DC: 26: Weight· - limited number of uses per day +2
Tattoo ofSpider Climb:The bearer can climb and trave' limited number of charges +1
on vertical surfaces and ceilings for 30 minutes. The bearer 1See Limit on XItems Worn. page 373. Acont111UOus effect item that
gains a climb speed of 20 feet and need not make Oimb does not take up one of these I1m1ted spaces has a •4 FX modifier
checks to scale a surface. The bearer cannot take run actions (instead of •3)
for the duration of the effect.
Type: Tattoo (magic); Coster Level: 3rd; Purchase Examples of wondrous items include the following.
DC. 19; Weight· - Chemical Light Stick ofRevealing: This FX item 1s phys-
ically indisringu1shable from a normal chemical light stick
lUands (see page 119). However, it also reveals invisible creatures and
Awand is a short stick imbued with the power to cast a objects within its 5-foot light radius. This magic item usually
specific spell 50 times. The :spell must be 4th level or comes in packs of five. and each light stick lasts 6 hours.
lower, and the wand cannot be recharged. A typical wand The purchase DC and weight given below are for a pack
has a Defense of /, hardness 5. 5 hit points. and a break DC of five.
of 16. Type: Wondrous Item (magic): Caster Level: 3rd; Pur-
Adivine spell wand can be used only by divine spellcast- chase DC' 29: Weight: 1 lb.
ers. while an arcane spell wand can be used only by arcane Crystal Pistol:This item is the same size as a Small hand-
spellcasters gun and consists of a crystal shard attached to an ornate
Using a wand is an attack action and does not pro- pistol butt and trigger mechanrsm. Pulling the trigger acti-
voke attacks of opportunity A wand has 50 charges vates the psionic energy stored inside the crystal. The
when new. energy strikes a single target designated by the user and
Purchase DC: Unless noted otherwise. a wand's purchase deals 3d6 points of bludgeoning damage. The user may
DC is 24 + the wand's caster level + the level of the spell choose to have the device deal nonlethal damage instead.
stored in the wand. The purchase DC 1s for a fully charged The target must be within 130 feet. Acrystal pistol can
wand. For a used wand with 25 charges reduce the purchase be fired SO times before the crystal shard Is completely
DC by 2. drained of ps1onic energy. This item cannot be recharged.
Sample wands include the following: Firing a crystal pistol is an attack action and does not
Wand ofAnimate Dead: This wand 1s carved from bone. provok.e attacks of opportunity.
It allows Its user to cast animate dead. Type Wondrous Item (psion1c): Manifester Level: 3rd;
Type: Wand (magic); Caster Level: 5th (diviner, Purchase Purchase DC: 29; Weight: 2 lb.
DC: 32; Weight. l lb. Duet Tape of Repair: This magic brand of duct tape can
____
,
Wand of Knock: This wand is carved from colored repair damaged objects and vehicles. When a 5-foot strip of
crystal. A single charge from the wand opens as many as the duct tape is applied to the damaged area. the duct
two locked, barred. stuck, or magically held mechanisms tape disappears and the object regains ld8+5 hit points
within 30 feet of each other (including locked doors and instantly
containers). Duct tape of repair comes in a standard-size roll and
Type.· Wand (magic): Cosr:er Level: 3rd (arcanet. Pur- can be used 14 times before the roll is exhausted. Applying
chase DC· 28. Weight: l lb. duct tape of repair ls a full-round action that provokes
Wand of Web: This wand is painted black and topped attacks of opportunity.
with an ebony spider. me legs of which extend the length of Type· Wondrous Item (magic}: Coster Level: Sth; Pur-
the wand's shaft. It allows its user to cast web. chase DC 3l. Weight 1lb.
Type: Wand (magic) Coster Level: 3rd (arcane): Pur- Gauntlet of Lightning: This finely wrought metal gaunt-
chase DC: 28; Weight: l lb. ler s mpossible to conceal when worn and has small steel
lighmmg bolts 1utt1ng from the knuckles. The gauntlet
WondrousItems allows its wearer to cast lightning bolt 3 times per day.
Wondrous items include anything that doesn't fall into the Each bolt deals 5d6 points of electrioty damage. or half if a
other groups. inclu<ling jewelry tools. books. clothing. and Reflex save (DC 14) succeeds. Using the gauntlet is an attack
gadgets. action and does not provoke attacks of opportunity.
Unless noted otherwise. activating a wondrous 1tefll takes Type Wondrous Item (magic); Caster Level· 5th; Pur-
an attack action and does not provoke attacks of opportu- chase DC· 32; Weight l lb.
nity. Wondrous items are activated by command word or lcethrower: This backpack and spray noale looks simi-
use-activated. lar to a flamethrower (see page 102) but shoots a 45-fool-
long cone o( cold that deals 9d6 points of cold damage to
d2oMODERN
creatures and objects in the area. A successful Reflex save releases a 15-foot-radius burst of energy or shrapnel that
(DC 17) halves the damage Using the 1cethrower is an deals 5d6 points of damage, or half damage if a Reflex save
attack action and provokes attacks of opportunity. (DC 15) succeeds.
The cold fuel stored in the 1cethrowers backpack is Stone of Acid Rain· This stone releases a burst of acid.
drained after 10 shots but can be replenished (at the cost of Stone of Earth: This stone releases a burst of stony
the item's purchase DC}. shards that deals slashing damage.
Type: Wondrous Item (magic); Caster Level: 9th; Pur- Stone or Fire: This stone releases a burst of fire.
chase DC: 35; Weight: SO lb. Stone of Hail: This stone releases a burst of cold.
Jade Crocodile: This 3 inch-long lump of jade vaguely Stone of Lightning: This stone releases a burst of elec-
resembles a crocodile. When the owner sets down the fig- tricity.
urine and speaks the proper command word, the figurine Stone of Thunder: This stone releases a burst of sonic/
instantly transforms into a crocodile that obeys its owner's concussion energy.
simple commands ("'Attack my enemies!" or "Guard this Once all six stones are thrown, the six-demon bag loses
boat.") The crocodile remains for 10 minutes, reverting to all of its magic properties.
figurine form at the end of this duration or when reduced to Type: Wondrous Item (magic); Caster Level: 5th; Pur-
0 hit points. chase DC: 34; Weight: -.
A jade crocodile can be used once per day. Activating Windbrealcer of Resistance: This garment offers magic
the item is an attack action and does not provoke attacks of protection in the form of a +l to +3 resistance bonus on <111
opportunity. The Agurine has a Defense of 8, hardness S, 6 saving throws.
hit points, and a break DC of 22. Type: Wondrous Item (magic); Caster Level:
Type: Wondrous Item (magic); Caster Level: 6th; Pur- 4th (+1), 7th (+2), 10th (+3); Purchase DC: 22 (~l},
chase DC 33; Weight. -. 25 (+2). 28 (+3); Weight l lb.
Leather Jacket of Damage Reduction: In addition to
providing the usual +1 equipment bonus to Defense, this
well-worn leather 1acket reduces the damage to its wearer
from any melee and ranged weapon attack by 1point 01-).
This damage reduction stacks with any other damage
reduction (such as that afforded by the Tough hero
damage reduction talents).
Type: Wondrous Item (magic); Caster Level: 3rd; Pur-
chase DC: 31; Weight : 4 lb.
Running Shoes of Striding and Springing: The wearer
of these shoes moves at double her normal speed. In addi-
tion, these shoes allow the wearer to make great leaps,
granting a +10 equipment bonus on Jump checks.
Type: Wondrous Item (magic): Caster Level: 5th: Pur-
chase DC. 33; Weight: l lb.
Screaming Amulet: This amulet consists of a brilliant
crystal set In a metallic frame shaped like ascowling face. As
an attack action, the wearer can cause the amulet to emit a
horrid psionic shriek that disrupts the brain waves of every
living creature in a 15-foot-radius burst centered on the
wearer (the wearer is unaffected). The shriek deals 7d6
points of damage, or half with a successful Will save
(DC 17). Power resistance applies. Using a screaming
amulet does not provoke an attack of opportunity.
Activating the amulet costs 10 power points; if the
wearer does not have 10 power points to spend. he
cannot activate the item.
Type: Wondrous Item (psionic); Manifester Level: 7th:
Purchase DC. 34; Weight:-.
Six·Demon Bag: Asix· demon bag is asmall, soft leather
pouch tied off with a string. The string is sometimes
adorned with wood or bone charms. So long as the bag
remains bound, the possessor gains a +1 luck bonus on all
saves. Opening or sealing the bag Is a move action that pro-
vokes attacks of opportunity.
Inside the bag are six small rune-carved stones. Each
stone can be hurled up to 60 feet, exploding at any point
Crystal pistol and
within range as designated by the possessor. Each stone
scrtamlng amulet
CHARACTER NAME PLAYER

CLASS CHARACTER LlVlL STARTING OCCUPATION

AGE GENDER HEIGHT WEIGHT lYlS HAIR 11'.IN

CHA RA CTE R
TOTAL CURRENTHP RE CORD SHEET

D
I 'l'll~it D= m+ D·D·D CL\55 EQUIPMENT DEX
·D ·D D
SIZE M~C ARMOR
• TOTAL BONUS BC«JS MOOFIER MODIFIER BC«JS PEN'.LlY

INITIATIVE I
modifwr
MISC
DEX M~C
MOOIAER
TOTAL MOOIFIER MOOFIER

BASE bJnus
ATTACK D Balance Dex - - - -+- -+- -
D Bluff Cha - - - -+- -+- -
SPEED D Climb Str - - - -+- -+- -
·- D
D
Computer Use
Concentration
Int
Con
- -=- -+- -+- -
- -=- -+- -+- -
BASE A&ll1Y M~C
SAVE MOOFIER MODIFIER D Craft( ) Int - -=- -+- -+- -
D Craft ( ) Int - - - -+- -+- -
D Craft( ) Int - - - -+- -+- -
D Decipher Script • Int - - - -+- -+- -
D Demolitions• Int - -=- -+- -+- -
D Diplomacy Cha - -=- -+- -+- -
D Disable Device • Int - -=- -+- -+- -
D Disguise Cha - - - -+- -+- -
D Drive Dex - - - -+- -+- -
5TR 51ZE MISC D Escape Artist Dex* - - - -+- -+- -
TOTAL BASEATTACK BCMUS MCOIF!E.R MODIFIE.R MODIFIER
D Forgery Int - -=- -+- -+- -
=I l·D ·D ·D D
D
Gamble
Gather Information
Wis
Cha
- -=- -+- -+- -
- - =- -+- - +- -
=I
BASE ATTACK BCMUS
l·D·D·D DEX SI ZE MISC
D
D
Handle Animal •
Hide
Cha
Dex*
- - - -+- -+- -
- - - -+- -+- -
TOTAL MOOFIER MOOIFIER MOOIFIER
D Intimidate Cha - - - -+- -+- -
D Investigate • Int - - =
- -+- - +
- -
D Jump Str* - - =
- - +
- - +
- -
D Knowledge ( ) Int - - =
- - +
- - +
- -
D Knowledge ( ) lint - - =
- - +
- - +
- -
D Knowledge ( ) Int - - - -+- -+- -
D Listen Wis - - - -+- -+- -
D Move Silently Dex* - - - -+- -+- -
D Navigate Int - - =- - +
- -
+
- -
OAlfllGE CAI TICAL D Perform ( ) Cha - - =
- - +
- - +
- -
D Perform ( ) Cha - - =- - +
- -
+
- -
D Perform ( ) Cha
I ...:::::::,.11111 D Pilot • Dex
- - - - - -+- - +

- - - -+- -+- -
D Profession Wis - - - -+- -+- -
D Read/Write Lang. ( ) - - - =
- -+- - +
- -
D Read/Write Lang. ( ) - - - =
- - +
- - +
- -
D Read/Write Lang. ( ) - - - =
- -+- - +
- -
D Repair • Int - - - - - -+- - +

D Research Int - - - -+- -+- -

I I D
D
D
Ride
Search
Sense Motive
Dex
Int
Wis
- - - -+- -+- -
- - =
=-
- - +

+
- - +
- -
+
- - - --- -
D Sleight of Hand• Dex - - =
- - +
- - +
- -
D Speak Language ( ) - - - - -+- -+- -
D Speak Language ( ) - - - - -+- -+- -
D Speak Language ( ) - - - - -+- -+- -
D Spot Wis - - =
- -+-- +
- -
D Survival Wis - - =
--- +
- +
- -
D Swim Str* - - =
- -+-- +
- -
rnl'E D Treat Injury Wis - - - -+- -+- -
D Tumble• Dex* - - - -+- -+- -
D - - - - - - -+- -+- -

©2002 WizaKi~ of
[~ 1
the ( cast, lrK:. Made int he U.5.A. Fa-mis.sionpted topl-d-OCCf1 br per.JOt"Ei use crl..y.
D
D
- - - - -= - -
- - - - -= - -
Skills mtuked with • can' t be used untrained. ~·:ARMOR PENALTY,
+

+
---
- -
if any, applies..
+

+
- -
-
CAMPAIGN

0 Acrobatic
EXPERIENCE POINTS D Aircraft Operation* D Heroic Surge
0 Alertness D Improved Damage Threshold**
D Animal Affinity D Improved Init iative
D Archaic Weapons Proficiency O lrmWill
D Armor Proficiency (light) D Lightning Reflexes
D Armor Proficiency (medium) D Low Profile
D Armor Proficiency (heavy) D Medical Expert
0Athletic D Meticulous
0Attentive 0 Nimble
D Blind-Fight D Personal Firearms Proficiency
0Brawl 0Advanced Firearms Proficiency
D Improved Brawl OBurstFire
D Knockout Punch D Exotic Firearms Proficiency*
D Improved Knockout Punch 0 Strafe
D Streetfighting D Point Blank Shot
D Improved Feint 0Double Tap
0 Builder D Precise Shot
o cautious D Shot on the Run
D Combat Expertise 0Skip Shot
D Improved Disarm D Power Attack
D Improved Trip OCleave
0 Whirlwind Attack DC.eat Cleave
D Combat Martial Arts D Improved Bull Rush
D Improved Combat Martial Arts osunder
D Advanced Combat Martial Arts O Quick Drow
D Combat Reflexes D Quick Reload
0 Confident 0 Renown
0Creative 0 Run
0Deceptive D Simple Weapons Proficiency
D Defensive Martial Arts 0 Stealthy
TOTAL WEIGHT CARRIED D Combat Throw 0 Studious
D Improved Combat Throw D Surface Veh icle Operatim*
D Elusive Target 0Surgery
ALLEGIANCES D Unbalance Opponent D Toughness**
0Dodge 0 Track
0 Agile Riposte D Trustworthy
0Mobility 0 Two-Weapon Fighting
D Spring Attack D Improved Two-Weapon Fighting
LANGUAGES D Drive-By Attack 0 Advanced Two-Weapon Fighting
0Educated* D Vehicle Expert
LAnGUAGE REAU/WRITE? LAnGUAGE REAU/WRITE? 0Endurance 0Force Stop
D Exotic Melee Weapon Proficiency* 0Vehicle Dodge
0Far Shot D Weapon Finesse*
0DeadAim D Weapon Focus*
0Focused 0 Windfall**
D Frightful Presence o ________
0Gearhead O _ _ _ _ _ _ __
D Great Fortitude o _ ___ ____
FX ABILITIES
ARCAnE SPELLS UIUmE SPELLS PSIOnlC POWERS *You can gain this feat rrultii;le times. Its effects do not stack. Each time you take the feat
it api;lies to a different skill, type of equiprmnt, or weapon type.
**You can gain this feat rrultii;le tirms. Its effects stack.

TA LENTS/ SPEC IAL ABILITIES


a20/VlODERN
base attack bonus 17 Control Shape (skill) 264 experience point table 208
base save bonuses 18 cool under pre5sure (talent) 29 experience points, awarding 204
baslC classes 17 coordinate (talent) 31 expert healer (Field Medic) 181
bal 231 core mechanic 6 exploit weakness (talent) 27
Battle Mind 307 coup de grace 146 explosives 54
Battle Mind power list 363 cover 144 explosives and splash weapons 101
For topics rnenhoned on more than bear 231 cowering 140 extraordinary abilities 22'.i
one page. d page number In italic bind Shadow creature (Occultist) 294 Craft (chemlcal) (arcane skill) 319 extreme effort talent tree 21
type i11dicates the main entry. black market 93 creature types 218 extreme machine (Techie) 1'78
Descriptions of skilb and feats In blanket protection (Bodyguard) 174 creature weaknesse~ 268 faith (talent) 29
Chapters Two and Three, respec- blinded140 crew quality 16? falling (effects of) 214
tively. are not indexed because blindsight 226 crime i<1b technician 281 falling objects 2J4
they are presented in alphabetical Bodyguard 173 criminal 277 fame and infamy 36
order within those chapters. bonus class skill (Personality) 184 critical hits 131 familiar5320
bounty htinte1 272 critical strike (Soldier) 166 fast healing 227
abilities 7. 15 breath weapon 226 crocodile 232 (Shadow Slayer) 292
ability checks 8. 48 brew potion (Mage) 321 damage 129. 130 Fast hero 21
ability damaged 140. 226 bribery 58 unarmed 136 fast-talk talent tree 31
ability drained 140, 226 bugbear 231 to vehicles 163 fatigued 140
ability score loss 215 build robot {Techie) 178 damage reduction 226 favor (talent) 30
ability scores, changing 16. 18 bull rush (action) 151 damage reduction talent tree 24 favorable and unfavorable condition;
ability scores of creatures 229 bullseye (Gunslinger} 169 damage threshold (Daredevil) 173 45.144
ability scores. generating 14 burst radius 103, 105 Daredevil 171 favors 2TI
ability modifiets 15 capnvate (talent) 31 darkness and hght 213 fearauram
acid (effect of) 215 carrying capacity 121 darkvision 226 fearless (Daredevil) 1n
acid resistance (talent) ]') casting a spell 329 dazed MO fea~ and ranged attacks IOI
acids and bases ~ cat232 dazzle (talent) 31 feats table 78-79
Acolyte 3n catching on fire 213 dead 140. 141 feats. acquiring 76
Acolyte spell Iist 338 Challenge Rating 206. 217 deafened 140 ferret 234
action boost (Daredevil)173 of ordinaries 271 Dedicated hero 27 Field Medic 180
action points 9, 36. 204 character classes 17 Defense 130, 132 Field Scientist 175
actions 9 character condition summary 140 defensive position (Gunslinger) 169 fiend 234
actions in combat table 135 character creation summary 12-13 defensive roll (talent) 23 fighting detensively m, 137. 138
adrenaline rush (Daredevil) 173 char acter demographics 212 defensive strike (Bodyguard) 174 fighting space 215
advancement (of creatures) 229 charge (action) 130. 137 defensive talent tree 22 fighting from vehicles 161
advancing a level 39 ChJris111a 16 deinonychus 233 firP rPsistance (talent) 25
age (of characters) 35 Charismatic hero 29 delay (action) 147 flanking 144
AGENTS or PSI 298-304 charm talent tree 30 delay damage {Daredevl I) 173 flat-footed 133. 740
adventure setups 310-312 checks without rolls 47 detect Shadow (Shadow Slayer) 290 flesh golem 236
aiding anothe1(in combat)148 children 271 Dexterity 15 flurry of blows (Martial Artist) 168
(on skill check) 47 class 7 dice S. 7 flying kick (Martial Artist) 167
(on Wealth chec~) 91 class and character level 19 Difficulty Class 44 free action 9, 130, 135
allegiaoces 37 clothing 112 dilettante 279 full attack(action) 137
ammunition 103 close combat shot (Gunslinger) 169 disabled 140, 141 full attick (of a creature) lli
ape 231 cold (effects of) 213 disarm (action) 152 fult-round actions 9. 130. 134, 137
arcane research (items) (Occult1st) cold resistdllCe (talent) 2'> discern lie (lnvestigata<) 183 FX items 372
19S collisions and ramming 160 disease SS, 215 gang leadet 276
arcane research (scrolls) (Occultist) combat basics 130 displacer beast m gang member m
194 combat casting (Acolyte) 325 divine spells 336 gargoyle 237
arcane spell failure 318 (Mage)3ll dog234 gaiell7
arcane spells 334 combat manifestation (Battle Mind) driving a vehicle 157 general equipment 111
archaic melee weapons 107 310 drug dealer 281 generating ability sca<es 14
armorl09 (Telepath) YJ7 dying 140, 141 gnoll 7.37
armor penalty 109 combat mund 9, 130, 134 electricity (effeCl of) 215 goblln 238
attack actions 9, 130. 134, 135 combat sense (Bodyguard) 174 electricity resistance (talent) 25 grabbing objects 151
attack bonus 129 combat sequence 128 electronic devices 55 grapple (action) 152
attack an object (action)149 compelling performance (Personality) empathic talent tree 28 grapple modifier153. 224
attack roll 8. 129 185 empathy (talent) 28 grappled 140
attacking with two weapons 137 computers and consumer electronics Encounter Level 205 greater inspiration (talent) 31
attacks of opportu'1ity 131, 135, 738, 114 energy drain 226 greater weapon focus (Gunslinger)
330 conceal motive (Negotiator) 186 energy resistance talent tree 24 169
attitude (of a GM character) 57 concealed weapons and objects 94 entangled 140 greater weapon specialization
autoflre 148 concealment 145 equipment bonus (armor) 109 (Soldier) 166
Autohypnosis (psionic skill) 305, 308 Concentration (arcane skill) 293. 319 equipment table 113 grenades and explosives 104, 149
autoloa.ders 97 (divine skill) 323 equipment, general 111 Gunslinger 168
automatic (rate of fire) 96 (psionic skill) 306, 309 equipment, purchasing 90 handguns 97
aware (talent)19 Con~utution 15, 142 equipment, requ1s1t ioning 93 hardness 150
bags and boxes 112 constrict 226 evasion {talent) 22 harm's way (Bodyguard) 174
banish (Occult1st) 29) contact (Investigator) 183 exhausted 140 hawk 239

- contacts 211 exotic melee weapons 108 healing 142


d2oMODERN
healing talent rree 29 mas1ercrart ob1ects 94 psionic powers 360 (Infiltrator) 171
'leat (effects of) 2B rnax1m11e power (letepath) 307 (Telepath) 307 skill points 47
heavy armor no maximize spell [Acolyte) 325 (Battle Mind) 309 skill ranks. acquiring 43
heavy weapons 101 (Mage) 322 psiorucs 227, 240. 305, skill synergy 48
height and weight (of characters) 35 maximum Dex bonus (armor) 109 psi blade (Battle Mind) 309 skills table 46
helpless 140 mechanic 274 psychic shield (Battle Mind) 309 slayer weapon (Shadow Slayer) 291
helpless defenders 146 mechanical devices SS puppeteer 253 Sleight of Hand 94
herd animal 239 medical mastery (Field Medic) 181 purchase DCs. setting 204 smart defense (Field Scientist) 176
heroic GM characters 283 medical miracle (Field Medic) 181 range Increment 95. 104. 129 Smart hero 25
hit points 7, 130. 132, 139 medical specialist (Field Medic) 181 ranged attacks 136 smart survival (Field Scientist} 176
horse 239 medicinal drugs 55 ranged weapons 95 smart weapon (Field Scientist) 176
ignore hardness talent tree 21 medlllm armor 110 rat 254 smoke (effects of) 214
illithid 239 mE>dusa 242 rate of fire 95 snake 257
imprint tattoo (Battle Mind) 309 melee attacks 135 raven 255 Soldier 165
improved aid another (talent) 28 melee smash talent tree 21 reach (of a creature) 225 sonic/concussion resistance (talent)
improved charge [Bodyguard) 174 melee weapom 106 reactions 9 25
improved critical (Soldier) 166 minor breakthrough (Field Scientist) ready (action) 147 sow distrust (Negotiator) 187
improved evasion (Infiltrator) 171 176 recovering from damage 142 special qualities (of a aeature) 22S
improved grab ll7 mmor medical miracle (Field MedicJ regeneration 228 speed 132
improved reaction {Soldier) 166 181 reloading firearms 97 spell resistance 228. 333
llJlO(Oved sweep (Infiltrator) 171 minotaur 243 remain conscious (talent) 2S (Occultist) 294
mprovlsed Implements (Infiltrator} modifier types 48 repairing objects ISO spellbooks 318
m monkey244 repairing vehides 163 5pellcraft (arcane skill) 319
1i11>'0vised weapoo damage monstrous flytrap 245 replacement (template) .255 (divine skill) 323
(Infiltrator) 171 monstrous spider 245 reporter 282 spells 329
improvised weapons 109 moreau 24/ reputanon (of characters) 37 spell-like abilities 226
increased speed talent tree 23 move actions 9, 130. 134. IJ7 Reputation bonus 38 splash damage 103
Infiltrator 170 movement 131. 131. 142 Reputatron check 38 splash weapons 106. 149
initiative 130. JJJ Multiattack (feat) 229 research talent tree 26 spontaneous casting (Acolyte) 325
Injury and death 139 mult1class characters 17. 40 resistance to energy 228 stable 131, 140
Insightful talent tree 29 multiplying damage 131 resources 212 stacking (bonuses) 48
inspiration (talent) 31 mummy251 restricted objects 92 stamina (talent) 2'>
Intelligence 15. 16 natural heating 142 revolvers 97 standard score package 1'>
ntuition (talent) 28 natural weapons 225 robot 178. 256 standing up (action) 137
Investigator 181 nauseated 140 robust (talent) 25 star1/complete rull round action
Invisible stalker 241 Negotiator 185 rolling dice 5. 7 (action) 137
iron fist (Martial Artist) 168 nip-up (Daredevil) royalty (Personality) 185 starting occupations 32- 34
jury-rig (rechie) 178 no ~weat (Negotiator) 187 run (action) 138 starvation and thirst 213
knockout blow (action) 147 nonlethal damagp no, 141 savant (talent) 26 strangulation 214
kobold 141 nonlethal force (Investigator) 183 saving throws 130. 132 strategy talent tree 27
language groups 73 nonproficient bonus {armor) 109 scent 228 Strength 15
leadership talent tree 31 objects. attacking 149 sc1ent1fic improvisation (Field Strength bonus (on attacks) 129
lethal damage 130 Occulhst '92 Scientist) 176 Strong hero 21
level 7 ogre 252 scribe scroll (Mage) 321 structures. scratch-built SS
level advancement 39 on-hand objec~ 91 scribe tattoo (Mage) 322 stunned MO
level-dependent benefits 18 opportunist (talent) 23 second wind (talent) 25 sudden action (Bodyguard) 174
license (for equ1pmem) 93 opposed checks 44 selling stuff 94 suffocation and drowning 213
lifestyle items 122 ordinaries 270 semiautomatic (rate of fire) 96 summon familiar (Mage) 320
light armor HO othe< ra08ed "•eapons 102 services 122 supernatural ab1lrt1es 226
light sources 213 overrun (actioo) 151 ~oow (l.;AIERS 285-289 supporting characters 270
light weapon 97 av.I 253 adventure setups 29'>-/98 surprise 133
lightning shot {Gunslinger) 169 panicked 140 Shadow contact (Occultist) 294 surveillallCe gear 115
linguist (talent) 26 paralyzed 140 Shadow enemy (ShadowSlayer) 292 survival gear 118
living weapon (Martial Artist) 167 Personality 183 Shadow immunity (Shadow Stayer) swallow whole 228
longarms 99 pinned 140 291 sweep (Infiltrator) 171
to\ing control (of a vehicle) 160 plan (talent) 27 Shadow Slayer 290 tactical aid (Soldier) 166
tow-light vision m planted explosives 149 shaken 140 taking 10 47
lycanthropy 264 poison 54. 214. m.245. 257 shark 256 taking 20 47
ma(hine pistols 97 poison tabl<? 54 shdrp shooting (Gunslinger) 169 talk down (Negotiator) 186
inagMint> {ammunition) 96 police officer m shooting or throwing into melee 136 taunt (talent) 31
Mage 318 politician 282 ~imple melee weapons 106 taxi drivc1278
Mage spell list 337 power crystal (Telepath) 307 single shot (rate of fire) 96 lechie I//
Mages, ready-to-use 326 power resistance 227 si~th sense (Investigator) 183 Telepath .10~
major breakthrough (Field Scientist) prerequisites (for feats) 77 size modifier 129 Telepath power list 363
177 prnnary attack (of a creature) 22'> size of objects 97 Telepaths, ready to·u~ 310
manipulating objects (action) 137 p<ivate eye 280 s11e of creatU<es 217 temporary hit points 142
Martial Artist 166 p<ofesslonal equipment 116 skeleton (template) 256 terrestrial effluvium 258
massive damage 141 p<ofrte (ln~estlgaror) 182 skill chec~ 6, 8, 42, 44 terrorist 2/9
massive damage threshold 224 prone 140. 152 skill Pmphasis (talent) 29 threat range 131
mastercraft (Techie) 179 ~icraft (psionlc sktll) J06 skill mastrry (Field 5dentist) 176 thrown eKplosives 148
d20MODERN
thug273 IJRSAN ARCANA 312- 317
tiger 258 adventure setups 325- 327
time <md skill checks 45 Use Magic Device (arcane skill) 293
toad 258 used equipment. buying 112
tools (for skill checks) 45. 118 vampire (template) 261
tooth fairy 258 vehicle movement and combat 155
total defense 137 vehicle speed 156 Bill Slavicsek has codesigned a lot ot products over the last sixteen
touch attacks132 vehicles 123 years, including Tors: Roleplayin8 the Possibility Wars, AmRNITY,
Tough hero 23 vehicles table 125
trample 228 visual art '>6 Star Wars Roleplaying Game (d20), Council of Wyrms, Pokemon
trick {talent) 27 vital statistics 35 Jr., Clue: D&D Edit ion, and A Guide to the Star Wars Universe.
trigger power (Telepath}307 Wealth bonus JB. 61, 91. 204 Jeff Grubb has twenty years of game design experience. He is a
trip (action} 152 Wealth check39. 90 cofounder of the DRAGONLANCCcampaign setting and cocreator of
troglodyte 259 weapon accessories 120 the FORGOTIEN REALMSsetting. He is the author of almost a dozen
troll 260 Weapon Focus {Gunslinger) 169 novels, numerous short stories and comic books, and more game
trying again (skill check) 44 (Soldier) 165
weapon specialization (Soldier)16S
products than you can shake a stick at.
turn or rebuke magical bl'ast
{Acolyte}m werewolf (template) 263 Charles Ryan has designed games for over twelve years, working
turn or rebuke outsider {Acolyte) 325 Wild Talent (psiooic feat) 362 on such titles as Deadlands, Millennium's End, The Last Crusade,
tum or rebuke undead (Acolyte) 324 winning smile {Personality) 185 Dune; Chronicles of the lmperium. Star Trek: Red Alert!. and
turn resistance 228 Wisdom16 The Wheel of Time Rolep/aying Game. He served asChairman of
two weapon;. attacking with 137 withdraw {action) 138 the Academy of Adventure Gaming Arts &Design from 1996 to 2001.
unarmed attacks 13'> without a Lrace (Infiltrator) 171 Rich Redman has designed RPG products for Wizards of the
unbreakable talent tree 25 wolf 265
uncanny dodge (talent) 23 word of slaying (Shadow Slayer) 292 Coast for three years. He contributed to all three core DUNGEONS &
unconscious 140 wriling56 DRAGONS books, Xenomorphs for the DARK*MATIER line, and worked
undea<l324 wyrm 265 on the DARK*MATTER Arms & Equipment Guide, Defenders of
unlimited access {Personality) 184 yuan-ti 266 the Faith, Deities and Demigods, and numerous other products.
untrained skill checks 45 zombie (template) 267
5-3: Two-Weapon Fighting Penalties .... , ... . . 138 8-1: Creature Sizes . . ...... .... ...... ...... 217
5-4: Defense Modifiers . . . .. .. . . . .. ..... . . .. 144 8-2: Creature Saves and Base Attack Bonuses .. 217
5-5: Attack Roll Modifiers . .. ..... , . ...• . . , .. 144 8-3: Aberrations .. , , ..... , .. ... . , .. . ...... . 218
5-6: Cover .. ... . . ... .. . ... ... .... . ...... . . 145 8-4: Animals . .. . ....... . ..... .. . ... .. .. .. . 218
S-7: Concealment .. .. ...... , .... , . , ... . . . , . 146 B- 5: Constructs ....... . ...... ... ....... .. ,. 219
5-8: Size and Defense of Objects.. . , . , .. .. , , , 150 8- 6: Dragons .. , . , ... . .. , .. . .... . ... ...... . 219
1-1: Ability Modifiers .... . , , ..... , ..... , , , .. . IS 5-9: Substance Hardness and Hit Points ... . . , . 150 8·7: Elementals , . .... , , , .... , , .. . .. .... .. . 220
1-2: Experience and Level-Dependent Benefits . , 18 5- 10: Object Hardness and Hit Points . .... .. .. 150 8-8: Fey. ..... ... ..• , , ... •. , ,, •. •.. , ... .. . 220
1- 3; The S1rong Hero . .. , . . ... , , . , .. , , , ..... , 20 5-ll: Grapple Modifiers .. ... .... ... ......... 153 8-9: Giants ... .. .... .. . ... .. .. . . . . .. . .. .. . 220
1-4: The Fast Hero . . . . . . • . . • . . . , .•....• . . . . 22 5- 12: Vehicle Sizes.... . . , .... , .............. 155 8-10: Humanoids . ...... , , ...•......... . ... . 221
H: The Tough Hero .... , ....•..... , •. ... .. , 24 5- 13: Vehicle Speeds and Modifiers . . . . ... .. , . 156 B-11: Magical Beasts .. . .. . ... .. ... ...... .... 221
1-6: The Smart He10 ...• , .....• , , •. . . . . ... 26 5-14: Collision Damage . . . ... ... . ... .. .. .... 160 8-12: Monstrous Humanoids .. . . . .. .. , , ..... . 121
1-7:lhe Dedicated Hero .. , ........... , .... , . 28 5-15: Collision Direction . . .. .. • .. .. • . .. .. . . 160 8-13: Oozes .... . .. .... , ......... . _.. .. .. .. 222
1-8: The Charismatic Hero , . ....... ....•..... 30 5- 16: Vehicle u ew Quality .. . . . .... ...... -. . 162 8-14: Outsiders . . .. .. ... , .... ,., .... , ...... 222
1- 9: Aging Effects .... .,. .. .. . .. .. . .. .. .. • . 35 S-17: Gewed Vehicles .. .. .. .. . .. .. . .. . . .. 162 8-15: Plants , , . .. ... . ........... . . .... .... 223
1-10: Starting Level and Age .. . • .. .. .. .. .. .. 35 6-l:TI1e5oldier -..... -.... .... .... ... .. .. 166 8-16: Undead....... .............. . ... . .. .. m
1-11: Height and Weight.. .. .. .. .. . .. . . . . .. 36 6- 2: The Martial Artist ...... ........... , .... 167 8-17: Vermin ....... . ... . ...........•• . .. •. 223
2- 1: Skill Points per Level •........•.......... 43 6- 3: The Gunslinger .... __ . •.. ... .........•. 169 8-18: Adjustments to Ph~ical Abilities
2- 2: Difficulty Class Examples . . ......•..... 44 6-4: The Infiltrator . ......... ............... 170 and Natural ArlllOI ..••...........•...•••. 230
H: Example Opposed Cheds . . . , . . . . . . . . 44 6-5: The Daredevil ......................... In 8-19; Bonus Skill Points and Feats
2-4: Skills ....... , . . . . . . .............•... 46 6-6: The Bodyguard .. . . . ................ 174 by Creature Type....... , ... . ....... . ..... 230
2- 5: Poisons .....•....... , • , ....... , ....... 54 6- 7: The field Scientist . . . . . . . . . . . . . •. . . . . 176 8-20: Skill Poims per Class Level
3- 1: Feats . ... . ...........•.•. , ...... . ... 78-79 6-8: The Techie....... . . .... ........• ,, .... 178 for NOllhumans ..... . , ........... , ....... 130
4-l: Restricted Objects .. .. .. .. . . .. .. .. .. 93 6-9: The field Medic . ........... , .......... 181 8 21: Fiend Immunities. Resistances,
4- 2: Requisition Modifiers . . . . . . . . . . . . . . . .. 94 6- 10: The Investigator . .... , ................ 182 and Damage Reduction ...... .. .• .... , .. . , 23S
4-3: Concealing Weapons and Objects . ... . . , , 95 6-11: The Personality . ... .. , •. ... , .... , , .... 185 8-22: Monstrous Spider Poison ... , .... .. . . .. 245
4-4: Ranged Weapons. , .... . .... , , .. . .. , , .. 96 6-12: The Negotiator ........ .. . ... .... . .... 187 8-23: Monstrous Spider Webs . . . . .. . ... . ... . 246
4-5: Ammunition .. • . . .. .. . .. ... ........ .. 103 7-1; Purchase DCs .. . . , . ... ... ..... . , . . . .. .. 204 8-24: Moreau Height and Weight . .... . .•.. .. 247
_ _ _ _ _ 4- 6: Explosives and Splash Weapons...... , ... 104 7-2: Wealth Bonus by Level ... .... . , ... . . ,, . 204 8-25: Moreau Age ............ . , .... , , , .... 241
4-7: Melee Weapons . , .. ... , , .... , ... . . .. , . 107 7-3: Wealth Bonus Adventure Reward . ... .. .. 204 8-26: Sources of Weakness , . .... , . . .... . . .. 269
4-8: Improvised Weapon Damage by Size , , , . , 109 7-4: Hazard CRs . ...• , , , .. , , .•...•. .. , .. . , . 206 8-27: One Hundred Character Traits , . . ..... ,. 27i
4-9: Armor.... .. . , .. ..... , ............ , .. . 110 7-5: CRs for Skill Checks. ... .. . .. .. . .. . . ... . 206 9-1: The Shadow Slayer.. . .. . ... ... . .. ... . . . 290
4-10: General Equipment . , . . , ... ..... . , , .. .. 113 7-6: CR Adjustment .. . . . . .. .. . . . . , . .. . . . .. , 206 9- 2: The Occultist ..........•.. .. . .. . . ... .. m
4-11: Carrying Capacity , , .. ... , . , .. , . , , .... , , 121 7-7: Encounter Types ....... .. ... .. . .. .. . . .. 207 9-3: The Telepath.... . , ., .. . . . . .. ... , . ... . , 305
4-12: Lifestyle Items ... , .. , ..• , . ....•. , .. , , 122 7 8: Experience Point Awards . .. . . . .... . , ... 208 9-4: The Battle Mind. . . . ....... _.. , .. .. ... . 308
4-13: Services. . , _... .. . ... , •............ ... 123 7- 9: Light Sources . . .... . .. . , ..... . . .. , , , ... 213 9-5: Tne Mage. . ...... . . .... .. . .. ..... .. .. , 318
4-14: Vehicles .. .. . .. .......... , ........ 125 7-10: Damage from Falling Objects .... . •..... 214 9-6: F~mil lar Speoal Abilities .... _. .. • _.. .. .. 321
4- 15: Vehicle Weapons. •. , ...... , . • . . • . . . 126 7-11: Oi~ases •.•.... , .. .. .... ..... . ........ 115 9-7: The Acolyte.................. ... .. . .. . 322
5- 1: Size Modifiers ............. . ........ . .. 129 7-12; Add Damage . . .. ............... ..... 215 10-1: FX Actions in Combat ... . . ... ..... .... . 331
5-2: Actions in Combat ..................... B5 7-13: Electricity Damage. . . . . . . . . . . . • . . . . . . . 215
PLAY EVERY ADVENTURE YOU CAN IMAGINE
£Hperience the thrifts or euery blockbuster action movie. euery heart-pounding first-person
shooter. and eueru eHplosiue. high-octane escapade you can dream up. Inside this book, you'll
discouer euerything you need to build the ultimate modem-world campaign filled with
cinematic adventure and to create the dynamic heroes needed to race the harrowing dangers
that await within.
For players and Gamemasters. this product is compatible with the Ou11G£ons S DRRGons'"
11
roleplaying game and other d20 System roleplaying games.

ISBN 0.7869-2836-0

U.S. 539.95 Cl\N $55.95


Pmled in U.S.A 881900000
d20
MODERN Roleplaying Game

The D20 MODERN Roleplaying Game brings the


excitement of roleplaying gaming to the modern
world. It uses the d20 System's core mechanics to
let you experience a wide range of adventures,
from modern high fantasy complete with magic
and monsters, to gritty, realistic technothrillers
that pit players against terrorists, criminals, and
other real-world threats.
To further enhance your modern gaming experi-
ence, here are a few extras you can use in your D20
MODERN campaign right away! From vehicles to spells
to new rules, this web enhancement gives you a wide
range of more great material to drop into the game.
To use this web enhancement, you should
already have a copy of the D20 M ODERN Roleplaying
Game. This bonus material is brought to you
by the official D20 MODERN website:
<www . wizards . com/d20modern >.

ADDIIIOOAL EOUIPmEnI
In Chapter 4 you can choose from a wide range of
equipment. Here are a few additional items you can
add to your game as well.

Heavy Weapons
RPG-7: This Russian-made rocket-propelled
grenade is common throughout the third world.
Consisting of a relatively simple firing tube into
which a rocket-propelled explosive can be loaded,
it's something between a grenade launcher and a
By Charles Ryan true rocket launcher.
When the RPG-7 round hits its target, it
explodes like a grenade or other explosive, dealing
6d6 points of damage to all creatures within a 10-
foot radius (Reflex save DC 16 for half damage).
Because its explosive features a shaped charge
designed to penetrate the armor of military
vehicles, the RPG-7 ignores up to 10 points of
This layout intentionally begins on page 2. There is no page I. hardness if it strikes a vehicle, building, or object.
ct:wMODERN
However, this only applies to the target struck, not to Concealable Video Camera: About 2 inches long and
other objects within the burst radius. half that in diameter, this tiny camera can be used with or
The RPG-7 has a minimum range of 30 feet. If fired against without a snake-eye lens (below). Unlike a portable video
a target closer than 30 feet away, it does not arm and will camera, this concealable unit does not have a viewfinder or
not explode. any means of recording its images. Instead, it passes images
This weapon requires the Exotic Firearms Proficiency on to whatever device it is connected to (a television mon-
(rocket launchers) feat. itor or recording unit). Connecting the concealable video
camera to a recording or monitoring device requires a Craft
(electronics) check (DC 10).
Explosives Detector: About the size of a large mega-
17 phone, this device sniffs out nitrogen compounds-the
basis for all common explosives. It provides a +10 equip-
BHplosiues ment bonus on all Search checks involving explosives.
Claymore Mine: This weapon is an anti-personnel explo- Laser Microphone: This device bounces an invisible
sive that uses a shaped charge to launch hundreds of pieces light beam off a window, using the return signal to convert
of shrapnel in a fan-shaped arc, with devastating effect. the window's vibrations into the sounds within the room.
When the claymore is set off, the brunt of its force Using this device, a person can make a Listen check as
explodes outward in a cone (just like a cone-shaped FX though he was standing just inside the window. It is only
effect; see Chapter 10). Creatures and objects within the useful for eavesdropping on indoor conversations from
cone take 6d6 points of damage; those within the burst without, and vacuum-sealed double-paned glass defeats it.
radius but not within the cone take 2d6 points of damage. Night-Vision lmager: This unique electro-optical device
(Reflex save for half in both cases). The user aims the clay- mounts easily on top of most cameras, portable video cam-
more (setting the direction of the cone) while placing it. eras, and standard scopes, directing its image into the
Claymores come with disposable wired detonators, but device's existing lens. It gives the device the darkvision capa-
can be used with other types of detonators as well. bilities of night vision goggles.
The purchase DC given is for a bandolier containing two Parabolic Microphone: Looking like a hand-held trans-
claymores and detonators. parent satellite dish 10 inches across, this device focuses in _ _ ____,,_
Flash-Bang Grenade: A flash-bang grenade is a non- on sound sources. When directed at a particular source of
lethal device that uses a bright flash and loud report to dis- sound (such as two people having a conversation), it reduces
able victims within its burst radius. the Listen check penalty from -1 for every 10 feet to -1 for
All creatures within the burst radius must succeed at a every 100 feet. It works only if it has an unobstructed line of
Fortitude save (DC 16) or become dazed (can take no sight to the source of the sound.
actions) for ld6 rounds. Snake-Eye Lens: This device has a tiny lens-about a
The purchase DC given in the table below is for a box of quarter-inch across-on the end of a flexible 10-inch-long
six grenades. wand. The other end adapts to a 35mm camera, digital
camera, or portable video camera. The lens can be poked
Surveillance Gear around corners, under doors, or through holes, or it can be
Concealable Camera: This tiny camera is about the size hidden in a vent, emergency sprinkler, or similar innocuous
of a matchbox. It has a fixed focus, meaning that it can only architectural feature.
photograph objects from a specific distance (specified Transistor Detector: This device, about the size of a
when the camera is purchased). It requires special film, walkie-talkie, detects bugs and taps that contain radio
which comes in 24-exposure rolls (purchase DC 4). transmitters, whether or not the transmitters are function-
Concealable Microphone: This tiny device is about the ing at the time. It provides a +10 equipment bonus on all
size of two stacked dimes. It picks up sounds up to 10 feet Search checks involving electronic transmitters. It does not
away and transmits them by radio with a range of 500 feet. work on wired microphones, cameras, or other devices that
A professional walkie-talkie programmed to its frequency don't contain transmitters.
can pick up the signal.

Claymore Mine 40 ft. 16 15


Flash-Bang Grenade -* 15 ft. -* 10 ft. Tiny 14

*This weapon does special damage. See the weapon description.


d2oMODERN

Concealable camera 14
Concealable microphone Fine 15
Concealable video camera Dim 0.5 13
Explosives detector Tiny 3 20
Laser microphone Tiny 2 21
Night-vision imager Tiny 2 22
Parabolic microphone Tiny 3 14
Snake-eye lens Dim 0.5 14
Transistor detector Tiny 2 21

Camouflage compact Dim


Scuba diving gear Small 25

Booby trap kit

the table reflect the options common to police use. Alarge


Professional Bquipment . bike, it's powered by a l,450cc engine. It is one square wide
Camouflage Compact: This small plastic item looks like
and two squares long.
an olive-drab makeup compact. Inside are three or four pats
Kawasaki Ninja ZX-9R: A mid-range racing-style street
"""---- of grease-paint, in camouflage colors. Compacts are avail-
bike, the Ninja is powered by an 899cc engine. It is one
able in woodland, desert, winter, and urban color schemes.
square wide and two squares long.
Using the makeup in conjunction with fatigues of the same
pattern increases the bonus on Hide checks from +2 to +4. A
camouflage compact contains 10 applications of makeup.
Civilian Truchs
Jeep Grand Cherokee Laredo: A popular SUV with
Scuba Diving Gear: Scuba gear allows a swimmer to
excellent off-road credentials, the four-door Grand Chero-
remain underwater for a lengthy period of time. Scuba gear
kee is powered by a 4.0-liter V8 engine. It is two squares
consists of a buoyancy compensator and weight belt to
wide and four squares long.
keep a diver's buoyancy neutral in the wa~er, an ~ir ~ank ~nd
Jeep Wrangler Sport: The modern version of the World
regulator to allow the diver to breathe, fins to aid 1n swim-
War II-era army jeep, the Wrangler is a small, rugged SUV
ming, and a mask for visibility.
with a retractable canvas top. It's powered by a 4.0-liter 6-
When using scuba gear, a diver can remain underwater for
cylinder engine, and is two squares wide and three squares
up to an hour if she does not exceed a depth of 30 feet, 30
long. The Wrangler provides one-quarter cover for crew and
minutes if she doesn't exceed a depth of 60 feet, and 15
passengers.
minutes if she doesn't exceed a depth of 90 feet.
It takes five minutes to don or remove scuba gear.
Scuba gear imposes a penalty of -2 on all Dexterity
Civilian Water Uehicles
Wellcraft Scarab 38 AVS: A top-of-the-line high-pow-
checks, Dexterity-based skill checks, and melee and ranged
ered speedboat, the 38-foot Scarab reaches the kinds of
attack rolls while in the water. On land, these penalties
velocities favored by rich speed junkies and flamboyant
double. In addition, the wearer's speed falls to one-quarter
drug runners. Powered by two 600-horsepower engines, it
the normal speed (removing the fins eliminates this speed
features berths for four people, as well as a small galley
penalty).
(kitchen) and head (bathroom) belowdecks-but it's really
built for speed over comfort.
Weapon Accessories . . The Scarab is two squares wide and eight squares long.
Booby Trap Kit: This small package consists of .a spnng-
It provides one-half cover to occupants in the cockpit,
loaded device with a hair-trigger pin. It can be wired to a
full cover to occupants belowdecks, and no cover to
blasting cap or other detonator (not included with the kit),
those on deck.
and is used by attaching the pin to a tripwire or pull-cord. If
Zodiac Touring S Mark 2: This inflatable craft,
someone trips or cuts the tripwire, the spring action sets off
common in the civilian world as a dinghy or tender but
the detonator (and hence the explosive).
also used by special operations forces as an assault boat,
is made of rugged reinforced rubber. It is powered by an
Civilian motorcycles outboard engine (the stats shown represent a 40-horse-
Harley Davidson FLHTPI Electra Glide: This model is !n
power motor, the most powerful type the boat can
common service as a police motorcycle; the stats shown 1n
accept). As this boat weighs more than 180 lb. and folds
d20MODERN
into a cube almost 3 feet on a side, carrying it across
country is possible but not easy. The boat does fit in the
military Aircraft .
Mi-8 Hip: A transport helicopter used by the Soviet
trunk of many cars, however. It inflates in 10 minutes
Union, this aircraft has been manufactured in huge numbers
using the included foot pump, or one minute wi~h ~
since the 1960s and is in service with over 50 nations.
compressed-air cartridge (purchase DC 6). The Zodiacs
Numerous military and civilian variants exist.
air chambers are compartmentalized, so a single punc-
The Mi-8 has a door on its left side just behind the cock-
ture wilt not destroy the boat-like alt other vehicles, it
pit, and a large cargo door at the rear. It is two squares wide
is disabled when its hit points falt to 0.
and eight squares tong. It provides three-quarters cover for
The Zodiac is two squares wide and three squares tong. It
its crew, and nine-tenths cover for its passengers.
provides no cover for its crew or passengers.
V22 Osprey: This unique aircraft is just entering produc-
tion, although prototypes have existed for several years. The
Other Civilian Uehicles V22 is the first production tiltrotor aircraft, a new type of
Bluebird Conventional: This is the standard school bus
design that combines the best features of a helicopter with
used throughout the United States. Due to its extreme
the strengths of a conventional fixed-wing aircraft.
ruggedness and relatively low cost, it's also co~mon
The V22 is shaped much like a conventional airplane, with
throughout the third world, where it serves as a transit bus.
the cockpit at the front of a boxy fuselage. The wings sit high
Unlike most buses, it has a rear emergency door in addition
overhead, and a cargo door opens in the rear, much like that
to the main door. This vehicle is two squares wide and
of most standard military cargo planes. It differs from normal
eight squares long. It provides three-quarters cover for
aircraft, however, in the placement of its large turboprop
crew and passengers.
engines, which are situated at the ends of the wings. The
MCI 04500 Motor Coach: Th is is the sort of bus used by
engines can pivot, angling the props forward (like the pro-
charter and tour companies as well as interstate bus lines. It
pellers on a normal airplane) or upward (like the. rotors of.a
features comfortable seating and a lavatory, and may
helicopter). The exceptionally large props function as heli-
include a number of luxury amenities, depending on use.
copter rotors when angled upward, giving the ai~craft. the
Several large cargo bays are located under the passenger
ability to lift off and land vertically, and to hover, just like a
compartment, accessible from the outside. This vehicle is
helicopter. For forward flight, the pilot angles the rotors for- _ _ ____, _
two squares wide and eight squares long. It provides three- 1
ward, and the V22 begins to fly like a normal airplane, achiev-

~
quarters cover for crew and passengers.
ing the speeds and range of a conventional turboprop aircraft.

m
m
m
0 lb. +0 +3 317 (32) 10 5 18 M 26 Lie (+1)

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Jeep Grand Cherokee 1

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Wrangler
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200 tb. -1
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176 n3)
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Sport (SUV)
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Wellcraft Scarab
38 AVS (speedboat)
1 3 1,000 lb. -4 -4 141 04) 6 5 42 G 45 Lie (+1) zn
m
Zodiac Touring S 1 6 450 lb. -1 +O 62 (6) 9 0 8 L 23 Lie (+1)
Mk2 (inflatable)

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Bluebird Conventional 1
(school bus)
MCI D4500 Motor
77 0 lb.

55 1,500 lb. -4
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s:
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iM11iifill!1lli\!J.A\§ilii11%AMMl.ftiJ.t!liet;,;g;111aa&.;@.y15n.1.1
Mi-8 Hip 3 24 6,600 lb. -4 -4 211 (21) 6 5 46 G 42 Lie (+l)
(transport helicopter)
V22 Osprey 2 24 4,000 lb. -4 -4 484 (48) 6 5 52 G 57 Mil (+3)
(transport ti ltrotor)

The V22's large rotors do not allow it to land like a con- ing a transmission, without having to touch or answer the
ventional aircraft; it can only take off and land vertically device. You must be able to see or hear the device.
with its rotors angled upward.
The V22 has two doors just behind the cockpit that can Camera-Shy
serve as gunner stations, and a large cargo ramp at the rear. Illusion (Glamer)
This vehicle is eight squares wide (including the wings; the Level: Mage 2
hull is only two squares wide) and 12 squares long. It pro- Components: V, S, M
vides three-quarters cover for its crew and gunners, and Casting Time: l action
nine-tenths cover for all other passengers. Range: Personal or touch
Target: You or a creature or object weighing no more than
100 lb./level
AOOITIOnAL SPELLS Duration: 10 minutes/level (D)
Magic is an ancient tradition, and many of its effects Saving Throw: None or Will negates (harmless, object)
reflect its venerable roots. The modern world has given Spell Resistance: No or yes (harmless, object)
magic new applications, however, a few of which are
reflected here. The creature or object touched cannot be photographed.
It simply does not appear on any photograph, still or video
Burglar'sBuddy (making it invisible to surveillance cameras, for example). If
. . . , - - - - Illusion (Glamer) the recipient is a creature carrying gear, the gear does not
Level: Mage 2 show up, either.

1- Components: V, S, M Items dropped or put down by an affected creature

zw Casting Time: l action


Range: Long (400 ft. + 40 ft/level)
Area: 15-ft.-radius emanation centered on a creature, object,
or point in space
Duration: l minute/level
become visible to photography; items picked up disappear
if tucked into clothing or a bag carried by the creature. Light
never becomes invisible, although a source of light can
become so (thus, the effect, in a photograph or video
image, is that of a light with no visible source). Any part of
Saving Throw: None and Will negates (object) an item that the subject carries but that extends more than
Spell Resistance: Yes and no (object) 10 feet from it becomes visible, such as a trailing rope.
The subject is invisible to photography in only the visible
This spell suppresses all mechanical or electronic intru- spectrum. It can be photographed by other means (such as
sion alarms and alarm sensors in the affected area. Burglar a camera that photographs thermal images) or detected by
alarms or other intrusion alarms within the affected area sound, the step of a foot in a puddle, or other traces. The
simply fail to function; sensors for intrusion alarm systems subject does appear visible via other optical means, such as
(such as motion detectors, IR detectors, pressure sensors, binoculars, telescopes, and camera viewfinders.
electric eyes, etc.) also fail to function, sending no signal to Arcane Material Components: A small lens or prism.
monitoring stations. Video surveillance devices continue to
send whatever image they were photographing at the Oataread
moment the spell was cast. Divination
Arcane Material Components: A camera lens cover. Level: Acolyte 2, Mage 2
Components: V, S, F/DF
Caller IO Casting Time: l action
Divination Range: Touch
Level: Acolyte 0, Mage 0 Effect: Read machine-readable data
Components: V, S Duration: l minute/level
Casting Time: l action Saving Throw: None
Range: Close (25 ft.+ 5 ft./2 levels) Spell Resistance: No
Target: One telephone or walkie-talkie
Duration: Instantaneous You run your finger over any machine-readable data
Saving Throw: None source (a barcode, a computer disk, a CD, magnetic tape, or
Spell Resistance: No any similar record) to understand the content of the data.
You experience the data as it would normally be experi-
You determine the identity of the caller on a telephone enced through an appropriate machine. For example, if
that is ringing or connected, or a walkie-talkie that is receiv- reading a music CD, you hearthe music in your head. If read-
d:wMODERN
ing a word processor file, you visualize and read an image of As with augury, multiple divinations about the same
the page. If reading a barcode, you see the serial number, topic by the same caster use the same dice result as the first
pricing information, or other barcoded data. divination and yield the same answer each time.
The amount of time required to experience the data is Material Component: Incense and a sacrificial offering
the same as that required to read it by conventional means. appropriate to your religion with apurchase DC of at least 13.
You can normally read 2 pages of documents in one minute.
This spell does not decode encrypted data. Without the magic Driver'sLicense
encryption code, an encrypted document or file normally Illusion (Glamer)
appears as a seemingly random string of characters. If you Level: Mage 0
know the encryption code, however, you can read Components: V, S
encrypted data normally with this spell. Casting Time: l action
Range: Touch
Degauss Effect: Illusionary identification card
Transmutation Duration: See description
Level: Acolyte l, Magel Saving Throw: None
Components: Y, S Spell Resistance: No
Casting Time: l action
Range: Touch You make a small card or slip of paper appear to be a
Effect: Stored data is erased valid identification card of your choosing. For example, you
Duration: Instantaneous might make a business card look like a driver's license, or a
Saving Throw: None video club card look like an F.B.l. ID card. The card bears your
Spell Resistance: No name, likeness, and all other data expected by anyone
examining such a card. However, it is only visually accurate,
By touching a single device that contains electronic files, and does not contain any valid machine-readable data or
such as a computer, external hard drive, CD-ROM, or mag- electronic coding. You cannot use this spell to make an
netic disk, you erase all files on that device. The device is electronic passkey. The illusion lasts only as long as you
rendered empty of data. touch the card, to a maximum of 5 rounds. _ _ ____,,_

Divination mas~ metal


Divination Illusion (Glamer)
Level: Acolyte 4 Level: Mage l
Components: V, S, M Components: V, S, M
Casting Time: 10 minutes Casting Time: l action
Range: Personal Range: Touch
Target: You Target: A single metal object weighing no more than
Duration: Instantaneous 10 lb./level
Duration: 10 minutes/level (D)
Similar to augury but more powerful, a divination spell Saving Throw: None or Will negates (harmless, object)
can provide you with a useful piece of advice in reply to a Spell Resistance: No or yes (harmless, object)
question concerning a specific goal, event, or activity that
is to occur within one week. The advice can be as simple This spell makes a metal object undetectable to metal
as a short phrase, or it might take the form of a cryptic detectors. When any creature or character makes a Search
rhyme or omen. or Spot check to detect the object, he or she does not gain
For example, suppose the question is "Will we do well if equipment bonuses from any device that detects metal.
we venture into the ancient temple of the Snake Cult?" The Arcane Material Components: A magnet.
GM knows that yuan-ti guard a huge treasure, but estimates
that your party could beat the creatures after a hard fight.
Therefore the divination response might be: "A steady will
and sharp eye take the wealth of the serpent:' In all cases,
the GM controls what information you receive. Note that if
Red Light, Green Light
Trans mutation
Level: Mage 2
Components: Y, S, M
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your party doesn't act on the information, the conditions
may change so that the information no longer proves useful.
Casting Time: l action
Range: Personal
m
s:
(For example, the yuan-ti could leave the temple and take Area: 250-ft.-radius emanation
their treasure with them.) Duration: Concentration+ l round/level (D)
The base chance for a correct divination is 70% + 1% per Saving Throw: No
caster level. The GM adjusts the chance if unusual circum- Spell Resistance: No
stances require it (if, for example, unusual precautions
against divination spells have been taken). If the dice roll Traffic lights turn green in your favor. If you move, traffic
fails, you know the spell failed, unless specific magic yield- lights turn green when the spell area hits them, then turn
ing false information is at work. red when you pass them.

-I
d2oMODERN
Arcane Material Components: A remote control, such as Saving Throw: None
those used for TVs, stereos, or garage door openers. Spell Resistance: No

Shutdown When you cast this spell, you touch one person (your-
Trans mutation self or someone else). The spell eliminates all physical evi-
Level: Acolyte 3, Mage 3 dence left by that person's body within the affected area
Components: V, M (fingerprints, fluids, hairs, etc.) along with any evidentiary
Casting Time: 1action materials accidentally deposited by that person's body,
Range: Close (25 ft.+ 5 ft./2 levels) clothes, or gear (such as fibers, mud, dust, etc.; the spell
Area: 15-ft.-radius emanation centered on a point in space only affects materials no larger than a few strands of hair
Duration: 1minute/level or a few ounces of dirt). It does not change any distur-
Saving Throw: None bances that person created (including footprints, tool
Spell Resistance: No marks, or broken items), or remove any object the target
person deliberately left.
All electrical devices within the area of effect-lights, Arcane Material Components: Apair of tweezers.
computers, cell phones, digital watches, etc.-do not func-
tion forthe duration of the spell. The spell does not prevent Wirewal~
devices outside of the area of effect from operating nor- Transmutation [Teleportation)
mally, even if they are on the same electrical circuit as those Level: Mage 4
affected. (Even if the spell is cast on a generator supplying Components: V
power to devices outside the area of effect, those outside Casting Time: 1action
devices continue to remain powered.) At the end of the Range: Personal and touch
spell's duration, the devices operate again as if their opera- Target: You and touched objects or other touched willing
tion had not been interrupted. (Computers do not need to creatures weighing up to 25 lb./level
be restarted, and clocks display the correct time.) Many Duration: Instantaneous
sophisticated mechanical devices, including automobiles Saving Throw: None and Will negates (object)
"""---- and aircraft, rely on electrical components, and so are usu- Spell Resistance: No and yes (object)
ally affected by this spell.
Arcane Material Components: The control, alt, and delete This spell allows you to teleport to the location of a
keys from a computer keyboard. telephone you call. The telephone must be answered; the
spell only works over an open line. You arrive adjacent to
Sure Page the device (within 5 feet of it). For example, you might use
Trans mutation a cell phone to call your home. As soon as anyone answers
Level: Mage 2 the phone (including an answering machine), you could

~
Components: V, S use the spell to teleport home. You can travel any dis-
Casting Time: 1action tance. You can bring along objects and willing creatures
Range: Unlimited totaling up to 25 lb. per caster level. As with all spells

w Effect: Amessage reaches an electronic device of someone


known to you
where the range is personal and the target is you, you
need not make a saving throw, nor is SR applicable to you.

u Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Only objects held in use (attended) by another person
receive saving throws and SR.

You cause a text message of up to 25 words to appear on AOOITIOnAL RULES POR


the screen of an electronic device capable of receiving such
messages, such as a cell phone, pager, PDA, or computer. If RAOIATIOn. poisons. Ano DISEASE
the device is turned on, the message appears instantly; if Modern medicine has led to greater health, but the world
not, the message appears as soon as someone turns it on. is still not without its dangers-some of which are unique to
The message remains onscreen until read, then disappears, modern times. The following sections cover radiation sick-
leaving no electronic record of its appearance. You must ness, a few venomous creatures of the modern world, and
have seen the device to send a message to it. rules for using the Craft (chemical) skill to create poisons
from scratch.
Trace Purge
Transmutation

m Level: Acolyte 1
Components: V, S, M
Radiation Sichness
When characters are exposed to radiation, they may be

w
afflicted with radiation sickness. Radiation sickness func-
Casting Time: 1action
tions exactly like exposure to any other disease, following
Range: Close (25 ft.+ 5 ft./2 levels)
the normal rules for diseases (Chapter 7). The Fortitude save
Area: 15-ft.-radius emanation centered on a point in space

~
necessary and the effects of radiation sickness vary with the
Duration: Instantaneous
dose of radiation to which the character is exposed.
d20MODERN
Radiation exposure varies by degree, from mild to low,
moderate, high, and severe. To determine the degree of
Uenomous Creatures
exposure, start with the type of exposure: either an irra- Our world harbors many venomous creatures. Most are
diated area (such as t he area near where a nuclear explo- small; in fact, few pose any threat to human beings aside
sion has occu rred, or a lab that has been flooded with from their poisons. .
radioactive gas), or a specific source of radiation (such as The creature descriptions in Chapter 8 cover poison
a lump of radioactive materia l). Use the total time of effects and save DCs for snakes and spiders, among other
exposure within a given 24-hour period, roundin.g up. For types of venomous creatures. Th.ose are g~neral rules of
example, say a character is involved in a lab accident. He thumb; many specific creature toxins have different effects.
has to run into the lab (and hence be exposed to the This section covers a variety of specific venomous creatures.
radioacti ve materials) four times to evacuate unconscious Alt creature poisons are injury poisons. Most are caused
colleagues. Each trip takes 3 rounds; the character is by bites or stings. Afew, however, like the tionf'.sh ?r Por-
tuguese man-o-war, are injected at the creatu res slightest
exposed to the radiation source for a t~ta l of 12 round~.
touch. Any contact with the creature, regardless of whether
This counts as a 10-minute exposure, since 12 rounds 1s
it deals damage, is sufficient to administer the toxin.
more than 1minute.
Full stats are not included for these creatures. In the case

~.:.•.:.

Situation
·~ ... ~
Time of Exposure
1 rd 1 min 10 min 1hr 1 day
of snakes and vermin, use the stats in Chapter 8.

Sn alms
Btack Mamba: This large snake (up to 13 feet in length) is
fast and aggressive. Native to southern and central Africa, it
Character in irradiated area:
is one of the most venomous snakes in the world.
Lightly irradiated mild mild mild mild mild
Coral Snake: This relatively small snake is found through-
Moderately irradiated mild mild low low low
out the southern United States and northern Mexico. It is
Highly irradiated low low mod. mod. mod.
relatively shy, but dangerous if disturbed.
Severely irradiated mod. mod. high high severe
Fer-de-Lance: This snake is native to tropical South and
Character exposed to radiation source:
Mildly radioactive materials mild mild low low low
Central America. It isn't very aggressive, but tends to tie in - - - --·
ambush for prey and often strikes unsuspecting humans by
Highly radioactive materials mod. mod. high high severe
mistake.
Severely radioactive materials mod. high severe severe severe
King Cobra: Another large snake (up to 14 feet tong). the
The degree of the exposure determines the severity of king cobra has a very dangerous venom. It is native to India
the radiat ion sickness, as indicated on the following and southeast Asia.
table. Water Moccasin: This snake favors water, living in and
near creeks and ponds. It's found throughout the southeast-
ern and southern midwest United States.
~.:.•.:. ·~ ~~ Spiders and Scorpions
Deiree of Exposure Fort Save DC Damage
Mild ld4- 2* Con Arizona Bark Scorpion: This creature is native to the
Low ld6-2* Con southwestern United States and Mexico. It is one of the few
Moderate ld6-1* Con scorpions in the world with a dangerous venom; most other
High species have stings that are painful but not generally harm-
ld6 Con
Severe ful much like a wasp sting.
2d6 Con
* Minimum damage 0 Con Black Widow: A notorious spider, the black widow is
found worldwide in alt but the coldest climes.
At low levels, radiation sickness is a slow disease. Often, Brown Recluse: This spider is found throughout the mid-
a sick character suffers no severe effects. This is reflected in west and into the eastern United States. It is shy and on ly
the fact that even with a failed Fortitude save, the character bites when disturbed. Its bite is nearly painless, and many
might not suffer any Constitution toss. victims are not aware they've been bitten unti t after the fact.
Funnel-Web Spider: This large, aggressive spider is
In highly radioactive environments (such as a post-
native to Australia. (Related species are native to North and
apocalyptic setting), a character might be exposed to
South America, but they are rarely dangerous to humans.)
radiation while already suffering from sickness. If the
degree of exposure exceeds the exposure that caused
the initial sickness, the character suffers radiation sick-
Sea Creatures
Lionfish: This beautiful fish, a favorite in exotic aquari-
ness at the increased severity. Ot he rwise, it does not
ums, is native to the reefs of the Indian and South Pacific
change. For example, a characte r who has be~n ex~osed
oceans. It carries its venom in spines in its fins.
to a low dose of rad iat ion does not get any sicker 1f she
Portuguese Man-o-War: Ajellyfish[ike creature found in
is later exposed to another mild or low dose. If sh~ is
warm ocean waters around the world, the Portuguese man-
exposed to a moderate or higher dose, however, her sick-
o-war fl oats on the surface (sometimes singly, but often in
ness becomes more seve re.
groups of tens, hundreds, or even thousands) trailing ven-
omous tentacles in the water. Its sting is extremely painful.
d2oMO

Snakes
Black mamba (Small viper) 15 2d6 Con ld6 Con
Coral snake (Diminutive viper) 15 ld6 Dex ld6 Dex
Fer-de-lance (Tiny viper) 14 ld6 Con ld6 hp
King cobra (Small viper) 15 Paralysis 2d6 Con
Water moccasin (Tiny viper) 13 ld6 Con ld4 Dex
Spiders and Scorpions
Arizona bark scorpion (Fine scorpion) 17 ld6 Dex ld6 Str
Black widow (Fine spider) 13 ld2 Dex ld2 Str
Brown recluse (Fine spider) 18 ld2 hp ld4 hp
Funnel-web spider (Fine seider) 19 2d4 Dex 2d4 hp
Sea Creatures
Lionfish (Diminutive fish) 13 Paralysis ld6-l Con
Portuguese man-o-war (Diminutive jellyfish) 12 ld4 Str ld4 Int

mAKmG poisons Effect Initial Secondary


Creating poisons is a function of the Craft (chemical) skill. none 0 0
The rules here give you a peek behind the curtain; these l ability damage* +l +l
rules were used to determine the creation DCs and times ld2 ability damage* +l +l
required for the poisons included in the D20 M ODERN Role- ld3 ability damage* +2 +l
playing Game. ld4 ability damage* +3 +2
The DC of the Craft (chemical) check to create a poison is ld6 ability damage* +4 +2
determined by the poison's delivery method, save DC, and 2d4 ability damage* +5 +3
initial and secondary damage. The purchase DC of the com- 2d6 ability damage* +6 +4
ponents, and the time required, are based on the creation 3d6 ability damage* +8 +5
check DC. l ability drain* +4 +4
The base DC to create a poison is a function of the ld2 ability drain* +6 +6
poison's delivery method. Poisons that are administered ld3 abilit drain* +8 +8
intravenously (by injection) are injury poisons. Begin the ld3 hp +2 +2
process of determining how to make a poison by choosing ld6 hp +4 +3
the delivery method. 2d6 hp +8 +6
Per additional d6 hp +4 +3

w Delivery Method Base DC


Blindness ld6 rounds
Paralysis 2d6 minutes
+6
+10
+3
+5

u Contact
Ingested
15
10
Unconsciousness ld3 hours +12 +6
* If the poison deals Con damage, double the DCmodifier.

z Inhaled
Injury
10
5

Next, determine the effects of the poison. Select ini-


tial effects and secondary effects (most poisons have
Finally, set the Fortitude save DC for the poison. A save DC
of 10 or lower does not modify the poison creation DC. For
each point you increase the save DC above 10, however, the
Craft (chemical) skill DC increases by+l. For example, if you set
one of each, but some have more than one effect at each the save DC at 15, the DC to create the poison goes up by +5.
stage). Each effect adds a modifier to the creation DC.
For example, if the poison deals ld3 points of Dexterity
damage initially, followed by ld6 points of Dexterity Save DC DC Modifier
damage, the DC would be modified by +2 (initial damage 10 0
ld3 ability) and +2 (secondary damage ld6 ability), for a +l +l
total of +4.
Constitution damage is especially dangerous. For Consti- Once you know the total DC to create the poison, you
tution damage, use the appropriate ability damage, but can determine the purchase DC of the ingredients and the
double the DC modifier. time required to create the poison.
d20MODERN
Posion Creation DC Purchase DC Time
0-14 3 1hour
15-19 6 2 hours
Credits
Design: Charles Ryan
20-24 9 4 hours
Editing and Typesetting: Sue Weinlein Cook
25-29 12 8 hours
Editorial Assistance: Penny Williams
30-34 15 16 hours
Web Production: Julia Martin
35-39 18 24 hours
Web Development: MarkJindra
40-44 21 48 hours
Graphic Design: Cynthia Fliege
45+ 24 72 hours
This d20wSystem game uses mechanics developed for
The final product is ld4 doses of the poison.
the new DUNGEONS & DRAGONS"' game by Jonathan
An Example: You wish to concoct a poison that deals
Tweet, Monte Cook, Skip Williams, Richard Baker, and
ld6 points of Dexterity damage initially, followed by
Peter Adkison. This game also uses mechanics devel-
unconsciousness. The poison is to be ingested, and you'd
oped for the Psionics Handbook by Bruce R. Cordell,
like the Fortitude save DC to be 18. The DC to create the
the Call of Cthulhu®Roleplaying Game by Monte Cook
poison is 10 because it's ingested, +4 for initial damage
and John Tynes, and the Star Wars®Roleplaying Game
ld6 ability, +6 for secondary damage unconsciousness, +8
by Bill Slavicsek, Andy Collins, and JD Wiker.
for the Fortitude save DC. That's a total Craft (chemical)
DC of 28.
D20 MODERN, D&D and Dungeons & Dragons are regis-
With a Craft (chemical) DC of 28, the purchase DC forthe
tered trademarks, and d20 and the d20 System logo are
components is 12, and it takes eight hours to concoct the
trademarks owned by Wizards of the Coast, Inc., a sub-
poison. You end up with ld4 doses.
sidiary of Hasbro, Inc. All Wizards characters, character
names, and the distinctive likenesses thereof are trade-
ABOUT THE AUTHOR marks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws
Over a 12-year career in the adventure games industry
of the United States of America. Any reproduction or

~
that includes the founding of Chameleon Eclectic Enter-
unauthorized use of the material or artwork contained
tainment, Inc. and positions at Pinnacle Entertainment
herein is prohibited without the express written per-
Group, Last Unicorn Games, and Wizards of the Coast,
mission of Wizards of the Coast, Inc.

m
Charles Ryan has guided the design and look of dozens of
This product is a work of fiction. Any similarity to
roleplaying, card, and tabletop games. His credits include
actual people, organizations, places, or events is purely
such diverse titles as Dead lands, Millennium's End, The Last

m
coincidental.
Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of
This Wizards of the Coast game product contains no
the lmperium, Star Trek: Red Alert!, and The Wheel of Time
Open Game Content. No portion of this work may be
Roleplaying Game. His work has won or been nominated for

m
reproduced in any form without written permission.
numerous industry awards, and his writings have appeared
To learn more about the Open Gaming License and
in most major industry publications. Charles served as Chair-

z
the d20 System License, please visit
man of the Academy of Adventure Gaming Arts & Design,
<www. wizards . com/d20 >.
the professional organization of the game~ industry: fro~
1996 through 2001. He lives in Kent, Washington, with ~1s
lovely wife Tammie, three cats, and a dog. He works for Wiz-
ards of the Coast.
©2002 Wizards of the Coast, Inc.
All rights reserved. Made in the U.S.A.
::c
Visit our website at
<www.wizards . com/d20modern> )>
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s:
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